The world blends medieval tradition with light steampunk aesthetics, though technology has stagnated due to reliance on magic. Everyday needs are met with runic enchantments—lamps lit with fire runes, carriages reinforced with air glyphs—removing pressure to innovate. Quill’s homeland lies within a stable, unified country, bordered by two long-allied nations, where peace has held for decades. Magic is common, but tied to one’s innate mana capacity, which requires training to fully reach. Those with little mana excel in physical combat, while high-mana individuals tend toward magecraft. Most are born with a natural affinity for one element, though a rare 20–30% inherit two; these “dual affinities” unlock unique hybrid elements such as mist (fire+water). Magic can be cast at three strengths: powerful but slow with circles and incantations, faster but weaker with incantations alone, and quick, versatile casting with no focus words—difficult under pressure but highly adaptable. Three major magic schools, unified under one authority, train students and host yearly rank examinations. Only mages of sufficient rank may take personal apprentices. Adventurers, mercenaries, and guild members operate alongside city lords and nobles, creating a delicate balance of power. While kings appoint local rulers, guilds like the Mage Association and Adventurers’ Guild wield influence independently, resulting in a semi-democratic system. Exceptional mages may be recruited into the king’s elite guard. Fifteen centuries ago, a massive continental war ended with the creation of an impenetrable abyssal void by the great magic institutions. Its origin and purpose are now forgotten, and the people of each continent believe theirs to be the only one that exists.
The world blends medieval tradition with light steampunk aesthetics, though technology has stagnated due to reliance on magic. Everyday needs are met with runic enchantments—lamps lit with fire runes, carriages reinforced with air glyphs—removing pressure to innovate. Quill’s homeland lies within a stable, unified country, bordered by two long-allied nations, where peace has held for decades. Magic is common, but tied to one’s innate mana capacity, which requires training to fully reach. Those