LightReader

The new Lord of Shadows

Lozeryy
49
chs / week
The average realized release rate over the past 30 days is 49 chs / week.
--
NOT RATINGS
694
Views
Synopsis
No matter how many times Marty fell asleep, he never expected that a dream would become a portal to another world. Upon waking, he found himself in the body of Kalen—a man with a mysterious past and a strange power. In this world, steam engines roared above grim streets, and ancient secrets hid in the shadows of tall towers. With every step, Marty sank deeper into a web of intrigue and enigmas, trying to understand how he had come here and who he had become. It was a place where magic intertwined with science, where destinies were decided in the silence of palace halls and on bustling marketplaces. Legends spoke of the Lord of Shadows, a being capable of commanding darkness and fear. His name was uttered with caution, a sign of both power and curse. Marty would have to unravel the mysteries of his new body and decide who he would be in this world full of hidden dangers. In time, legends began to speak of a new Lord of Shadows who seemed to have appeared out of nowhere. He was both savior and destroyer. Darkness followed him like a living creature, weaving truth and lies around him.
VIEW MORE

Chapter 1 - Prologue

Hello dear readers, I want to say that I am not English, so there may be errors in the test. 

Only a small part is said here, so as not to catch spoilers..

Ennarcha is a fractured world where magic is intertwined with technology, and civilizations are built on a delicate balance of industrial progress and ancient rituals. The surface of this world is crisscrossed by magitech trains that traverse the land at breakneck speeds, while airships soar through the skies, connecting cities and continents. Above it all, floating cities rise like masterpieces of architecture and spirit, unearthed from the ruins of long-forgotten gods, holding the secrets of the past and the keys to the future.

The rustle of a page...

Its territory is divided into three huge continents, two archipelagos, dozens of islands, and underground regions inhabited by many races and creatures, both natural and magical...

Air routes and mag-trains connect the continents, allowing you to travel from one end of the world to another: a mag-train takes up to two weeks, while an airship takes about a week. However, even with these travel options, many lands remain wild, inaccessible, or cursed...

The rustle of a page...

World Map

The first continent, Valgard, is known for its vast forests, towering mountains, and icy wastelands. It is home to vampires, beastmen, and ancient spirits, each of whom engage in an endless struggle for power and survival. In the misty forests of Valgard, darkness is not just a lack of light, but a living force that feeds on fear and madness. Political intrigues and bloody wars are intertwined with ancient curses and occult rituals.

The rustle of a page...

The second continent, Illian, is a hub of magic and technology, where flying cities and mage academies coexist with bustling ports and factories. It is home to elves, demons, draconids, dwarves, and humans, all connected by a delicate web of treaties and trade alliances. Mageways, magical highways in the sky, connect flying fortresses to the ground, facilitating the rapid exchange of knowledge and resources. At the same time, the academies of Illian are not only scientific centers but also arenas for endless political intrigues and dangerous experiments.

The rustle of pages

The third continent of Arkan is a wild land of ancient temples and ruins, ruled by tribes of beastmen and hunters. Here, elemental magic permeates the air, and the spirits of the ancestors whisper in the wind. The tribes of Arkan live in harmony and conflict, guarding their secrets and preserving ancient rituals that can awaken forces that can change the world. Legends circulate about the awakening of the Mother of Darkness, whose return may herald an apocalypse.

Page rustle

...The waters between the continents are filled with pirate fleets and air caravans. These routes are arteries of trade, knowledge, and secret agreements, but they are also arenas for betrayal, battles, and operations. No nation in the Ennarch world trusts the other completely, and every deal can lead to both alliance and war.

Page rustle

...There are nineteen basic magical powers throughout the world, each manifested through a unique tattoo and special abilities. Among them stands the rare and terrifying power of the Shadow, a source of both power and madness. Only a select few can wield it, and only one can become the one who will change the fate of all three continents.

The rustle of a page..

The power of the Shadow is one of the most mysterious and frightening magical powers in Ennarch. It is considered ancient and rare because it is associated not only with absolute darkness, but also with the borderlands of reality, where worlds intersect and the lines between life and death blur.

According to legend, the first Shadowbearers appeared during the Age of the Great Rift, when gods who had lost their power over light began to seek strength in the darkness itself. Those who mastered the Shadow could create armies of shadow warriors, a cross between the living and the undead, capable of moving through shadows and infiltrating the most secure fortresses.

However, the price was high: the Shadow bearers lost part of their humanity, and sometimes their consciousness was divided with a living shadow entity that could break free and destroy the mage himself. Because of this, many considered them to be cursed, exiled, or potential threats to society...

The rustle of a page...

Everyone in this world who has magic also has a tattoo... And every magic has its own class.

1. Shadow (rare)

Essence: Control over absolute darkness, creation of shadow troops, distortion of reality, stealth, and destruction.

Manifestation: The temperature drops, and the light goes out. The carrier's shadow lives separately.

Tattoo: A shimmering black mark along the spine that "crawls" across the body when used.

Specialization: Murder, espionage, suppression.

The rustle of a page...

2. Rust

Essence: Metal that obeys the mage's will. It corrodes other people's weapons, creating armor and blades.

Manifestation: The appearance of metal corrosion on the body and soil.

Tattoo: Jagged patterns, like mechanisms, are often found on the arms.

Specialization: Armor, weapons, and combat suppression.

3. Blood

Essence: Control and manipulation of one's own/another's blood. Strengthening the body, blood oaths, curses.

Manifestation: Blood may "float" on the skin and not flow down.

Tattoo: A venous network that darkens the skin, often on the chest or neck.

Specialization: Rituals, control, and enhancement.

The rustle of a page...

4. Poison

The essence: Physical, mental, and magical toxins.

Manifestation: The appearance of vapors, "green fog." Victims writhe in hallucinations.

Tattoo: Curved lines like a snake.

Specialization: Slow killings, torture, weakening.

5. Sand

Essence: The power of oblivion and destruction, sandstorms, and the erasure of objects and memories.

Manifestation: Everything crumbles to sand. Sometimes the desert wind blows.

Tattoo: Patterns of loose lines, often on the legs.

Specialization: Erasure, disguise, temporary disorientation.

The rustle of a page...

6. Rot

Essence: The power of decay and corruption. Everything decays: flesh, mind, and morals.

Manifestation: The body emits a foul odor, and everything around it turns black.

Tattoo: Bitten symbols, like burns.

Specialization: Destruction, curses, and biological weapons.

The rustle of a page...

7. Glas

Essence: Magic of sound. Hypnosis, scream, sound weapon.

Manifestation: The host's voice gains resonance. Echoes and crackling appear.

Tattoo: Wavy stripes from the throat to the collarbones.

Specialization: Manipulation, destruction, and mental pressure.

8. The Claw

Essence: Transformation of body parts into animal tools: claws, teeth, and tails. Strengthening of instincts.

Manifestation: Claws grow, eyes turn wild, and breathing becomes faster.

Tattoo: Stripes and claw marks.

Specialization: Close combat, pursuit.

9. Ashes

Essence: Control over the ashes of the dead. Ghosts, curses, and blind phantoms.

Manifestation: The ashes rise and take on the forms of the dead.

Tattoo: Symbols of the death cult, inscriptions in the language of the dead.

Specialization: Necromancy, information, and fear.

The rustle of a page...

10. Ice

The essence: Freezing matter and emotions.

Manifestation: The temperature drops sharply, and the air freezes.

Tattoo: Crystals and snowflakes on the shoulders and chest.

Specialization: Space control, slowdown, traps.

11. Krylo

The essence: Gravity control and flight. Air dominance.

Manifestation: Whirls under the feet, a feeling of pressure. Sometimes an illusion of wings.

Tattoo: Feathers spreading across the shoulder blades.

Specialization: Manoeuvrability, mobility, and air combat.

12. The eye

Essence: Curse through the gaze. Sees the truth, hidden auras, and weaknesses.

Manifestation: One or both eyes become cloudy and inhuman.

Tattoo: Pupils, irises, and facial lines.

Specialization: Information, suppression, attacks from the gaze.

The rustle of a page...

13. Pain

The essence: The more pain, the more power. It can transmit pain and intensify it.

Manifestation: The damage does not heal, but it strengthens the host.

Tattoo: Cracks all over the body, as if the skin is bursting.

Specialization: Torture, duels, and fear.

14. Fire

Essence: A flame that feeds on emotions. It can take on different forms.

Manifestation: The air ripples, the skin glows. The flame is alive.

Tattoo: Charred lines, like burns.

Specialization: Attacks, control, and destruction.

The rustle of a page...

15. Wind.

Essence: Manipulation of flows, speed, and resonance.

Manifestation: Tinnitus, sudden gusts, and supersonic movements.

Tattoo: Spirals or waves on the legs or lower back.

Specialization: Speed, pressure, invisible strikes.

The rustle of a page...

16. The beast.

The essence: Control over animals, merging with them, and awakening their animal intelligence.

Manifestation: The eyes and behavior of a beast. The aura is that of a predator.

Tattoo: Paw prints, fangs, and stripes on the back and neck.

Specialization: Summoning, enhancement, and hunting.

17. Earth

Essence: Control of stone, soil, and density. Can strengthen the body with minerals, create barriers, and cause earthquakes.

Manifestation: A hum under the feet, vibrations in the air. The skin may crack like a rock. Tattoo: Angular geometric patterns resembling cracks in a stone. Usually on the legs and back.

Specialization: Defense, terrain control, and destruction. Some can burrow into the ground and suddenly emerge from beneath enemies.

The rustle of a page...

18. Water

Essence: Flows, pressure, ice fog, steam. Can change state (water, steam, ice)

Manifestation: Moisture thickens around. Light rain and fog often appear. The wearer's hair and clothing begin to "flow"

Tattoo: Wavy, smooth patterns on the arms, neck, or chest. Sometimes they look like a whirlpool.

The rustle of a page...

Light

Essence: Manipulation of light, blinding rays, illusions, blinding, purification. Light can both heal and burn.

Manifestation: The wearer's eyes and tattoos begin to glow. Everything around them is either brighter or darker in contrast.

Tattoo: Radial patterns like a sun or shining rays. Usually on the chest or neck.

They mostly have white eyes...

Many people think that those who have light are messengers from the gods, heroes of this world!

There are also hybrids, which are rare when one of the parents is different.

The rustle of a page...

1. Bloodshadow (Blood + Shadow)

In short: Shadows made of blood, alive and obedient. Murder and disguise.

2. Light Absorber (Shadow + Light)

The essence: Creating a void where there is no light or sound.

Manifestation: A black sphere with no sound. People go crazy in it.

Tattoo: Rings of light and darkness around the eyes.

Specialization: Isolation, murder, and torture.

The rustle of a page...

3. Iron Pain (Rust + Pain)

The point: The more wounds, the stronger the armor. Flesh becomes steel.

Manifestation: Wounds bleed rusty needles.

Tattoo: Scars like welds.

Specialization: Duels, Avengers, and sieges.

4. Serpent Whisper (Venom + Voice)

The bottom line: Words become poison. A single whisper causes internal decay.

Manifestation: The victim coughs up black mucus, losing their will.

Tattoo: Whispering snakes wrapped around the neck.

Specialization: Interrogations, manipulation, and untraceable murders.

5. Glass Sand (Sand + Light)

The essence: Blinding storms of glass sand.

Manifestation: Dust stings your eyes, and everything is covered with sparkling crumbs.

Tattoo: Tiny shiny dots like mirror dust on the arms.

Specialization: Illusions, territory control.

The rustle of a page...

6. Corpse Ice (Rot + Ice)

Essence: It freezes decay and creates ice from dead flesh.

Manifestation: Ice with internal organs, ice mummies.

Tattoo: Frosty web intertwined with carrion.

Specialization: Necro-capture, sieges, and curses.

The rustle of a page...

7. Tearing Voice (Voice + Wind)

Essence: A scream that can tear flesh, bones, and the mind apart.

Manifestation: A shock wave in the form of a sound resonance.

Tattoo: Waves spreading out from the chest like an impact aura.

Specialization: Mass destruction, crowd suppression.

The rustle of a page...

8. Mad Claw (Claw + Beast)

Essence: Merging with a primitive beast, losing control, and gaining strength.

Manifestation: Metamorphosis — scales, roars, and elongated bones.

Tattoo: Animal claws with chains, like a seal of rage.

Specialization: Assault, suppression, berserkers.

9. Ashy Glance (Ashes + Eye)

Essence: He sees the souls of the dead and can burn them with his gaze.

Manifestation: Gray ash flies from the eyes, blinding enemies.

Tattoo: Ashy pupils carved into the face.

Specialization: Exposure, necro-search, anti-entities.

The rustle of a page...

10. Ice Shackles (Ice + Earth)

In short, it freezes the landscape and slows down all living things.

11. Wing Break (Wing + Pain)

The bottom line: The more painful it is, the higher the flight. Strength grows through falls.

Manifestation: Bloody feathers bursting from the back.

Tattoo: Wings covered with cracks and spikes.

Specialization: High-altitude attacks, painful amplification.

12. False Eye (Eye + Light)

Essence: Creating illusory truths. Showing people false images.

Manifestation: Victims see horrors that do not exist.

Tattoo: Multiple pupils, like a mirror, around the real eyes.

Specialization: Psychological terror, blindness, and mental traps.

The rustle of a page...

13. The Crunch of Pain (Pain + Earth)

The bottom line is that every sore spot causes an earthquake beneath your feet.

Manifestation: Groans, cracks, and the ground breaking around.

Tattoo: Widening cracks from wounds.

Specialization: Duels, terrain destruction.

14. Devouring Sand (Fire + Sand)

The essence: Hot sand that devours everything, like a sea of fire.

Manifestation: The dunes erupt. The sand melts the armor.

Tattoo: Sand spirals with flames.

Specialization: Cleansing, sieges, and suppression.

15. Storm's Roar (Wind + Beast)

Essence: Animal essence, through the hurricane. Quick attacks and strikes from all sides.

Manifestation: The roar of the wind is like an animal's howl. The wind cuts.

Tattoo: A hurricane with a mouth inside.

Specialization: Speed, attack, hunting.

Page rustle

16. Breath of Rot (Beast + Rot)

In short, an infected beast that corrupts everything around it.

17. Stonebreaker (Earth + Rust)

The essence: Creating an iron stone that destroys everything.

Manifestation: The stone is covered with rusty spikes and cracks when moved.

Tattoo: Stone blocks with metal edges.

Specialization: Destruction of buildings and sieges.

The rustle of a page...

18. The Drowned Man of Darkness (Water + Shadow)

Essence: A liquid shadow that drags its victim into the abyss.

Manifestation: Puddles where people disappear.

Tattoo: Waves of darkness on the stomach and back.

Specialization: Murder, flooding, and disguise.

19. Lightblood (Light + Blood)

Essence: Light penetrates the blood. Heals and burns at the same time.

Manifestation: The veins glow, and the blood boils.

Tattoo: Rays along the arteries, like blood vessels.

There are also more than 170+ different versions of hybrids that few people know about...

The rustle of a page...

1. Knoxpire (located in the human realm of Graymont)

Status: The most prestigious academy on the mainland. Supported by the crown and the guilds of mage technicians.

Specializations: Arcana, Technomancy, Time, Illusion, Lightning, and Summoning.

Features: Divided into faculties by magical schools and technologies. Has its own magical train and airships.

2. Graylorn (located in Silden, the Elven Lands)

Status: The oldest academy on the continent, hidden among the marble groves.

Specializations: Light, Illusion,

Soul, Nature, Wind.

Features: All teachers are mages with a thousand-year lineage. Magic is taught here as an art and a meditation...

The rustle of a page...

Seldora (in Nirwald, the vampire territories)

Status: A closed aristocratic academy for the elite. Many of the teachers are immortal vampires.

Specializations: Illusion, Blood, Darkness, Manipulation, Soul.

Features: It is impossible to find Seldora without an invitation. The Academy serves as a secret school for spies, warlocks, and nobles.

4. Varsal (in Varkrate, among the demons)

Status: Academy of Military and Magical Dominance.

Specializations: Fire, Earth, Darkness, Blood, and Body.

Features: Magic is cultivated through combat and suffering. Training fights to the death are the norm.

5. Embrium (aboard the flying city of Myrgast)

Status: Academy of Alchemists, Mutators, and Anomalists.

Specializations: Poisons, Mutative Magic, Corruption, Swamp, Transmutation

Features: Located in a glass tower where endless chemical storms brew. Students sometimes... mutate.

The rustle of a page...

6. Marheim (aboard the Storm of the Military Flying City

Status: Military-Magical Academy with a focus on strategy, meteorology, and aerial warfare.

Specializations: Wind, Lightning, Crystal, Illusion, Arcana

Features: It is used for cooking

airship captains, stormtroopers, and air mages.

The rustle of a page...

Greymont is a country of people.

In the heart of the world, amidst the gray plains and black spires of the factories, stands the capital of Greymont: Myrtharind. Smoke swirls above it, and steam and aether flow through its veins. The stone cities are filled with the sound of magi-trains and the hum of flying airships that cut through the sky like iron whales.

Humans are the most flexible of all races. They can master almost all known magics, except for the rare Shadow and the forbidden Blood. Greymont is an empire of industry and progress, where magic has long been intertwined with machines. Here, inventive wizards are born, engineers with runes on their fingers, and mages who can control steam, fire, metal, and time.

It is in Graymont that hybrid powers are most often born. Sparks of lightning fire and whirlwinds of wind that cut like knives are commonplace for the capital's battle mages. In Ravnes' academies, they teach not just to wield magic but to transform it into weapons, economics, and power.

The rustle of a page...

Silden is the land of the elves.

Through the dense shadow forests and mirror-like swamps, the white towers of Theollin emerge. Their walls glow with a marble-like light, as if they were absorbing the moon. However, the magic of these places is fragile like glass, and it dies beneath the iron and smoke.

Elves despise technology, considering it to be a corruption that disrupts the rhythm of the world. Their power lies in Light, Wind, Illusions, Soul, and the ancient nature. Their enchantments are invisible, subtle, and deadly. They can dissolve into the wind, speak with trees, and captivate minds with a single glance.

Hybrids are rare among elves, but when they are born, they become living legends. A light illusion that can drive one mad. A soulful wind that turns thoughts into blades. These mages become spiritual leaders or shadows on the borders of the forest.

The rustle of a page...

Warkrat is the home of demons.

Mogres, their capital, is carved into the black rocks above which rivers of fire erupt. The air is filled with the smell of sulfur and ash. Here, power, not law, reigns. A demon can control Fire, Earth, Darkness, and Blood, and learns to shed blood before it learns to speak.

The social structure of the Varkrath is simple: the weak serve the strong. Slavery is not a vice, but an order. Blood magic is the core of their culture. Through sacrifices and rituals, they strengthen their bodies, extract power from pain, and create flesh for new warriors.

Hybrid forces in Varkrath are cruel. The Fire of Blood can incinerate the soul. The Earthly Darkness gives birth to black golems that feed on fear. Such mages become arch-warlords whose names are whispered on foreign continents.

The rustle of a page...

Nirwald is a vampire principality.

In Carmor, the sun never rises. Gothic spires pierce the eternal night, and lanterns glow with a blood-red light. Vampires are masters of Illusions, Darkness, and Blood. They drink not only blood, but also minds, memories, and desires.

The aristocracy of Nirwald makes deals with demons, humans, and even gods. Their communities control the shadow market, the distribution of artifacts, and forbidden knowledge. They do not benefit from war. Their power lies in information and fear.

The hybrids of Nirvald are as deadly as a kiss. The Illusion of Blood can make an enemy believe that they are already dead. The Shadow Blood destroys the mind, leaving only an empty shell. These mages are executioners, advisors, and kings in the shadows.

Skarros of the Draconian land.

The fiery breath of volcanoes warms Dramar, the capital, where the mountains themselves burn from within. The air is thick with ash, and even the sky is stained red. The Dragonborn, descendants of the Firstborn, possess Fire, Earth, and Spirit magic.

They are the smiths of the aether. Their blades sing in battle, their artifacts live, and their armor can walk without a master. Mercenaryism is their art. They trade not only in steel, but also in fiery rage.

Hybrids are rare, but dangerous. The Spirit Fire burns not the body, but the enemy's very will. The Earthly Aether summons stone beasts with the master's mind. Such mages are considered holy blacksmiths or living catastrophes.

The rustle of a page...

Clogramm is the home of the dwarves.

Under the mountains, deeper than the roots, stands Dumbarton, a city where the hammering never stops, even at night. The dwarves build with stone, metal, and will. Their cities are underground fortresses filled with the light of runes, the clatter of gears, and the heat of smelting furnaces.

They rarely rely on open magic. Their strength lies in arcane engineering: mecha-cannons, rail platforms, and armored vehicles with an ethereal heart. However, they are not unfamiliar with magic. Stone whips, earth barriers, and steam elementals are born from a fusion of skill and spirit.

Hybrids are rare among dwarves. But if they are born, they can combine Earth with Metal, creating semi-living machines. Some of them are animated fortresses or automatons with the will of a blacksmith.

The rustle of a page...

Trongrim is the land of the dwarves.

Braxten stands on the ledge of the world. Its bastions are like the teeth of a dragon, and its streets are a network of balconies and mines. The dwarves trade, conduct diplomacy, and form alliances, but they never forget about their hammer and shield.

Their magic is restrained, point-based. Stone, metal, ethereal constructs, spiritual engravings. Dwarves possess defensive and structural magic. Their hybrids are more utilitarian: stone vision, metal-spiritual walls, and animated shields.

There are rumors that there are ancient vaults in the depths where golems sleep, the fruit of Body and Earth magic, carved from the rocks by the most skilled blacksmiths of old.

The rustle of a page...

Grumtal orcs and power clans.

Shrah, the capital of the orcs, is a military camp city in the midst of volcanic steppes. Fire grasses, lava streams, and the ruins of ancient gods. The orcs live in clans. They hunt, kill, and survive with silent fury and rough honor.

Orcs have direct magic. Body, Beast, Fire. Their shamans go into a rage, connecting with the spirits of war. Fighters with runes on their skin, burning eyes, and tearing jaws are not mages, but living elements.

The hybrids of Grumtal are the embodiment of destruction. The Fire of the Body creates fighters who burn themselves out, setting their enemies ablaze. The Beast's Flesh turns orcs into monsters. These mages live short lives, but they die like legends.

The rustle of a page...

Snirt the Goblin Hive.

Joulvard stands in a landfill. The stench of oil and burning fills the air. Goblins don't build; they collect, modify, and explode. Their magic is as unstable as they are. Engineering, smoke, and deception.

They don't learn, they copy and distort. Their magic is often a parody, but it's deadly. Traps, artifacts, fake artifacts, explosive runes, even chimeric hybrids.

Sometimes goblins create hybrids by accident: Illusion + Lightning = Phantom Explosion, Darkness + Wind = Smoke Teleportation. But most often, it's chaos. You can't predict who will become a genius and who will become a disaster.

The rustle of a page...

Margrim Trolls and Primitive Flesh.

The grotto is drowned in swamps. The stone obelisks are covered in moss, and there is always fog in the air. The trolls seem slow and stupid until they tear your body in half.

Their magic is from the Body, the Earth, and the Swamp. Regeneration, merging with mud, and turning into stone. They have little intelligence, but their power is monstrous. They don't cast spells; they become magic.

The troll hybrids are bestial. The Swamp of the Body allows them to blend in with the landscape. They have mud armor, ingrown claws, and ore-made jaws. Among them are ancient mages who sleep for centuries and awaken when the world groans.

The rustle of a page...

Feris is a beastman tribe.

Langar is not a capital, but a hub in a network of forest paths. Wolves, cats, hawks, and foxes are not just races, but clans that live in unity with nature and animal spirits.

Their magic is Soul, Nature, and Beast. They feel the forest as if it were a part of their bodies. Their spellcasters communicate with the wolf shadows that control the packs. Some can transform into animal forms, not as an illusion, but as a true reincarnation.

Hybrids are wild magic. The Beast's soul allows you to speak with the shadows of your ancestors. Nature + Beast are living forests that fight for their master. They don't create artifacts; they become the force themselves.

The rustle of a page...

Six floating cities drift above the world of Ennarch, amidst whirlwinds of magic and storms. They do not answer to any nation, to any god. They cannot be conquered, they cannot be subdued, and yet each of them is woven into the fabric of this world's destiny, like a curse, like a revelation.

Grimholm rises in the sky like a colossal tomb of black iron. Chains hang from its sides, drowning in the clouds. It is a city of gold, blood, and shadows, where ships of demons, dwarves, humans, and others who dare to challenge the underworld dock. The currency here is ethereal, and power lies in the hands of the Black Market Council. Grimholm is the heart of trade, where you can buy anything, even your soul. Or perhaps forget it.

Waldkrann soars above, shrouded in plumes of smoke and alchemical fumes. Its towers grow like rotting teeth, and magic bubbles within their walls. Exiled mages, disfigured scholars, blind seers, and faceless masks all find refuge here. Waldkrann is a laboratory without morals, where magic hybrids are created to alter the very flesh of the world. But many who create here have forgotten their own names.

The rustle of a page...

Craywell is not a city, but a dying myth. It sinks in fog and cracks, in ruins of towers, broken bridges and forgotten streets. Half the time it exists among people, and the other is lost in another plane, where houses whisper and streets call by name. Those who return from this darkness bring with them cold and scars not on the body, but in the soul. They say that Craywell himself is alive. Or dead. Or something in between.

Myrgast pulses with poisonous light, poisoning the clouds beneath it with crimson and emerald glare. It is a factory city, a forge of poisons, where alchemists burn magic from matter, creating elixirs and curses. Time is fluid here, breaking in places. Those who breathe Myrgast's air sometimes forget who they were. Or they remember things they would rather not remember. The Council of the Chemical Circle watches from behind their heavy masks, preserving their formulas in a deathly silence.

Above the eternal storm, where lightning never ceases, stands the Storm Bastion of War. Its walls are made of metal, and its air is filled with the sound of commands and the hammering of hammers. Here, the finest magical artifacts are forged, mercenaries are trained, and contracts are signed that continue to live on after the death of those who signed them. Every house is a barracks, and every person is a weapon. It is not fear that draws one here, but duty. Or the desire for death.

The rustle of a page...

And finally, Frangmor. Pure, radiant, and deceitful. It soars above the rest, as if closer to the heavens. Here, there is crystal, marble, and glass. Here, there is politics, whispers, and poison in a glass. Frangmor is the capital of hypocrisy, where the world forms alliances only to betray them moments later. The magical arbiters, their faces hidden behind seals, judge not individuals but entire nations. Behind the whispers of smiles, there is always the sound of a blade piercing through the back.

These cities don't belong to anyone.

The rustle of a page...

In the world of Ennarch, there are special lands, each with its own life and rules. Serevile is an elven forest where ancient trees rise to the heavens, their bark glowing with a soft light, and the air is filled with the whispers of forgotten spells. In Serevile, magic lives in every branch and leaf, and only those blessed by the spirits can pass through its depths.

Bloodswamp is a place of great difference. A dark quagmire, pockmarked by fire and fumes, where the earth seems to be saturated with blood and poison. Here, demonic power thicken and decompose all that is living. Whoever ventures into Bloodswamp runs the risk of disappearing forever, left only a ghostly whisper among the rotting reeds.

The rustle of a page...

The Dustwood is spread out under the hot sun, with dense thickets and jungle beastmen. Here, animal instinct rules everything, and the forest is full of predatory plants and animals. Every movement in the Dustwood is a struggle for life, and no one can be sure of tomorrow.

Ironwood is the homeland of the orcs, where ores sparkle in the depths of the mountains and the air is filled with the scent of burning metal. Here, weapons are forged and destinies are forged, and every orc knows the value of their strength and blood.

The Dark Forest is a eerie place where trolls rule over murderous plants. Clouds of insects block out the light, and danger lurks at every turn. Intelligence is weak, but bodies are strong, and few dare to roam the darkness without protection.

Vulcanis is the fiery continent of the draconids. Here, the eternal ash winds carry the scent of sulfur, and the earth breathes lava and flames. The draconids have merged with fire and stone, learning the art of elemental control and the preservation of ancient knowledge.

Plen is a harsh semi-desert where dwarves and gnomes have found refuge. Stones and sand, intertwined with earth magic, serve as their resources and protection. In Plen, legendary artifacts are forged and timeless fortresses are built.

The Clockwork Plain is the heart of industrial life, where mag-trains race along endless rails and conflicts erupt with equal speed. Here, the interests of many nations and races converge, and every day could be the beginning of a new war or alliance.

The rustle of a page...

"Oh, I like it...

"brother, go eat..