The Heavens’ Covenant¶
Name explanation¶
- Ties into the Shattering Age and the influence of celestial events.
- Suggests a grand struggle involving mortals and gods.
- A set of celestial artifacts that once bound the gods in unity, now scattered and lost. Their recovery could restore divine order or unleash chaos.
Lore questions¶
Was the Covenant written by a single god, a council of gods, or a mortal being empowered by divine will?¶
The Heavens’ Covenant was written by Solphirion, the God of Balance, who held dominion over harmony between all realms. During the Shattering Age, when the gods waged war and fractured Kaelara, Solphirion realized the only way to prevent the total collapse of existence was to unite the warring deities under a single binding oath. In a single cataclysmic act, Solphirion sacrificed his physical form to create the Astral Veil — the barrier between the Mortal Plane and the Void — and inscribed the Covenant upon it, ensuring that it could only be wielded by those pure of purpose.
Some believe Solphirion’s essence still resides within the Covenant, influencing its bearers and guiding their actions.
What divine or mortal implements were used to create the Covenant, and do they still exist?¶
The Covenant was inscribed using the Binding Quill, a divine artifact said to have been forged from a shard of the Infinite Spire itself. The ink used was Celestial Essence, a liquid form of pure divine energy collected from the Astral Veil during a rare celestial alignment.
The Binding Quill vanished after the Covenant was completed, leading to myths that it was hidden to prevent anyone from forging another Covenant. The Celestial Essence is said to still exist in the Veil, guarded by beings known as Ethereal Wardens — spectral constructs woven from the Veil’s own fabric during the Covenant’s creation, neither mortal nor divine, existing solely to protect the residual divine energy that Solphirion left behind.
Was the Covenant written during the Shattering Age, or in its aftermath?¶
The Heavens’ Covenant was written at the very height of the Shattering Age, when the Mortal Plane teetered on the brink of annihilation. It was forged during the Celestial Accordance, a rare moment when the two moons, Nythra and Ceylir, aligned perfectly with the Infinite Spire, creating a bridge between realms. This alignment allowed Solphirion to channel power from the gods’ realms into the Mortal Plane to imbue the Covenant with divine authority.
This event marked the end of open war among the gods and the beginning of a fragile peace, though tensions never fully subsided.
Is the Covenant legible to all, or only to a select few?¶
The Covenant can only be read by those who carry the mark of The Veil-Touched, mortals who are attuned to the Astral Veil. The mark manifests in individuals who exhibit an unyielding balance of heart, mind, and spirit. However, even among the Veil-Touched, understanding the Covenant requires immense sacrifice — some go mad from glimpsing its truths.
This creates a natural tension, as factions vie to control or manipulate Veil-Touched individuals, while others seek to destroy them to prevent the Covenant’s power from being wielded.
What does the Covenant actually do?¶
The Covenant acts as a binding agreement between realms, preventing direct interference from gods in the Mortal Plane. However, its power is fading, and strange celestial alignments suggest its influence is weakening. This raises the question: what happens if the Covenant is broken?
As the Covenant weakens, gods grow restless, and cracks in its power manifest as celestial anomalies and unstable magic across Kaelara. The Covenant is revealed to have a hidden clause: should it be broken, the energy it contains will be unleashed, potentially reshaping the cosmos — or destroying it.
Where is the Covenant now?¶
The Covenant exists as both a metaphysical force and a physical artifact — a celestial tablet stored in the Obsidian Marshes, a site of immense magical anomalies caused by the gods’ final battle. The artifact is guarded by wild, sentient storms and a being known as the Warden of Echoes.
Reaching the Covenant requires traversing the Marshes, where reality itself is unstable. Time may loop, illusions may trick the mind, and death may not be the end. The Warden of Echoes is revealed to be Solphirion’s fragmented consciousness, torn between protecting the Covenant and allowing its destruction. Unlike mortal souls, which are recycled through the Nexus Void, Solphirion’s essence was never cleansed — he did not die but dissolved himself into the Veil’s structure. The Warden is what remains: not a ghost, not a god, but a shard of divine will fused into the barrier he created.
Can the Covenant be destroyed?¶
In theory, yes, but only by bringing together the tools used to create it (the Binding Quill and Celestial Essence) during another Celestial Accordance. Destroying the Covenant would unbind the gods from their oath, plunging the realms into chaos.
Factions debate whether breaking the Covenant will free mortals from divine influence or doom them to chaos. Some gods secretly encourage mortals to destroy it, seeking revenge for their imprisonment. A final revelation shows that the gods’ war was caused by a disagreement over the Covenant’s existence — some gods wanted to erase mortals entirely, while others sought to protect them.
Why is the Covenant important now?¶
Celestial events have disrupted the balance of power, and the Covenant’s influence is waning. Factions believe its weakening is tied to a prophesied Second Shattering, and many are scrambling to interpret its meaning or seize control of its power.
It’s revealed that the Covenant’s weakening is not natural but caused by a faction of mortals who believe the gods manipulated Solphirion into creating it for their own benefit.
The World’s History¶
Each age lasts precisely 1000 years, marked by the alignment of the Celestial Accordance.
1A: The Shattering Age¶
- Defining Event: Kaelara was ruled by gods, each overseeing a domain (e.g., nature, war, knowledge). However, an ancient war among the gods fractured the continents and plunged the Mortal Plane into chaos. During the gods’ war, the intense release of divine energy fractured the Mortal Plane’s Leylines, creating unstable currents of magic beneath Kaelara. These Leylines became both a source of great power and a catalyst for the formation of anomalies like the Obsidian Marshes and Ironridge’s floating peaks. Today, their balance remains precarious, influenced by celestial alignments and mortal interference.
- Key Themes: Divine cataclysm, the birth of mortal civilization from the ruins, and the emergence of the Heavens’ Covenant.
- Dominant Races:
- Auriels: Evolved in Velmere under the celestial influence of Solphirion, embodying balance and nobility.
- Sylvaels: Born in the mystical depths of Havenwood, tied to nature and ancient druidic magic.
- Tiraels: The Tiraels emerged from divine storms that ravaged the oceans during the gods’ war, their transformation cementing their bond with the sea.
- Duraliths: Shaped by the Leyline surges of Ironridge, their stony forms emerge from celestial anomalies.
- Emberkins: Amid the volcanic chaos of Kaelroch, the Emberkins were born, their molten forms a direct result of celestial energy fusing with magma during the gods’ battle.
- Primitive Mortals: Early mortals migrated across Tavrenne, their resilience enabling them to adapt to various terrains.
- Crisaels: Late in the Shattering Age, the Violation of the Grove transformed a group of Sylvaels into crystalline beings, their trauma locked into rigid, faceted forms. Though scattered and broken, they would not organize as a faction until the Age of Reclamation.
- Cultural Notes: Civilization is primitive, with tribal societies forming in the shadow of shattered godly realms.
2A: The Age of Reclamation¶
- Defining Event: Mortal races reclaim the land, rebuilding from the divine ruins. The rise of Auriel governance in Velmere signals a new era.
- Key Themes: Rediscovery of ancient magic and technology, territorial expansion, and early alliances and conflicts between races.
- Dominant Races:
- Auriels: Establish the first kingdoms in Velmere, blending arcane mastery with governance.
- Tharuns (Nature-Bound Mortals): During this era, the Tharuns, initially a scattered mortal population, were guided by the older Sylvaels in Greystone. Taught the ways of balance and agriculture, they evolved into a distinct mortal race, blending druidic traditions with their natural ingenuity.
- Vaeryns (Frozen Warriors): Appeared in Caldrith during this era, claiming descent from a frozen continent far to the north. No Imperial expedition has ever confirmed their origins, and Vaeryn oral traditions remain the only source for their migration story.
- Sylvaels: Consolidate their dominance in Havenwood, safeguarding their sacred groves.
- Umbrics (Mystical Mortals): Tied to Blackmoor’s residual divine magic, began to adapt to their surroundings, forging a mystical connection that set them apart from other mortals.
- Duraliths: Remain reclusive in Ironridge, guarding Erythium deposits.
- Crisaels: The scattered survivors of the Violation of the Grove began to organize, forging a culture built on shared trauma and fierce independence. Their resentment toward the gods and the emerging power structures grew into a deliberate rebellion.
- Cultural Notes: Early kingdoms emerge. Trade and conflicts revolve around resources like Erythium.
3A: The Age of Conquest¶
- Defining Event: A brutal war between the Auriels and various races reshapes Tavrenne, culminating in the rise of the Empire of Eldara.
- Key Themes: Warfare, unification, and the beginning of imperial dominance.
- Dominant Races:
- Auriels: Spearheaded the unification of Tavrenne, utilizing their celestial mastery to defeat resistant factions.
- Tiraels: Allied with the Auriels, securing maritime dominance for the nascent Empire.
- Tharuns: Chose diplomacy, aligning with the Auriels to become the agricultural backbone of the Empire.
- Vaeryns: Fiercely resisted the Auriels in Caldrith before being subjugated.
- Umbrics: Split allegiance; some served the Empire as mages, others aided the rebellion.
- Ashveils: Remained isolated in Zarnath, largely untouched by the war.
- Crisaels: Waged a guerrilla war from Blackmoor and Ironridge against Imperial control.
- Sylvaels: Initially cooperated with the Empire and taught the Tharuns druidic agriculture, but withdrew into Havenwood and sealed their borders after the trauma of the Violation of the Grove. They refused formal integration.
- Emberkins: Remained neutral, their volcanic homeland deterring invaders.
- Duraliths: Maintained a defensive hold on Ironridge, limiting Imperial expansion into the peaks.
- Cultural Notes: The Empire of Eldara is founded under the rule of Kaelith Avarion, blending elven and mortal traditions. The scars of war and the tensions with resistant factions like the Crisaels and Vaeryns would shape the Empire’s policies for generations to come. The cooperative role of the Tharuns further cemented their place as a vital part of the Empire’s agricultural and cultural foundation.
4A: The Age of Empires¶
- Defining Event: The Empire of Eldara reaches its zenith, spreading across Tavrenne and becoming a beacon of culture and magical innovation.
- Key Themes: Exploration, expansion, and internal strife.
- Dominant Races:
- Auriels: Maintained cultural and magical leadership, though declining birth rates began to threaten their stability.
- Tharuns: Solidified their role as the Empire’s agricultural providers.
- Vaeryns: Reluctantly integrated as soldiers in exchange for autonomy in Caldrith.
- Ashveils: Began limited trade but avoided direct integration.
- Umbrics: Rose in influence as Imperial mages and scholars.
- Crisaels: Reduced to scattered enclaves, continuing their rebellion from the shadows.
- Duraliths: Persisted as guardians of Ironridge’s Erythium.
- Tiraels: The Imperial Armada secured dominance over Tavrenne’s coasts.
- Cultural Notes: The Age of Empires saw the peak of collaboration between races, though tensions between rebellious factions like the Crisaels and the imperial forces persisted. The Tiraels’ alliance with the Auriels ensured naval superiority, while the peaceful Tharuns symbolized the Empire’s agricultural prosperity.
5A: The Current Age¶
- Defining Event: The weakening of the Heavens’ Covenant causes celestial disturbances, threatening the Empire’s fragile peace.
- Key Themes: Political intrigue, celestial chaos, and survival amidst rebellion and divine unrest.
- Dominant Races:
- Auriels: Face internal struggles due to declining numbers and the weakening Covenant.
- Tharuns: Face pressure to sustain the populace amidst dwindling resources.
- Vaeryns: Seek to reclaim independence through small rebellions.
- Ashveils: Thrive in isolation, shielded from the turmoil.
- Umbrics: Their connection to the Astral Veil makes them key players in the chaos.
- Tiraels: Face internal divisions questioning the alliance with the Empire.
- Crisaels: Empowered by the weakening Covenant, their insurgency grows bold.
- Duraliths: Celestial disturbances threaten their Leyline balance, forcing some to emerge.
- Cultural Notes: The Current Age teeters on the brink of collapse. Factions vie for control of dwindling resources, celestial anomalies spark chaos, and rebellion simmers across Tavrenne. The Empire’s unity is fractured, with previously peaceful races like the Tharuns and Tiraels questioning their loyalty, while rebellious factions like the Crisaels and Vaeryns grow bolder.