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The World of Aetheris — (Contains Spoilers)

Hello, readers! Arthur vale here.

Before we dive deeper into the story, I thought it would be helpful to give you a proper understanding of the world we live in. Where things are, how they came to be, and what rules govern our existence.

Consider this your travel guide—though be warned, it does contain some spoilers for events up to this point. If you'd rather discover things naturally, feel free to skip this chapter and come back later.

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Part I: Mana — The Breath of the World

Mana.

It's a universal energy that exists everywhere, in every world, in every corner of existence. Some worlds have more of it, some have less. Some beings are born swimming in it, others never feel its touch.

The world of Aetheris? We have mana. Always have.

But it wasn't always like this.

Long ago, before the Great Descent, Aetheris was a low-level world. Mana existed, yes, but it was thin. Sparse. You could spend years cultivating and barely feel a difference. Power was something earned through decades, not days.

Then everything changed.

Part II: The War of Faith

Before the Descent, there was a war.

A war between the followers of the Abyss King and every other race—humans, elves, vampires, beastkin, dwarves. All of them, united against a common enemy.

It lasted a long time. Too long. Both sides lost too many, bled too much.

In the end, the demon race temporarily retreated from the world. The war ended—not with victory, but with exhaustion.

For centuries after, there was peace.

Until the day the sky cracked open.

Part III: The Great Descent — 800 Years Ago

No one knows exactly what caused it.

Some say the ancient wars weakened the barrier between worlds. Others whisper that the gods themselves tore it open. A few mad prophets claim the Abyss King was responsible.

Whatever the cause, the result was undeniable.

A crack appeared in the sky.

It wasn't permanent—it closed after some time—but while it lasted, everything changed.

Through that crack came Mana. Not the thin, sparse mana of old. This was a flood—a torrent of energy so vast that it changed everything in its path. The air thickened. The ground pulsed. Plants grew faster. Beasts transformed.

And people changed too. Cultivation became faster. Power became easier to reach.

But mana wasn't the only thing that came through.

Gates began appearing all over the world. Tears in reality that led to unknown places. And through those gates came Monsters. Creatures from beyond our world, pouring into Aetheris like water through a broken dam.

The first incursions were devastating. Entire cities fell in hours. Kingdoms crumbled. The world plunged into chaos.

But humanity—and the other races—adapted. They learned to fight back, to close gates, to hunt monsters.

And in the midst of all this chaos, something else appeared.

The System.

No one knows where the system came from. Some say the gods created it to help us survive. Others claim it's a natural consequence of the mana flood—a way for reality to organize itself. A few believe it's the Abyss King's doing, some kind of twisted game.

Whatever the truth, the System became part of our lives.

It tracks our growth. Records our skills. Assigns us path trail. Gives us status screens that let us see our own potential. Some people hate it. Most have learned to live with it. A few—like me—have found that it's more than just a tool.

It's a guide.

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Part IV: The World Today — 800 Years Later

Eight centuries have passed since the Great Descent. The world has changed, adapted, evolved. What was once chaos is now order—or at least, as much order as any world can claim.

Here's how things stand now.

The Human Domain — Astraea

We humans control one of the largest territories in Aetheris, a continent called Astraea. It's divided into regions, each governed by noble houses, all loyal (more or less) to the royal family.

The Four Great Houses:

House Celestial — Located in the central-east region. Fertile lands, wealthy, politically powerful. Known for lightning affinity and ancient bloodline.

Current Head: Duke Noah von Celestial. Their estate is where Leo grew up.

House Nightshade — Location varies by source, but generally considered to hold territory near trade routes. The newest Great House, founded by the current Duke's sheer power and brilliance. No ancient Sovereign ancestor—just raw talent and determination. Amelia's family.

House Ashford — Hold significant territory, known for their connection to the Number One Guild. Grandson Riven Ashford is a notable figure.

House Runeweaver — Known for magical artifacts and enchanting. Territory location less specified.

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The Royal Family — House Valerion

They rule from the capital, Astra Prime, located in the southern part of the domain. The current ruler is Emperor Aldric Valerion, who holds court from the royal palace. One of the Astra Union's main branches operates from the city.

Elf Domain — Ancient forests, world trees, isolationist but allied with humans when needed. Ruled by King Thandril Sol-Valis from the capital within the great forest. Elves live long, cultivate slowly, and hold grudges even longer.

Vampire Domain — Shrouded in eternal night, ruled by ancient bloodlines. The current ruler is Lady Liliana von Noctis, who governs from her shadowed castle. Neutral in most conflicts, but dangerous to cross.

Beastkin Wildlands — Tribal lands where humans rarely venture. Ruled by chieftains from the strongest lineages. The current High Chieftain Varga Ironclaw leads the tribes from the Great Camp.

Dwarf Domain — Mountain kingdoms, master crafters, expert miners. Ruled by King Borin Ironwell from the capital city built inside the largest mountain. They trade weapons and artifacts with the other races.

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Neutral Territories:

Holy Kingdom Sanctyra — A place where all races gather to worship the same goddess. Ruled by the High Priestess Celestia, who is chosen by divine sign rather than blood. Religion transcends origin here. Peaceful, prosperous, protected.

Magic Tower City Arcanum Spire — Mages only. No racial politics, no noble games. Governed by the Archmage Council, led by the Head Archmage Valerius. Anyone seeking to learn magic without baggage can find a home here.

The Astra Union

An organization that operates above all domains and nation. It's maintain peaceful relationships between races, create order, prevent chaos.

Structure: A council of the strongest individuals from each race. Twelve High Seats at the top, occupied by the most powerful beings in existence.

While all High Seats hold equal authority in theory, the organization is led by High Elder Sylas Moonshadow, an ancient elf who has served for centuries. In terms of raw power, some members—like the Dwarf King or certain Sovereign-rank warriors—may be stronger individually, but the Elder's wisdom and experience guide the Council's decisions.

Notable Member: Zephyr von Celestial — Leo's grandfather, the Lightning Sovereign, holder of a High Seat.

Authority: Even kings and queens listen when the Council speaks. Their word is law.

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The Forbidden Zones

Regions no one has conquered. Places so dangerous that even the bravest explorers avoid them.

Monsters, Abyss creatures, ancient horrors dwell there. Some say things live in those zones that rank above Transcendent, sleeping since before humanity crawled out of the mud.

Incursion gates often originate from these zones. When monsters emerge, they descend on cities like a plague, reminding everyone that civilization is just a fragile bubble.

Beyond the Valdris Territory lies the Northern Rim—a fortress-line that keeps the monsters of the Wilds from pouring into civilized lands.

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Part V: Currency — What We Use to Trade

Money makes the world go round, even in Aetheris.

Common Currency

The Human Domain uses a standard system:

Copper Pieces — Smallest denomination. Used for everyday purchases like bread, simple meals, cheap supplies.

Silver Pieces — Worth 100 copper. Used for better meals, basic gear, training fees.

Gold Pieces — Worth 100 silver. Used for weapons, armor, rare items, noble transactions.

Platinum Pieces — Worth 100 gold. Rare. Used for estate purchases, high-end artifacts, massive transactions.

Academy Currency

At Aegis Academy (where future arcs will take place), they use a separate system:

Merit Points — Earned through achievements, exams, quest completions, tournament wins. Can be traded for rare techniques, exclusive skills, high-grade equipment, private training with masters.

Contribution Points — Earned through helping the academy, completing tasks, serving the student body. Used for standard supplies, library access, basic training resources.

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A Final Note:

This is the world we live in. These are the rules we follow.

Some of you reading this might be new to Aetheris. Some might have traveled here from other stories, other worlds. Wherever you come from, welcome. I hope this guide helps you understand our home a little better.

Now, if you'll excuse me, I have a trial to prepare for.

— Arthur Vale

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