Ficool

Wikipedia - "The Chosen Light"

🗺️ Eronith: Geographical Overview

###################################################################

👨‍👨‍👦‍👦 Inhabitans of Eronith

🧍‍♂️Humans: Appear to be the dominant and most widespread sapient race so far. The 'reincarnated readers' and the original protagonist (Aelric) are human.

🐦‍🔥 Animals: Standard terrestrial and aquatic animals common to diverse biomes (forests, plains, mountains, seas).

🧌 Monsters: The existence of dangerous, non-standard creatures. Exist in "monster-infested zones" (e.g., in the Ashen Expanse or cursed wastelands). 

🪬 Spirits: The existence of spirits or god-like entities is implied through the "Spiritualist" magic class, which involves bonding with them.

👾 Humanized Animals (Anthropomorphic Races): Half-human, half-animal races.

👹 Demons/Demi-demons: Created via forbidden magic.

###################################################################

⚙️ Power System in Eronith

Eronith features distinct paths to power, primarily through magic and martial prowess. Notably, standard RPG mechanics like levels and universal stats are generally absent, except for Aelric's unique system.

1. Magic System:

- Existence: Magic is a known and practiced force, though not necessarily easy to wield or universally accessible.

- Sources/Requirements: Access often requires specific training (academies), inherent bloodline traits, or dangerous pacts/contracts (especially for forbidden types).

- Known Disciplines/Classes:

 - Elementalists: Manipulate core elements (fire, ice, storm, earth, etc.).

 - Arcanists: Wield abstract forces (gravity, time, soul manipulation, illusions, etc.).

 - Spiritualists: Form bonds with spirits or divine entities to channel power, heal, or gain insight.

 - Bloodbinders: Utilize forbidden magic, likely involving life force, sacrifice, or potentially darker entities (details scarce).

 - Ruinseekers: Focus on understanding and utilizing ancient magitech artifacts left by past civilizations.

- Organizations: Magic is studied in Academies and influenced politically by factions like the 'Grand Council of Mages'.

2. Combat System (Martial Prowess):

- Existence: Formalized schools and high levels of skill exist for non-magical combat.

- Known Disciplines/Classes:

 - Blade Saints: Likely masters of swordsmanship, perhaps with near-supernatural skill or unique techniques.

 - Archduelists: Specialists in one-on-one combat, possibly with specific weapon types or styles.

 - Spirit-Forgers: Suggests warriors who imbue weapons or armor with spiritual energy or forge unique bonds with their equipment.

- Training:Martial Academies exist for training warriors. Military strength is crucial for the fractured kingdoms.

3. The Unique System ("Player's Blessing"):

- Recipient: Granted only to Aelric (and potentially the original antagonist).

- Features: Provides a mental HUD, stats, skills, titles, world quests, limited skill absorption from fallen enemies, "save points," and predictive combat paths.

- Nature: It appears artificial or imposed on the world's natural laws. It becomes more controlling with regressions and may be sentient or corrupted.

- Exclusivity: Crucially, this system is not available to others, including the reincarnated readers, who must learn skills through conventional Eronith means (training, study, practice).

###################################################################

🏰 The Kingdom of Caelum

🧭 Location: East-central region of the larger continent of Eronith.

Caelum is a prominent kingdom situated primarily on fertile plains west of the large inland sea, the Azure Deep, and east of the formidable Spine of the World mountains. It's known for its agricultural strength, traditional governance, and strategic position. A major river, the Grand River Cael, flows through its heartland.

Key locations within Caelum:

1. Caelum Primus (The Capital):

Description: The bustling political and administrative heart of the kingdom, located centrally on the plains, likely astride the Grand River Cael. It's a center of power, trade, and information.

2. Royal Academy (or Lyrian Annex):

Description: A major center for learning, particularly focused on magic (Arcane, Elemental) but potentially also history and statecraft. It might be a distinct district within Caelum Primus or a nearby dedicated town.

3. Oakhaven Village:

Description: A smaller, somewhat secluded village located within the Caelian Woods, a large forest likely situated southeast of the capital. It might have closer ties to nature, spirits, or healing traditions.

4. Northern Frontier Forts:

Description: A series of fortifications marking Caelum's northern border, likely situated in the foothills leading towards more untamed wilderness or mountains (potentially bordering the Iron Concord territories or lands threatened by monsters). It's a region defined by military presence and constant vigilance.

5. Silverpeak City:

Description: A significant city located further west, nestled in the foothills or passes of the "Spine of the World" mountains. It likely controls important trade routes or resources (like minerals) and serves as a gateway to the western side of the continent or higher mountain regions.

Relevance: This city serves as the primary destination or convergence point for the main characters by the end of Act 1, suggesting a major event, meeting, or challenge will occur here.

###################################################################

⚖️ Political Structure - Kingdom of Caelum

Governance Model: Hereditary Monarchy (King/Queen) ruling from the capital, "Caelum Primus". Power is shared, contested, or influenced by:

- Royal Council: An advisory body composed of high nobles, key ministers, and potentially representatives from major guilds or the military/mage orders. Prone to factionalism.

- Noble Houses: Powerful aristocratic families holding significant land, feudal levies, and influence at court. Often prioritize their own interests and engage in rivalries.

- Ministries/Bureaucracy: Developing administrative bodies handling state affairs (treasury, justice, perhaps strategy/information). Often slow-moving and bound by tradition or procedure.

- Guilds: Merchant, artisan, and other guilds hold economic power and may lobby the crown or council.

###################################################################

🪖 Military Structure - Kingdom of Caelum

Composition:

- Royal Army: The kingdom's standing professional force, likely better equipped and trained, centered around the capital and key strategic locations.

- Noble Levies: Troops raised by landed nobles in times of war, varying in quality and loyalty.

- Border Garrisons: Forces stationed permanently on frontiers like the Northern Frontier. May include Royal Army detachments, local militias, and potentially sanctioned mercenary groups. Often rugged but possibly undersupplied.

- Mercenary Companies: Independent units hired for specific campaigns or border defense, common in contested or frontier regions.

- Hierarchy: 

 - Trooper/Recruit: Basic enlisted soldier, undergoing training or newly assigned.

 - Soldier/Corporal: Trained soldier; a Corporal might lead a small fireteam (3-5 people).

 - Sergeant: Leads a squad (~8-12 soldiers). Experienced Non-Commissioned Officer (NCO), responsible for squad discipline and tactics. Variations like Master Sergeant could denote senior NCOs.

 - Lieutenant (Second/First): Commands a platoon (~30-50 soldiers, composed of several squads). Usually the first rank of commissioned officers, often leading troops directly in combat.

 - Captain: Commands a company (~100-250 soldiers, composed of several platoons). A significant field command responsible for larger tactical engagements.

 - Major: Commands a battalion (~300-1000+ soldiers, multiple companies). Often serves as executive officer to a Colonel or commands independent battalions.

 - Colonel / Commander: Commands a regiment or legion (~1000-3000+ soldiers, multiple battalions). Senior field commanders responsible for large troop formations or strategic locations (like a major fort or garrison). "Commander" might be used specifically for garrison leaders.

- General Officer Ranks:

 - Brigadier General: Commands a brigade (multiple regiments), often a temporary rank for specific large campaigns or commands a significant sector.

 - Major General: Commands a division (multiple brigades), a large strategic formation. Holds significant authority.

 - Lord Marshal / High General: The highest military rank, commanding entire armies or the kingdom's full military forces, reporting directly to the Monarch or Royal Council.

More Chapters