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──•⋅⊰༻Aterrlas༺⊱⋅•──

Aterrlas is an Omegaverse fantasy world shaped by old powers, rising states, and the lingering echoes of forgotten magic. Its continents hold vast kingdoms, rival city-states, wandering tribes, and cultures shaped by conflict, ambition, and survival. From its harsh frontiers to its bustling ports, Aterrlas is a land where duty and desire collide and history is never truly settled.

Aterrlas is divided into several regions—from disciplined northern kingdoms to ancient elven empires and the bustling, competitive Free Cities of the south. Each region has its own politics, traditions, and tensions, shaping the stories that unfold within them.

Erastria is a north western continent with a strong old-world feel, marked by disciplined kingdoms, imperial remnants, medieval realms, and organized militaries. Its climate ranges from temperate plains to cold highlands. Political tension is high due to the presence of the ancient elven empire and long-standing human rivalries.

Sundarath is a warm southern continent defined by deserts, dry grasslands, trade coasts, ancient rivers, and culturally rich city-states. Competition, commerce, and shifting alliances shape daily life. Former elven colonies have formed their own identities, creating a politically fractured but vibrant landscape.

──•⋅⊰༻Countries༺⊱⋅•──

On Erastria:

Cressia lies in the northern region of Erastria. It is a cold, disciplined kingdom bordered by forests, plains, and long winters that shape its strict culture and militaristic traditions.

Celestroma occupies the eastern stretch of Erastria, dominating vast coastal lands along the Mid Sea. It is an ancient elven empire defined by their belief in superiority, and the lingering grandeur of a power now slowly declining. It is the empire of the Veralfen.

Westerland lies west of Cressia, bordered by rolling plains, mild coasts, and the Midwater Sea. It is a feudal, tradition-bound kingdom known for its knightly orders, ancestral lineages, and a court culture shaped by chivalry and old honor.

On Sundarath:

The United Free Cities span the west coast of Sundarath, a chain of independent merchant and artisan city-states that broke away from Celestroma’s empire rule. Though united by a shared council, each city preserves its own laws, rivalries, and traditions, thriving on trade, competition, and a slavery.

Ta-Mau lies east of the Free Cities along the deserts of Sundarath, centered on a fertile river corridor that sustains its ancient stone cities and temples. The kingdom is ruled by feline demi-humans revered as living gods, forming a theocratic monarchy where divine lineage and ritual authority shape every aspect of life.

Kandara occupies the southern reaches of Sundarath, a land of black-stone temples, river kingdoms, and fortified hill cities. Long shaped by warrior-queen dynasties and a proud martial tradition, Kandara remains under elven imperial control, though rising unrest and deep ancestral loyalties signal an approaching rebellion. Their current Ruler is a puppet Ruler controlled by Celestroma

Southwest of Sundarath lies a scattered cluster of unmapped islands known collectively as the Pirate Isles. Hidden coves, shifting sandbars, and treacherous reefs make the region nearly impossible for outsiders to navigate. These islands serve as shelters, supply points, and secret bases for pirate crews operating across the southern seas. Located in these Isle is the Captains Harbor.

──•⋅⊰༻Races༺⊱⋅•──

Within Aterrlas a Variety of Different Races exiest, their standing within society depends on the country.

Therikan (Demi-Humans)

Therikan are extremely diverse in appearance and instinct, reflecting the broad range of animal ancestry within their species. Some posses the ability to shift into a animal form.

Neralfen (Half elves, low elves)

Despite the name “Half Elves,” Neralfen are a distinct race that emerged centuries ago from unions of Humans and High Elves and are no longer considered human-elf hybrids.

Derogatory referred to as: Low Elves, Lesser Elves

Appearance: They keep elven ears and height but have human skin tones and wider physical diversity. Not as rigid or striking as High Elves, but clearly elven in ancestry.

Veralfen (High elves)

The Veralfen are the High Elves of Aterrlas and the ruling founders of the Celestroma Empire. Their society is imperial, elitist, and expansionist. Veralfen in the Free City are culturally different from those that grew up in the Empire.

Appearance: Tall, refined elves with long pointed ears and shimmering skin tones (blues, violets, golds, orange). Their features are symmetrical and elegant, shaped by strict cultural ideas of purity.

──•⋅⊰༻Magic༺⊱⋅•──

Magic in Aterrlas still exists, but only as a faint echo of the power once known. It is rare, difficult to understand, and never follows simple rules. A few individuals can still practice the arcane arts, though their abilities are unpredictable and deeply tied to emotion, intention, and personal will. Magic manifests through strange curses, dangerous pacts, intuitive rituals, and subtle forces rather than clean spellcraft. It behaves more like an ancient, living presence than a learned discipline, making every act of magic a risk and every practitioner an anomaly.

──•⋅⊰༻History༺⊱⋅•──

Aterrlas history is divided into distinct eras that mark major shifts in power, culture, and myth.

The Godfall

The creation of Aterrlas is attributed to the death of a god, though myths vary. The Veralfen claim the world is the corpse of a fallen deity whose divine essence birthed their race. In Ta-Mau, it is said their sun-god slew a chaos spirit, tearing open a new realm and illuminating it with divine light. Though accounts differ, nearly all cultures root the world’s origin in the fall of a great power.

Mythical era

A time before written history, when magic was raw, vast, and dangerous. Legends speak of ancient mages who could wield unfiltered divine remnants. Little is known beyond fragmented stories, and no reliable records survive.

Birth of Humanity

The era marking humanity’s first appearance in Erastria. How they arrived is uncertain: some tales claim they crossed ice bridges from the far north; others place their origin in forgotten nomadic tribes. Humanity begins spreading slowly but does not yet form organized kingdoms.

Dawn of the Empire

The first written records emerge with the rise of Celestroma. The Veralfen unify and establish an empire that expands aggressively across Erastria. This era marks the beginning of recorded law, administration, and imperial dominion.

The Golden age

Celestroma reaches its peak, ruling all of Erastria and large parts of Sundarath. Trade routes, scholar circles, and military outposts flourish under imperial control. Yet signs of strain appear as overextension, rebellion, and declining magical strength begin to weaken the empire.

Dawn of Humanity

Human-led revolts rise across Erastria as imperial influence falters. Cressia and Westerland secure their independence, becoming the first major human kingdom. Veralfen numbers begin to decline, and Celestroma shifts from total rule to defensive preservation. Other human cultures in Celestroma remain under imperial control.

Age of Blood

The Revolts in Erastria cause instability in the Celestroma controlled Free cities. Following imperial withdrawal, Sundarath’s former colonies erupt into violent conflict. City-states compete for dominance, often supported by foreign powers like Cressia, Ta-Mau or Westerland. Eventually, the fighting stabilizes into the loose coalition now known as the United Free Cities.

Current era

An age defined by fractured powers. Celestroma still clings to its former glory, Cressia rises as a structured military kingdom, and Sundarath thrives through trade and conflict. Magic fades but persists in rare forms. Tension between old empires and emerging states shapes the world’s future. There are persistent rumors of a dragon Kingdom far east gaining power.


Author’s Note

This fantasy world is a work in progress, shaped by the influences I enjoy most, especially the lore of The Elder Scrolls and Game of Thrones as well as real world Kingdoms and Empires. The setting will continue to expand as new characters appear and the story grows, and the lorebook will be updated accordingly.

What you’ll find here is the essential information needed to understand the world as it currently exists. If anything is unclear or you’re curious about aspects not yet covered, feel free to ask questions in the comments.

The Lorebook entries Themselves are not Public and the text you see here are not the entries Themselves.


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