Lore
Here is the lore page, consisiting of stuff revealed on the blog and in the codex of the demo. Everything is subject to change later, but here are some notes. The different categories may open up more posts inside them.Firgrat
The largest and oldest city in the world of Wocdes, and the residing place of the Ancients. Located on the continent of Anwol, and protected on three sides by mountains, this sprawling metropolis is the home to millions. To the north of the city is Firgrat bay. The waters here are famously transparent and crystal clear, so pure that were one to climb high in the city and look down from above, one can see straight to the sea floor below.
The city itself is largely circular, trapped between the mountains. Space to build more ran out long ago. The city therefore now has layers built atop one another.
The Spire
The heart of Firgrat, the heart of the continent Anwol and the heart of Wocdes itself. The convex point of all the flows mana in Wocdes. The home of the Ancients. The oldest structure in Wocdes. The Spire has hundreds of levels, and it towers over the city of Firgrat at the city's center.
Who rules this country?
The Council of Ancients rules the continent, there is no real county, just a massive city (Firgrat) that they reside in and continents worth of land with people. They have a subdivision that focuses on every day rule. There are areas with their own rulers on the continent of Anwol, but they are subservient to the Ancients. On other continents, more traditional countries/kingdoms exist, that are not directly subservient to the Ancients (that they know of at least) but the Ancients do exert control over most of the known world when it is needed. Actively they just rule Firgrat, and even that is delegated on most things to beings with a better sense of time.
The only real exception on the continent of Anwol is Kionthel, the home of the elves. While they are subservient to the Ancients, they have autonomy and independence in most matters, and to a large degree do not allow people to enter their home. True elves are few, and Kionthel is the largest known settlement. Historically, there have been issues on the borders of the area known as Kionthel. This is mostly an issue with humans, whose settlements are spreading ever wider and wider.
Sexism in Wocdes/Firgrat?
This was an ask on the blog, so the text is a bit casual.
Sexism is a thing, but not so rampant in Firgrat and the continent the Ancients actively rule. Not to say it does not exists in Firgrat or the continent, people have their opinions and it is a huge city. In the underbelly of the city, there are all sorts of people who have their opinions and try to enforce them in whatever limited ways they can. In other parts of the world, I would say it is more common. Not everywhere of course.
The Ancients are very much by the type of rulers to try and enforce that everyone is treated equally in a societal sense. For example, there is no nobility in Firgrat because the Ancients do not see how being born is somehow an accomplishment or should give you power over others. Something visiting dignitaries sometimes have a lot of trouble with.
Of course, wealth is a dividing factor. While taxation is progressive, the more you earn the more you pay, it does not mean that significant gap does not exist. There is of course, effort being put into giving everyone the chance to excel. The orphanage can be viewed as one such project. However, this is still very much a work in progress.
The Ancients try to enforce that before the law, every life has the same "value" so to speak. That status does not affect treatment and the circumstances of one's birth have nothing to do with how people should be treated.
However, of course it is people doing the practical work in law enforcement and administration, the Ancients have a lot of stuff to worry about and it is doubtful they even know the laws of their city in any detail (at least most of them). And people can be corrupted, bribed etc. However, in few societies does getting caught and investigated from "above" mean quite so much, because there is an absolute authority that can interfere and is "active" so to speak. Slow at times, sense of time is hard for ancient things, but still active.
It is also not that the Ancients are one cohesive whole who always agree either. But they just need to agree on the big picture and leave the details to their "minions", only interfering if needed.
The Velvet Veil.
Codex:
A high class brothel near the orphanage. This particular establishment is known for the wonderful massages it offers. In fact, almost a third of their customers are not aware this is a brothel at all, thinking it is the premium massage parlor and spa in Firgrat. Their list of services contains both innocent options that are just massages, and coded options where the opportunity for brothel services occurs.
The most expensive of these services is the Velvet Hour: A euphemism for full brothel services, offered only to known and vetted patrons who have visited before. Discretion is absolute, and the Velvet Hour is not available on the list of services. One needs to know enough to ask for it. It includes private chamber, including spa services. The service includes a “veilkeeper” assigned to tailor the experience to the customer's desires.
The Velvet Veil's madam is Marelith Vonn, a dark haired woman with generous curves. She wears only dresses, always cut low enough to reveal the upper swell of her bosom. She was once a courtesan there, but unknown events lead to her taking over for the whole place. There are rumors she manages the place for a silent owner, but the truth of these rumors is not widely known. What is known, is that she has complete control over the day-to-day operations of the Velvet Veil. Her voice is low and velvety, with just a faint rasp. A very distinctive voice.
Aside from the courtesans, there is plenty of security at the Veil. The head of security (the "veilguard") is Grath Morrow, towering, broad-shouldered with stone-colored skin, long dark braids, and gold rings piercing each ear. Grath is exceedingly calm, and rarely speaks to the customers, but when he does, even the rich listen. He has however ripped doors off their hinges on several occasions when someone tried to do things not allowed to the courtesans. Worst comes to pass, and Grath carries a halberd with him he is not afraid to use.
Magic
The ability to control and shape mana to do your will. The mana needs to conduit, something to pass trough (some material or phenomena). The source of that mana can be the individual or the environment (internal/personal flow of mana vs. the Eternal Flow of mana). Controlling the mana takes practice and the task is a mental one; a manifestation of imposing ones will on the world. Thus a trained mind is needed for magic, while skill and knowledge determine how efficiently one can use the mana.
The Eternal Flow
The source of magic is the eternal flow of mana in Wocdes. The great flow permeates everything, it is like the very fabric of reality. To cast magic, one temporary imposes their will upon the mana to create effects through it; in effect a temporary method for manipulating reality. The effects of such an act can however be more permanent in nature. A fire that burns something; the creation of fire is magic, the burning (if unaided) is not.
The Primary Conduit
Magic requires two things: mana and a conduit. The conduit is the method of mana transfer a mage/magic users employs during casting. One's own body, a stone floor or wall. Solid or liquid things are easiest. A gas like air is considerably more difficult. More difficult still is the use of phenomena, like sound or light. All conduits have a limit on the amount of mana they can transfer at once. Exceeding this limit will cause unpredictable effects as the magic goes out of control or breaks the conduit. These effects are some twisted version of the intended purpose, or simple destruction.
The Secondary Conduit
The Flow must be directed somehow and the second conduit is used for manipulating the flow. For the best, their will is enough but often something else is needed. A conduit can affect this; but a separate secondary conduit for the directions can be employed e.g. a spell said out loud, or a diagram drawn. The secondary conduit does not suffer from the difficulty of of primary one with phenomena but it must contain structure to be effective (words, patters and the sort, a command for the power to do something). A pattern of light could therefore work, or symbols carved into the primary conduit, e.g. the walls if using those.
Spellrot
"Damage to oneself due to overexposure to high amounts of mana i.e. using magic one does not have the skill or constitution for, using too much mana. Or being exposed to too much mana."
Adventurers sometimes just call it the "The Burn". Most cases are minor, since the pain is extremely severe once the signs of spellrot appear.
Example: MC's hands have been damaged by magic, by getting too much mana shoved through them. Though this is a very extreme case.