Appendix โ The World of Andora
Andora is a vast world, home to numerous kingdoms, territories, and civilizations, each shaped by their own beliefs, cultures, and magical practices. Among these, the Realm stands as one of the most structured and dominant forces, ruled by the Clericโs Temple, which enforces strict control over magic. However, beyond the Realmโs borders, other kingdoms exist, each with their own understanding of magic, governance, and power.
At the heart of Andoraโs sky is Solvaris, the singular sun that dictates the passage of time and the natural rhythms of magic. Accompanying it are two moons, whose cycles influence spellcasting, rituals, and the tides of magic itself. A distant planet, visible in the night sky, is the subject of much speculationโsome seeing it as an omen, others believing it to be a celestial force beyond mortal comprehension.
The Realm, located in the Northeastern hemisphere of Andora, is a structured and hierarchical nation where magic is restricted to those deemed worthy by the Clerics. Its capital city sits at its core, encircled by seven Inner Cities and thirteen Outer Cities that form the foundation of its influence. Yet, beyond the Realm, other kingdoms have developed their own ways of wielding magic, some embracing it as a natural right, while others fearing it as a force of destruction.
Though the Clericโs Temple claims authority over magic, scholars and rebels alike whisper of ancient civilizations that once flourished before the Realmโs riseโcultures that wielded raw, untamed magic without the restrictions imposed by modern doctrine. Whether these societies were destroyed by their own hubris or by a calculated purge remains unknown.
As tensions rise and the influence of unsanctioned magic spreads, Andora stands on the precipice of changeโwhere the conflict between order and freedom, structure and chaos, control and power threatens to reshape the world forever.
Appendix โThe Realm
The Realm is a vast and structured territory, located in the Northeast of the land. Governed by the Clericโs Temple, the Realm operates under a rigid system of magical control, political hierarchy, and religious doctrine. At its heart lies the Capital, the epicenter of power and home to the Clericโs High Council. Surrounding the Capital are seven Inner Cities, forming the first ring of civilization, wealth, and governance. Beyond them, thirteen Outer Cities expand outward, serving as the edges of the Realmโs reach, where magic and influence begin to wane.
- The Capital: The governing center of the Realm, controlled by the Clericโs Temple. It is a city of immense influence, where magic is strictly regulated, and citizens unknowingly contribute their latent magical energy to sustain the power of the Clerics through enchanted rings. The city is highly structured, with towering spires, political chambers, and the Temple at its core.
Inner Cities (Encircling the Capital)
The Inner Cities are the primary strongholds of Clerical rule and the wealthiest, most influential regions of the Realm. Each serves a unique function, whether in governance, military power, magical refinement, or trade.
- La Ronde: A city known for its political maneuvering, where noble houses and high-ranking Clerics negotiate power and influence.
- Cyrkle: A scholarly city, home to extensive magical libraries and Clerical academies where the gifted are trained in the ways of magic.
- Morgan: A heavily fortified city, serving as a military stronghold and training ground for the Clericโs enforcers, including the feared Abstractors.
- ElโGor: A city of alchemists and magical engineers, dedicated to the refinement of magical artifacts, potions, and energy conduits.
- Chakra: A spiritual center, devoted to religious ceremonies and the regulation of magical law. Many high-ranking Clerics begin their careers here.
- MaโKoka: A hub of trade and wealth, controlling much of the Realmโs economic power. The merchant elite often hold sway over political matters.
- Mocidian: A secretive city where psionic Clerics and Abstractors are trained, specializing in mind magic and magical suppression techniques.
Outer Cities (Bordering the Realm)
The Outer Cities lie beyond the influence of the Inner Circle, making them more prone to independent thought, rebellion, and unsanctioned magic. Some remain loyal to the Clericโs Temple, while others, like Cyphorica, have begun to question the authority of the Realm.
- Cyphorica: A rebellious Outer City, where the Witchesโ Coven has gained influence. Originally a minor trade hub, it has become a haven for unsanctioned magic and those who seek freedom from the Templeโs control.
Appendix โ Characters
- Alric Raneer, Lord (Age 58) โ Governor of Cyphorica, tasked with maintaining order in the Outer City. Initially unaware of the growing magical resistance, he later reported the Witchesโ Coven to the Clerics, prompting the mission to dismantle them.
- AuโLira, Grand Wyvern, Lord/Lady โ A Grand Wyvern of the Clericโs High Council, wielding immense magical authority. Wyverns exist beyond human gender constructs, though AuโLira frequently takes a female form. Oversees military and magical operations, serving as a rare and revered figure in governance. Estimated to be several centuries old, though Wyverns do not age as mortals do.
- Claire Waters, Cleric (Age 36) โ A hypnotist trained in mental influence and suggestion magic. Capable of implanting thoughts and altering memories, making her an adept interrogator and diplomat. Unlike an Abstractor, she does not sever magic but manipulates emotions and perception.
- Cypris Bloom (Age 15) โ A devoted member of the Witchesโ Coven, once disguised as a street informant. She specializes in harmonizing magic, using vocal resonance and precise movements to enhance spellcasting. Fully committed to the Covenโs cause, she opposes the Clericsโ control over magic.
- Estel Ell, Cleric (Age 42) โ A senior Cleric skilled in charm and illusion magic, enabling her to manipulate perception and influence emotions. Initially reluctant to join the Cyphorica mission, believing her fieldwork days were over.
- Kireek, Abstractor (Age 50s) โ A highly trained Abstractor, specializing in severing magical connections in unauthorized casters. Possesses psionic abilities, enabling him to track magic and infiltrate minds. His strict loyalty to the Clericโs Temple makes him one of the most feared figures among rogue casters.
- Keeldra Knight, Priestess (Age Mid-30s) โ Charismatic and powerful leader of the Witchesโ Coven. A master of forbidden magic, she draws energy from nature, weaving enchantments far beyond what the Clerics permit. Believes in universal access to magic, directly opposing the Templeโs ideology.
- Milo Nullors (Age 63) โ An elder member of the Witchesโ Coven, known for his vast historical knowledge and pragmatic views on magic. He challenges Clerical narratives, revealing forgotten histories and the true cost of the Realmโs stability. Holds deep skepticism toward the Clerics, believing their rule was built on necessity rather than benevolence.
- Priya Hachen (Age 60) โ Timothy Durstonโs aunt and a respected administrator within the Clericโs Temple. Oversees assignments, housing, and logistical operations. Though she lacks significant magic, she is well-versed in Temple politics.
- Reevan, Cleric (Age 48) โ A scholar and magical analyst, trained to discern intent, detect lies, and trace residual magic. Though not a combatant, his expertise in uncovering hidden magical influences makes him a key strategist.
- Timothy Durston, Cleric (Age 24) โ A rising Cleric of the Realm, born into nobility. Possesses psionic abilities, allowing him to track and sense magic. Trained under the Templeโs rigid structure, but his experiences with the Witchesโ Coven have challenged his beliefs. Selected for the Cyphorica mission due to his unique magical sensitivity.
- Thomas Durston, Lord (Age 65) โ A high-ranking noble and father of Timothy Durston. A staunch supporter of the Clericโs Temple, using political influence to uphold control over society. Though he lacks magic, he ensures his familyโs deep ties to the Templeโs leadership.
- Trax, Horse โ A sturdy fox-trotter gelding owned by Timothy Durston. Well-trained for travel, Trax is reliable and built for long distances rather than speed.
- Trenton Loreโsyn (Age Unknown) โ A member of the Sidhe, an ancient and reclusive people who seek harmony between magic, nature, and society. Acts as an observer and advisor to the Witches’ Coven to prevent their magic from becoming a threat. His people believe in maintaining balance, unlike the Clerics and Witches, who seek power in different ways. Trentonโs role is not to rule but to ensure magic does not consume itself.
- William Truvile, Alchemist (Age 71) โ A renowned alchemist, specializing in magical refinement, potions, and artifact creation. Responsible for recharging Timothy Durstonโs casting tattoos, strengthening them beyond standard Clerical limits.
- Zoey and Xavier Sivari (Age 19) โ Twin siblings bound by an unshakable connection, both in spirit and magic. Orphaned by a preventable illness when their family was denied magical aid, they fight to ensure magic reaches all people, not just the privileged. Their magic is intertwined, allowing them to amplify spells and interact with spirits as living entities rather than mere tools.




