The World Archive
Thardiel
Named for the shard left behind when Heidaldr died. A world born of a god's ending — and of Shykana's grief.
981 Years After the Great War
1,754 Years of Invirian History
2,000 Years the Great War Lasted
History
The Great War
Two peoples. Two thousand years. Both eradicated. The war that reset the calendar and scattered every surviving race across the oceans of Thardiel.
Nation — Skan
Inviria
Founded by monks from an undiscovered continent. 1,754 years of crusades, iron walls, and a church that kept its holy site apart from its seat of power.
People — Skan Native
The Nhaari
The oldest people on Skan. They once owned the desert and the highlands. Then the arrivals came, and kept coming, and the land shrank beneath them.
Character
Kaori
Born to the God-King of Inviria. Sent to die before she was old enough to walk. A living proof of something a civilization built its entire identity trying to deny.
Magic System
Aether & The Art
Ambient potential. The natural, oscillating current that exists in all things — living and not. It flows like water. You can increase it, or decrease it. That is resistance. That is will.
Faction
Murin Trading Company
A slaving company with reach across every nation. Morally neutral infrastructure. It doesn't care about wars or kings or mage purges. It just moves cargo and takes money.
Home › Cosmology
Thardiel
The shard-world. Named for what remained when a god died.

Name & Origin

The world is called Thardiel — named after the shard, the fragment left behind when the god Heidaldr died. Most peoples of Thardiel no longer know why the world has the name it does. They use it the way they use the names of mountains or rivers — as a fact, not a story. But the name carries the death inside it, the way a scar carries its wound.

Among the Nhaari, the oldest native people of Skan, the world is understood through a different lens — not as a shard, but as what Shykana wept into being. These two interpretations are not necessarily in conflict. The shard was there. The goddess wept. Both things may be true.

Geography

Thardiel contains at minimum three known continental masses. Skan is the primary continent where current events unfold. To the west lie two additional continents — Corvalisia and Albaidgra. Albaidgra is uninhabited and largely forgotten, the ground zero of the Great War between the Firsts and the Albaidians.

A third continent to the east — undiscovered and unnamed in any current record — is believed to be the origin point of the monks who eventually founded Inviria. No current nation maintains regular contact with it. Whether it remains inhabited is unknown.

Several island landmasses exist in the seas surrounding Skan — Bar'rac'dan, Otzji, Yundma, and Olkelia — each with their own indigenous peoples predating the great migrations.

Calendar

Time on Thardiel is measured from the end of the Great War. The current year is 981 A.G.W. — After the Great War. Events before it are measured in reverse from that zero point. Inviria, for instance, was founded 773 years before the Great War — making it approximately 1,754 years old in the current day.

The decision to reset the calendar at the war's end was not made by any single nation or people. It emerged across multiple cultures simultaneously, which scholars have noted as unusual. The most common explanation is that the end of the Great War was so total — both peoples annihilated, every survivor a refugee — that the world collectively felt time itself needed to begin again.

Home › History
The Great War
Two peoples. Two thousand years. Neither survived.

Overview

The Great War was fought between two peoples — The Firsts and the Albaidians. It lasted approximately two thousand years. At its end, both peoples had been entirely eradicated. No victors. No survivors of either side. Only the wreckage they left for everyone else to live in.

The war is the zero point of all recorded history on Thardiel. Every calendar, every historical record, every nation's founding mythology is measured in relation to it. The current year is 981 A.G.W.

The Combatants

The Firsts were the original people of the western continents — Corvalisia and Albaidgra. Their descendants, those who survived by fleeing during the war's worst periods, eventually became the Tuuni elves and the human ancestors of Inviria, among others. What the Firsts called themselves, what they believed, what civilizations they built — most of that knowledge did not survive.

The Albaidians originated on Albaidgra, the western continent that now bears a corrupted form of their name. They are equally lost to history. No Albaidian texts, artifacts, or descendants are known to exist. The continent itself has been uninhabited since the war's end and has largely passed out of living memory.

Scope & Consequence

The war was not contained to any single landmass. Its shockwaves spread across oceans. Every race not directly involved spent the two-thousand-year duration simply trying to survive the fallout — fleeing, crossing seas, building something livable on whatever shore would hold them.

Most ships sank. The boats that carried survivors of the Firsts' scattered remnants across open ocean during the final centuries of the war were built by people who had already lost almost everything. The ones who made landfall on Skan, on the far northern and southern reaches, on island chains — they were not victors. They were the people who got lucky with the weather.

"Both peoples were eradicated. To pick up the pieces, and to survive the onslaught, the races of Corvalisia and Albaidgra found their way from the continents, to the isles, to Skan and other masses of land. In that time, everyone forgot about Albaidgra entirely. Nobody lives there now." — From recovered fragments, origin unknown

Legacy

The Great War's true legacy is not political or territorial. It is psychological — baked into the cultures of every people whose ancestors fled it. Inviria's obsession with strength and unity, the Tuuni's aggressive expansion, the fractured city-states of Avaricia — all of it is downstream of peoples who watched their entire world collapse over two thousand years and built whatever they could to make sure it never happened again.

The Nhaari and other Skan natives watched wave after wave of these traumatized arrivals wash onto their shores and begin claiming land. They are still watching.

Home › Nations
Inviria
The Dark Fortress. 1,754 years of crusades dressed as divine mandate.
At a Glance
Founded773 years before the Great War (~1,754 years ago)
GovernmentDual theocratic authority — God-King & Masja
Holy SiteAutum ("Great Beach") — landing site of the founding monks
CapitalYutom-Doan ("The Dark Fortress")
ReligionChurch of Xeiyr
Stance on MagicHeresy. Mages are executed regardless of status.
OriginMonks from the undiscovered eastern continent

Origin

Inviria was not founded by conquerors. It was founded by survivors. The monks who crossed the Black Mountains and landed on Autum were descendants of the Firsts — a people that had already been on the edge of total annihilation for two thousand years before the ocean crossing. They arrived exhausted, traumatized, and carrying a theology built entirely around the question of how you survive when everything keeps trying to kill you.

They named their landing site Autum — pronounced "Ow-Tomb" in Old Invirian. It means "Great Beach." Not holy ground. Not promised land. A beach. The grandeur came later, built deliberately over centuries because "Great Beach" wasn't a story powerful enough to justify everything they needed to do next.

The Two Cities

The church's first significant act was to keep the holy site separate from the seat of power. Autum remained sacred — untouched by the machinery of governance and war. The capital, Yutom-Doan, was built further south. Yutom means Fortress. Doan means Black or Dark. The Dark Fortress. They named it honestly.

This separation was not symbolic. It created a permanent structural tension between theological authority — held by the Masja in Autum — and military/political authority, held by the God-King in Yutom-Doan. Neither can function without the other. Neither can remove the other. The church holds the only thing that legitimizes the throne. The throne holds the armies that protect the church. This tension has lasted 1,754 years and shows no sign of resolving.

The Church of Xeiyr

Xeiyr is the god of war and justice — or was, before whatever happened to the divine. The church built around Xeiyr's name did not die with its god's silence. It had too much momentum by then. 1,754 years of doctrine, infrastructure, and identity do not dissolve because prayers go unanswered.

The church's theology holds that strength through human will and martial discipline is the highest expression of divine favor. Magic — the reshaping of reality without steel or muscle — is therefore either heresy or a threat to the entire foundation Inviria was built on. Mages are killed. Not out of cruelty, out of doctrine. The God-King who ordered his own daughter assassinated was not a monster acting alone. He was a man faithfully executing a worldview that had been building momentum for nearly two millennia.

Power Structure

At the apex sit two equal authorities: the God-King (currently unnamed), who rules from Yutom-Doan, and the Masja — "The Praying One" — who holds Autum. The Masja is currently a woman named Celery. She is lore-significant only; her role matters more than her person.

Beneath them: Officers who command armies, Sergeants, Soldiers, Peons, and Slaves. The distance between Peons and Slaves is thin enough that the entire middle of Invirian society is motivated by the fear of falling rather than the hope of rising.

Inviria & Magic

The God-King's wife, Queen Soyun, was beheaded for birthing a mage child. The infant — Kaori — was transported via the Murin Trading Company to be assassinated in neutral territory. The assassination failed. Nobody in Inviria knows it failed. The clock is ticking.

"Inviria is a country that prides itself on its strength and unity. They are warriors first — men, women, and children. Their country was founded by monks who said the gods wanted them to own the new land. That was thousands of years ago. The wars have not slowed." — Working notes, The First Ember
Home › Nations
The Nhaari
The oldest people on Skan. What they had, they have been losing for centuries.

Overview

The Nhaari are native to Skan — not arrivals, not refugees, not the descendants of people who fled something worse. They were here first. They built in the trees of the Velathri forests, in the deserts, in the highlands. They named the rivers. They were here when the first boats arrived from the dying west, and they have been watching the arrivals spread ever since.

Physically, the Nhaari are feline in nature — ears that catch every shift of wind, tails that communicate what their faces don't, noses that read the world before their eyes do. They hunt, track, and move through their environment with a precision that centuries of forest life built into them.

What Was Lost

The Nhaari once owned much of what is now Pheolan and Leobia — the desert and the highlands. Those lands were taken. Not in a single war, not through a single treaty, but through the slow accumulation of arrivals who had numbers and need and were not particular about whose ground they settled.

The Unified Tribunal — the political structure that governs the Nhaari clans in the current day — was built by Asaris's grandfather. It is not a triumph. It is a people who have been losing ground for generations trying to hold what's left by presenting a unified front.

The Masamura

The Masamura is the ruling clan. Their seat is Keluthara, a city built into the living Velathri trees. Queen Asaris rules from there, advised by the Unified Tribunal of elders — some of whom distrust her judgment, her husband, and the humans she has chosen to shelter.

The Cold War

The Nhaari are currently in a cold war with the Tuuni over the Ka'han Ilma — neutral territory on the floodplains. The Tuuni, like the Nhaari, have legitimate claims and legitimate grievances. Neither people is wrong. Both are fighting over scraps of what used to belong to each of them, while the nations that took everything else watch.

Home › Characters
Kaori
Born to the God-King. Sentenced before she could walk. Raised by the woman who chose to protect her anyway.
At a Glance
Age10 (current story arc)
EyesPink — deep like steeped red wine. Invirian mage eyes.
BIRTH NAME
FatherThe God-King of Inviria (unnamed)
MotherQueen Soyun (executed)
ADOPTED FAMILY
MotherQueen Asaris (Nhaari)
FatherLaeonis (Nhaari)
GuardianAtsuko (human, former slave)
TrainerS'ketilis (Talariin scholar)

Before the Story

Kaori was born to Invirian royalty with mage eyes — pink irises that mark magical ability, an abomination under the doctrine of Xeiyr. Her mother, Queen Soyun, was beheaded for birthing her. Her father, the God-King, arranged her transport via the Murin Trading Company to be assassinated discreetly, in neutral territory, far from Invirian hands.

The plan failed. The armored guard named Gaius died shielding her with his body. Laeonis found her in his arms in the mud of the Ka'han Ilma, her fingers no thicker than his pinky, chest still rising. Nine months old. Ten at most.

Childhood

Queen Asaris chose to raise her. Not as a ward, not as a political asset — as a daughter. Kaori grew up in Keluthara under that protection, knowing she was adopted, knowing she was human in a Nhaari city, knowing other children sometimes called her chiri huma — dirty human. She carries that the way children carry things: quietly, and everywhere.

At age ten she was sent to S'ketilis in Bar'rac'dan to begin formal mage training. Her guardian Atsuko traveled with her and left before she woke on the first morning. The obsidian pendant around her neck — given by Haku's daughters, chosen because it matches her hair — was the only piece of home she brought with her.

What She Represents

Kaori is not aware of her own significance. She is a ten-year-old girl who misses her mother and is afraid of a stone city. But her existence is a crack in the iron logic of Inviria. A mage. Invirian royal blood. Alive. If the God-King ever learns she survived, nothing about what follows will be quiet.

"The infant's eyes were closed, chest rising and falling in shallow breaths. Her tiny hand curled against the fabric, fingers no thicker than his pinky. Someone died holding this child. Died protecting her." — The First Ember, Ch. 1
Home › Religion & Magic
Aether & The Art
Ambient potential. The natural, oscillating current that exists in all things.

What Aether Is

Aether is the natural, oscillating current that exists in all things — living and not. It is not a force you summon. It is already present. What magic practitioners do is interact with what is already there — increasing flow, decreasing it, shaping the direction of energy that would otherwise move without intent.

S'ketilis describes it this way: Aether flows like water in a current. You can increase the flow — or decrease it. That is resistance. The will to hold or release energy. The living can choose. The inert cannot.

"Magic can be summed up as ambient potential. It's the natural, oscillating current that exists in all things — living and not. You can increase the flow... or decrease it. That's resistance. The will to hold or release energy." — S'ketilis, The First Ember Ch. 2

Resistance & Conductivity

Every substance has a natural resistance — a tendency to hold its stored Aether rather than release it. This is what makes most materials stable. Soryx, the volatile plant that grows near volcanic soil, stores Aether as heat. Its natural resistance is what keeps it from burning itself alive. Remove that resistance — make it conductive — and all of its stored energy discharges at once. That is what someone did at the Ka'han Ilma massacre. They did not invent a new weapon. They removed a constraint that nature had built in.

Mage Types

The Tuuni practice enhancement magic — strengthening what already exists, amplifying physical capability. They do not train combat mages. The distinction matters: an enhancer works with a body or a material. A combat mage shapes Aether directly into force, heat, impact.

Combat mages are rare, trained, and politically dangerous. Leobia restricts theirs heavily. Inviria kills them. The Free Cities of Prala and Avaricia are where rogue combat mages typically end up — either as mercenaries or as problems.

Mage Eyes

Invirian mage lineage manifests visibly — pink irises, deep like steeped red wine. There is no hiding it at close range. Kaori carries this mark. In Keluthara, it marks her as other. In Inviria, it marks her as a death sentence.

Home › Factions
Murin Trading Company
It doesn't care about wars or kings or mage purges. It moves cargo and takes money.

Overview

The Murin Trading Company is a slaving operation with reach across multiple nations. It does not have a political alignment. It does not have a theology. It has clients, contracts, and a reputation for discretion. When powerful people need something moved — cargo, people, problems — across borders and without traceable connection to their names, they use Murin.

The God-King of Inviria used Murin to transport his infant daughter to her arranged assassination. This was not unusual. Inviria almost certainly uses Murin regularly. The company's value is precisely that it makes inconvenient things disappear quietly.

Operations

Murin recruits through cities like Grenhelm — hired hands who often don't know the nature of their cargo. The caravan that carried Kaori employed twenty men who believed they were on a standard pickup and drop-off. They were not told what the fourth cart contained. They were not supposed to survive long enough to tell anyone.

Narrative Role

Murin is the connective tissue of the world's worst transactions. Every nation that needs deniability eventually touches it. It is the throughline that connects events across books — not because Murin drives the story, but because the kinds of people who use Murin keep doing the kinds of things that require it.

Home › Cosmology
Heidaldr
The god whose death named the world.
This article is incomplete. Add Heidaldr's lore to expand it.

Thardiel is named for the shard left behind when Heidaldr died. Beyond this, the records are fragmentary. What Heidaldr was, what killed him, and what the shard that became the world actually means — these are questions the archive does not yet hold answers to.

Home › Cosmology
Gods & The Divine
What is worshipped. What answers. What does not.
This article is a stub. Expand with full pantheon details.

Known Divine

Shykana — Goddess of life, love, and humility. The Nhaari believe the world was born of her tears. She is the closest thing to an actively present deity in the current age.

Xeiyr — God of war and justice. The theological foundation of Inviria. Whether Xeiyr still listens to prayers is debated. Inviria's wars continue regardless.

Whiscla — God of death and rebirth. The Nhaari speak of Whiscla coming to collect spirits at death. The Kojin are referenced as divine figures associated with the afterlife in Nhaari belief.

Home › History
The Firsts
The people the Albaidians spent 2,000 years trying to eradicate.
Article in progress.

The Firsts were the original people of the western continents. Their survivors became the Tuuni and the ancestors of Invirian humans — separated by ocean storms during the migration and diverging into distinct peoples over generations. Those who embraced magic became the Tuuni. Those who rejected it built the church of Xeiyr.

Home › History
The Albaidians
The other side of the Great War. Equally erased.
Article in progress.

The Albaidians originated on the continent of Albaidgra — a landmass that now bears a corrupted form of their name and sits entirely uninhabited. They are as lost to history as the Firsts. No texts, no descendants, no artifacts are known to survive. They fought the Firsts for two thousand years and were eradicated alongside them.

Home › History
The Great Migration
Most ships sank. The ones that didn't built everything that came after.
Article in progress.

As the Great War consumed both the Firsts and the Albaidians over two millennia, the other races of Corvalisia and Albaidgra fled — to islands, reefs, and eventually to Skan. Every boat ended up somewhere. Some far south, some far north, some made it to Skan. Most sank. The descendants of those survivors are every non-native people currently on Skan.

Home › Nations
The Tuuni
Descendants of the Firsts. Separated from their kin by a storm. Different enough now that neither side remembers the connection.
Article in progress.

The Tuuni are descendants of the Firsts, separated from what became the Invirian human ancestors by ocean storms during the great migration. Over generations of isolation, they diverged physically and culturally — becoming elves rather than humans, accepting magic as an expression of strength rather than condemning it as heresy.

They share the same foundational values as Inviria — strength, unity, divine mandate — but the schism over magic makes them a theological embarrassment to Inviria. Same blood. Opposite conclusions. Neither can fully acknowledge what that means.

Currently in cold war with the Nhaari over the Ka'han Ilma neutral territory.

Home › Nations
Leobia
Article in progress. Add Leobia's history and culture.
Home › Nations
Pheolan
Article in progress. Add Pheolan's history and culture.
Home › Nations
Avaricia
Article in progress.
Home › Geography
Skan
The primary continent. Not everyone here belongs here. Most don't know that.
Article in progress.

Skan is the primary continent of the current story. It has indigenous peoples — the Nhaari and others — who predate the great migrations. It received waves of arrivals in the centuries surrounding the Great War. Most of the political conflicts currently active on Skan are downstream of that tension between native peoples and those who arrived and stayed.

Home › Geography
Keluthara
The Masamura seat. Built into the living Velathri trees.
Article in progress.

Keluthara is the seat of the Masamura clan and home of Queen Asaris. It is built into the Velathri trees — massive living structures whose bioluminescent moss traces the walls of the throne room in veins of pale blue-green. The city exists across multiple tiers, connected by bridges and walkways, the lowest tiers descending to damp stone and earth where the holding cells sit beneath the roots.

Home › Geography
Yutom-Doan
The Dark Fortress. Inviria's capital. A city that named itself honestly.
Etymology
YutomFortress (Old Invirian)
DoanBlack / Dark (Old Invirian)
Full meaningThe Dark Fortress

Yutom-Doan is the capital of Inviria and seat of the God-King. It is a city of iron walls and war, located south of the holy site Autum. The church deliberately placed the capital away from Autum to keep the holy site separate from governance — a decision that created Inviria's permanent dual-authority structure.

Most nations name their capitals something aspirational. Inviria called theirs The Dark Fortress and apparently nobody objected. This tells you something true about Invirian culture that no amount of doctrine can express more clearly.

Home › Geography
Autum
"Great Beach." The founding site of a civilization that forgot what it was built on.
Etymology
PronunciationOw-Tomb
Old Invirian"Great Beach"
StatusHoly site of the Church of Xeiyr. Seat of the Masja.

Autum is where the founding monks of Inviria made landfall after crossing from the undiscovered eastern continent. They named it what it was — a great beach — in the exhausted practicality of people who had just survived an ocean crossing that killed most of their kind.

Over 1,754 years, Autum became the holiest site in Invirian religion. The church kept it deliberately separate from governance, ensuring that Yutom-Doan held political and military power while Autum held theological authority. The Masja rules from here.

Home › Characters
Laeonis
Commander of the Masamura military. Nakamura-born. Married into the clan the elders never fully accepted him into.
Article in progress. Full character profile coming.

Laeonis is the Commander of the Masamura military and husband of Queen Asaris. He is Nakamura-born — a clan that cultivates Soryx at the base of Smíðrokk — which makes him a permanent outsider in the eyes of the Masamura elders, regardless of how long he has served or what he has sacrificed.

He found Kaori in the mud of the Ka'han Ilma. He carried her out. He made the case that she was worth the political cost. That decision has been shaping events ever since.

Home › Characters
Queen Asaris
She did not want the crown. She took it anyway. She has not put it down.
Article in progress. Full character profile coming.

Asaris is Queen of the Nhaari Masamura clan. She came to the throne young, after her father King Masamura died, with a cold war building on her borders and elders on her council who viewed her husband as an outsider and her judgment as suspect. She has been proving them wrong ever since, at considerable personal cost.

She chose to adopt Kaori — to raise her as her own daughter rather than hand her over to Invirian politics or abandon her to the consequences of her birth. That choice is the inciting act of everything that follows.

Home › Characters
S'ketilis
Talariin scholar. Short. Impatient. The most dangerous person in any room he enters.
Article in progress.

S'ketilis is a Talariin — pale gray skin, pupilless grey-white eyes, considerably shorter than the Nhaari he advises. He serves as the court scholar and magical authority for Queen Asaris and was the one who identified the Invirian royal crest on Kaori's blanket. He is currently training Kaori in Bar'rac'dan.

He does not waste words. He does not tolerate interruption well. He is almost always right, which makes him very difficult to argue with.

Home › Religion & Magic
Shykana
Goddess of life, love, and humility. The world was born of her grief.
Article in progress.

Shykana is the goddess most actively present in the faith of the Nhaari. They believe the world was born of her tears. When she died — or wept, or grieved — the world came into being as a consequence of that feeling. The name Thardiel holds a different explanation for the world's origin, but the two are not necessarily in conflict.

Home › Religion & Magic
Xeiyr & The Church
God of war and justice. The church built in his name has outlasted his attention.
Article in progress.

The Church of Xeiyr is the founding religion of Inviria. It holds that strength through human will and martial discipline is the highest expression of divine favor — and that magic, which reshapes reality without steel or muscle, is heresy. The church is headquartered at Autum, kept deliberately separate from the political capital of Yutom-Doan.

The Masja — "The Praying One" — holds the highest theological authority in the church, equal in standing to the God-King. Currently a woman named Celery.

Home › Religion & Magic
Soryx
A plant that stores Aether as heat. Its resistance is the only thing keeping it from burning itself alive.
Article in progress.

Soryx is a plant that grows near volcanic soil — most notably at the base of Smíðrokk, cultivated for generations by the Nakamura tribe. It stores Aether as heat. It burns hot and slow, controlled by its natural resistance.

Remove that resistance — make it conductive — and all stored energy discharges at once. This is what was done at the Ka'han Ilma massacre. Someone with deep knowledge of Soryx and combat magic combined Soryx with a fireball to create an explosive capable of vaporizing an entire cart and everyone near it.

The Nakamura know more about Soryx than anyone. This makes them implicated in anything that requires weaponizing it, whether or not they were willing participants.

Home › Factions
The Masamura
The ruling clan of the Nhaari. What they built, they are still fighting to keep.
Article in progress.

The Masamura is the ruling clan of the Nhaari, seated at Keluthara. The Unified Tribunal of Nhaari clans was established by Asaris's grandfather — a political achievement that represented a people trying to hold together what remained of their territory through collective governance rather than fractured clan warfare.

Queen Asaris currently rules. The elders of the Tribunal are not uniformly loyal. Some openly resent Laeonis as an outsider. Some question Asaris's decision to shelter Kaori. The clan that holds the crown does not hold it without resistance.