The World of Aethelgard: A Summary
This section provides a brief overview of the Shard Cycle world. For deeper dives, consult the book series!
I. Core Concept & Setting
The Shard Cycle is a high fantasy series set in the realm of Aethelgard. Centuries ago, the unified source of magic (the Aether or World Soul) was deliberately shattered in an event called The Sundering. This cataclysmic act imprisoned a reality-devouring cosmic entity, the Null-Whisper, within a cage woven from fragmented reality itself.
Now, the prison is weakening. The Null-Whisper's influence seeps out, causing Void-taint, creating monstrous Void-Spawn, and whispering madness. The scattered fragments of the Aether, known as Shards, are both the source of current magic and the very bars of the failing prison.
II. The Sundering & The Null-Whisper
- The Sundering: An ancient, desperate ritual. Shattered the unified Aether to imprison the Null-Whisper. Caused immense devastation but saved reality, for a time.
- The Null-Whisper: The primary antagonist from the Outer Dark. Consumes magic (Aether) and reality, leaving behind barren Dead Zones. Its growing influence threatens annihilation.
- The Shards: Fragments of the Aether. The source of magic for "Weavers". Major Shards warp entire regions (Shardlands), while Minor Shards are more common. They are also the structural components of the Null-Whisper's prison.
III. Magic System: Shard Weaving
- Weavers: Magic users who draw power by resonating with nearby Shards.
- Mechanism: Relies on Resonance, Attunement, and Proximity to Shards.
- Instability (Fluxburn): The core danger. Drawing too much power, using conflicting Shards, or tapping unstable Shards risks chaotic backlash (harm, madness, reality warping).
- Specialization: Different Shards favor different magic types (elemental, healing, etc.).
- Lost Arts: Pre-Sundering magic using the unified Aether was likely more powerful and stable. Knowledge is fragmented or forbidden.
IV. Geography & Factions
- Aethelgard: A diverse realm shaped by the Sundering.
- The Stable Core (e.g., Kingdom of Eldoria): Relative order, often suspicious of magic, strict Guild control.
- The Shardlands (e.g., Whispering Mire): Regions warped by Major Shards. Dangerous, magically saturated, unique ecosystems.
- The Dead Zones: Barren, magic-null areas consumed by the Null-Whisper before its imprisonment.
- Factions: Includes Kingdoms like Eldoria, the Grumfang Dwarven Holds, Aethel'darin Enclaves, nomadic tribes, ancient orders, and the deadly Whispering Hand cult (serving the Null-Whisper).
V. Peoples of Aethelgard
- Humans: Most numerous and adaptable.
- Aethel'darin (Elves): Long-lived, sensitive to the Sundered Aether, often lore keepers.
- Grumfang (Dwarves): Subterranean masters of stone, metal, and stable Rune Magic (focused on warding/containment).
- Shard-Touched: Individuals mutated or empowered (often unstably) by Shard exposure.
- Void-Spawn: Creatures corrupted or created by the Null-Whisper's influence.
VI. The Looming Threat
The core conflict revolves around the prison's imminent failure. Prophecies speak of its weakening. Strange phenomena increase across Aethelgard. The Whispering Hand cult actively works to break the remaining seals. Heroes must rise to understand the Sundering, the Shards, and the Null-Whisper, racing against time to find a way to reforge the prison, banish the entity, or face utter annihilation.