Veins of the Worldfire — Synopsis & Setup
Setting: A medieval world divided into five continents, connected by a Central continent acting as the trade and political hub. Four continents engage in trade; two wealthy kingdoms anchor the trade routes on opposite ends. The fifth continent remains largely unexplored, home to mysterious tribes and terrifying abominations.
Magic System — Noctus: Noctus is an ancient power linked to the human will, channeled through rigorous mental and physical training. Weapons and warriors attuned to Noctus can infuse their strikes with this power. The system has four unique elemental types (Veil, Rift, Ember, and Stone), distinct from classical elements, defining each node’s power and traits. Rare crystalline relics scattered across the continents, Nodes grant immense power to those who awaken them. Activation bonds the individual as a Knight, a conduit of ancient energy tied to willpower and resolve.
Weapons: Firearms cannot be produced due to metal limitations. Ancient weapons, crafted with special metals, are infused with Noctus. Some remain inert until linked to their wielder’s will. The protagonist’s sword is a lost warrior’s blade, only activated through a Will Node and mastery of will.
Main Character (MC): Kaelen — a 20th-century man transmigrated into this world, initially without knowledge of Noctus or the new world’s politics. Cold, calculating, emotionally guarded, and unwilling to show weakness to strangers. Slowly uncovers his powers and place within this medieval realm.
Vanyr Dominion (Central Kingdom): Once the seat of an empire, now fractured. Holds influence over all trade routes. MC starts here — in chains, in obscurity.
Kharadorn (North): Cold, mountainous — dominated by Scholar-Kingdoms that combine structured magic and early science. Feuding noble houses. Birthplace of magical academies and early doctrine.
Armathor (West): Desert/oasis city-states, mercenary kingdoms, spice routes. Houses one of the two major trade powers. Tribal nomads secretly control vast portions through alliances.
Qiralos (East): Island-linked coastal empire. Naval supremacy. Wealthiest kingdom resides here. Known for its “Sea Doctrine” — conquest through economics and private navies.
Nyrr’Tal (South): Unexplored wildlands. Ancient megaforests, abominable creatures, and tribal cultures untouched by empire. Abominations are magical “sins” — the result of forbidden experiments.
Magic System: “Viritas” — Structured but Evolving
Base Mechanics:
• Magic is drawn from Resonance Nodes, which form naturally near leyline intersections.
• Users access magic via Disciplines (like specializations):
◦ Arcanum: Manipulation of raw matter/energy (classic elemental)
◦ Aegis: Defensive, protective constructs
◦ Sigilcraft: Rune-based, semi-permanent enchantment (used in infrastructure)
◦ Lumen: Light-based illusion, influence, and scrying
◦ Threnos: Forbidden — death, blood, and decay
Divine Influence (Hidden Mechanic):
• “Luck” is actually the hand of a forgotten war god, subtly aiding MC.
• Signs are small at first: arrows missing, horses surviving, unexpected storms.
Trade + Warfare Flow
• The East (Qiralos) and West (Armathor) dominate wealth and trade.
• Central Vanyr enforces routes but is politically fractured.
• Kharadorn contributes magical artifacts and doctrine knowledge.
• Nyrr’Tal tribes raid borders, but also hold primal magic untouched by doctrine.