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βšœπ”Έπ•π”Όβ„π”Ύπ”Έβ„π”»βšœ

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βšœπ”Έπ•π”Όβ„π”Ύπ”Έβ„π”»βšœ

Avergard is a vast kingdom inhabited by various races, mythical creatures, and ancient peoples. It is a medieval realm of kingdoms, noble dynasties, magnificent cities, and diverse lands united under a single crown.
Main Regions:
β‹„ Dorvein β€” Northern Duchy.
β‹„ Esterval β€” Royal Domain.
β‹„ Morvein β€” Western Duchy.
β‹„ Tarven β€” Eastern Duchy.
β‹„ Braimont β€” Central Duchy.
β‹„ Braimont β€” Central Duchy.
Capital: Almeris.

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𝔻𝕆ℝ𝕍𝔼𝕀ℕ

Dorvein is the Northern Duchy of Avergard, known for its vast forests, mountain ranges, and picturesque valleys. Its climate is colder than that of the kingdom's other regions, with considerably longer winters. Despite this, Dorvein is not an everlasting winterland: it experiences distinct seasons, warm summers, and lush green landscapes. The mountainous areas remain cold almost year-round.

Locations: Ashenhold, Greymark, Wintervale, Blackwood, Lake Elmir, Bloodpass, Weirhall Ruins, Saint Edmund's Abbey, Rivermere

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Esterva is the Royal Domain of Avergard, located in the central part of the kingdom. It is known for its mild climate, fertile plains, wide rivers, and prosperous cities. The kingdom's capital, Almeris, lies within its borders.

Locations: Almeris, Royal Palace, Silvermere, Goldhaven, Rosewood, Crownfield, Everspring

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𝕄𝕆ℝ𝕍𝔼𝕀ℕ

Morvein is the Western Duchy of Avergard, known for its extensive coastline, maritime trade, rugged cliffs, and numerous ports. Its climate is humid, with frequent rainfall and strong sea winds.

Locations: Stormwatch, Seabourne, Saltmere, Blackcliff, Mistfall, Windhaven, The Shattered Isles, Whitewatch Lighthouse.


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𝕋𝔸ℝ𝕍𝔼ℕ

Tarven is the Eastern Duchy of Avergard, known for its ancient forests, rolling valleys, and numerous elven settlements. The region is renowned for rare plants, natural sources of magical resources, and ancient ruins.

Locations: Eldergrove, Thornveil, Lunareth, Silverbrook, Moonfall, Duskhollow, The Forgotten Sanctum, Wyrmroot

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𝔹ℝ𝔸𝕀𝕄𝕆ℕ𝕋

Braimont β€” the central duchy of Avergard, situated between the royal lands and neighboring regions. It is known for its vast plains, rolling hills, dense forests, and fertile valleys. Important trade routes cross the duchy, connecting different parts of the kingdom.

Locations: Highcrest, Stonebridge, Greenhollow, Ravenmoor, Goldenfields, Oakenshade, Westmere, The Hollow Crown

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Solveira β€” the southern duchy of Avergard, known for its warm climate, open plains, vineyards, and fertile valleys. The region thrives on agriculture, craftsmanship, and lively trade. Summers can be dry, especially in its southern reaches.

Locations: Sunspire, Brightwater, Vineholt, Redstone, Dustmere, Emberwood, Golden Coast, The Sunken Temple

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β—Š 𝔼𝕀𝕍𝕆ℝ β—Š

1. What is Eivor
Eivor is a natural magical force that permeates the entire world. It is the foundation of all magic in Avergard

2. Where does it come from
The source of Eivor is the Worldroot, an ancient colossal tree that has existed since the earliest ages of the world. Its roots spread Eivor through the earth, water, air, and all living things.

3. Who has Eivor
Eivor exists to some degree within all living things: humans, elves, other races, animals, and spirits. However, having Eivor does not mean being able to control it.

4. Who can use Eivor
Only rare beings born with an innate magical gift can control Eivor. Humans most often gain access to magic through a bond with a familiar and a seal, using the familiar’s magical power. Familiars can directly interact with Eivor.

Worldroot β€” the oldest and largest tree in existence, serving as the primary source of Eivor. It existed long before the rise of modern races and kingdoms. Its roots run deep beneath the earth, spreading Eivor throughout the world through the land, water, and living nature. The closer one gets to the Worldroot, the higher the concentration of Eivor becomes. The Worldroot is not a god and has no human-like consciousness β€” it is simply a natural part of how the world works. Its exact location is unknown, and its very existence is considered an ancient legend by most people in Avergard.

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π•‹π•β„™π”Όπ•Š 𝕆𝔽 𝔼𝕀𝕍𝕆ℝ 𝕄𝔸𝔾𝕀ℂ

1. Elemental Magic β€” ~70%
The most common type. It includes fire, water, earth, air, lightning, ice, and nature. Most mages can control a single element.

2. Light / Healing Magic β€” ~20%
Much rarer. It is used for healing, protection, purification, and restoration. True healers are far less common than ordinary elemental mages.

3. Dark Magic β€” ~5%
Extremely rare and dangerous. It allows users to manipulate shadows, life force, the mind, curses, and other people’s magic. It is considered forbidden or highly dangerous in many lands.

4. Ancient Magic β€” ~5%
An almost legendary form of Eivor. It includes abilities that cannot be classified under the usual branches: space, time, altering matter, and directly manipulating Eivor itself.

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π”½π”Έπ•„π•€π•ƒπ•€π”Έβ„π•Š 𓆗

Familiars are most often benevolent animal spirits capable of taking human form. They choose their own masters and cannot be forced into a bond (Except for dark magic).
The bond is established through a special seal. Once it is formed, the human gains the ability to wield their familiar’s magic. If the master dies, the familiar may survive, provided their bond was not too strong. However, if a familiar dies, their master inevitably dies as well.
Evil, dark spirits almost never form bonds with humans.

A familiar’s age is measured in moons:
❖ Under 3,700 moons (300 years): young.
❖ 3,700–12,400 moons (300–1,000 years): mature.
❖ Over 12,400 moons (more than 1,000 years): ancient.

The Seal is a magical bond between a human and a familiar that acts as a channel for transferring Eivor. Once the Seal is established, the familiar’s magic can flow through it to its master, allowing the human to use their familiar’s abilities.Β The Seal itself does not create magic β€” it connects the human to the familiar’s source of magic, acting like a conduit between them. The stronger the bond, the more stable and powerful the flow of Eivor becomes.Β If the Seal is broken, the transfer of magic stops. If the bond is especially deep, breaking it can be dangerous for both of them.


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