Brief Personality Profiles for the Sub-Characters
đˇ Mage Families' Children
Marcus Vestalyn (The Arrogant Perfectionist)
Personality: Calculated, disciplined, and fiercely competitive. He is obsessed with mastering structured magic and views unorthodox methods as inferior. Has a superiority complex due to his lineage but acknowledges true talent when he sees it.Quirk: Always critiques others' spellcasting, even in casual conversations.
Liam Vestalyn (The Tactical Guardian)
Personality: More level-headed and tactical than his brother, he values defense and fortification magic over raw power. Sees magic as a tool for protection rather than domination. Often the voice of reason in conflicts.Quirk: Constantly analyzing situations, sometimes even overthinking simple matters.
Skylar Aurorix (The Tranquil Tempest)
Personality: Calm, composed, and incredibly patient. He embodies the fluid nature of water, adapting to every situation. Prefers observation over confrontation but has a ruthless side when angered.Quirk: Enjoys meditative silence but will verbally dismantle anyone who disrupts his peace.
Elijah Aurorix (The Gentle Tide)
Personality: The friendlier, more approachable sibling. Compassionate and warm, yet deeply strategic when it comes to battle. Prefers healing magic and mana reinforcement techniques.Quirk: Always carries water with himâwhether in a flask, a floating orb, or a conjured mist.
Aurora Solonar (The Untouchable Star)
Personality: Charismatic, flirtatious, and effortlessly skilled. Born with a natural talent for solar magic, she exudes confidence and thrives under attention. Struggles with serious commitments.Quirk: Talks like she's the main character in any conversation.
Mason Solonar (The Hidden Sunfire)
Personality: The reserved, intellectual brother. Highly logical and methodical in his approach to magic, with a sharp wit. While he doesn't seek attention, his skill is undeniable.Quirk: Always reading obscure magical theories and secretly testing new spell concepts.
Tristen Lunarae (The Shadowed Blade)
Personality: Enigmatic, analytical, and dangerously efficient. His presence is unsettling, and he operates best from the shadows. Does not speak unless necessary.Quirk: When he does speak, it's always short, calculated, and unsettlingly accurate.
Claire Lunarae (The Lunar Sorceress)
Personality: Poised, elegant, and deeply connected to lunar magic. She embraces both darkness and light, embodying a balance that few can match.Quirk: Often stares at the moon in deep thought, whispering cryptic messages about fate.
Lyra Caelumis (The Lost Memory - Needs Backstory Expansion)
Personality: Kind yet melancholic, she often feels like she's searching for something missing in her life. Prone to fleeting moments of nostalgia that she cannot explain.Quirk: Occasionally zones out as if experiencing dĂŠjĂ vu, recalling something just out of reach.
Lucas Tempestarii (The Storm Incarnate)
Personality: Wild, unpredictable, and always seeking the thrill of battle. Has a deep affinity for lightning magic and thrives in chaos.Quirk: Hates staying stillâconstantly in motion, even when at rest.
Harper Tempestarii (The Eye of the Storm)
Personality: The opposite of Lucasâcalm, methodical, and tactical. Prefers calculated strikes over reckless attacks.Quirk: Always has a book on him, usually about meteorology or battle strategy.
âď¸ Sword Families' Children
Maximum Gladiusforte (The Warborn Commander)
Personality: Dominant, battle-hardened, and fiercely loyal to the art of war. Speaks in commands, even outside of combat.Quirk: Analyzes every fight he sees, mentally critiquing and improving tactics in real-time.
Carter Gladiusforte (The Silent Executioner)
Personality: Lacks the commanding presence of Maximum, but makes up for it with sheer skill. Reserved, precise, and deadly in battle.Quirk: Never announces his attacksâhis blade simply moves before you realize it.
Emma Sabrelan (The Duelist Queen)
Personality: Fierce, independent, and obsessed with proving her superiority in one-on-one combat. Respects strength and despises weakness.Quirk: Always refining her footwork, even in casual settings.
Grace Sabrelan (The Blade Dancer)
Personality: More fluid and artistic in her approach to swordsmanship. Prefers speed and finesse over brute force.Quirk: Can't stand slow fightersâgets visibly frustrated when someone drags out a battle.
Wyatt Tsurugikin (The Blade of the East)
Personality: Disciplined, serious, and adheres strictly to the Bushido code. Believes honor is the highest virtue.Quirk: Only unsheathes his sword when he intends to win.
Ava Tsurugikin (The Hidden Strike)
Personality: More flexible than her brother, believes deception and misdirection are key in swordplay. Prefers precision over brute strength.Quirk: Always subtly adjusting her stance to be ready for an ambush.
Aria Klingenhart (The Indomitable Shield)
Personality: Defensive-minded, patient, and impossibly resilient. If she takes a stance, it's near impossible to break her guard.Quirk: Tests every chair before sittingâhates feeling off-balance.
Jackson Klingenhart (The Stone Sentinel)
Personality: Strong, silent, and reliable. Speaks only when necessary, and when he does, it's with wisdom.Quirk: Has never lost a staring contestâhis gaze is unshakable.
đĽ Martial Arts Families' Children
Xiang Wugongshi (The Phoenix Disciple)
Personality: Hot-blooded, determined, and deeply disciplined in martial arts. Sees every challenge as a chance to improve.Quirk: Practices in extreme heat to test his limits.
Mei Wugongshi (The Gentle Flame)
Personality: Calmer than her brother but no less determined. Prefers graceful movements over brute force.Quirk: Often found meditating by waterfalls, balancing the elements of fire and water within her.
Joon Hwarangdo (The Unshaken Wall)
Personality: Devoted to defense and counterattacks, he stands unyielding in combat.Quirk: Can meditate for days without moving.
Soo-min Hwarangdo (The Flowing River)
Personality: Prefers flexible, reactive combat styles. Moves effortlessly like a flowing stream.Quirk: Always stretchingâbelieves fluidity in movement is key.
Ryuji Bushidoyama (The Iron Fist)
Personality: Powerful, direct, and a firm believer in raw strength. The type to break through walls instead of going around them.Quirk: Punches through logs for training.
Daiki Bushidoyama (The Scholar Fighter)
Personality: Highly intelligent, preferring to strategize before engaging in combat.Quirk: Always analyzing the physics behind martial techniques.
Yumi Bushidoyama (The Shadow Crane)
Personality: Silent, agile, and almost untouchable in battle. Prefers evasion over direct confrontation.Quirk: Moves so quietly, people don't notice when she enters a room.
đĽ Jason & Lyra â The Lovers Torn by Fate đĽ
"The stars and the sun were never meant to exist together⌠but even the cosmos cannot dictate our hearts."
⨠A Love That Defied Expectations
đ Jason Lunarae and Lyra Caelumis were never supposed to be together.
Their familiesâtwo of the most powerful bloodlines in Elysmyrâhad charted every step of their futures.
Futures that did not include each other.
But fate had other plans.
As children, they played beneath starlit skies, chasing shadows and sharing dreams.
As they grew, their bond deepenedâfirst as friends, then as something more.
Something fragile. Something fierce.
Lyra, heir to the celestial Caelumis legacy, found freedom in Jason's warmth.
Jason, born of the moon yet touched by the sun, found belonging in Lyra's gaze.
It was never a political match.
Never a convenient alliance.
It was love.
Raw.
Unapologetic.
Undeniably theirs.
But loveâno matter how powerfulâwas not enough to silence legacy, ambition, and fear.
â The Separation â Betrayed by Blood
Their love was a threat.
A deviation.
An inconvenience to the grand machinations of ancient houses.
Alaric Caelumis, Lyra's father, had already chosen her destiny: a strategic marriage, alliances forged in stars and status.
Jason, the boy who wielded Light in a house of Darkness, had no place in that future.
Evelyn Lunarae, Jason's mother, saw in Lyra not just a distractionâbut a weakness. A lever to break her son's defiance.
So, a plan was set into motion.
Lyra was taken from Jason's side before the Awakening Ceremony.
Jason begged her to run with himâto escape it all.
But she refused.
Her family was her duty. Her future was not hers to claim.
Then came the betrayal.
When Jason's Light affinity was revealed, he was branded an aberration. A disgrace.
Exiled.
But Lyra did not remain silent.
Even as a child, she fought against the ruling.
She rallied voices among the vassal families, gathering support to have the verdict overturned.
And that made her dangerous.
The family heads moved swiftly.
They couldn't allow her loyalty to Jason to unravel their legacy.
So they broke her from within.
Memories twisted. Emotions severed. Lies whispered until they took root.
Lyra was slowlyâmethodicallyâconditioned to hate the boy she once loved.
Jason, meanwhile, was imprisoned in silence.
His family kept him isolated for what felt like an eternityâcut off from the world, from the truth, from her.
Until the day he returned.
At the Battle Exam of Solarskis University.
đ The Ancient Oath â A Promise Steeped in Legacy
Jason should have died that night.
But fateâand the Ancientsâwere not done with him.
His body lay broken. His name, erased.
But Helen Hippolytis found him beneath the starsâbarely breathing, yet burning with something that refused to die.
She listened.
She did not pity.
She saw in him the glimmer of something older than vengeance.
A truth carried not in blood, but in fire.
And she gave him a choice:
Rise, not as a castaway⌠but as a promise kept to the Ancients.
In the forgotten traditions of the Ancient Oath, warriors bound themselves not with wordsâbut with will, with mana, with soul.
A glyph would mark the vow. The world itself would become the witness.
To break such an oath was to shatter the self.
To fulfill it was to become something more than mortal.
Jason did not hesitate.
âď¸ "I swear upon the Light of the Sun, I shall never falter."
đ "I swear upon the Vastness of the Stars, I shall never forget."
đ "I swear upon the Shadows of the Moon, I shall find her again."
As the final words left his lips, a mana-bound glyph ignited above his heart, pulsing with light drawn from celestial law.
From that moment forward, Jason Lunarae was no longer merely a fallen heir.
He became the living embodiment of a vow that even time could not silence.
Under Helen's relentless guidance, he trained.
He endured.
He shattered everything he had beenâand reforged himself into something the world had forgotten how to fear.
Not for vengeance.
Not for validation.
But to reclaim what was stolen.
And to honor a promise older than pain:
An Ancient Oath.
A warrior's word to the cosmos.
A love that would not be erased.
đĽ Refining the Solarskis University System with the Erythari Core Classes đĽ
đ The Core Structure: Erythari Khondar System & Point-Based Ascension/Fall
At Solarskis University, students are not measured by timeâthey are measured by force, insight, and the will to rise.
Each initiate is placed into one of five Core Classes, known as Khondar, within the Erythari Khondar System.
This is not a curriculum.
This is a crucible.
đ Key Features of the System
â All students are ranked by talent, potential, and performance
â Ranks are earned, not givenâascend or fall
â The Khondar Class is not permanent; effort and excellence are the only currency
â Fall too far, and you are expelled
đş The Five Erythari Khondar Classes of Solarskis
Each year, 900 initiates are sorted into one of five Khondar based on evaluation of their core potential.
But their placement is only the beginning.
From there, they fight to climbâor fall into obscurity.
đ 1. Neophyx Khondar (The Ignited but Unrefined) đ°
Symbolizes: Raw potential, untamed energy, survival at the edge
The foundation tierâall new students begin here
⢠Status is unstable; failure to earn points leads to expulsion
⢠Advancement is earned through duels, missions, and academic excellence
âď¸ 2. Vaelith Khondar (The Bound Weavers) â
Symbolizes: Discipline, refinement, and controlled growth
Recognition of competenceâNeophyx who endure ascend here
⢠Not yet masters, but no longer uncertain
⢠Point loss results in demotion back to Neophyx
đ 3. Primaris Khondar (The Ascended Wielders) đ
Symbolizes: Recognized power, earned reputation, elite talent
These students wield respectâand draw challengers
⢠Faculty test them relentlessly; rivals seek to unseat them
⢠Demotion to Vaelith occurs with significant point loss
đ 4. Ascendent Khondar (The Loomwalkers) đ
Symbolizes: Near-mastery, transcendent control, boundary-breakers
Among the rare few to climb this far
⢠Legends are forged here through impossible feats and spiritual breakthroughs
⢠Failure in a major trial results in return to Primaris
đ 5. Aethernis Khondar (The Eternal Threads) đą
Symbolizes: Absolute mastery, near-graduation, and legacy status
They stand just below the mythmakers
⢠Faculty regard them as peers
⢠Govern and shape the experience of all below
⢠Graduation requires survival of the Final Trial
âď¸ Point-Based System â The Rise & Fall
đ How to Gain Points
â Win duels
â Complete missions and academic challenges
â Contribute to arcane research or discovery
â Amass recognition and respect
đ How to Lose Points
â Lose in combat
â Fail trials or assignments
â Break University law
â Be surpassed by lower-ranked students
đ Foundational Rules of Khondar Ascension
Every student has the chance to rise from Neophyx to Aethernis
⢠A return to Neophyx with zero points results in permanent expulsion
⢠Higher Khondar ranks offer greater stabilityâbut failure still carries weight
đ Graduation & Legacy
After five years minimum, students may attempt the Final Graduation Trial.
đĽ Three Possible Outcomes
1ď¸âŁ Pass â Become an Alumni
⢠Ascend to roles among the Harbingers, Arbiters, or Sovereigns
⢠Influence extends beyond Solarskisâinto guilds, courts, and arcane orders
2ď¸âŁ Fail â Demotion & Redemption
⢠Return to Ascendent Khondar
⢠Some remain to deepen their mastery, eventually rising again to attempt the Trial anew
3ď¸âŁ Fail Catastrophically â Erasure
⢠Total failure results in removal from the known world
⢠Whether exile, obliteration, or something worse is known only to Solarskis' silent rulers
đĽ Why the Khondar System Defines Solarskis
â No age-based ranksâpower dictates placement
â Encourages ambition, rivalry, and true growth
â Students are not cohortsâthey are contenders
â Every success echoes across the campus. Every failure becomes legend
â Solarskis does not raise studentsâit refines the next gods
đĽ Refining Solarskis University: Factions, Special Trials, Elite Privileges, and Student Order đĽ
đ The Factions of Solarskis â Vying for Dominance
At Solarskis University, students don't simply compete as individualsâthey swear allegiance to Factions, each with its own creed, purpose, and strategy for dominance over the Khondar System.
These Factions are not assigned.
They are born from ambition.
They are shaped by ideology.
They are ruled by power.
Whether through martial might, cunning manipulation, or quiet brillianceâevery Faction has one goal: control the rise and fall of students within the Khondar ranks.
đĽ The Four Great Factions
(Countless minor factions exist, but these four rule the university's social and power hierarchy.)
1ď¸âŁ The Apex League â "Only the Strong Shall Rule" đĄ
Motto: "Power is not given. It is taken."
⢠Goal: Achieve total dominance over all combat-based rankings
⢠Members: Elite duelists, Khondar-ranked warriors, battlefield prodigies
Strengths:
Controls combat training grounds and high-level sparring arenasBacked by numerous Ardentis and Primaris Khondar studentsConstantly initiates point duels to climb and crush rivals
Weakness:
Their hunger for strength often leads to recklessness and burnoutFew survive long enough to reach Ascendent or Aethernis Khondar
2ď¸âŁ The Arcanis Consortium â "Knowledge is the True Path to Power" đ
Motto: "He who controls knowledge, controls fate."
⢠Goal: Dominate Runic Studies, Arcane Research, and Forbidden Lore
⢠Members: Scholars, Theorists, Alchemists, and magical prodigies
Strengths:
Controls libraries, sealed archives, and research labsExclusive access to ancient runes, experimental relics, and faculty insightMasters of strategyâwin with mind, not muscle
Weakness:
Lacks physical powerâfrequently targeted by the Apex League
3ď¸âŁ The Umbra Covenant â "The Shadows Hold the True Power" đś
Motto: "Victory is unseen, silent, inevitable."
⢠Goal: Perfect the arts of deception, assassination, and manipulation
⢠Members: Stealth operatives, spies, black market dealers, information tacticians
Strengths:
Controls illegal trades and black relic markets within SolarskisHolds sensitive information on faculty and students alikeRumored to have a secret pact with the university's hidden rulers
Weakness:
Trust is fragileâbetrayal is common within their own ranks
4ď¸âŁ The Empyrean Order â "Balance, Protection, and Structure" âď¸
Motto: "Strength is not only for warâit is for peace."
⢠Goal: Create balance and enforce order within the chaos of Solarskis
⢠Members: Student Council elites, defenders, enforcers of University Law
Strengths:
Oversees judicial decisions and internal structureProtects non-combat students (Alchemy, Runes, etc.)Mediates between warring factions to prevent total collapse
Weakness:
Viewed as restrictive, authoritarianâoften challenged by rebellious factions
âď¸ Special Trials & Competitions â Shaking the Khondar Ladder
While the point system governs steady ascension, special events can destabilize the university overnight.
đĽ The Grand Ascendancy Trial (Held Once Per Year)
Top students in each Khondar tier may challenge for immediate ascension
⢠A Neophyx can leap to Primaris in a single victory
⢠A Primaris who loses may fall to Vaelith
⢠Only the most ruthless walk away stronger
đ The Khondar Wager Duels (Held Monthly)
High-stakes 1v1 combat for point transfer
⢠Winner takes half the loser's points
⢠Loser forfeits half their own
⢠A single duel can destroy or define a reputation
đŽ The Eclipse Trials (Held in Secret)
Underground tournaments run by the Umbra Covenant
⢠Winners gain access to forbidden magic, relics, or power-enhancing contracts
⢠Losers? Some vanish. No one knows what happens to them.
đ The Student Council â Power Wears a Smile
The Council exists to maintain order in a school built on competition and ambition.
đĄ Responsibilities:
Protect students in non-combat disciplinesRegulate faction conflictsApprove access to restricted training or relicsHandle disputes, punish infractions, and issue privilege grants
đ Council Structure:
⢠The President â Always an Aethernis Khondar, the most powerful student
⢠Five Khondar Representatives â One per tier, to maintain fairness
⢠The Justicar â Enforcer of Solarskis Law, feared across all factions
⢠The Arbitrator â Neutral voice between factions, prevents full-blown war
đĽ But the Truth? The Council Isn't Neutral.
It's influencedâsometimes ownedâby the strongest factions
⢠Aethernis students quietly manipulate decisions to maintain their power
⢠Protection is selectiveâonly those who play the game survive
đ Elite Privileges by Khondar Rank
As students climb, their world expands.
đş Higher Khondar Privileges:
⢠Access to rare relics and grandmaster instruction
⢠Fewer class restrictions and forced duels
⢠Priority for prestige missions and arcane sponsorships
đť Lower Khondar Restrictions:
⢠Mandatory trials with little reward
⢠Limited access to restricted knowledge
⢠Curfews, surveillance, and constant risk of challenge
Unified Elemental System of Elysmyr: MĂĄnhar, Elements, and Forbidden Casting
đ 1. Elemental Harmony & Structure
The world of Elysmyr is governed by a unique elemental paradigm rooted in the convergence of Eastern Taoist elemental theory and Western alchemical philosophy.
At its core lies MĂĄnharâa cosmic current of soul essence that fuels all magical, martial, and spiritual phenomena.
đ What is MĂĄnhar?
"To touch MĂĄnhar is to feel the breath of the world through your soul."
â Elder Archivist, Library of Thoth
MĂĄnhar is the manifested soul-current, formed from the tension and harmony between two opposing cosmic flows:
⢠Ruhen â the harmonic stream, tied to order, nature, and rhythm
⢠Velruhn â the chaotic stream, born of distortion, trauma, and cosmic imbalance
These energies shape all mystical potential in Elysmyr:
Ruhenic MĂĄnhar â Ordered, life-attuned, and in sync with the world's natural flowVelruhnic MĂĄnhar â Corrupted or inverted MĂĄnhar, often accessed through forbidden rituals, trauma, or spiritual collapse
đ Lore Addendum:
MĂĄnhar = Manifested soul current
⢠Ruhenic Månhar = Life-aligned, harmonious essence
⢠Velruhnic Månhar = Twisted flow born of corruption, fall, or entropy
đĽ 2. Elemental Classifications
đ Core Elements (Universally Taught at Solarskis)
Each of the four primal elements is tied to one of Solarskis University's foundational Houses:
Flame House (Fire) â Passion, rebirth, destruction
⢠Wave House (Water) â Adaptability, healing, defense
⢠Stone House (Earth) â Endurance, strength, growth
⢠Sky House (Air) â Speed, intellect, mobility
These Houses shape the early academic and arcane foundation of all students.
đ Extended & Hybrid Elements (Advanced Glyph Studies)
Metal â Structure, control, weaponization
⢠Lightning â Volatility, speed, explosive energy
⢠Ice â Preservation, stasis, containment
⢠Poison (Man-Made) â Toxins, corruption, chemical binding
⢠Psychic (Man-Made) â Mental domination, illusions, dream manipulation
đŻ Ancient Elements (Accessed Through Cosmic Conditions)
Wood (Sylvan) â Life, regeneration, precursor to biokinesis
⢠Chaos â Temporal disorder, entropic magic, shatterpoints
⢠Void / Anti-Magic â Pure nullification, erasure of presence, emotionless energy
These elements are rare and can only be accessed through ancient rites or in moments of universal imbalance.
đł Chaotic MĂĄnhar Flow â Velruhnic Awakening
When a soul's Ruhenic flow is shattered by despair, trauma, or a conscious curse of fate, it descends into Velruhnic MĂĄnhar.
This corrupted current allows access to forbidden sigils and glyphsâpowers banned from formal education at Solarskis but resurfacing through Vey'Fal (the Fallen).
â ď¸ Forbidden Velruhnic Magic Enables:
Multi-elemental hybrids capable of catastrophic destruction
⢠Reality-warping glyph constructs that defy foundational magic laws
⢠Life-binding magic that sacrifices health or memory for overwhelming force
Though potent, Velruhnic spellcraft corrodes the soul, warps memory, and may invoke cosmic judgment.
đ§ 5. Casting Limits & MĂĄnhar Efficiency
Unlike finite mana systems, MĂĄnhar draws from spiritual essence, not physical stamina.
But the body and soul act as filtersâand overwhelming them has dire consequences:
Sigil Backlash â Nerve damage, muscle failure
⢠Glyph Burnout â Loss of voice, broken bones, or Manhar poisoning
⢠Velruhnic Contamination â Hallucinations, soul scars, accelerated decay
Magic has no limit. But the soul does.
đ 6. Forbidden Sigils and Glyphs
Accessible only through Fallen status, Vey'Fal rites, or Velruhnic mastery, these constructs violate arcane law:
Glyph of the Fractured Mind â Splits identity, warps time
⢠Sigil of Hollowed Flame â Sacrifices memories to fuel fire without end
⢠Glyph of Endless Echo â Echoes a spell infinitely, shattering the caster's emotional core
All three are sealed within the Library of Thoth, forbidden since the last resurgence of Velruhnic corruption.
đ Coming Soon in the Solarskis Arc
As the academic year begins, students will unlock the following stages of sigilcraft:
Sigil Arts â Basic elemental casting via symbolic language
⢠Sigil Layering â Combining base symbols to create Glyph Constructs
⢠Glyph Engineering â Personalized magic arrays, designed for precision, power, or philosophical expression
đż Cycle of Harmony â The Convergence of Breath and Element
In Elysmyr, the elemental wheel flows not just through natureâbut through the soul's resonance with MĂĄnhar. The Cycle of Harmony flows clockwise through the primal elements, enhanced and echoed by their advanced counterparts.
đĽ Primal Elements
Sol (Fire) â Passion, ignition, destruction, renewal
Ocean (Water) â Healing, intuition, adaptability
Terra (Earth) â Endurance, nourishment, strength
Sky (Air) â Wisdom, movement, breath
đ Advanced Elements (Born from mastery and higher resonance with MĂĄnhar)
Primal Source
Advanced Element
Working Name
Nature
Sol
Lightning
Vireon
Precision, burst, divine force
Ocean
Ice
Glaceryn
Stillness, memory, preservation
Terra
Metal
Ferrum
Order, structure, resolve
Sky
Sound
Auralis
Vibration, frequency, unseen movement
đ§ââď¸ Harmonic Flow (Cycle of Harmony)
This cycle promotes growth, refinement, and elemental resonance with Ruhenic MĂĄnhar.
Sky (Air) breathes into â Ocean (Water) which nourishes â Terra (Earth) which grounds and shapes â Sol (Fire) which ignites and empowers â Vireon (Lightning) which refines â Ferrum (Metal) which channels â Auralis (Sound) which uplifts â Glaceryn (Ice) which preserves and restores â back into Sky, completing the loop.
𧨠Cycle of Disruption â When MĂĄnhar Fractures
When Velruhnic MĂĄnhar dominates, the elements clash instead of harmonize. This counterclockwise flow fractures the natural order, eroding balance and corrupting the spirit.
⥠Disruptive Inversion (Cycle of Destruction)
Used in forbidden sigils and Vey'Fal constructs to break magical law.
Sky (Air) is shattered by â Glaceryn (Ice) which freezes the flow of â Ocean (Water) which drowns â Sol (Fire) which melts â Ferrum (Metal) which cracks â Terra (Earth) which collapses â Auralis (Sound) which disrupts â Vireon (Lightning) which explodes back into â Sky, causing elemental storms and feedback
đ Key Sigils of Elysmyr â Elemental Invocations & Core Glyph Identities
In Elysmyr, to wield an element is not merely to castâit is to call upon a name, an echo of the world's soul encoded in sigilic language.
These names are inscribed in runes, breath, and blood, and cannot be faked or wielded without resonance.
đĽ Sol (Fire)
Sigil Name: Hal'korith
⢠Represents: Incineration, rebirth, passion
⢠Used for: Destructive blasts, soul-purging flames, combat auras
⢠Lore: Known as the "Cleansing Flame" of oathbreakers and pyromancers
đ Ocean (Water)
Sigil Name: Thalorrina
⢠Represents: Healing, flow, adaptation
⢠Used for: Restorative glyphs, defensive veils, fluid motion enchantments
⢠Lore: Invoked by highborn Hydromancers of ancient Caelun temples
đ Terra (Earth)
Sigil Name: Druvakar
⢠Represents: Endurance, grounding, elemental strength
⢠Used for: Warding glyphs, seismic runes, shielding constructs
⢠Lore: Said to be carved into the bones of the World Serpent
đŹď¸ Sky (Air)
Sigil Name: Caelvynth
⢠Represents: Speed, intellect, freedom
⢠Used for: Wind-walk glyphs, mental clarity runes, evasive enchantments
⢠Lore: Passed down through the skyborne orders of the Aetherian Peaks
⥠Vireon (Lightning; Advanced Sol)
Sigil Name: Solareth
⢠Represents: Burst, divine judgment, radiant intensity
⢠Used for: Instant-cast sigils, thunderstep glyphs, arcing chain-magic
⢠Lore: Said to mirror the strike of the gods; feared and revered by rune-duelists
âď¸ Glaceryn (Ice; Advanced Ocean)
Sigil Name: Iskavell
⢠Represents: Stillness, memory, preservation
⢠Used for: Time-lock glyphs, cryo-barriers, soul-freeze magic
⢠Lore: Used in ancient preservation rites to entomb royal bloodlines
𪨠Ferrum (Metal; Advanced Terra)
Sigil Name: Kharveth
⢠Represents: Structure, civilization, perfected form
⢠Used for: Weapon sigils, armor glyphs, industrial runes
⢠Lore: Known as the "Sigil of Kings" â used in forging divine weaponry
đľ Auralis (Sound; Advanced Sky)
Sigil Name: Elyvraen
⢠Represents: Frequency, stealth, resonance
⢠Used for: Anti-magic barriers, sonar wards, harmony-based illusions
⢠Lore: Used by whisper-mages and war-chantersâunheard, but never unfelt
The Origins of Forbidden Sigils & Velruhnic MĂĄnhar
MĂĄnhar (MAHN-har)
Emphasis on the "a"
⢠Feels ancientâlike a relic whispered through divine tongues
⢠Elder Vibe: Cosmic, steady, formal
"The MĂĄnhar within you flows not from birthâbut from the breath of the world itself."
â Solarskis University Archive, Department of Arcane Histories â Forbidden Lore Division
Access Level: â Restricted to Faculty and High-Rank Researchers
đ Filed Under:
Velruhnic MĂĄnhar, Entropic Systems, Forbidden Glyphcraft
đ Summary:
The entropic artsâcommonly known as Forbidden Sigils and Glyphsâwere not discovered; they were forged. These unstable magical constructs are powered not by Ruhen's harmonic stream, but by its corrupted inversion: Velruhn.
Velruhnic MĂĄnhar is the manifestation of fate rejection, soul distortion, and reality corrosion.
It is not taught.
It is bornâthrough loss, defiance, and the will to destroy rather than create.
đłď¸ Origins of Entropic Magic (Forbidden System)
Following their downfall in the ancient wars, vampires and demonsâboth innately entropic beingsâfound themselves barred from evolution through elemental or divine systems.
Denied by gods. Rejected by the natural weave of magic.
They turned inwardâinto Velruhn.
In exile, their leaders forged a dark alliance, birthing a corrupted system through demonic contracts, blood-sorcery, and soul-forging rites.
By mimicking the human sigil system and warping it through entropy, they created:
Sigils carved into flesh, bone, or soulGlyphs born from the fusion of Velruhnic flow with corrupted elemental memoryPower fueled not by harmonyâbut by rejection and decay
This magic does not flow.
It consumes.
It unravels.
It corrodes.
â ď¸ Known Users of Velruhnic MĂĄnhar
Vey'Fal (The Hollowed Ones):
Mortals who have cursed their fate, forsaking their place in Ruhen's song.
They become natural conduits of Velruhn, drawing corrupted energy by instinct.
Vampires:
Born of blood and hunger, they feed on vitality and emotion, using Velruhn as a conduit for predatory resonance.
Their sigils often appear during feeding, branding prey and territory alike.
Demons:
Creatures of pure entropy, their glyphs distort space, time, and soulâoften without intent.
Their casting is instinctual, chaotic, and leaves scars upon the plane.
â ď¸ Note: While many beings can influence space, time, or emotional resonance (e.g., demons with temporal distortions, vampires with vitality drain), no known race or bloodline besides the [REDACTED] can wield direct control over Space, Time, or Emotion.
These three primordial domains are locked to a rare, undocumented legacyâunknown, and unreplicable.
Casting Characteristics
Category
Ruhenic Sigils
Velruhnic Sigils
Source
Flow of Ruhen
Corruption of Velruhn
Style
Elegant, symmetrical
Jagged, asymmetrical, soul-carved
Effect
Harmonizes, protects, creates
Destroys, mutates, destabilizes
Cost
Energy fatigue, Manhar drain
Soul erosion, mental decay, memory loss
Users
Elementalists, Sigil Mages
Vey'Fal, Vampires, Demons
đ§ Classroom Insert â Professor Ilren's Warning (First-Year Lecture)
"It is not the power that is forbidden. It is the will behind it. Velruhn does not ask you to channel itâit dares you to surrender. Those who use it trade control for corrosion. That is why we do not teach it. That is why we seal what remains of it beneath our feet."
â Professor Ilren Valdaire, Intro to Forbidden Constructs (Discontinued Course)
đ Convergence Implication
Forbidden glyphs reach full potency only during Cosmic Convergence Eventsâeclipses, Triquetra pulses, or dimensional veil breaches.
During these events, Velruhnic resonance intensifies, allowing corrupted glyphs to interact with Ancient Runes and reality's fundamental laws.
These convergences are dangerousâoften fatalâbut necessary for unlocking Velruhn's darkest truths.
đ Elemental Variants of MĂĄnhar
Though Manhar is spiritual in origin, it harmonizes with elemental archetypes.
Each variant resonates uniquely, empowering magic aligned with that essence.
Name
Type
Traits
TerramĂĄnhar
Earthbound
Steady, grounding, immovable unless provoked
MarimĂĄnhar
Oceanic
Fluid, adaptive, memory-laden
AermĂĄnhar
Skyborn
Swift, intangible, observant
PyramĂĄnhar
Flame-touched
Passionate, catalytic, destructive
đŹ "All spells are echoes. All echoes are born from MĂĄnhar. And MĂĄnhar is but the song of the world's own memory."
â Elder Archivist Nhemiah, Library of Thoth
đ The Elysian Tribunal â The Highest Authority in Elysmyr
âď¸ THE ELYSIAN PACT OF RIGHTS & EXISTENCE
Ratified by the Elysian TribunalâThe Supreme Judicial Authority of Elysmyr
Even Solarskis University, the Houses of Dominion, and the Sovereign Guilds must obey the Tribunal's word. When they issue a Writ of Invocation, not even the Student Council can resist it.
đ Overview
The Elysian Pact of Rights & Existence is a foundational framework enforced by the Elysian Tribunal, designed to protect the sanctity of mortal life, autonomy, and spiritual sovereignty across all domains of Elysmyr. It is binding across all cities, guilds, academies, and bloodlines, and carries universal enforcement by the Tribunal's designated Judges and Executors.
These are known as the Articles of Existence.
1ď¸âŁ The Right to Exist
No mortal being may be erased, extinguished, or soul-dissolved without due process of law.
The use of erasure magic, nullification glyphs, or soul-fracture rituals is expressly forbidden without a formal verdict.
⢠Criminals, dissenters, and exiled mages retain the right to life until guilt is proven by Tribunal judgment.
⢠Existence cannot be revoked through political decree or magical supremacy.
2ď¸âŁ The Right to Practice Magic
All sentient beings possess the right to study, wield, and grow their natural affinity to MĂĄnhar.
Access to MĂĄnhar is a birthright, regardless of bloodline, city, class, or realm of origin.
⢠No caste, House, guild, or dominion may restrict magic based on race, ancestry, or heritage.
⢠Forbidden magic (e.g., Velruhnic sigils) remains illegal for combat useâbut scholarly and archival study is permitted in sanctioned environments.
3ď¸âŁ The Right to Bodily & Magical Autonomy
No being may be boundâphysically, magically, emotionally, or spirituallyâwithout clear, conscious consent.
Soul-binding, forced enchantments, manipulative contracts, and memory-altering magic are strictly forbidden.
⢠All binding rituals must be recorded and filed through Tribunal-certified channels, with voluntary sigil trace consent.
⢠This right was codified during the Liberation Period, following the collapse of several blood-bound dynasties and the release of thousands from generational servitude.
4ď¸âŁ The Right to Fair Trial
All individualsâregardless of power, class, or domainâare entitled to transparent proceedings, defense, and legal due process.
Even those accused of mass-casualty events, treason, or cosmic interference must be tried under the ethical standards of the Tribunal.
⢠Trials must include independent witnesses, defense representation, and a public declaration of verdict.
⢠No punishment may be carried out without a formal ruling by three certified Tribunal Judges.
5ď¸âŁ The Right to Divergence
No mortal shall be bound to the sins, curses, or debts of their bloodline.
Ancestral guilt, legacy contracts, or bloodline-based judgments are invalid under Tribunal law.
⢠All citizens may seek detachment from cursed heritage via the Legacy Nullification Act (LNA).
⢠Divergence guarantees the right to self-definitionâto sever ancestral contracts, feuds, or inherited status.
6ď¸âŁ The Right to Internal Sanctity
A person's mind, dreams, memories, and inner spirit are sacred and untouchable without explicit legal warrant.
Psychic intrusion, memory theft, and dream manipulation are Tier-2 violations under Tribunal law.
⢠Empaths, telepaths, or emotional casters must gain consent before engaging any internal field, even in public.
⢠This right applies even in interrogationâtruth must be proven through evidence, not forced mental extraction.
đď¸ The Concord of Elysmyr
"And so the world exhaledâfor the first time, the mortals had a voice louder than their chains."
đ Year 0 P.S. (Post-Shattering)
After the fall of the Mage-Slaver Dynasties and the cataclysmic Great Shattering, the continent of Elysmyr was plunged into chaos.
The old regimes were dust. Their lawsâdead, burned, or twisted into tyrannies.
What remained were lawless zones, wandering warlords, and economies on the brink of ruin.
Each faction wrote its own codes.
Many were cruel.
Most were extinct within a year.
đĽ The Fifty Years of Silence
In the ashes of collapse, whispers stirred.
Survivors of magical purges
⢠Refugee lineages fleeing shattered strongholds
⢠Disenfranchised non-mages, oathbreakers, and forgotten clans
What began as grief⌠became murmurs.
What became murmurs⌠turned to resistance.
And eventuallyâto unity.
đ The Great Gathering at Solmar Reach
On the 500th eclipse after the Shattering, emissaries from across the continent convened at Solmar Reachâan unclaimed and blood-stained land where no faction held dominion.
They came from every corner of Elysmyr:
46 city-states
119 guilds
12 regional federations
3 independent communes
For thirteen days, they argued under the eclipse's gaze:
Should power belong to those born with it, or those who earned it?
⢠Should memory, magic, or lineage define the law?
⢠Did the gods have the right to govern mortals?
⢠Did the broken deserve rightsâor only silence?
đŻď¸ Day 14 â The Pact Was Forged
It was written in five languages.
Etched onto silverleaf scrolls.
Sealed in glyphs visible only under starfire.
Witnessed by over a thousand voices, mage and non-mage alike.
They called it:
"The Pact of Rights & Existence"
"So that no soul may be owned.
So that magic may be wielded without chains.
So that the living shall not be forgotten by the world they built."
âď¸ Legacy of the Concord
Today, every citizen who enters a Tribunal domainâfrom deep jungle outposts to soaring crystal librariesâwalks beneath the shadow of the Pact.
Every:
Guild Seal
⢠Healer License
⢠Citizenship Rune
Carries the weight of that moment.
The Concord did not end conflict.
But for the first time in recorded historyâ
Power bowed to the people.
Specialized Codes, Global Acts, & Mortal-Protection Protocols
âď¸ Tribunal Protocol Statutes
(Tribunal-backed laws ensuring civil structure, ethical magic use, and global accountabilityâapplies to all mortals.)
â 1. Forbidden Casting Protocol (FCP)
Criminalizes high-risk or reality-breaking magical practices.
⢠Includes:
â⢠Velruhnic Sigils & Black MĂĄnhar Use
â⢠Hollowed Glyphs
â⢠Body-Forge Runes & Necrosymbiosis
â⢠Ancient Rune Activation without Celestial Licensing
â⢠Timeline Interference exceeding 9 seconds
⢠Violators are tried under the Grand Tribunal with mandatory evidence from at least one rune-certified witness.
â 2. Pandora Exemption Act
Grants Tribunal-aligned agents provisional immunity when operating in uncontrollable lawless zones (e.g., Pandora).
⢠Requires Intent to Infiltrate and Post-Operation Summary within 72 hours.
⢠Covers sabotage, disruption, and civilian extractions.
⢠Only applies within Tribunal-classified black zones.
â 3. Enclave Transparency Initiative (ETI)
Standard for tracking unregistered groups and underground influence networks.
⢠Requires disclosure of membership, magical assets, and financial operations.
⢠Enforced by civil rights groups, targeting guilds, mercenary factions, and elite academies.
⢠Currently enforced in selective high-oversight jurisdictions.
â 4. Legacy Nullification Act (LNA)
Prohibits inherited punishment or servitude via ancestral curses or bloodline contracts.
⢠Enables legal severance from legacy-oaths and cursed heritage.
⢠Used to restore rights to descendants of enslaved, exploited, or magically bound bloodlines.
â 5. Arcane Safety Reform Act (ASRA)
Protects civilians in unstable casting zones and high-magic districts.
⢠Requires shielding wards, mana-regulation, and quarterly glyph inspections.
⢠Applied in urban centers with dense magical infrastructure.
â 6. Memory & Identity Protection Code (MIPC)
Outlaws unauthorized tampering with consciousness, soul-signature, or recorded identity.
⢠Bans illusion-based masking, psychic erasure, and illegal namebinding.
⢠Regulated memory services require Sanctum Vitae oversight.
â 7. Civil Harmony Stabilization Pact (CHSP)
Mandates a minimum standard of civil structure across all settlements.
⢠Prevents rise of lawless zones or rogue elemental territories.
⢠Overseen by Terrestra & Peregrin, supported by Tribunal relief operations.
â 8. Mortal Sovereignty Clause (MSC)
Protects mortals from forced service or conscription, magical or otherwise.
⢠Blocks coercive recruitment by factions, guilds, or nation-states.
⢠Criminalizes loyalty-implant magic and binding brand sigils.
â 9. Economic Equilibrium Mandate (EEM)
Ensures all major currencies, trade flows, and financial systems remain under Aurasilica regulation and free from magical exploitation.
⢠Forbids the fabrication, transmutation, or duplication of currency via alchemy, conjuration, or sigilcraft.
⢠Criminalizes the use of black-market currencies that evade Aurasilica tracking, including soul-forged tokens and enchanted coinage.
⢠Establishes tribunal authority over the flow of coin, crystal, and credit between cities, guilds, and sacred institutions.
⢠Enforced by the Seal of Aurasilica Compliance, required for all high-value mercantile transactions and noble house exchanges.
Structure of the Elysian Tribunal â The Nine High Seats
𪏠MAGIA â ARCANE OVERSIGHT & MAGICAL ETHICS
"Power must serve conscience, or it shall serve consequence."
đ Overview
Magia is one of the sovereign Tribunal Seats, responsible for maintaining magical law across all territories of Elysmyr.
Its jurisdiction encompasses:
Arcane conduct and casting ethics
Regulation of elemental manipulation
Classification of forbidden spellforms
Investigation of magical crimes
Oversight of sigil, glyph, and enchantment misuse
Magia rulings apply to licensed mages, glyphcrafters, enchanted item forgers, and academic institutions, and are enforced across guild networks, universities, and Tribunal-sanctioned domains.
âď¸ CORE PRINCIPLES OF MAGIA
Intent Does Not Excuse Harm
Power must answer to consequenceâregardless of motive or origin.
Magic Is Not Sovereignty
No spellcaster, regardless of Circle, bloodline, or title, stands above Tribunal law.
Boundaries of Influence Must Be Taught and Enforced
Mages are required to undergo glyph-lock training and elemental limiter courses.
Unauthorized casting beyond tier clearance is a breach of federal arcane code.
No Mage May Alter Environmental Essence Without Authority
Includes leyline manipulation, weather alteration, terrain shifts.
All require environmental permits and must serve a registered public function.
All Magic Cast on Sentient Beings Requires Consent
Exceptions: Code Prism-level emergencies, sanctioned duels, wartime authorizations.
đĽ CLASSIFICATION OF MAGIC â Magia Tier Designations (Aligned to Elysmyr's Elemental Framework)
Tier
Category
Magical Scope
I
Initiate Weave
Basic sigils, beginner elemental bolts, personal defense
II
Standard Elemental Channeling
Common school-level spells (e.g., flameblades, ice rings, stone armor)
III
Applied Spellforms
Utility constructs (flight, barriers, mana bridges), enchanted objects
IV
Advanced Multi-School Spells
High-tier combat casting, elemental fusion, emotional-state projection
V
Forbidden Constructs
Unstable fusion spells, forced sigil binding, multi-aura influence, life drain
X
Sealed-Class Magic
Reality-altering spells, ecosystem-level shifts, relic-bound spellcraft
Tiers IVâX require formal licensing and magical clearance by a Council-certified Examiner.
Use of Tier V+ without clearance constitutes a Class A Violation.
𩸠VIOLATIONS UNDER MAGIA
Class A â Unauthorized use of Tier V+ spells, elemental terraforming without permit, soul-affecting glyphs
Class B â Spellcasting on sentient beings without consent or dueling sanction
Class C â Public sigil distortion, uncontrolled emotional projection, minor binding outside licensed zones
Class D â Improper disposal of sigil components, enchantment pollution, ward tampering in null zones
đĄď¸ ENFORCEMENT AGENCIES â Under Magia
đš Runebinders (Tribunal-licensed Auror-class agents)
Trained in elemental suppression, glyph disruption, and stealth countercasting.
Stationed in guild-dense cities, high-threat relic zones, or sigil containment vaults.
Feared by black glyph traffickers and underground casters alike.
đ ď¸ FGA Arcane Liaison Units
While not directly under Magia, the Federation Guild Authority (FGA) is permitted to assist in field containment, emergency stasis ops, and rogue caster apprehension.
Their involvement must be logged and reviewed by Magia Auditors post-operation.
đŤ The Elsymerian Military
Barred from Magia enforcement operations unless under Domina Tribunal command during catastrophic arcane threats (e.g., leyline rupture, demonic incursions).
âď¸ THE ARCANE COUNCIL OF NEXUS LAW
"We are the seal before the storm. We decide what may be castâand what must be buried."
Formerly the Glyph Ethics Council, now ascended as the Nexus Council.
Consists of nine rotating members, balanced by element and discipline.
Responsibilities include:
Legislation of casting ethicsTier designation of new spellsAuthorization of relic-bound magicFirst review point for all Tier IVâX violations
No public glyph may be legalized without Nexus Council authorization.
No mage may stand Tribunal trial until Nexus judgment has been issued.
âď¸ UNDERAGE MAGIA VIOLATIONS
"A spark may be young, but it still burns."
đĽ Who Qualifies as a Minor?
Any mage under the age of 17, or under 18 if not yet tested into their First Circle of MĂĄnhar cultivation
Also applies to non-noble initiates in public or guild academies
đ TIERED VIOLATIONS FOR MINORS
Class
Infraction Type
Example Offenses
Consequence
Class M1
Minor Recklessness
Unsupervised glyph ignition, triggering sigils in public, levitation in forbidden zones
Written reprimand, parental citation, ward-level detention
Class M2
Harmful Unawareness
Accidentally injuring others with basic spellcasting, uncontrolled projection, sigil misfire
Magical counseling, community spellwork rehabilitation, 3â5 week casting restriction
Class M3
Consent Breach
Casting on another minor without verbal or magical permission
Tribunal review, supervised casting probation, Aura Ethics lessons
Class M4
Prohibited Spell Exposure
Attempting or repeating Tier IV+ spells without clearance, use of copied sigil scrolls
Magical license suspension, tribunal appearance, glyph supervision
đŤ FORBIDDEN YOUTH EXCEPTIONS â Automatically Escalated to Full Tribunal:
These are treated like adult violations and may involve sealing, FGA custody, or Nexus-level hearings:
Summoning of sentient glyph constructs
Binding of another person's aura without consent
Use of Tier VâX spells
Interference with Code Prism alerts
Theft or duplication of relic-bound sigils
đŻď¸ Rehabilitation Programs
Arcane Ethics Correctional Circles (AECCs)
Specialized school-year rehabilitation zones where youth are re-educated on magical law and taught aura-discipline techniques
Supervised Casting Permits
Restricted licenses that require all spells to be cast within rune-inspected zones with a licensed mentor
FGA Youngbound Recovery Partnership
For repeat violators, the Federation offers supervised wilderness training in elemental restraint and team survival combat
âď¸ ADULT MAGIA VIOLATIONS
"Mastery without ethics is not powerâit is peril."
đ¤ Who Qualifies as an Adult Offender?
Any caster 18+ or who has passed their First Circle examination
Includes licensed mages, FGA members, Solarskis graduates, and guild-trained spellcasters
Also applies to those casting without license, if their aura core has stabilized
đ´ TIERED VIOLATIONS FOR ADULTS
Class
Violation Type
Example Offenses
Consequences
Class A
High Arcane Crime
Unauthorized use of Tier VâX magic, elemental warping, soul sigil alteration, magical assassination
Tribunal trial, FGA expulsion, magical seal binding, possible MĂĄnhar imprisonment or soul-lock
Class B
Consent & Control Violation
Non-consensual casting, forced memory alteration, sigil-branding of individuals
Trial by Nexus Council, glyph license revocation, Tribunal sentencing
Class C
Public Harm or Recklessness
High-level spells in public zones, unleashed familiars, unstable glyph detonation
Magical probation, public service arcane penalties, warding restriction
Class D
Professional Misconduct or Neglect
Misuse of spellforged tools, falsifying spell data, aura manipulation in academia
Suspension from licensed casting, written tribunal audit, supervised practice or exile
Class E
License Tampering & Sigil Theft
Using false glyph signatures, copying sealed spellbooks, illegal enchantment distribution
Trial, fine, magical tag inscription, minor or major sealing
đĽ AUTOMATIC ESCALATION CONDITIONS
These override classification and trigger direct Tribunal involvement:
Casting during an active Null Zone (Tribunal courtrooms, Nexus Council chambers)
Breaching Code Prism security wards
Attempting to erase or suppress glyph evidence of a magical crime
Using black-market sigils or altered glyphs from Velruhnic sources
đĄď¸ ENFORCERS & JURISDICTION
Runebinders â Direct field operatives of Magia
Contain spell incidents, gather glyph evidence, suppress rogue casting
FGA Agents â Guild-authorized support units
Detain, extract, and isolate violators under crisis conditions
Nexus Council â Judicial review and classification body
Mandates Tier IV+ oversight and directs major trial escalation
đ ď¸ RUNEBOUND GEARLOAD â Standard Issue Runebinder Glyph-Tech
"We don't cast spells. We erase them."
Sigil Suppression Gauntlets
The cornerstone of every Runebinder's kit.
⢠Etched with rotating null-sigils, calibrated to shift based on the threat's elemental signature
⢠Enables quick-cast rune tracing, instant ward overrides, and sigil disruption slapsâyes, slapping glyphs out of existence
⢠Built-in aura heat-mapping interface tracks active glyphs on a caster's skin, gear, or surroundings
"Left hand silences. Right hand binds."
MĂĄnhar Pulse Rods (Collapsible Bind-Batons)
Non-lethal, but unrelenting.
⢠Channel microburst Månhar shocks tuned to disrupt elemental resonance
⢠Embedded with aural disruption runes that detune a caster's aura mid-flow
⢠Capable of stunning or destabilizing FirstâFourth Circle casters on contact
⢠Comes in single, dual-wield, or chain-linked variants
Favored by frontline Runebinders trained to neutralize, not annihilate.
Echo-Thread Cloaks
Tactile illusions woven from stilled MĂĄnhar strands and bonded shadowcloth.
⢠Designed to reflect scanning sigils and mislead proximity wards
⢠Emit decoy aura signatures that confuse magical trackers and heatprint sensors
⢠High-clearance variants are coded with Time-Slow Sigils, allowing brief evasive displacement
"By the time they see usâthey're already sealed."
Glyph Tags (Multi-Type Bindings)
Flexible, fast-deployment sigil sheets.
⢠Function like arcane grenadesâtrigger suppression bursts, lock-runes, and null zones
⢠Adhere to surfaces, structures, or living targets
⢠Used for binding limbs, jamming casting fingers, silencing vocal sigils
⢠High-level tags can suppress relic-bound or bloodline-protected glyphs
Discreet. Tribunal-approved. Practically untraceable.
Ward Injectors (Magitech Vials or Dart Tools)
Impact-based deployment of mana-slowing agents.
⢠Used on casters in burn state or with overcharged auras
⢠Administered via dart, needle, or direct contact
⢠Customized per elemental affinityâRunebinders often carry sets tailored to regional glyph threats
"One stab. One second. One blackout."
Runelog Lenses
Precision-tuned arcane optics.
⢠Embedded into the iris or worn externally
⢠Can detect invisible sigils, overlay wards, or analyze spell residue on surfaces and bodies
⢠Capable of tracing a glyph's aura lineageâwho cast it, when, and how it's decaying
⢠Advanced lenses measure heartbeat-to-aura sync, exposing deception during Tribunal proceedings
If a Runebinder's looking you in the eyeâyou're already under analysis.
đĽ RUNEBINDER BATTLEMARKS â Motto & Sigil Etching
These are not embellishments.
They are contracts, carved in flesh and glyph, that bind Runebinders to law, containment, and oath.
𩸠Official Motto
"We Seal What Should Not Be Freed."
⢠Etched in Old Glyph beneath the collarbone or glove cuff
⢠Spoken softly before suppression begins
⢠Chanted in full when binding unstable casters
⢠Inscribed in inverted glyphform on the inside lining of each Echo Cloak
When invoked aloud, the phrase activates a blood-bound oath encoded into the Runebinder's own MĂĄnhar signature, binding their actions to Tribunal lawâeven after death.
𪏠Personal Etchings (Optional, but deeply ritualized)
Each Runebinder, upon completing initiation, selects a personal seal sigilâa symbolic glyph that reflects:
Their elemental affinityTheir binding philosophy (e.g., silence, pressure, shadow, steel)Their chosen oath phraseâa mantra that defines their style of suppression
Examples:
A stormborn Runebinder:
"Still the Tempest. Cut the Spark."
A former mindcaster turned Inquisitor:
"Memory May Lie. Runes Will Not."
A silent duelist with no verbal spells:
"Seal First. Ask Never."
These etchings become soul-anchoredânot just ink, but encoded vows visible in aura signatures, invoked in times of crisis, trial, or sacrifice.
âď¸ DOMINA â Criminal Justice & Enforcement
"When judgment could not be spoken, the world gave it shape."
đĄď¸ Jurisdiction
Domina governs all aspects of criminal law, high-profile trials, blood crimes, and capital sentencing throughout Elysmyr.
It serves as the supreme authority on justice enforcement, overseeing the classification, capture, and containment of criminal threats.
Chair: High Arbiter of Judgment
⢠Oversees:
â- Tribunal-mandated bounty networks
â- Sigil-secured prison wards
â- Criminal rune classification and suppression
⢠Commands:
â- The Runebinders, Tribunal field agents tasked with executing decrees, retrieving fugitives, and enforcing magical law
âď¸ DOMINA â The Scales of Judgment
Domina is more than law.
It is not a council.
It is not a person.
It is a relicâthe sacred object upon which all moral law in Elysmyr is founded.
đż Origin of the Relic
The Scales of Judgment, known simply as Domina, were unearthed in the ruins of a long-erased civilizationâone with no name, but a legacy of balance and reckoning.
Some say it was forged by a Justice Deity, others by a mortal whose insight could weigh the fate of entire cities.
Whatever the truth, Domina became the keystone of modern Elysmyrian governanceâa relic so precise, so incorruptible, it reshaped how justice was defined.
đŽ What It Does
A relic of absolute balanceâattuned not to mass, MĂĄnhar, or title, but to intention and consequence
⢠Used only during moments of judicial deadlock among the Nine Tribunal Seats
⢠Capable of:
â- Resolving cases with no witnesses
â- Confirming verdicts where truth and lies are indistinguishable
â- Overriding factional influence or political manipulation
Domina does not judge by power. It judges by purpose.
đ Where It Resides
Domina rests beneath the Tribunal's highest chamber in a sealed sanctum known as the Hall of Origin.
Surrounded by:
â- Null Sigils (to suppress external magical influence)
â- Seallocks (inscribed with laws older than the Pact itself)
â- Verdict Memory Stones containing echoes of every ruling it has ever shaped
Only the High Arbiter of Judgment may invoke itâand only when all other measures have failed.
đď¸ Mythic Quote
"The world gave mortals MĂĄnhar.
But it was judgment that made them more than beastsâ
and that is why Domina remains."
đ TERRESTRA â Worldwide Environmental & Agricultural Balance
"To scar the earth is to fracture its memory. To feed from it is to honor its breath."
đž Overview
Terrestra governs Elysmyr's ecological balance, focusing on the sacred equilibrium between land, magic, and mortal stewardship.
It protects not only the physical world, but the elemental and spiritual memory embedded in the land itself.
Terrestra oversees:
Ecological sustainability and biome preservation
Elemental harmony across regions
Weather stability and leyline modulation
Agricultural cultivation and seasonal law
Magical ecosystem integrity and species sanctity
These laws are enforced by Elemental Stewards, tracked through Green Sigil Archives, and upheld via Treaties of Growth between guilds, mages, tribal communities, and Tribunal-aligned settlements.
đ Governing Bodies of Terrestra
đ The Verdant Concord
The primary ruling council, composed of druids, elemental scholars, sylvan magi, and earthbound emissaries.
They draft and vote on climate legislation, leyline usage, and region-specific environmental protections.
đ˛ Field Wardens
Nomadic ecological agents who inspect and safeguard provincial magic usage, ensuring rituals and growth cycles are not exploited for war or resource monopolies.
đż The Thorn Pact (Covert Enforcement Branch)
Operates as the silent hand of Terrestra, targeting:
Illegal deforestation
Elemental pollution
Leyline corruption
Magical species trafficking
Often operates without public visibilityâbut with Tribunal authority.
đ§Ź Core Functions of Terrestra
Leyline Purity Maintenance
â⢠Rotational rituals and seasonal draw limits prevent arcane leyline exhaustion.
Elemental Equilibrium Enforcement
â⢠Ensures balance between elemental magicsâfire, water, ice, storm, earth, and sylvanâto avoid destabilized regional biomes or mana drought zones.
Seasonal Growth Regulation
â⢠Manages enchanted agriculture to avoid soil collapse, arcane rot, or unintended ecological shifts.
Sentient Flora & Fauna Protection
â⢠Mandates what can legally be harvested or modified from semi-sapient magical species.
Weather Weave Licensing
â⢠All wide-area weather manipulation (e.g., storm calling, drought dispersal) must be approved, registered, and bound to regional lunar-solar ritual calendars.
𪴠Violations under Terrestra
Class
Violation Type
Examples
Punishment
T1
Environmental Spell Abuse
Casting large-scale spells (e.g., firestorms, earthquakes) in unlicensed zones
Leyline taxation, ecological sealing
T2
Arcane Overgrowth
Enchanting crops to overproduce, resulting in ecosystem damage
Crop burn order, spellmark citation
T3
Sacred Ground Breach
Building or farming on ley-kissed, sacred, or beast-blessed soil
Property stripping, elemental quarantine
T4
Elemental Imbalance Ritual
Forcing two or more opposing elements to feed agriculture or tech loops
Magic revocation, seasonal expulsion
đż Sacred Practices
đ The Spiral Harvest
A moon-and-sun aligned blessing that sanctifies growing seasons. Crops are rotated with lunar glyphs and solar mantras, ensuring spiritual and biological balance.
đą The Seed Sigil
A land-binding ritual in which a glyph is etched into the soil, anchoring the ecological record of the owner to that land. Misuse or abuse of land resonates back through the sigil, marking the offender with karmic aura trace.
đ The Threefold Till
A mandatory agricultural rotation aligned with elemental energies:
Earth â Water â Fire â Rest
Used to prevent soil decay, ley imbalance, and over-harvest from single-element farming.
𩸠MORTALIS â Mortal Rights, Birth/Death Law & Genealogical Integrity
"No one is born without name. No one dies without record. And no bloodline may lie beneath the Tribunal."
đĄď¸ Overview
Mortalis serves as the civil backbone of Elysmyr's mortal law. It protects the sanctity of bodily autonomy, soul sovereignty, and heritage integrityâespecially in a world where bloodlines carry power and resurrection is not myth, but precedent.
đ¤ What Mortalis Governs:
Legal recognition of birth, death, and reincarnation
The rights and statuses of natural-born, mana-born, and magically conceived individuals
Ancestral validation used to confirm nobility, magical legitimacy, and bloodline-based privileges (notably among humans, elves, and long-line mages)
Preservation and verification of one's race, name, regional origin, caste, and soul-signature
âď¸ Mortalis Laws
Right of Mortal Recognition
â⢠Every being possessing a soul-born aura is guaranteed legal identity and protection under Tribunal law.
Ancestral Integrity Mandate
â⢠All bloodline claims must be verifiable. False noble heritage, faked elemental ancestry, or sigil-forged lineage is illegal.
Death Declaration Authority
â⢠No mortal may be declared dead without confirmation from a Tribunal Court or Magia-certified entity.
â⢠Reanimation, false funerary records, or undead concealment is a Class A offense.
Birth Registration Law
â⢠All childrenânatural or arcaneâmust be registered within 30 days by blood testimony or magical seal.
Genealogical Record Preservation
â⢠Noble houses, guild bloodlines, and magical families must submit verified lineage scrolls to the Archive Sanctum once per decade.
đŤ Common Mortalis Violations
Class
Violation Type
Examples
Consequences
M1-A
Bloodline Forgery
Claiming noble ancestry, stolen heraldry, forged sigil-inheritance papers
Title stripping, aura-burn branding, Tribunal exile
M1-B
False Death Declaration
Faking your own death, or someone else's to escape law or debt
Aura trace seal, imprisonment, legal nullification
M2
Ancestral Archive Tampering
Altering recorded genealogy, deleting family crimes, breaking legacy seals
Archive burn ban, family-wide penalty, memory sealing
M3
Illicit Resurrection or Binding
Reviving a soul without consent or legal rite, especially for inheritance
Death reversal trial, soul-seal branding, permanent magical tracking
M4
Unregistered Births
Failing to register children, especially those born under magical events
Loss of inheritance rights, denied magical schooling, public fines
M5
Soul Signature Theft
Using someone's aura trace, blood sigil, or recorded memory for fraud
Full Tribunal trial, Runebinders summoned, potential Veritas escalation
đ Why This Matters
In a realm where immortality can be forged, memories rewritten, and bloodlines manipulated, the law of the body and soul is not just symbolicâit's existential.
Mortalis ensures civil truth amidst magical deception, anchoring identity even as spells distort the soul.
đŻď¸ VERITAS â Truthbinding & Public Record Law
"Truth must be named. Memory must be preserved. The law forgets nothing."
đ Purpose of Veritas
Veritas governs all mechanisms by which truth is documented, verified, and protected in Elysmyr. From magical oaths to ancestral archives, it ensures that the past remains uncorrupted, and that testimony carries consequence.
đ§ž Veritas Responsibilities:
Enforcement of magical oathbinding and vow-spell contractsRegulation of memory seals, astral replays, and recall spellworkOversight of legal testimonies in arcane courtsProtection of public records, bloodline scrolls, Tribunal rulings, and magical license registriesPreservation of ancestral histories and lineage exoneration documents
đ Core Tenets of Veritas
No Truth Without Witness
â⢠Testimonies must be glyph-bound, confirmed by sigil, and aurally encoded.Memory is Evidence
â⢠Memory-based magic (dreamwalking, replay spells, astral recall) is admissible only if regulated by Veritas-approved scribes and sworn under oath.Truthbinding is Sacred
â⢠Oathspells and sigil-verbal contracts are as binding as law itself.
â⢠Breaking one constitutes a Class A violation.Seals Must Be Registered
â⢠All memory seals, trauma barriers, and curse-based forgettings must be logged through a licensed Truthscribe.You Are What You Can Prove
â⢠Legal existence in Elysmyr depends on archived proof: identity, title, license, and ancestral validity must be Veritas-certified.
âď¸ Violations Under Veritas
Class
Violation
Examples
Punishment
Class A
Archival Tampering
Editing a Tribunal verdict, falsifying bloodline records
Tribunal trial, public truthbinding, magical seal of dishonor
Class A
Truthbinding Betrayal
Breaking a sworn magical oath, manipulating magical contracts
Life-binding exile, aura tracking, potential memory imprisonment
Class B
Illegal Memory Sealing
Sealing another person's memories without license or their consent
15â30 year memory trace ban, supervised casting, Nexus penalty
Class B
Constructing False Testimony
Creating illusion or dreamwalk evidence to support a lie
Trial by Scribe, magical gag (speech-sigil seal), credibility revocation
Class C
Truth Disruption (via Illusion or Aura Masking)
Attempting to appear as someone else during a legal proceeding
Caster blacklisting, warded citizenship, fine or temporary nullzone marking
Class C
Refusal to Verify Magical Identity
Refusing to register magical signature in a Veritas Archive (especially nobles)
License suspension, historical suspension from title inheritance
đ§ Key Tools of Enforcement
Truthseals â Aura-locked glyphs binding truth into verbal testimonyEcho-Record Orbs â Crystallized sensory memory spheres retrievable by Tribunal ReadersGlyph of Unraveling â High-order rune that activates upon detection of falsehood within truthbound environmentsSanctum Mirrors â Rare relics capable of projecting archived truth from memory-laden mana
đ§Ź Who Enforces Veritas?
Truthscribes â Archivists who handle all official registrations, memory rituals, and oath recordsNexus-Approved Memory Judges â Oversight figures for high-profile or contested truth/memory-based trialsVeritas Auditors â Covert agents trained in archive breach detection, aura-truth tracking, and dream-infiltration protocols
𩺠SANCTUM VITAE â Healing Rights, Medical Ethics & MĂĄnhar Health Law
"To heal without honor is to harm beneath silence."
âď¸ Overview
Sanctum Vitae governs the practice and ethics of healing across Elysmyr, blending arcane medicine, soul preservation, and consent-driven care.
Its doctrine protects the sanctity of body, mind, and MĂĄnhar, ensuring that no life is restored or repaired without honor, accountability, and lawful clarity.
Chair: High Cleric of Restora
⢠Oversees:
â- Licensing of healers and medica-arcana practitioners
â- Regulation of resurrection protocols and soul-linked surgery
â- Crisis response during disease outbreaks, magical afflictions, or divine anomalies
â- Protection against enchantment abuse, unauthorized sigil use, and bodily theft
𩸠CODE PRISM â Elysmyr's Arcane Emergency Classification System
"In every crisis, color reveals cause. And every cause demands consent, containment, or cleansing."
đ Purpose
Code Prism is a Tribunal-standard emergency classification protocol used in all licensed medica-arcana institutions. It provides immediate clarity on:
Crisis type (physical, magical, metaphysical)
Origin (elemental, spiritual, corrupted, divine)
Urgency tier and required response level
Containment or intervention protocol required under Sanctum Vitae law
đ§Ź STANDARDIZED COLOR CODES
Code Color
Designation
Description
Crimson
Arcane Trauma / Internal Sigil Burn
Sudden MĂĄnhar rupture, bloodline backlash, sigil destabilization
Violet
Forbidden Magic Exposure
Contact with corrupted glyphs, illegal sigilcraft, or black Manhar conduits
Cyan
Elemental Overload
Aura destabilization due to absorption spikesâcommonly fire, storm, chaos
Gold
Memory Collapse / Soul Fracture
Often caused by ritual backlash, psychic combat, or divine interference
Green
Biological Emergency
Standard physical traumaâpoisoning, bleeding, organ failure, non-magical cause
Blue
Neuromagical Failure / Aura Lock
Mana-nervous system paralysis, coma-state collapse, overuse of projection
Silver
Spatial Displacement / Reality Slip
Victims trapped between planes, spatial anchoring lost, time-staggered trauma
Black
Velruhnic Contagion Suspected
Must be escalated to Tribunal-tier intervention. Automatic containment order.
White
Divine Anomaly Detected
Cases involving unknown divine interference or relic-based alteration
Amber
MĂĄnhar Depletion Crisis
Severe mana exhaustion leading to cardiac or respiratory failure
âď¸ INSTITUTIONAL RESPONSE TIERS
Tier I â Stabilization Only
Tier II â Full containment, memory-lock backup required
Tier III â Notify Tribunal Watchers (used in Black, White, and some Gold cases)
Tier IV â Evacuation-level anomaly (rare: mixed Black-White, unstable divine events)
đŻď¸ Sanctum Vitae Mandate
All certified institutions must issue a Code Prism alert within 15 seconds of confirmed diagnosis.
⢠Patients remain legally protected under consent laws, even while under mana-sealing or trauma wardingâunless rendered Hollowed or unconscious.
⢠Falsifying, delaying, or tampering with a Code Prism alert is a Class One Medical Violation and Tribunal offense.
âď¸ SANCTUM VITAE VIOLATION CLASSES
Healing magic is sacred. Its misuse, especially against the unaware or unconsenting, is a crime against both soul and law.
đŻď¸ Overview:
Under Sanctum Vitae, healing is a sacred act, and magic used in medical settings is bound by ethical law, patient consent, and MĂĄnhar health principles.
Violations are categorized by severity, intent, and magical risk.
đ´ CLASS ONE â Tribunal Crimes (Capital Medical Offenses)
"Violation of soul, will, or universal law."
Code Prism Tampering â Suppressing or falsifying a Code Prism emergency
Sigil Seizure â Applying or modifying sigils without consent, especially on unconscious or detained patients
Memory Harvesting â Extracting memories without Tribunal writ
Velruhnic Infusion â Injecting or exposing a patient to black MĂĄnhar, corrupted glyphs, or demon-aligned essences
Unbound Reanimation â Attempting to revive a dead body without full soul permission
Soul Dismantling â Any form of ritual designed to alter, break, or overwrite another's MĂĄnhar imprint
Punishment: Tribunal arrest, mana-binding sentence, possible memory erasure, or soul lock (magical stasis)
đ CLASS TWO â High-Grade Violations (Institutional Felonies)
"Breach of trust or containment."
Performing high-risk magical procedures without approval from an Arcane Medic-Arbiter
Treating high-contagion curses in non-sanctioned wards
Extracting blood, bone, or essence for research without consent
Disabling suppression wards in critical care zones
Allowing active warriors to override medical restrictions for political reasons
Punishment: Professional license revocation, FGA demotion, Tribunal fine, permanent ward ban
đĄ CLASS THREE â Mid-Level Violations (Disciplinary Offenses)
"Neglect or institutional misconduct."
Leaving an unstable patient unattended during aura fluctuation
Mislabeling or failing to activate a proper Code Prism call
Administering sigil therapy without full patient briefing
Minor misuse of relic-based healing tools
Using forbidden or outdated rune configurations in modern wards
Punishment: Suspension, ward reassignment, supervised practice term
đ˘ CLASS FOUR â Minor Infractions (Administrative Warnings)
"Failure to uphold process."
Improper record of patient consent
Failure to reset stabilization charms post-discharge
Excessive mana use on low-risk injuries
Using levity sigils during a Code Prism situation
Refusing rest periods and causing burnout-based healing error
Punishment: Strike on license, mandated rest, minor fine, written apology to Council of Care
đď¸ Enforcement & Oversight
Sanctum Vitae is enforced through a tiered network of specialized Tribunal agents and institutional monitors:
Council of Care â High Circle healers and ethical adjudicators that review magical medical policyMedical Tribunal Arbiters â Judges appointed to oversee high-level infractions and capital healing crimesSanctum Observers â Elite enforcement personnel trained to detect medical tampering, sigil-forgery, and unauthorized reanimationAll actions and violations are recorded via Healing Glyph Logs, inscribed directly into memory-runestones linked to the Sanctum Vitae NetworkMajor violations are reviewed bi-seasonally, unless flagged for emergency override by Tribunal directive
đ§ AUCTORITAS â Guild & Covenant Oversight
"One guild may grow powerful. But no guild shall become sovereign."
đ Purpose
Auctoritas serves as the Tribunal's legislative and regulatory arm for the creation, governance, and arbitration of all formal magical collectives and alliances throughout Elysmyr.
No guild, covenant, or contract-based arcane enterprise operates lawfully without its seal.
Auctoritas governs:
Magical Guilds
Adventuring Companies
Arcane Sects
Spell-forge Syndicates
Contracted Arcane Labor Unions
Inter-species Covenant Alliances
đď¸ Tribunal Authority
Chair: Director of the Federation of Global Adventurers (FGA)
⢠Collaborates with:
â- Runebinders, for enforcement
â- Magia, for magical law mediation
â- Regional Liaisons, during territorial charter disputes and leadership reviews
⢠Holds exclusive jurisdiction to grant, suspend, or revoke Guild Charters
đ Core Laws Under Auctoritas
Charter Mandate
No guild may legally form without submitting an oathbound Guild Charter under FGA review.
Charter must outline: leadership structure, specialty domain, crestmark ranking system, and conflict engagement clause.
Guild War Neutrality
FGA and the Tribunal remain neutral during sanctioned Guild Wars but monitor for civilian casualties, forbidden sigil use, or territory violations.
Covenant Binding Law
Inter-guild alliances must be registered as Covenants. Violation of a Covenant results in Tribunal arbitration, and possible license stripping.
Labor Protection Decree
All licensed casters within guilds have the right to:
Rest cyclesMagical compensation tiersAnti-exploitation protections (especially for non-nobles or Half-Fangs)Right to resign with aura intactSeal of Disbandment
Any guild found guilty of Tier A violations loses its Charter. Members may face aura branding or blacklisting.
đŤ Violations Under Auctoritas
Class
Violation
Examples
Consequences
A1
Illegal Guild Formation
Operating without a registered charter, accepting bounties or missions unlawfully
Disbandment order, leader imprisonment, aura discredit seal
A2
Covenant Betrayal
Breaking inter-guild pact, ambushing allied parties, leaking contract magic
Tribunal arbitration, rank stripping, mana sealing of offending members
A3
Guild War Escalation
Using Tier V+ spells in unsanctioned battle, civilian casualties during raids
Charter suspension, FGA intervention, magical ceasefire enforced
A4
Exploitation of Members
Labor under enchantment, refusal of MĂĄnhar rest, violation of magical autonomy
License revocation, master-rank trial, FGA field retrieval
A5
Sigil-forging, Crestmark Fraud
Altering FGA badges, faking rank, or tampering with guild seals
Tribunal expulsion, Runebinder pursuit, aura-burn registry
đĄď¸ FGA-Sanctioned Enforcement Tools
Crestmark Ledger â The living archive of all guild activities, trials, and official Tribunal rulings
⢠Seal of Oathfire â A flamebound rune used to expose document forgeries or tampered magical contracts
⢠Runebinder Escorts â Tribunal field agents deployed during ceasefires, charter breaches, or Covenant mediation
⢠Guild Tribunal Rings â Neutral arbitration zones overseen by certified FGA mediators or the Director themself
đĄď¸ GUILD CREATION PROCESS â Under Auctoritas Tribunal Law
"No guild may rise upon ambition alone. Legacy requires oath, purpose, and the weight of three."
đ Step 1: Founding Members Oath
A minimum of three Founding Members is required to initiate formation
⢠Each member must hold a C-Grade rank or higher in the FGA Crestmark system
⢠At least one must be B-Grade or higher, designated as the First Sigil Holder (provisional guildmaster)
Founders must swear the following:
To bind their Crestmark Signatures for no less than three yearsTo declare all known elemental affinities and magical domainsTo remain neutral in external Covenant conflicts until full charter approval is granted
đ Step 2: Charter Proposal Submission
The Guild Charter Scroll must include:
Guild Name & Domain Purpose
â⢠Clearly reflecting magical or skill-based focus (e.g., relic recovery, planar tracking, beast-hunting, arcane healing, etc.)Crestmark Roster
â⢠Includes rank, elemental affinity, and individual FGA glyph of all founding membersStructural Hierarchy Proposal
â⢠Chain of command, specialty roles, and internal disciplinary structureCode of Conduct
â⢠Defines internal ethics: member treatment, mission rules, anti-exploitation policiesSigil of Intention (Signed Before Tribunal Witness)
â⢠A glyph seal that binds the guild's founding purpose into the Crestmark Ledger
â⢠Breaking this oath nullifies the guild charter permanently
đ Step 3: FGA Review & Tribunal Witnessing
All charter scrolls undergo review by the FGA Charter Division (max 30-day turnaround)
⢠A preliminary Tribunal panel oversees the Guild Oathfire Ceremony, wherein founders burn their aura signatures into the Crestmark Flame
"That which burns in oath cannot be unspoken."
Upon approval:
⢠The guild receives a Sigil Crestâan arcane emblem representing its domain and founding oath
⢠Its name and domain are entered into the Auctoritas Ledger of Guilds
đď¸ Special Notes
Any guild operating outside of Auctoritas jurisdiction is considered rogue and subject to:
â- Immediate disbandment orders
â- Bounty classification for founders
â- Sealbreaking investigation by Runebinders The FGA reserves the right to audit any chartered guild within its first year
⢠All guilds must renew their Charter every seven yearsâfailure to do so results in symbolic dissolution (revocation of sigil authorization and operational standing)
đ PEREGRIN â Diplomatic Oversight & Intercontinental Law
"The world is vast, but every step beyond your border is a promise not to conquer it."
đĄď¸ Purpose of Peregrin
Peregrin governs Elysmyr's relationships with the wider world. It oversees the boundaries of diplomacy, the protections of cultural sovereignty, and the legal conduct of magical travel and treaties.
Peregrin is responsible for:
Intercontinental diplomacy and emissary managementFirst contact protocols with foreign races or non-recorded speciesRegulation of magical ports, gates, and leyline crossingsEnforcement of embassy ethics and diplomatic immunity rightsMediation of border conflicts and covenant breakdownsOversight of world treaties, political pacts, and multiracial alliances
đ§ Conduct Protocols
The Courtesy of First Words
No ambassador, emissary, or representative may initiate cross-border or cross-species interaction without a declared intention glyph (verbal or sigil).
First impressions are legally binding in Peregrin.
Treaty Tongue Doctrine
All intercontinental contracts must be written in Triverian Common (the recognized neutral language of ancient diplomacy) and sealed with a dual-sigil system to prevent magical translation bias.
Racial Autonomy Acknowledgment
Any representative of Elysmyr must honor the internal sovereignty of species-specific territories abroad.
No magical scouting, aura imprinting, or diplomatic spellcasting without express consent from the host domain.
Relic Non-Intervention Code
Discovery of ancient or continent-bound relics outside Elysmyr requires immediate neutral party arbitration. Relics may not be exported or studied without a World Accord Seal.
Ambassadorial Aura Clause
All ambassadors must undergo aura recording at the nearest Tribunal mirror-gate. Any emissary found to be a duplicate, illusion, or substituted form is considered an act of hostile infiltration.
đŤ Peregrin Violations
Class
Violation
Example Offenses
Consequences
P1
Unauthorized Border Glyph Activation
Using intercontinental portals or leyline-bound crossings without Tribunal notice
Exile glyph, FGA seizure, memory locking
P2
Diplomatic Impersonation
Using aura-disguise, Thae'sulkin, or sigil-masking to pose as an emissary
Runebinder detainment, magical exile, host country sanctions
P3
Covenant Breach Between Nations
Breaking a treaty oath, manipulating contract magic, or violating ceasefire terms
Tribunal convening, travel ban, magical sanction against entire guild/region
P4
Relic Theft or Smuggling
Transporting ancient artifacts across Elysmyr's borderlines for private gain
Soulmark branding, relic binding, potential trial by Nexus Council
P5
Cultural or Racial Disrespect in Treaty Zones
Enchanting racial zones, unauthorized sigil use in sacred territories
Diplomacy license suspension, guild expulsion from foreign territory
đ Who Enforces Peregrin?
Envoy Arbiters â Tribunal-trained mediators and legal translators who handle treaty disputes, contract negotiations, and first-contact resolutions.Border Sigilwardens â Guardians of leyline gates, port-bound relic crossings, and intercontinental portal markers.Treaty Mirror Authority â Custodians of the world's diplomatic archives, aura-binding oath documents, and magical contracts sealed across borders.
đŞď¸ GRAY GALE â The Neutral Island of Peregrin
"No blood may be spilled where the winds do not judge."
đ What is Gray Gale?
Gray Gale is a neutral Tribunal-sanctioned island at the convergence of three leyline currents, floating just beyond Elysmyr's eastern sea.
It is not governed by any single nation.
Yet all powersâmageblooded or mundaneâanswer to its laws when they stand upon its stone.
Gray Gale is:
The sacred site of world diplomacyThe grounds of covenant arbitration and interspecies negotiationThe Tribunal's answer to unchecked war and unprovoked conquest
Protections include:
Nullcasting Wards â Active spellwork is disabled within the central sanctumSkybreak Circle â A wind-carved stone ring no weapon may passThe Gale Binding â A mythic enchantment that paralyzes magic in any soul who violates the sanctity of the isle
The name Gray Gale is believed to reference a forgotten travelerâthe first mortal who "crossed the world and returned unchanged."
đ Key Structures of Gray Gale
The Oathspire
â⢠Tower of storm-bound steel and rune-glass
â⢠World leaders speak hereâand the sky records every wordThe Echo Hall
â⢠A chamber where all treaties signed in Gray Gale echo in windform forever
â⢠No lie has ever lasted within its wallsThe Mirror Vaults
â⢠A crypt of treaty-bound reflections; every aura, every sigil-sealed pact recorded since the Pact of Rights & ExistenceThe Gale Stones
â⢠Floating monuments inscribed with the names of every soul who has broken a worldbinding agreement
â⢠These names are exiledânot only from Gray Gale, but from the rights of diplomatic travel entirely
âď¸ Rules of Gray Gale (Tribunal-Enforced)
No casting, enchanting, or magical violenceâviolators are sealed by the Gale BindingEvery recognized race, guild, and nation holds one seatâno exceptionsTreaties signed here carry worldbinding authority
â⢠To break such an agreement triggers an automatic Tribunal summons, regardless of location or jurisdiction
âď¸ IMPERIA â The Equilibrium Seat
"When law fractures, balance decides."
đď¸ What Is Imperia?
Imperia is not a law.
It is not a person.
It is not a vote.
It is the metaphysical anchor of justice invoked when doctrine opposes doctrineâa sacred Tribunal mechanism that does not act until order reaches contradiction.
It is powerless when balance holds.
It is absolute when balance breaks.
Symbol: A seat of carved stone, formed without a backâopen in all directions. It rests atop a marble disc inscribed with nine glyphs, each representing a Tribunal doctrine.Location: The Sanctum of Imperiaâa sealed chamber surrounded by Null Sigils, accessible only by unanimous invocation or when a doctrinal paradox is written into law.
⨠Function of Imperia
Doctrine Reconciliation
â⢠When two or more Tribunal Seats conflict (e.g., Veritas vs. Mortalis, or Magia vs. Sanctum Vitae), Imperia determines which law holds greater authority in contextâwithout nullifying the other.Deadlock Resolver
â⢠In a 4â4 Tribunal tie, Imperia is not decided by vote, but by the activation of the Equilibrium Sealâa metaphysical construct that weighs precedent, ethical weight, and systemic impact to render a binding ruling.Final Seal in Anomalous Cases
â⢠For cases involving Triquetra magic, nonlinear time, hybrid bloodlines, or unknown cosmic forces, Imperia provides the only neutral legal framework capable of housing such contradictions within mortal law.
đĄď¸ Lore Behind the Seat
Said to be built from the bones of the First Accord, a structure formed when mortal law first defied the gods.The Equilibrium Glyph, buried beneath the seat's base, is rumored to glow when emotional distortion clouds the court, or when the Tribunal lies to itself.
Imperia is not a judge.
It is judgment itselfâwhen judgment can no longer be found.
đŻď¸ Invocation Phrase
"The Nine do not agree. We ask balanceânot favor."