In the wonderful world of Asteria, magic flowed through the air and the elements, enriching the land with an invisible but powerful force known as "Mana." Every inhabitant of Asteria possessed the potential to wield this mana and convert it into powerful spells. This remarkable ability, however, could only be harnessed by unlocking one's "Inner Mana Essence." This essence, a shard of mana containing a person's soul, was attached to their heart, granting them a continuous stream of mana throughout their body. With this, they could learn and practice spells, drawing mana from the air and using both their stamina and mana to cast these spells.
The world of Asteria was a land of magic and wonder, where the elements themselves bowed to the might of the Dragon Lords. These ancient beings, each with their unique powers and domains, shaped the very fabric of their realms. From the frigid north to the scorching south, Asteria was a tapestry of diverse landscapes, each reflecting the influence of its Dragon Lord.
Asteria comprised six continents, each overseen by a powerful Dragon Lord. These continents were the North-Frozen Valley of Nephilheim, West-Enchanted Forest of Luminus, South-Scorching Desert of Albion, East-City of Magic Lunareya, Center-Dead Man Walking (War-Torn Land), and to the North of Nephilheim, past the frozen sea, the mysterious Forbidden Continent.
Nephilheim: The Frozen Valleys
In the far north, under the eternal watch of Velathor, the Dragon Lord known as Blood Eclipse, lay Nephilheim. Though the youngest and weakest of the Dragon Lords, Velathor was the most respected, even by the mighty Vesperis. His powers could place any enemy in a trance, rendering them motionless and thoughtless. This ability made conflict rare in his icy domain.
Nephilheim was a harsh, frozen land where towering ice cliffs cast long shadows over vast snow-covered plains. The people here were hardy, their lives a testament to resilience and adaptation. Dwarves, known for their craftsmanship and resilience, and demihumans with their diverse abilities, lived here, their communities thriving against the odds. In Frosthold, the largest settlement built into the side of a glacier, the community thrived despite the biting cold. The Glacial Labyrinth, a network of ice tunnels and caverns, was said to hold ancient secrets and treasures, while the Silent Peaks, perpetually covered in snow, were home to mysterious ice creatures and ancient ruins.
Luminus: The Enchanted Forest
To the east, the icy expanse gave way to the lush, mystical forest of Luminus, ruled by Myridra, the Dragon Lord known as Aquarion. Without a physical body, Myridra was composed entirely of water, making them immune to damage. Their presence infused the forest with magic and wonder.
In Eldertree Village, nestled within the branches of the oldest trees, skilled herbalists and magic users lived in harmony with nature. Dark Elves, with their affinity for the forest's magic, and demihumans, especially beast people with their keen senses and agility, called Luminus home. The Shimmering Glade, a beautiful clearing where the forest's magic was most potent, was a sacred place for rituals and gatherings. By the Moonlit Lake, its waters glowing under the moonlight, visitors found serenity and rumored healing properties. The Whispering Woods and the hidden Fairy Groves were filled with enchantment, while Mystic Falls, with its enchanted waters, enhanced magical abilities.
Lunareya: The Great City
At the heart of Asteria lay Lunareya, a city of unparalleled innovation and cultural diversity, governed by Solaris, the Dragon Lord known as Luminaris. The oldest among the Dragon Lords, Solaris wielded light magic so powerful it could render even Vesperis useless. His magic was the main power source for the city.
The Grand Bazaar, the largest marketplace in Asteria, bustled with merchants from all over the land. The Citadel, seat of the ruling council, towered above the city, its spires a symbol of power and unity. In the Scholar’s District, knowledge flowed freely through libraries and academies, making it the intellectual heart of Lunareya. Humans, Dwarves, and demihumans coexisted here, their combined efforts driving the city’s advancements. Serpent’s Bay connected the city to the wider world, while the Enchanted Gardens offered a peaceful retreat. The Misty Hills surrounding the city were often shrouded in fog, hiding ancient shrines and hidden paths.
Albion: The Scorching Desert
To the south, Albion stretched out as a vast desert under the dominion of Placideux, the Dragon Lord known as Dracomancer. The strongest in terms of physical strength, Placideux wielded pure dragon magic, his power evident in the harsh landscape.
Sunspire Oasis provided water and shelter amidst the relentless heat, serving as a critical hub for trade and gatherings. The Sandstone Fortress, an ancient stronghold carved into the cliffs, stood as the main settlement and defense post. In the Mirage Fields, heat mirages played tricks on the eyes, hiding both dangers and treasures beneath the sands. Beneath the surface, the Crystal Caves glittered with crystals, their beauty and utility valued by the desert dwellers. Humans, Dwarves, and demihumans lived in Albion, alongside enslaved Elves, their lives intertwined with the desert's harsh environment.
Dead Man Walking: The War-Torn Land
At the center of Asteria lay Dead Man Walking, a land perpetually scarred by warfare. Drakonyx, the Dragon Lord known as Shadowcaller, ruled here with his mastery of summoning and necromancy. Though he had the potential to be the strongest Dragon Lord, his lack of interest in power struggles kept his true might in check.
The Iron Fortress served as the military headquarters for the dominant faction, while the Battlefield of Echoes, filled with remnants of past battles, was haunted by the spirits of fallen soldiers. The Armory, a massive repository of weapons and armor, supplied the ongoing war efforts. The Ashen Plains and the Blood River, stained red from countless battles, were grim reminders of the region's turmoil. The Crater, left by a powerful magical explosion, remained a dangerous and unstable area.
Ensure your favorite authors get the support they deserve. Read this novel on Royal Road.
The Forbidden Continent
Beyond the northern Frozen Sea lay the Forbidden Continent, a land shrouded in mystery and danger under the enigmatic Vesperis, the Dragon Lord known as Tenebris. Vesperis, the most complete Dragon Lord, was superior in both physical and magical strength, his power unmatched even by the strongest of his kin.
The Black Citadel, an ancient fortress said to hold dark powers and forbidden knowledge, stood abandoned and foreboding. The Shadowed Forest, dense and dark, was home to unknown creatures and ancient curses. The Lost City, ruins of an ancient civilization, lured adventurers with its traps and hidden treasures. The Misty Peaks and the Eternal Night, where it was perpetually night, added to the continent's eerie and dangerous allure. Demons, demihumans, and Dark Elves made this forbidden land their home, each adding to its mystery and danger.
Aetherion: The Arcane Enigma
Though seldom seen and often spoken of in whispers, Aetherion, the Dragon Lord known as Chronosphere, held sway over Asteria with unparalleled magical strength. Master of Spatial Time Magic, Aetherion’s presence was felt in the very fabric of reality, bending time and space to his will. His realm was an enigma, a place of secrets known only to those who could transcend the ordinary boundaries of existence.
In this world of Asteria, where the Dragon Lords held sway over their realms, the stage was set for epic tales of heroism and villainy, of ancient magic and new discoveries. And it was in this intricate web of lands and legends that our story began, with the awakening of forces that would shape the destiny of all who called Asteria home.
Cloudreach Citadel
High above the world of Asteria, drifting through the skies, was Cloudreach Citadel—the home of the Dragon Lords. This citadel soared so high that no mere human could reach it, as it required leaving the atmosphere and possessing sufficient mana to make the journey. It was here, within the lofty halls of the citadel, that Dragon Lord Vesperis found himself in a minor altercation with Dragon Lord Placideux.
"How am I supposed to have fun killing humans when there are none in my region?" Vesperis laughed, his eyes gleaming with malicious glee.
Placideux, visibly annoyed, retorted, "Did you forget you were once human too?"
Vesperis's expression darkened....
"Remember, you're only here because Tenebris allowed it. Otherwise, you'd be dying alongside your humans." Placideux added, his voice calm but firm.
"Is that what the old lizard told you? Let me make it clear—he gave up to save you guys!" Vesperis sneered as he stepped closer to Placideux.
"But don't worry," he continued, placing his right hand on Placideux's shoulder,
"my next goal is to continue where I left off!" Vesperis yelled as he walked away, his laughter echoing through the halls.
From the shadows, Dragon Lord Velathor spoke up, "You know he's right. Although you don't want to admit it, Tenebris knew what the outcome would be if he had refused."
Placideux sighed, a hint of frustration in his voice. "Yes, I know. And that's why we need to band together to stop him before it's too late."
Velathor shook his head, a wry smile on his lips. "Not me! I don't like fighting, so please don't involve me or my land, and we'll be okay!" he joked, trying to lighten the heavy atmosphere.
Both Dragon Lords walked away as the scene shifted its focus to Dragon Lord Myridra in the Enchanted Forest of Luminus.
"The lords are fighting again?" Myridra sighed, exhaustion evident in her voice. "They never learn, do they? Instead of fighting each other, they should be overseeing their lands before the humans mistreat them," she added with bitterness, her eternal hatred towards humans evident in her tone.
"Miss Myridra!" Bell, the fairy, yelled in alarm. "We have intruders in our forest!" she screamed, her voice filled with terror.
"Draconic Aqua Type 3 - Transformation, AquaKnight," Myridra incanted, summoning a Water-based warrior. "Please, my knight, go and dispose of these unwanted visitors, and report back after your mission's success," she commanded the AquaKnight.
The AquaKnight nodded abruptly and vanished into thin air.
As the knight disappeared, the scene changed, and now we find ourselves with our main character, Seymour Velaris, running through his village in Albion. He stumbled across a book called "The Magic of this Land" and decided to take a look inside. However, the shop clerk mistook his intentions and rushed towards him, causing Seymour to panic and flee with the book.
Running for some time, being chased, he found himself in the Mirage Fields—an area known for intense heat mirages that could deceive travelers and hide hidden treasures. Exhausted and overwhelmed by the heat, Seymour passed out.
It was in this precarious state that Seymour encountered Dragon Lord Placideux...
Mirage Fields
Amidst the scorching sands of the Mirage Fields, Seymour Velaris lay unconscious, the stolen book "The Magic of this Land" clutched tightly in his grasp. The heatwaves danced around him, distorting the air as if mocking his vulnerability. In this desolate expanse, time seemed to stand still, each moment stretching into an eternity under the relentless sun.
As Seymour's consciousness began to stir, a figure approached, casting a shadow over him. Opening his eyes, he beheld a man standing before him, his features noble and imposing. It was Dragon Lord Placideux, though in his human form, his presence still carried the weight of ancient power.
"Ah, another lost soul in my domain," Placideux spoke, his voice deep and resonant, yet strangely comforting. "What brings you to Albion, young one?"
Seymour scrambled to his feet, his heart pounding with fear and awe at the sight of the legendary Dragon Lord. "I-I... I didn't mean to intrude, sir," he stammered, his voice barely above a whisper. "I was just... I was just..."
Placideux regarded Seymour with a curious gaze, his eyes shining with an otherworldly wisdom. "You seek knowledge, do you not? Knowledge of the magic that courses through this land?"
Seymour nodded eagerly, his eyes alight with fascination. "Y-yes, sir! I want to learn. I want to understand all there is to know about magic!"
A faint smile played across Placideux's face as he looked upon the boy, sensing his pureness of heart and boundless innocence. "Very well, young one. But be warned, the path of magic is not without its dangers. It requires not only knowledge but also wisdom and discernment."
With a gentle touch of his hand, Placideux bestowed upon Seymour a gift—the Dragon's Sight, an ability to discern truth from deceit. "Take this gift, young Seymour," he said, his voice solemn yet kind. "With it, you will see the world with clarity and insight, a rare gift among mortals."
As Seymour accepted the gift, a newfound clarity washed over him, and he felt a connection to the very essence of magic itself. With Placideux as his guide, he was ready to embarked on a journey of discovery, delving into the mysteries of the arcane and unlocking the secrets of Asteria's ancient past.
But their encounter was brief, for Placideux received a summons from the Elder Dragons, and with a solemn nod, he bid Seymour farewell. Left alone amidst the shifting sands, Seymour knew that his meeting with the Dragon Lord was not merely chance but a turning point in his destiny. And so, with newfound determination, he set out on his own path, back to his village, eager to share his newfound knowledge and continue his quest for mastery over magic.