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Omen of the World

"Before bones were swallowed by the world… before the names of gods were forgotten in prayer… the world had already crumbled. And from that, an era was born."

No one truly knows how this world began.

Ancient scriptures speak of a first light descending from the heavens. Elven poets sing of a world tree that once touched the stars themselves. Meanwhile, the priests of mankind insist that the gods shaped the land through their divine will.

Yet in every version of the story, there is one truth they all share.

This world was once destroyed.

Scholars refer to it as the War of Light and Darkness, a primordial conflict so catastrophic that no surviving record has ever been able to describe it completely. Continents collapsed. Oceans boiled. Even the sky split apart like shattered glass.

And from that destruction, the world as it is now was born.

The World of Aeras'Thal

Aeras'Thal is not a whole world. It is a fragment of something far greater a world that once existed in its entirety before being shattered during the forgotten War of Light and Darkness. Its lands are broken, its skies are cracked, and it is from those scars that history began.

Not with birth, but with ruin.

The world is now divided into five continents, each carrying remnants of both the glory and the curses of ancient times.

Velmoria, castles rise along the banks of vast rivers. Castles and towering fortresses watch over the open plains where knights train and armies march in endless formation. Ancient roads built thousands of years ago still stretch across the land, connecting kingdoms that have risen and fallen throughout history.

Velmoria stands as the heart of human civilization. It is also the seat of the Grand Churches.

Here, powerful kingdoms rule through crowns and banners, while knights, inquisitors, and priests walk the same halls of power.

Faith is as strong as steel in Velmoria.

And sometimes just as dangerous.

Draventh, much of Draventh is barren land. The wind rarely rests, and sandstorms often sweep across the plains, carrying with them fragments of enormous bones half-buried beneath the desert.

Some of these bones are so large that entire villages have been built within their hollow remains.

Scholars believe these bones belong to creatures from the world's First Era.

Creatures that walked the earth before kingdoms, before faiths, before history itself.

Draventh is home to warrior tribes, wandering clans, and hardened military states.

Among them stands the Kingdom of Solvenhart — a realm where strength is valued above all things. In Solvenhart, respect is earned through battle, and weakness is remembered.

Az'Thur, In this continent rises the Arcane Empire of Arzavia. A realm ruled not by kings, but by magocrats, scholars and archmages who believe that knowledge stands higher than any throne. Magic flows through Az'Thur like blood through veins. Crystal towers rise above cities carved with ancient runes. Beneath the ground, rivers of energy pulse through hidden channels, empowering the ancient sigils embedded across the land.

In Arzavia, magic is studied, refined, and weaponized.

Alchemy, forgotten sorceries, and forbidden theories are pursued with relentless curiosity, some of their scholars have even dared to study a concept feared by the rest of the world.

Cerythralis is a continent of mist, forest, and spirits.

It is the homeland of the elves. Ancient trees stretch endlessly across the land, forming forests so vast that sunlight struggles to reach the ground beneath their branches.

A thin veil of silver mist hangs between the trees at all times, rivers shimmer like glass beneath moonlight, and the stars above seem brighter here than anywhere else in the world.

Nho'Mareth, no map of this continent is ever complete, every expedition sent into its depths has failed to return, sailors call it the Cursed Continent.

A dark fog known as the Eternium mist covers much of its land. Sunlight rarely pierces through it, and strange sounds are often heard echoing from beneath the earth.

There are no kingdoms in Nho'Mareth.

No civilizations known to exist within it.

Only myths and warnings.

Some believe that Nho'Mareth is the last place where creatures from the First Era still survive.

Others claim it is something far worse, a prison of this world.

Between the continents lies a phenomenon feared across the world, a swirling vortex of unknown energy known as the Void Rift.

Legends describe it in different ways, some say it is a gateway to the realm of demons, others believe it is a path that leads to the domain of gods. No one knows the truth, because anyone who touches the black mist surrounding the Rift dies instantly.

Ships avoid it, birds refuse to fly above it, and even the tides of the sea seem to bend around it.

The Six Eras of History

The history of Aeras'Thal is divided into six distinct eras, each one has carved its own wounds into the world.

1. The Primordium Era

The age of the oldest entities. It was the era of Giants (Titanaris) and Dragons beings of unimaginable size and power, some ancient beliefs claim that even greater creatures once walked the world during this time but no record has survived to describe them.

Only myths were created about all the creatures that ever lived in that era.

"History believes we are dead… but the world has not forgotten us."

2. The Era of Lamentum

A time when the world fell into darkness. The sun vanished from the sky, and the land grew cold and silent. During this era, the younger races like humans, beastkin, and elves emerged from caves and ancient ruins, struggling to survive.

Faiths were born during this time, primitive beliefs, old gods, and forgotten rituals.

"We were not created. We endured."

3. The Era of Concordia

Order slowly returned to the world. The first kingdoms was founded, magic began to evolve beyond instinct and became something studied and understood, and for the first time, mortals began to pursue the idea of divinity through alchemy and through sacrifice.

"When the stars dimmed, mortals carved their names into stone… and the world remembered."

4. The Era of Aegis

This era saw the rise of powerful churches and sacred orders. Three great protective orders were formed to guard the secrets of the ancient world. Kings and priests ruled side by side, yet neither side truly trusted the other.

Behind every alliance hid ambition, behind every prayer, a blade.

"In the name of light, we destroy the darkness. And in the name of God… we study what we do not understand."

5. The Era of Splinter

The age of fracture. A great kingdom rebelled against the authority of the church, dark cults emerged in the shadows, several minor races disappeared entirely from recorded history. The world once again moved toward division and chaos.

"Before the first word was spoken, there was will. And within that will… the beings of this world began to dream."

6. The Era of Umbra(The Present Age)

The current era, the world appears peaceful but that peace is fragile. The great churches expand their influence, kingdoms watch one another with growing suspicion, and cults thought to be long extinct have begun to awaken once more.

Across the world, rumors spread about ancient relics from the First Era, artifacts believed to hold the key to something called the Path of God.

The Powers of the Present World

The Great Kingdoms

Eldrath (Velmoria): a conservative and deeply religious kingdom allied with the Grand Church.

Solvenhart (Draventh): a militaristic realm known for producing warriors of exceptional strength.

The Empire of Arzavia (Az'Thur): a powerful magocratic empire led by archmages and scholars.

Dael'Sil (Cerythralis): The hidden elven kingdom, ruled by ancient elven lords.

Churches and Orders

The Grand Church of Veydia: located on Eldrath Kingdom and devoted to the Goddess of Light, Elystra.

The Grand Church of Deyvalos: an independent church-state in Velmoria that worships the Sun God, Lamentari.

The Argentum Order: based in Solvenhart, led by a Grand Argent and devoted to the War God Vaelcrius.

The Order of Noctis: their history is beginning to be forgotten and its already deleted from history, yet some whisper that its followers still exist in secret, worshipping the Moon Goddess Irelaya.

The World Now

Across Aeras'Thal, nations watch one another carefully.

Smaller churches lose influence, and some have disappeared entirely.

Certain orders within the great churches have begun acting independently.

In Draventh, tribal wars spread across the deserts, and the strength of Solvenhart itself is now being questioned.

In the northern forests of Cerythralis, something ancient has begun to stir.

The forest speaks once more.

And the land itself is said to be choosing a leader.

Meanwhile, far out in the sea, the Void Rift pulses stronger than ever before.

As if the world itself is waiting.

Waiting for something.

Or someone.

Someone whose name does not appear in any prophecy.

Someone whose fate has never been written.

And perhaps that is why…

He is the most dangerous existence of all.

"He has no destiny, so the world will create one for him."

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