Age of Light is the name of a massive fantasy world complete with media set in it, designed to be a more lighthearted and benevolent yet still dangerous and adventurous fantasy world known as Aegis.
Geography[]
The world of Age of Light is split into four continents, each with their own different nations and threats: Palarria, the New Lands, Strelvor and Mercia as well as there being an island at the center of the world known as the Centre. Each continent is separated by oceans, although travel through boats can be somewhat common.
Palarria[]
Palarria is a massive landmass north of Aegis which is known for being considered where all of life first came from. It is home to four separate kingdoms (Yaarl, Solandria, Brightforge and Myrdius), each with their own goals and is also known for having numerous prestigious magical schools, with even people from the other continents heading to Palarria if they want to learn magic. Locations include:
- Thaliar - the capital of the Northern Kingdom of Yaarl which is covered in snow and is home to both the more brutal and viking-like magical academy of Steelbrass and many military academies as well.
- Deus Mormentis - the capital of Solandria which is a mix of religion to worship the Six but also multiple prestigious magical schools through the large city, including Ithikis Academy and Soulgrasp, with the city being called the Largest City of Aegis.
The New Lands[]
A recently discovered landmass far south which is known for its tropical trees and strange lifeforms, with the warring factions of the Lymorian Empire and the United Colonies fighting for control of the New Lands. Locations include:
- Cascadius - a giant city made out of crystal thanks to magic which is the capital of the Lymorian Empire, being north of the New Lands and is considered a religious place for worship to the Six but also a trade hub and a mixing pot of many cultures.
Strelvor[]
A landmass southwest of Aegis which is the smallest of the four continents and is home to many monsters as well as three kingdoms (Zurale, Kaloria and Nocturis), being known for having a seemingly eternal night. Locations include:
- The Cornithiar Gardens - a big and mysterious garden filled with abundant nature which is covered in many flowers and plants, being located between Zurale and Kaloria and is known for strange and bizarre creatures of nature.
Mercia[]
A landmass northeast of Aegis which is known for being a mercantile trading hub led by a single empire, the Thesian Empire, with all other nations having been conquered by the Thesians. Locations include:
- Vivindar - the capital of Mercia which is where the Thesian Empire make home with it being a groundwork for civilization and a massive trading hub.
- Pacifisia - a giant and bustling coastal city which is one of the major cities of Mercia as numerous criminal gangs are there but also Thesians and aspiring adventurers and merchants.
Races[]
- Men - the main race of Age of Light who are humanoid creatures with no real inherent powers.
- Mythari - a humanoid race who has magic flowing through their blood, being inherently magical and has tattoo-like markings all over their bodies.
- Ribbos - small and adorable frog-like creatures who live through all of Aegis, being quite amphibious and skilled at swimming.
- Sprayeus - humanoids with skunk features who are shockingly friendly as they are capable of releasing a small gas but are often living with other races.
- Boarmen - humanoids with the head of boars who serve as raiders and invaders, not being like the other races thanks to them living in tribes and often invading and attacking.
- Aquarians - a race of fish-like creatures with the capability of breathing on air as they live underwater and are considered to be territorial and unwilling to work with others.
- Whisps - colorful and playful spiritual creatures who are tied to nature itself and take a plethora of forms.
- Tryclops - a race of half-giant three-eyed humanoids who live in caves, and do not enjoy interacting with others but are capable of being kind.
Monsters/Creatures[]
- Dragons - ancient and monstrous creatures who have two wings and have existed since the creation of Aegis itself as they are intelligent, but their motives change, with some dragons being kind and benevolent while others are vicious and dangerous.
- Ligrons - feline beasts resembling lions with tiger stripes and eagle wings which are quite feral, predatory and territorial, although they can be loyal to the humanoid races if tamed, or raised as cubs, being found primarily in Palarria.
- Serpents - snake-like monsters who have scales all over their skin and usually reside in water locations from all of the continents who are brutal and are usually dangerous hunters.
- Liches - mortal beings who consumed way too much magic and have become uncontrollable creatures of magic.
- Howlers - three-headed wolves which are quite aggressive and territorial and predatory, and are often found in darker lands, where they hunt in packs for poor souls.
Magic[]
Magic in the Age of Light is drawn from one of the four Key Aspects: Order, Chaos, Life and Death, with each aspects having different types of spells. Anyone is capable of drawing from any aspect and most skilled sorcerers are capable of pulling from all four. For specific spells, see Spells.
Order[]
- Water Magic - one of the subtypes of Order Magic which allows the user to control all forms of water.
- Earth Magic - one of the subtypes of Order Magic which involves manipulating stone and rocks.
- Mental Magic - one of the subtypes of Order Magic which allows the user to manipulate and control minds, ranging from telepathy to mind control.
Chaos[]
- Fire Magic - one of the subtypes of Chaos Magic which involves touching down upon fire and being capable of controlling it.
- Wind Magic - one of the subtypes of Chaos Magic which allows the user to control the wind and gales.
- Shape Magic - one of the subtypes of Chaos Magic which allows the user to shapeshift.
Life[]
- Nature Magic - one of the subtypes of Life Magic which allows the user to control plant-life and create it in places devoid of it.
- Healing Magic - one of the subtypes of Life Magic which allows the user to heal any sort of wounds, within reason.
- Light Magic - one of the subtypes of Life Magic which allows the user to manipulate light and transform it into weapons.
Death[]
- Frost Magic - one of the subtypes of Death Magic which allows the user to control ice itself.
- Decay Magic - one of the subtypes of Death Magic which allows the user to control the power of erosion and decay, allowing the user to destroy things.
- Poison Magic - one of the subtypes of Death Magic which allows the user to control and create deadly poisons.
Gods and Religions[]
The Six[]
Six Gods who are worshipped as the creators of the realm of Aegis, with all six residing in the Godplane, although sometimes they venture to Aegis to see their creations.
- Lycus - the God of Life, the Sun and Bravery who is worshipped as the King of Gods as he is the husband of Vrellia and is considered the kindest of the Six, enjoying the presence of mortals.
- Vrellia - the Goddess of Death, Mourning and Hope who is worshipped by those who want to ensure a peaceful death to themselves or loved ones as she is treated as like a friendly mother, gently taking those who die to her castle to give them a peaceful afterlife.
- Styra - the Goddess of Love, Chaos and Passion who unlike the other Gods interacts with mortals commonly as she loves to mess with mortal souls but is truly romantic and sometimes aids mortals in gaining romance.
- Rhadnos - the God of War, Order and Strategy who mainly inspires the mortals' militaristic forces to be ready for combat and is occasionally heard in his altar challenging mortals who go there to "know thy self, and [their] paths will be revealed in the battle".
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The Seven Dark Lords[]
Seven villainous Gods who represent tyranny and villainy, being exiled from the Godplane and due to this, cursed to wander Aegis.
- Uboros the Dark Son - a terrifying and horrifying Dark Lord who represents darkness and fear as he is the only of the Dark Lords to actually be banished inside of a dungeon known as the Umbral Dungeon hidden deep in Strelvor, with him scheming on escaping the dungeon.
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Media[]
Television[]
- Welcome to Ithikis Academy
- The Knights of Mercia
- Spirits of the Cornithiar Gardens
Film[]
- Curse of the Ebony Knight
Games[]
- Into the Umbral Dungeon
- Tactics of Light
Comics[]
- The Legends of Light