In short, my idea was that a mysterious attempt is made on the life of a noble or monarch using forbidden magical means. Everyone is under suspicion, and each kingdom demands a meeting between regions to place blame, or cover their tracks. Our characters would either be advisors, kings/queens themselves, spies, assassins, princesses/princes, military personnel, peacemakers, seers, etc.
As of right now, I just have a general idea of the worldbuilding-- but I do have the magic system +roles pretty much fleshed out. I'll enspoiler it below:
Spoiler
The Threads of Power - The Magic System
Astoriath is a realm where every person carries a Thread of Power woven into their souls at birth. These Threads manifest through the Five Paths of the Stars -- Breath, Blood, Sight, Mind, and Touch. No two Threads are identical, meaning how they reveal themselves depends on the person and their lineage. Some are born with their Thread dormant, others with it blazing.
Magic in Astoriath
Breath "The Voices of Life"
Practitioners of vocal manipulation, rhythm, languages, storms, and the infinite tongue
Common Occupations: Choral leaders, ship captains, heralds, peacemakers for kingdoms, translators.
Breath was the first path discovered, traced to the old Sea Tribes who tamed storms with their chants. In ancient times, kingdoms relied on "Windspeakers" to guide fleets of ships across oceans, and the harmony of choirs and sunshowers often sealed treaties. Breath magic is strong but considered "peaceful" compared to others. Practitioners are usually respected across borders because of their neutrality in beliefs. In coastal nations, a ship without a Voice aboard is considered cursed.
Blood "The Pulses of Flesh"
Practitioners of vitality, ancestry-threading, blood magic, and immortality
Common Occupations: Oathbinders, lineage keeper (protector of genealogies), immortalist for hire, kings/queens/ of royal blood.
Blood magic has always been associated with power and fear. In the Age of the Bloodied Thrones, rulers secured their kingdoms through lineage manipulation and binding ancestral spirits into their veins. Oathbinders became infamous for chaining entire villages to loyalty by blood pact, a practice that sparked angry uprisings across Astoriath. Rumors speak of Blood Immortalists and some Rulers who purchased eternity through horrible acts and sacrifices. Blood remains the most feared and politically dangerous Path. Royal families are expected to have at least one Blood practitioner to ensure succession.
Sight "The Eyes from Beyond"
Practitioners of vision-based magic, like illusions, light (sun) magic, and illustrated foresight.
Common Occupations: Seers/Oracles, sunpriests, judgers (for the kingdom's court), vision-scribes, spies.
Sight magic emerged in the Sun-Cities, where Seers guided civilization by documenting visions of rain, sun, and harvest. Over centuries, Sight was weaponized in courts. Judgers could see lies in trials, spies could see enemy movements, and foresight became sought after. Soon enough, great disasters followed false visions, leading to the murder of vision scribes in some kingdoms. Sight is still prestigious -- Sunpriests hold power in temples, and kingdoms rely on Seers during times of doubt. Though this is true, practitioners live under constant scrutiny. One wrong prediction can destroy credibility or worse, spark revolt. Many Sight practitioners hide their gifts.
Mind "The Wisdom Walkers"
Practitioners of thought-based magic: reading thoughts, memory sharing, metal manipulation, and amplifying or desensitizing emotions
Common Occupations: Memory-keepers (preserves history), therapists, royal advisors, interrogators
Mind magic first flourished in the mountain tribe of Kethan, where memory sharing created communal memory archives. When empires rose, rulers sought Walkers as advisors and interrogators. During the Great War, armies pulled back from Walkers, unraveling soldiers' confidence and instilling terror in generals and commanders. Today, some kingdoms outlaw unsanctioned Mind practice entirely, punishing "Thought Thieves" harshly. Status is thus split: in elite circles, they are valuable, but in villages, they may be pinned as manipulators.
Touch "The Gifted Hands"
Practitioners of power connections, transfer of magic, fire manipulation, healing, and disease/plague control
Common Occupations: Doctors, potion-crafters, executioners, military generals, could also have connections to royal bloodlines
Touch magic was once seen as a humble, practical Path: healing wounds, transferring warmth, purging disease. But when fire manipulation and plaguecraft were discovered, Touch became a weapon as well as a blessing. During the Great War, entire armies were burned alive by generals wielding fire through their fingertips. Touch is both beloved and feared. Touch practitioners are often elevated to military or royal status, and in some bloodlines, inheritance requires marriage to a Gifted Hand.
Astoriath is a realm where every person carries a Thread of Power woven into their souls at birth. These Threads manifest through the Five Paths of the Stars -- Breath, Blood, Sight, Mind, and Touch. No two Threads are identical, meaning how they reveal themselves depends on the person and their lineage. Some are born with their Thread dormant, others with it blazing.
Magic in Astoriath
Breath "The Voices of Life"
Practitioners of vocal manipulation, rhythm, languages, storms, and the infinite tongue
Common Occupations: Choral leaders, ship captains, heralds, peacemakers for kingdoms, translators.
Breath was the first path discovered, traced to the old Sea Tribes who tamed storms with their chants. In ancient times, kingdoms relied on "Windspeakers" to guide fleets of ships across oceans, and the harmony of choirs and sunshowers often sealed treaties. Breath magic is strong but considered "peaceful" compared to others. Practitioners are usually respected across borders because of their neutrality in beliefs. In coastal nations, a ship without a Voice aboard is considered cursed.
Blood "The Pulses of Flesh"
Practitioners of vitality, ancestry-threading, blood magic, and immortality
Common Occupations: Oathbinders, lineage keeper (protector of genealogies), immortalist for hire, kings/queens/ of royal blood.
Blood magic has always been associated with power and fear. In the Age of the Bloodied Thrones, rulers secured their kingdoms through lineage manipulation and binding ancestral spirits into their veins. Oathbinders became infamous for chaining entire villages to loyalty by blood pact, a practice that sparked angry uprisings across Astoriath. Rumors speak of Blood Immortalists and some Rulers who purchased eternity through horrible acts and sacrifices. Blood remains the most feared and politically dangerous Path. Royal families are expected to have at least one Blood practitioner to ensure succession.
Sight "The Eyes from Beyond"
Practitioners of vision-based magic, like illusions, light (sun) magic, and illustrated foresight.
Common Occupations: Seers/Oracles, sunpriests, judgers (for the kingdom's court), vision-scribes, spies.
Sight magic emerged in the Sun-Cities, where Seers guided civilization by documenting visions of rain, sun, and harvest. Over centuries, Sight was weaponized in courts. Judgers could see lies in trials, spies could see enemy movements, and foresight became sought after. Soon enough, great disasters followed false visions, leading to the murder of vision scribes in some kingdoms. Sight is still prestigious -- Sunpriests hold power in temples, and kingdoms rely on Seers during times of doubt. Though this is true, practitioners live under constant scrutiny. One wrong prediction can destroy credibility or worse, spark revolt. Many Sight practitioners hide their gifts.
Mind "The Wisdom Walkers"
Practitioners of thought-based magic: reading thoughts, memory sharing, metal manipulation, and amplifying or desensitizing emotions
Common Occupations: Memory-keepers (preserves history), therapists, royal advisors, interrogators
Mind magic first flourished in the mountain tribe of Kethan, where memory sharing created communal memory archives. When empires rose, rulers sought Walkers as advisors and interrogators. During the Great War, armies pulled back from Walkers, unraveling soldiers' confidence and instilling terror in generals and commanders. Today, some kingdoms outlaw unsanctioned Mind practice entirely, punishing "Thought Thieves" harshly. Status is thus split: in elite circles, they are valuable, but in villages, they may be pinned as manipulators.
Touch "The Gifted Hands"
Practitioners of power connections, transfer of magic, fire manipulation, healing, and disease/plague control
Common Occupations: Doctors, potion-crafters, executioners, military generals, could also have connections to royal bloodlines
Touch magic was once seen as a humble, practical Path: healing wounds, transferring warmth, purging disease. But when fire manipulation and plaguecraft were discovered, Touch became a weapon as well as a blessing. During the Great War, entire armies were burned alive by generals wielding fire through their fingertips. Touch is both beloved and feared. Touch practitioners are often elevated to military or royal status, and in some bloodlines, inheritance requires marriage to a Gifted Hand.
I'd love to know if anyone is interested in this! <3
