Below is a glossary for Volume 1. If anything is labeled 'N/A', or you feel that something is barebones, do not worry. All entries were taken from part of my personal list, after editing for reader usage in V1. More definitions and specifics will be added with the completion of each volume.Â
World Info
Vecora: Continent. Only known world to the inhabitants who reside within.
Athios Alliance: A collection of city-states located to the south and east of Rochan. While outsiders call their land Athios as a whole, it is far from united. The name refers only to an agreement they have made to ally themselves in the event of invasion or emergency. Climate is tropical in most of the south, and temperate in the central plains they possess.
Rochan Kingdom: Heavy seafaring country, settled on a peninsula between Athios and Theurgard kingdoms. Home to merchants, seafarers, and many an adventurer. Home of the 'Gold Guards.' Is isolated by barren land brought by the invasion a millennium ago. Most of their country houses temperate forests and plains, though notable exceptions do exist.
Capital: Ransel
Noble Houses of Rochan
 Astre: Mysterious and ancient house who scorn traditional magic. The reclusive family lives in the underdeveloped marshes of the south.
 Canoth: Ruling dynasty. Governs from the city of Ransel.
 Delane: A fallen house, who once ruled the Kingdom of Rochan. It is believed that a night raid on the palace by demons ended the family line.
 Fidio: Family of merchants and Shipwrights. It has recently grown with trade. Resides on the western coast.
 Stone: Militant house that guards the eastern border from occasional demonic forays.
Theurgard Empire: Northern kingdom that has made conquest its goal. Once a land made of small clans, they have united themselves into a single country. Their first emperor, Orn, made use of the upheaval demons caused to redraw their maps, absorbing a small chunk of the central continent. Most of their land is situated in the frozen steppes of the North.
Capital: Sugtani.
Characters (Main)
Alfred: Jolly giant. Age 31. Red hair and beard, with green eyes. Dressed in dark metal plating, with strong woven fiber underneath. Carries a large shield made of steel alloy, with an accompanying spiked mace. Skilled in defense and crowd control. His best friend is Edwin, who he views as a younger brother.
Brandus: Responsible Co-Leader. Age 32. Tall, muscular, with short brown hair and brown eyes. His metal armor resembles a knight rather than an adventurer, and he never goes out before giving it a good polish. His complexion is darker than the natural inhabitants of Rochan, owing to his mixed heritage.
Edwin: Banished ranger. Age 28. With bright blonde hair and azure eyes, Edwin is an uppity fellow, though current situations have him in a rather poor mood. His best friend is Alfred, who has proven to be a reliable companion who matches his love for ale. Years of living in the woods alongside his father, a skilled tracker and huntsman, has given him expertise in the bow and tracking. Continues to use a Yew bow, which is local to his hometown village.
Gabriel Fidio: Holy Charlatan. Age 28. Golden hair and eyes. He wears a simple gray robe that is sparsely-- and discretely --woven with a few threads of gold. He carries a church bell with him, which acts as a focus to channel his spells. Skilled in healing, purifying, and buffing, he is the best healer a team could ask for, so long as you can put up with the drama he brings.
Gary: All-Round Dickhead. Age 26. Black hair and eyes, with a wiry build. The leader of the team, despite his actions often placing the 'Gold Guards' in peril. Secretly regrets the naming of the group, but is too stubborn to admit it. Gary dons a mix of leather and metal plating, preferring to protect his vitals and free up his arms and legs for a wider range of movement. A jack of all trades, his weapon of choice is a shortsword, and prefers not using a focus to cast basic spells. While this comes at the cost of mana depletion and lower firepower, it gives him the ability to quickly respond as combat progresses.Â
Shasa: Ex-student of the Rochan Magic Academy. Age 27. She is of a short build, with tanned skin, hazel eyes, and dirty-blond locks. Keeps her hair short after an unfortunate accident involving gnomes. Dress consists of a leather tunic that covers her body. Has a simple yellow beech staff as a focus. Skilled in fire magic, specializes in combustion.
Species
Humans: The most common race found on Vecora. While most members of this race lack the might and magic of other species, their adaptability and ingenuity have allowed them to make the most of their abilities. Tool use is prevalent in everyday life, while warriors and mages toil to improve their skills and record their findings.Â
Demons: A dangerous species that hails from another dimension. Their existence before the demon king consisted of occasional forays, either summoned by some incredibly bold wizard or escaping through a crack in reality created by natural phenomena. Their king forged a more unified society, as unified as demons can be, at least. But this fell apart shortly after his death. Now, they can only be seen in the central region of Vecora. A few stragglers can be found in Athios or Theurgard, but only in more rural areas.
Characters (Infernal)
Alastor: Lord of the Black Rising. Demon King. Age ???. A man-- or demon --of great strength and intellect. Possesses the Devil's Compendium, which accounts for a large portion of his created society and military success. He stands ten feet tall, covered in bulging purple veins and deep black scars. Has four spiraling horns that jut out above his head. His body is dark, resembling charcoal. He has a sharp face, a square chin, purple eyes, and a smile closer to man than beast. Is not familiar with the modern adventurer, mistaking Gary and his team as tomb robbers.
Astolos: N/AÂ
Dagora: Loyal spirit. Age ???. A being intrinsically tied to both Alastor and the castle it guards. Unlike the other servants, Dagora is incapable of leaving the grounds. Has an incorporeal form used to show its presence. The stone walls and crumbling spires can be considered a part of his body, though age and wear have taken away the fine control it once had. Is pleased to see its master's return, but lingering fear of failure haunts the poor creation.
Effigia: N/A
Karag: N/A
Magic Tiers (Used Spells)
Note: Casters have the ability to elevate the power of spells by 1 tier, at the cost of greater mana expenditure. If performed, the spell is categorized as [Elevated].Â
1st-2nd: Apprentice
1st
[Force]: A tangible force originates from the caster. Able to direct it in any direction. The pushback effect also affects the caster.
[Light]: Summons an orb of light that follows the caster. Roughly the size of a marble, able to illuminate the immediate surroundings.Â
2nd
[Feather Fall]: Slows the speed/decent of an airborne target or caster. Speed will be locked at 10 feet per second. If a foreign force acts on the target, then speed will be reduced by 25%.
[Recovery]: Speeds up the natural healing process, as if several days had passed. Does not affect serious wounds.
[Reinforce]: Mana flows through and enhances the sturdiness of an object. The quality of the effect is influenced by the material. Ex: Leather armor with the enchantment will be even less effective compared to an enchanted armor formed of steel.
3rd-4th: Mage
3rd
[Dispersal]: Summon a gust of wind to gently disperse the air around you. Excellent for clearing smoke or poison from a designated area.
[Fireball]: A ball of flaming mana is formed and thrown. May cause burning of skin and flesh, though that is considered a 'feature'.
4th
[Heal]: Heals wounds at an astounding speed. Able to remedy fatal injuries at the cost of higher mana usage. Cannot regrow limbs.
[Quagmire]: Turns a designated area into swampy terrain. Cannot affect an enchanted surface.
5th-6th: Master
5th
N/A
6th
[Scorching Serpent]: A fiery snake formed of elemental particles rapidly shoots toward a designated enemy. Able to twist around obstacles, so long as the object does not obscure its path by more than a 5-foot diameter.Â