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Game of Eternals: Divine Deception

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Synopsis

Avaloria: Arvindor (I)

Avaloria is a land of both wonder and danger, where the power of magic and the might of the sword shape the destinies of its inhabitants. From the towering peaks of the Iron Mountains to the enchanted forests of Eldoria, the world is filled with ancient secrets, lost civilizations, and untold adventures.

The world is divided into 3 continents: Arvindor, Celestorn and Talinos.

For now, let's talk about Arvindor, as the other two continents were unknown to most of the people living in Arvindor.

Arvindor, occupying over 25 million square miles of land, is a continent filled with wonders, a budding continent. 3 empires, 5 kingdoms and the state of the Free Alliance on this continent.

The 3 empires are:

 Empire of Estoria: Lies in the East, home of the forests, rivers, and magical lakes.

 Stormwatch Empire: Lies in the Southeast, with coastal and oceanic features.

 Ironhold Dominion: Lies in the South, with snowy mountainous and landscapes.

The 5 Kingdoms are:

 Kingdom of Valoria: Lies in the West, with fertile plains and rolling hills.

 Desert Sultanate of Al-Rashid: Lies in Northeast, with deserts and arid land.

 Forest Kingdom of Sylvara: Lies in the North, with dense forests and serene lakes.

 Highland Realm: Lies in the Northwest, with rugged and dangerous thunder-mountain terrain.

 Coastal Kingdom of Mirathia: Lies in the Southwest, with vibrant coastal regions.

The Free Alliance contains multiple free states that are spread all over the continent and clinched by the united Pilgrim City that holds the council of the Free Alliance.

The centre of Arvindor, a neutral zone, is owned by the Prestigious Magic Academy, The Arcane Sanctum. The only zone where all empires and kingdoms can't do anything. It is protected by a Rank-9 Ascendant Mage, the only one of the current era. Making the central zone the best zone for learning magic and body strengthening art, to reach the impossible.

[Let's explain Celestorn and Talinos when our story reaches there.] 

........

History of Arvindor:

Arvindor, a land rich in magic, culture, and history, has been shaped by countless events over the millennia. The rise and fall of empires, the emergence of powerful magical systems, and the unification of kingdoms have all contributed to the intricate tapestry of Avaloria's civilization.

Ancient Foundations: Before the rise of the empires and kingdoms that now govern the continent, Arvindor was home to ancient civilizations, many of which were centred around something that was called "The Pillar". These ancient people were said to have harnessed the raw energies of the world, leaving behind ruins and relics that continue to baffle scholars. Their cultures were deeply connected to nature and the elemental forces that still influence the land today.

Many of these ancient civilizations fell during what the scholar of today call "Age of Shattering", a period when magic spiralled out of control, leading to cataclysmic events that tore the fabric of reality, no one knows what caused that but Arvindor was left scarred by this age, with entire regions swallowed by magical anomalies, some still dangerous and unexplored to this day and were named as the Forbidden Regions.

Then Came the Era of Forming, and it all started with:

The First Great War - The Birth of Empires: After the Age of Shattering, four powerful factions emerged, each vying for control of Arvindor's vast resources and ancient knowledge. This competition led to the first great war, known as The War of the Four Empires. The conflict raged across the continent for centuries as each empire sought to expand its influence and secure its dominance over the others.

The Empire of Estoria, renowned for its deep magical roots, gained control of the eastern forests, rivers, and magical lakes. Stormwatch Empire claimed the southeast, using its coastal and oceanic mastery to grow its influence over trade routes. Ironhold Dominion, fortified in the south, used its mountainous strongholds and expertise in magic engineering to establish itself as a military power. Velkaroth, the fourth empire, now lost to history, arose in the southwest. Close to one another like they were afraid to take their eyes from one another.

The war finally concluded with the Treaty of the Four Crowns, which solidified the borders of the empires. This treaty established a fragile peace, one that would not last forever.

The Second Great War - The Kingdoms Unite: The rise of the empires did not sit well with the smaller, independent kingdoms that dotted Arvindor, especially Velkaroth, that forcefully suppressed the Kingdom of Mirathia. Unwilling to live under imperial rule, twelve kingdoms banded together to form the Kingdom Union, an alliance aimed at resisting imperial control and preserving their autonomy. This set the stage for the Kingdoms' Rebellion, a brutal and long-lasting conflict that became known as The War of the Crowned Alliance. A war that cost many kingdoms.

The Kingdom Union—comprising the Kingdom of Valoria, Thalrassia, the Desert Sultanate of Al-Rashid, the desert kingdom of Korvathar, Elandor, the Forest Kingdom of Sylvara, Ithloria, the Highland Realm, Drakar, the Coastal Kingdom of Mirathia, Valthune, and the star kingdom Nymiria—fought valiantly against the empires. The war was defined by shifting alliances, bitter sieges, and large-scale battles fought across Avaloria's varied terrain. Magic and swords clashed as entire regions were devastated.

In the end, the kingdoms successfully forced the empires into retreat, but the cost was devastating as seven kingdoms were wiped out from the surface of Arvindor, reshaping the political landscape of continent. The Kingdom Union's victory marked the decline of imperial power and the rise of sovereign kingdoms, though the empires still held on to their territories. But that was not all, as Velkaroth also paid a very heavy price, whose end result was another war.

The Third Great War - The Fall of Empires and the Rise of the Alliance: The final significant conflict in Arvindor's history was the War of the Fallen Crown, a conflict that brought an end to the era of Velkaroth, the barely surviving empire, was slowly shattering from infighting, and it ignited the flames of war in those who were fed up from the Empire Tyranny.

A coalition of free states, newly liberated from imperial control, banded together to form The Free Alliance, a political and military union aimed at toppling Velkaroth. The war saw the rise of new leaders, powerful mages, and revolutionary technologies that forever changed the landscape of warfare in Arvindor.

The conflict reached its zenith during the Battle of Aztovak, where the forces of the Free Alliance successfully stormed the heart of the Velkaroth and robbed them of their energy veins. The empire crumbled, and in its place, the free states declared their independence, uniting under the banner of The Alliance. Which is spreading through Arvindor like a virus, giving rise to many new states who join their cause.

The only enigma was the Centre of Arvindor. The Arcane Sanctum, said to be the place that has withstood the "Age of shattering" It contains the secrets to all that was going on in the world of Avaloria but not everyone could enter and leave as they please. Even the empire, during their peak, tried to have a piece of the Sanctum, but the lesson they learned made them humble and they vowed to protect the Academy till the end of time.

............

Language:

There is only one language spoken in Arvindor, courtesy of the Magic Academy, who didn't want to hire language teachers for their students.

Eldaric, the language that was spoken throughout the continent. It was spoken in the world for as long as one can remember, its traces found in archaeological site which were deemed hundreds of thousands of years old.

Origin: It originated from the ancient civilizations of Arvindor. It has evolved unknown amount of years, incorporating elements from various dialects and languages of the world.

Grammar: Eldaric has a complex grammar system with multiple cases, tenses, and mood distinctions. It places emphasis on formality and precision, particularly in legal and magical texts.

Vocabulary: The language has a rich vocabulary, including many terms related to magic, warfare, and nobility. It often borrows from other languages for technical or specialized terms.

Pronunciation: Eldaric pronunciation can vary by region, but it is generally characterized by its melodic and rhythmic qualities, making it both formal and expressive.

Although Eldaric is a wonderful language, it did not have the same effect as one other language that is the root of this world, The magic Language, "Veritasia"

Veritasia: The language which is used to communicate with the world and perform miracles, the cornerstone for all magical practices and rituals. 

Veritasia, the language of magic, a symbolic/runic language mages have to know of if they want to use magic. Mages learn to channel their mana into specific forms, and Veritasia is that.

 By channelling their mana during the process to make a specific word, the symbols, or runes, must be drawn with precision. Each symbol corresponds to a specific magical effect, element, or concept. For example, a symbol for some elements are:

 𐌓 [for elemental fire.]

 𐌽 [for elemental water.]

There are over 45 alphabets in Veritasia and mages still are finding some anomalies, some odd symbols, that no one knows about. The Veritasia symbols are : [A =△ E = ○ I = | O = ⊗ U = ⌒ B = ⊔ C = >< D = ⚯ F = ɸ G = 𐌈 H=𐌄 J = 𐌍 K=ᚯ L=ᛥ M= 𐌑 N=⅃ P =ᚹ Q=ᚣ R=𐌓 S= 𐌔 𐌕= 𐌕 V= ᛝ W=ᛏ X = ᛃ Y =ᛋ Z=ᚻ (Special Ones: ᚱ. ᛉ.ᛞ. ᛟ. ᚾ. ᚨ.. ᚦ. ᛗ. ᚼ. ᚹ. ᛚ. ᚢ. ᛠ.. ᚩ. ᚣ. ᛡ. ᛥ. ᛣ. ᚧ. ᛒ. ᚫ. ᛇ.) ]

There's more to talk about the language but talking here too much, will take fun out of it. I prepared it especially for the magic system; and let's not forget the Knight Ascendancy system. I am hoping you'll enjoy this as much as I am liking writing it.

In next auxiliary chapter, Let's talk about Magic system and The Knight Ascendancy System.