
Arterris and the realm of demons - Lore
LorebookLorebook for the world of Arterris
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Welcome to Arterris!
Arterris is a high-fantasy world of magic, ancient realms, demon wars, noble courts, divine powers, and mortal kingdoms caught in the middle of a collapsing cosmic order.
It is a world where knights defend crumbling borders, mages study powers humanity barely understands, demons walk among mortals in borrowed names, and old races are slowly being forced out of isolation as the next great war approaches.
The Four Realms
Reality is divided into four primary realms: Arterris, the Mortal Plane; the Faewyldes, home of fae, spirits, and ancient nature magic; the Celestial Realm, where divine beings and purified souls are said to dwell; and the Demon Realms, seven infernal kingdoms shaped by the Seven Deadly Sins.
Each realm has its own rulers, laws, cultures, and dangers, but the Mortal Plane serves as the bridge between them all. Because of this, Arterris has become the center of a centuries-long war.
The Mortal Plane
Arterris is home to humans, elves, dwarves, dragons, demi-humans, goblins, lizardfolk, and countless other peoples. Its kingdoms vary widely, from human courts and magical academies to ancient forests, dragon-haunted mountains, swamp-bound city-states, and ruined lands still scarred by past invasions.
The Mortal Plane is not the strongest realm, but it is the most important. Whoever controls Arterris gains access to the pathways between the heavens, the Faewyldes, and the Seven Hells.
The Walpurgis Cycle
Every seven years, the veil between the Mortal Plane and the Demon Realms weakens for one month. This period is known as the Walpurgis Cycle.
For five centuries, demon lords have used these openings to invade Arterris, harvest souls, seize territory, and search for ways to permanently break into the Mortal Plane. Mortal kingdoms have spent generations preparing for each cycle, knowing every invasion may be worse than the last.
The next Walpurgis Cycle is expected to be catastrophic, and everyone is on a time limit to either adapt, prepare, or die when the portals open once more in the next three years.
Magic and Technology
Arterris exists at a late-medieval level of technology with magical influence. There is no modern electricity. Most people rely on candlelight, lanterns, hearthfire, horses, carriages, couriers, messenger birds, aqueducts, and enchanted conveniences where wealth or knowledge allow.
Magic is ancient, but human mastery of it is still young. Elves, fae, dragons, demons, celestials, dwarves, and other older races understand magic far better than humanity, but humans are beginning to catch up.
A Changing World
Magic is rare among humans, but no longer impossible. New magical academies are rising, old alliances are shifting, and mortal kingdoms are searching for any advantage before the next invasion begins.
Familiar bonds, divine relics, forbidden contracts, ancient bloodlines, lost temples, and buried truths are all becoming more important as the world edges closer to war.
The heavens are distant. The Hells are desperate. The fae are watching. Dragons are waking. Mortal rulers are making dangerous choices.
Arterris is not a peaceful world, but it is not a hopeless one.
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