Cherreads

Chapter 4 - Caldria

Caldria is an ancient world steeped in blood, glory, and forgotten truths. It is a realm shaped by the twin forces of Mana and Ki, both birthed from the primordial energies left behind by the First Flame, a celestial entity believed to have forged the world from nothingness.

In the beginning, Caldria was a united land under the Age of Concord, ruled by the mythical Aurelian Empire, whose emperors were said to wield both Mana and Ki in perfect harmony.

However, as centuries passed, ambition and fear tore the empire apart, leading to the cataclysmic event known as the Fracture War, a continent-spanning conflict that shattered unity and left the land scarred.

The Fracture War, fought over the right to control the divine source of Mana, the Heart of Caldria, was the bloodiest war in recorded history. Sorcerer-kings clashed with martial warlords, and entire cities were reduced to ash by forbidden spells and unleashed Ki storms.

The war ended not in victory, but in silence: the Heart vanished, sealed away or destroyed, and with it went much of the world's high magic. In the aftermath, surviving factions carved up the world into kingdoms, theocracies, and rogue dominions.

Ancient alliances fell apart, and mistrust became the norm.

In modern Caldria, magic is no longer limitless.

Mana now flows unevenly across the world, concentrated in leyline nexuses and mana wells, hoarded by noble families and arcane guilds.

Only those born with an affinity or trained in sacred academies can truly wield it. On the other hand, Ki, the energy of body and soul, thrives in martial sects, monasteries, and among battle-hardened clans.

Ki-users undergo intense physical and spiritual training, tempering their bodies into living weapons. Where Mana offers control over the elements and reality, Ki grants raw force, speed, and internal mastery.

Few dare walk both paths, for it is said that to hold both powers invites madness or godhood.

Caldria is divided into four vast continents, each shaped by the war and its aftermath. The central continent, Aldervale, is the heart of civilization.

Here lie the fractured remains of the Aurelian bloodline, still vying for control through kingdoms such as Elvaria, Velkanth, and the fading Kingdom of Estoria, where nobles whisper of omens and reborn legends, perhaps the very place your transmigrated protagonist arrives.

To the frozen north lies Frostmere, a brutal land of warlords, exiled mages, and ice-bound undead. The east, known as Grenthyr, is untamed wilderness ruled by beast clans, ancient forests, and relic ruins where time itself bends.

In the sun-scorched south lies Nyssara, home to merchant kings, alchemists, and secret cults who worship forgotten serpent gods and chase the remnants of divine power.

Society in Caldria is deeply hierarchical. Nobility holds both land and magical bloodlines. Power determines status, whether through inherited mana cores or honed martial talent.

The countryside is dotted with estates, castles, and training halls, while common folk struggle under heavy tithes and live in fear of roaming monsters or cursed zones left behind by the Fracture War.

Magic guilds, knightly orders, and mercenary crews operate independently, offering their services to the highest bidder, while royal courts are hotbeds of intrigue and betrayal.

Legends speak of Outsiders, souls from beyond the veil, who appear only in times of great upheaval. Some say they are harbingers of doom, others claim they are saviors destined to restore the world.

Though the great kingdoms rule over much of Caldria's land, there are still regions beyond their control.

The aftermath of the Fracture War left deep scars on the world, birthing what are now known as Cursed Zones, twisted remnants of ancient battlefields or failed experiments where magic turned feral and Ki flows backward.

These places defy natural law. Gravity may invert, time may distort, and monstrous entities, some born of pure mana, others remnants of ancient warriors, roam freely.

Few who enter these zones return. Those who do often bear strange mutations or cryptic warnings of gods whispering in the void.

Beneath the surface, secret factions and cults fester. Among them, the Thirteenth Eye worships the return of the First Flame and seeks to reopen the path to forgotten magic.

The Order of Black Embers, on the other hand, believes the world must burn again to be reborn, and they actively sabotage magical infrastructure and Ki temples.

The protagonist may encounter, or even be mistaken for, one of these prophesied harbingers.

The people of Caldria are as diverse as its magic. In bustling cities like Dawnspire, nobles clad in silks debate court politics while commoners barter in muddy markets.

In the countryside, peasants speak of vanished children, mysterious lights in the woods, and wandering Ki-monks who heal and protect in exchange for stories or wine.

Life is hard, and survival often depends not on strength alone, but wit, will, and the ability to navigate the ever-shifting alliances between lords, guilds, and factions.

Education is a luxury few can afford. Magical academies, some old as empires, others newly founded, train only the elite or those sponsored by patrons.

The most respected in Estoria is the Astral Veil Academy, now a shadow of its former self. Once a beacon of both magical and martial excellence, it now accepts students of dubious backgrounds, desperate to reclaim lost prestige.

Whispers persist that the Heart of Caldria, the vanished source of all mana, was never truly destroyed. Some believe it was sealed away by ancient guardians.

Others say it shattered into fragments now buried deep beneath cursed lands or locked within ancient bloodlines. The wars may have ended, but the desire for power has not.

And if an outsider, one not bound by Caldria's rules, were to reawaken that Heart, they could tip the balance once again.

*****

Aldervale

The Heart of Caldria

Aldervale is the central continent and the cultural core of Caldria. Once the seat of the Aurelian Empire, it now houses fractured kingdoms, ancient cathedrals, and countless ruins.

Magic seeps through the very soil, and towering mountains cradle hidden valleys blessed by mana streams.

This region is dominated by old noble houses who each hold ancient relics, and the balance of power teeters between tradition and ambition.

Aldervale is a battleground of ideologies: progress versus heritage, order versus chaos.

Estoria – The Fading West

Once a jewel of Aldervale, Estoria now lies in decline. Its castles are weather-worn, its knights disillusioned, and its king powerless against growing internal corruption.

However, beneath its faded glory lie forgotten ley lines and buried artifacts. The people of Estoria are weary but proud, and rebellion stirs quietly in its borderlands.

This is where the transmigrated protagonist awakens, in a region perfect for humble beginnings, political intrigue, and rapid ascent.

Velkanth – The Warborn South

To the south lies Velkanth, a land where strength dictates law. Martial sects, Ki temples, and military academies form the backbone of society.

Towering fortresses carved into stone mountains and blood-soaked arenas are common sights. Velkanth respects only power, be it brute strength or disciplined Ki mastery.

Wanderers often challenge one another to ritual duels, and warriors forge reputations through combat alone. Velkanth is both a crucible and a grave for the unworthy.

Elvaria – The Arcane East

Elvaria is a land of spires, floating libraries, and cities veiled in ever-shifting magical light. Governed by the High Arcanum Council, Elvaria prizes intelligence, affinity, and magical innovation. Magical beasts, spirit-bound tomes, and walking golems roam its universities.

However, behind its scholarly grandeur lies a cold meritocracy. Those born without talent are cast aside or sold into servitude. The region is home to Caldria's most prestigious magical academy and the House of Draelion.

Grenthyr – The Wild Frontier

East of Elvaria lies Grenthyr, a vast, untamed region ruled by beast tribes, rogue cultivators, and nature spirits. Dense forests filled with whispering trees and primal mana make it nearly impossible to colonize.

Nomadic clans live alongside remnants of pre-empire civilizations, and ruins filled with ancient mechanisms dot the landscape.

Grenthyr is a place of survival, savage freedom, and forgotten knowledge, where the strong thrive and the bold unravel the mysteries of the past.

Nyssara – The Gilded Desert

Far to the south, across molten dunes and shimmering salt plains, lies Nyssara. Known for its merchant dynasties, alchemists, and glass cities, Nyssara thrives on commerce and secrets.

Beneath its sun-scorched lands lie vast underground cities and relics of the First Flame Cult.

The people here trade mana crystals and Ki elixirs for gold and influence. Though not a military powerhouse, Nyssara's influence is felt through trade, poison, and ancient rituals.

Frostmere – The Frozen North

The land of eternal winter, Frostmere is a bleak expanse of glaciers, howling winds, and jagged cliffs. Warlord clans, necromancers, and cursed bloodlines dwell here, shunned by the southern kingdoms.

It is whispered that the dead do not sleep in Frostmere, and entire armies have vanished trying to claim its icy secrets. Few venture here willingly, but those who do often return... changed. If they return at all.

Cursed Zones – Scars of the Past

Scattered across Caldria are forbidden areas known as Cursed Zones, lands warped by unstable mana, failed rituals, or battles between ancient powers.

Here, magic flows like poison, time fractures, and monsters born of pure nightmare roam freely.

These zones are avoided by most, but they contain rare relics, forbidden magic, and the remnants of the Heart of Caldria itself.

Some believe the key to rewriting fate lies within their shattered cores.

*****

In Caldria, religion is woven deeply into the world's identity, history, and power structures, though it varies greatly from region to region.

The most widespread belief is in the Flameborn Pantheon, an ancient faith rooted in the central lands of Aldervale and Estoria. It teaches that seven divine Embers were born from the Heart of Caldria itself during the creation of the world.

These Embers, representing War, Wisdom, Life, Death, Flame, Storm, and Shadow, are said to have guided early mortals, gifting them language, magic, and order.

Grand temples stand in their honor, built of stone and eternal flame, and their worship is a mix of reverence, politics, and ritual.

Clergy members, called Emberwardens, often serve as royal advisors or judges, with their fiery staffs marking their authority. However, after the Fracture War, doubt in the Flameborn began to fester.

The gods had not answered when the world bled, and splinter sects broke away, some branding the gods as tyrants who had shackled mortal potential.

This religious fragmentation birthed hidden cults, inquisitions, and civil unrest.

In the martial lands of Velkanth and the wild reaches of Grenthyr, the belief is different. Here, the people follow a spiritual discipline rather than worship gods.

They believe every being carries a Hidden Flame, a spark of divinity not given by the gods, but awakened through strength, mastery of Ki, and introspection. These teachings are passed down in temples that resemble fortresses, where monks live ascetic lives, training body and spirit.

They reject worship of deities, seeing the Flameborn as metaphors, not beings. To them, divinity is achieved, not inherited. Those who transcend mortality through discipline and sacrifice are revered as Burning Saints, figures not prayed to, but emulated.

Elvaria, being deeply rooted in arcane practice, reveres knowledge and power above all. While not bound to a god, many mages speak of the Astral Veil, a mystical force beyond comprehension, often treated as a divine mind that weaves fate through magic.

They do not worship it in a traditional sense, but many perform rituals to align their mana with the Veil, hoping to avoid misfortune or madness.

Some scholars theorize the Astral Veil is the consciousness of the Heart of Caldria, still pulsing somewhere in the world's core.

In the southern deserts of Nyssara, faith blends with trade and alchemy.

Their people revere a concept called the Cycle, a cosmic pattern of creation, decay, rebirth, and transmutation.

Their gods are abstract beings, sometimes called the Dancers of Dust and Flame, each representing a step in the eternal rotation.

Temples in Nyssara are fragrant with incense, filled with spinning mechanisms and intricate murals of shifting seasons and stars.

Worship here is practical: offerings made to ensure safe trade, healthy crops, or alchemical success.

Meanwhile, in the icy desolation of Frostmere, religion takes on a much darker tone. Here, survival is the only god. The dead are said to whisper to the living through the howling winds, and some clans believe that to cheat death, one must make offerings not to gods, but to Death itself.

Ancient warlocks and necromancers rule over pockets of civilization, seen by their followers as prophets of the Beyond. Shrines built from bones and ice dot the landscape, and rituals are conducted beneath the auroras, where the line between the living and the dead blurs.

Through all these faiths and philosophies, a single thread persists, the belief that Caldria was shaped by something greater than man, and that its true nature remains buried beneath wars, blood, and lies.

*****

A/N -: Explaining all this yapping just because I lack in world building lol.

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