Chapter 3.5 The World of Eldrathia

In the age of silver moons and golden thrones, the world of Eldrathia stands as a realm forged by magic, myth, and the will of countless generations. Though once divided by war and hatred, today its nations flourish under uneasy but enduring peace. At the heart of this evolving era lives a boy named Lucien Vaelthorne, whose destiny is bound to the soul of the land itself.

🏛️ The Three Great Races

🔸 Humans

Average Lifespan: 80–120 years.

Strength: Versatility in magic and combat.

Abilities:

Sword Aura – Condensing mana around weapons for devastating strikes.

Magic Arts – Fire, lightning, earth, wind, water, and light magic.

Holy Magic – Healing, purification, and light-based miracles, reserved for divine bloodlines or church-blessed warriors.

Structure: Nobility-led kingdoms, with a clear hierarchy based on merit and blood.

Humans build empires swiftly and learn magic faster than any other race, though they lack the longevity of their neighbors. Driven by ambition, many of their greatest heroes rise in youth and fall before old age.

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🔸 Demons

Average Lifespan: 300–500 years.

Strength: Raw magical power and endurance.

Abilities:

Innate control over advanced elemental and destructive magic.

High natural mana reserves and physical mutations (horns, wings, claws).

Demonic Bloodline Magic – Unique spells tied to noble demon families.

Structure: The Demon Dominion, ruled by royal houses under the Demon King, values power, strength, and legacy.

Once feared across the continent, demons now coexist with other races under the Treaty of Everlight. Some work as mages, others as scholars or blacksmiths, using their affinity for magic to build rather than destroy.

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🔸 Elves

Average Lifespan: 800–1000+ years.

Strength: Harmony with nature and spiritual beings.

Abilities:

Spirit Magic – Contracting with elemental sprites.

Nature Communion – Healing, growth magic, and nature manipulation.

Archery Arts – Unmatched precision and magical archery.

Structure: The Sylvan Enclave, governed by councils of elders and queens, centered around harmony, balance, and tradition.

Elves are graceful, wise, and eternal learners. Many serve as diplomats, rangers, or teachers in human lands, guiding the young and preserving ancient secrets.

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🌀 Magic & Mana

Mana flows through all life and forms the basis of magic.

Every person is born with a Mana Core — a reservoir that grows with training.

Elemental Affinity determines how easily one learns a particular branch of magic.

Advanced Magic uses circles, runes, and spiritual invocations.

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⚔️ Dungeons & Monsters

Dungeons are anomalous spaces where corrupted mana gathers and spawns monsters. They appear across Eldrathia in forests, mountains, ruins, and sometimes under cities.

Monsters vary from goblins and trolls to nightmare beasts and ancient spirits.

Dungeon Breaks occur when dungeons overflow — spilling death into the world.

Adventurers, Knights, and Noble Heirs train in dungeons to gain real combat experience and recover rare resources like monster cores, spell tomes, and enchanted relics.

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🕊️ The Treaty of Everlight

Two centuries ago, war ravaged Eldrathia — humans, demons, and elves each seeking dominance. The war ended with the signing of the Treaty of Everlight, forged by a coalition of queens, kings, demon lords, and spirit elders.

Now, borders are open to trade and travel.

Interracial schools and academies have been founded.

While old wounds remain, peace has allowed culture, art, and cooperation to thrive.

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🏞️ The Vaelthorne Duchy

Lucien’s homeland lies on the tri-border of the three great races, making it a melting pot of cultures:

Elf artisans, demon scholars, and human knights walk the same streets.

Festivals often blend three traditions into one vibrant celebration.

This rare harmony makes the duchy a symbol of peace — and a target for those who wish to end it.

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