Arcane Ascension — Lorian Heights and the Serpent Spire
A shared world on Forge · by Forge
Magic needs a mark. At seventeen you are judged by the goddess in a chamber built to kill you, and if you live, a Visage burns an attunement into your body — placed where it likes, permanent, never your choice. Then Valian law hands you two years at Lorian Heights Academy, and the military after.
First-years are sorted by attunement into six divisions named for the God Beasts: Tiger, Serpent, Hydra, Phoenix, Tortoise, and Spider — which has no attunement requirement and whose students are sitting in the other five under their own names, reporting on everybody. Every division is scored on catching them, and a division that catches none loses two hundred and fifty points per member.
Five hundred points buy a second year. Finish high and you enter the Valian military as an officer over the people who finished below you. Everything is counted.
North of the Academy stands the Serpent Spire: floors that rearrange themselves, monsters, traps, logic puzzles, and the only reliable way to obtain an attunement you were not given. Climbers go in by parties of six. Contracts are posted in gold beside Climber's Court, the upperclassmen claim the good ones within the hour, and nobody has enough money, which is what the outfitters' credit is for.
This is Andrew Rowe's setting — his nations, his Visages, his Academy — in 412 AF, the year before Sufficiently Advanced Magic opens. You are an ordinary new student. Tristan Cadence vanished at his Judgment four years ago; his brother Corin and the rest of the novels' cast are still at home, a year from the Academy. Where sources disagree, the entries say less rather than guess.
Forking is on. Take it apart.
An attunement is a mark a Visage burns into your body at a Judgment, and it is the only way a human being works magic. No mark, no magic.
Each mark grants grey mana plus two mana types, and a third once its bearer reaches Citrine. It sits at one of seven sites (the mind, the heart, the lungs, either hand or either leg) and stays there for life. The goddess picks the site and nobody knows how. Hand marks are the commonest and the most public.
Valians are judged at seventeen. Nobody is offered a choice, and the mark you receive settles your division, your training and your military posting. A second attunement is possible and rare: another Spire's Judgment, harder than the first, or something found high in a climb.
Mana, Shroud and What Spending Costs
Magic is spent mana, and mana runs out. An attuned holds grey mana plus the types their mark allows and converts between them. Twelve base types sit in six opposed pairs: air and earth, fire and water, light and umbral, life and death, mental and perception, transference and enhancement. Pushing a type you cannot hold through your own body is mana poisoning.
From Carnelian upward an attunement wraps its bearer in a shroud, a barrier that turns a killing blow into a survivable one. A Guardian has one from Quartz. It draws on the same pool, so a long fight wears it thin. From Sunstone a shroud can be suppressed to look weaker.
Overusing one part of the body leaves a mana scar there, permanent and slow to recover. Overdrawing the mind or the heart can kill.
Two Years at Lorian Heights
Survive a Judgment and Valian law hands you two years at Lorian Heights Academy of Arcane Arts, just south of the Serpent Spire in Beaufort. It is not an invitation, and most graduates go on into the military.
Professor Edlyn meets the newly judged and does their paperwork. First-years are sorted by attunement into divisions named for God Beasts, and the division sets your instructor, training, quarters and uniform: a long grey coat whose coloured epaulets mark the division. Chancellor Wallace runs the school.
Everything is scored. Divisions set objectives, objectives pay points, and five hundred points buy a second year. Finish high and you enter the military at a better rank than your classmates. Finish low and the Academy is done with you.
The Academy
The Six Divisions
Lorian Heights sorts every first-year by attunement into divisions named for God Beasts, each with its own head, epaulet colour, quarters and opinion about what a student is for.
• Tiger, under Professor Ceridan. Elementalists. Offensive combat. • Serpent, under Professor Lyras Orden. Shadows and Diviners. Reconnaissance. • Hydra, under Lord Jonathan Teft. Shapers. Personal combat. • Phoenix, under Doctor Tordrin. Menders and Enchanters. Support. • Tortoise, under Lieutenant Talon. Summoners, Guardians, Soulblades. Defence and battlefield control. • Spider, not sorted by attunement: its students sit in the other five, pretending to belong.
Nobody picks. The mark picks, and the division decides who trains you and whose rivalries you inherit.
Spider Division
Spider Division trains infiltration and sabotage. It has no attunement requirement and no classroom of its own: its students are enrolled in the other divisions under their own names, wearing the right epaulets, and reporting on everything they see.
So every division is scored on counter-intelligence. Report a Spider with evidence and your division gains up to a hundred points. Accuse the wrong classmate and it loses up to a hundred. A division that finds no Spiders all year loses two hundred and fifty points per member, half the five hundred a second year needs.
A first-year works out within a week that the friendly one who asks good questions may be filing them, and that saying so aloud is a bet with everyone's points.
Tiger Division
Tiger Division takes the Elementalists and teaches them to end fights. Professor Ceridan runs it and teaches the Elementalists' course, on the understanding that an Elementalist's job is to apply more force than the problem can absorb.
Elementalists start with fire and air and gain water at Citrine, and they combine fire and air, steadied with a little grey, into lightning. Lightning is their signature and the duellist's favourite, because it is too fast for most attuned to defend against. Fire covers ground; lightning ends duels. Elementalists are often called the most potent offensive attunement and the least versatile.
They are also the division everybody else trains against, because an Elementalist at range is the standard problem a Valian officer is expected to solve. Tiger obliges cheerfully.
Serpent Division
Serpent Division takes the Shadows and the Diviners and trains them in reconnaissance: find out, come back, tell someone who can act on it. Professor Lyras Orden runs it, and is the instructor most likely to mark a student down for having been seen.
Shadows work umbral and enhancement mana, with death at Citrine, and go where they are not supposed to be. Diviners work mental, enhancement and water: they read what is there and what was there, and the military uses them to spot Shadows on a battlefield. Neither is built to win a straight fight, and the curriculum is arranged around the fact that they should not be in one.
Serpent students are the ones the other divisions suspect first when a Spider is being hunted. Being trained in not being noticed makes every denial sound exactly like the thing a Spider would say.
Hydra Division
Hydra Division takes the Shapers and teaches personal combat. Lord Jonathan Teft runs it, a blond Valian noble with a hand-marked Shaper attunement and an Enchanter one besides. He is eccentric, devout and a rules-lawyer, and he runs the Academy's Dueling class.
Shapers work earth and enhancement, with perception at Citrine, and combine them into density mana. In practice that means making and hardening matter: a crude weapon at Quartz, whatever the moment needs by Citrine. A Shaper's advantage is that they arrive with nothing and are armed by the time they reach you.
Hydra drills are physical in a way other divisions' are not. Teft's position is that a Shaper who has to think about what to make has already lost, and his duels are built to find out whether a student has stopped thinking about it yet. He will also put his own shroud over a student who is about to be badly hurt.
Phoenix Division
Phoenix Division takes the Menders and the Enchanters and trains them in support. Doctor Tordrin is in charge of it. Professor Edlyn, who meets every new student at orientation, teaches its first enchanting lessons.
Menders work life, earth and water and put people back together, which makes them the most protected students in the Academy and the most resented in a duel: a Mender on the other side means the fight you thought you had won is still happening. Enchanters work transference and mental mana, with light at Citrine. They build: runes carved into objects and fed mana, so the work is done beforehand and the item does it later.
Phoenix is the division whose value is measured in other divisions' results.
Tortoise Division
Tortoise Division takes the Summoners, the Guardians and the few Soulblades, and trains defence and battlefield control. Lieutenant Talon runs it, a serving officer rather than a professor, which tells a student most of what the division is about.
Guardians work enhancement and life, with earth at Citrine, and combine them into protection mana. Their art is the shroud: thickening it, extending it, holding it over somebody else while being hit. Summoners work air and transference, with life at Citrine. They make consensual contracts with monsters and call up copies of them, called figments. A Soulblade binds a contracted monster into an item instead.
Talon drills Tortoise like a unit rather than a class. Its Guardians spar with half the Academy.
Points, Objectives and the Five Hundred
Five hundred points admit you to a second year. Fewer than that and the Academy is done with you, whatever your attunement and whoever your family are.
Points come from the yearly objectives each division sets: examinations, expeditions, duels, assigned work, and whatever a given instructor has decided is instructive. They also come off. A division that catches no Spiders loses two hundred and fifty points per member, and a bad accusation costs up to a hundred.
Standings are known. Students track their own totals obsessively and each other's approximately, and the gap between the two is where most of the Academy's politics happen. A high finish is not just permission to continue: graduates who score well enter the military at a higher rank, so two numbers on a first-year ledger decide who commands whom for years.
The system is openly designed to make classmates into competitors and then grade them on cooperation.
Dorms, Uniforms and the Shield Sigil
The Lorian Heights uniform is a long grey coat with coloured epaulets that mark the division. A student out of uniform, or in a coat without epaulets, is either a visitor or making a point.
Every student is issued a shield sigil: a silver pin the size of a coin, enchanted with basic protection against spells. It recharges about once a week, so a student who spends it on Tashday has nothing on Vasday unless the charge went in class or an examination.
Quarters differ by division, and every dorm has a dorm chief, an older student who keeps order. Dorm rooms can hold lingering enchantments for security, which Enchanters notice first and everyone else learns about the hard way. Privacy is scarce and gossip is fast. A duel's result, a visit to the Menders, an unexplained absence: all of it is known within a day.
Instruction and Combat
Duels
Duelling is the Academy's great pastime as well as its instruction. There is an elective Dueling class under Lord Teft, dueling teams, and year-end examinations supervised by second-years. A duel is fought with shrouds up, which is what makes it survivable: the barrier turns a strike that would kill an unattuned into something a Mender can repair.
That does not make it safe. Shrouds thin under pressure, and the standard way to win is to outlast somebody's barrier rather than pierce it. Each shield sigil absorbs one more spell.
Matchups are the whole conversation. An Elementalist wants range, and lightning is too fast for most attuned to block. A Shaper wants the distance closed. A Guardian wants the fight to last. A Mender ruins everyone's arithmetic. Students who treat duels as a test of raw power lose to students who treat them as a test of preparation, which is the lesson the Academy is actually teaching.
The Practice Rooms
The practice rooms are where most of a first-year's magic actually happens: enclosed, warded, and designed to be wrecked. Students book them, fight in them, exhaust themselves in them, and discover their own limits somewhere they can be carried out of.
The rooms exist because the alternative is learning your limit in the Spire. A student who spends to collapse in a practice room wakes up embarrassed. A student who does it on a floor does not necessarily wake up. Instructors push students to the edge indoors so the edge is known before it matters.
They also teach the other limit. Driving mana through one part of the body, day after day, scars it: recovery there slows, conversion gets harder, and growth stalls. A student who trains only through their marked hand is building strength and damage together, and the instructors can tell which one is winning.
The Instructors
A first-year's experience of the Academy is largely their own division head's temperament, applied daily for two years.
• Professor Ceridan, Tiger. Offensive combat. • Professor Lyras Orden, Serpent. Reconnaissance, and grading on whether a student was noticed. • Lord Jonathan Teft, Hydra. Personal combat and the Dueling class. • Doctor Tordrin, Phoenix. Support. • Lieutenant Talon, Tortoise. A serving officer who drills a class as a unit.
Above them are Chancellor Wallace and her vice chancellor, Lieutenant Commander Jack Bennet. Beside them are the course teachers every student meets: Edlyn, Vellum, Conway and the legendary Meltlake.
The heads are not neutral. They compete through their students, trade favours in points, and set examinations that show their own division well.
Academy Expeditions
The Academy sends students into the Serpent Spire on purpose. Expeditions are sanctioned, supervised, scored, and the fastest way for a first-year to move their point total, which is precisely why they are also where first-years get hurt.
A sanctioned expedition means a party of no more than six through Climber's Gate, a stated objective on a stated floor, an instructor's approval, and a Return Bell for every member. The floors shift, so a route out is a thing you carry rather than a thing you remember.
Points are awarded for the objective, not for heroics, and withdrawing on schedule with the objective incomplete costs less than most students believe. Lars Mantrake's lecture to new climbers puts it bluntly: a Quartz has no business climbing the tower. First-years go anyway, low and in groups.
Unsanctioned climbing is a separate matter and is punished as one.
Student Enchanting and Commissions
An Enchanter at the Academy has something every other student wants and no money. This arrangement produces the campus economy.
Students commission work constantly: a rune repaired, a recharge rune fitted so an item stops needing an Enchanter, a capacity rune so it stops overfilling, an activation changed from mana to motion. The standard curriculum teaches only single-use, one-rune items. A permanent item needs at least three runes, so a first-year who can make one is worth knowing.
The work is real and so is the liability. A badly cut rune fails under load, and under load means in a duel or on a floor. A recharge rune with no capacity rune behind it keeps drawing until the item overfills and explodes in its owner's hand. Enchanters with a reputation for sloppy work lose the commissions, and the ones with the opposite reputation discover that half the Academy wants something by Fersday.
The Military Obligation
The two years are a pipeline. Valia requires its newly attuned to attend Lorian Heights, and the ordinary destination afterwards is the Valian military. Service there runs four years.
Rank on entry is set by Academy performance. Graduate with a high score and you begin as an officer over people who finished below you. Graduate scraping the five hundred and you begin under them. The gap does not close quickly, which is why a first-year argument about points is never only about points.
Valia's army is known for carrying the latest enchanted gear, and its Dragon Division takes the Diviners and the other information attunements into military intelligence. Attunements are a national interest, not a personal gift. The Council of Lords treats its attuned citizens as strategic strength, and a seventeen-year-old who survives a Judgment has in effect enlisted by surviving it. The ceremony is religious. The paperwork is not.
Magic in Practice
Attunement Levels: Quartz to Emerald
An attunement grows through levels named for the colour of its aura: Quartz, Carnelian, Sunstone, Citrine, Emerald. Each holds about six times the mana of the one below.
Carnelian brings the shroud. Sunstone lets the attuned suppress it to look weaker. Citrine adds a third mana type.
Lars Mantrake's rule of thumb for climbers: a Quartz has no business in the tower, Sunstone is where most climbers stop, Citrines are veterans, and Emeralds are so rare the stories disagree. Perhaps one or two hundred live on the continent. Sapphire, above Emerald, is argued for and never shown, though the Visages are thought to be at least that strong.
Your level shows in your shroud's colour, and people read it before they talk to you.
Mana Types and Dominions
Mana comes in types, and which ones you hold is decided by your mark rather than by preference.
There are twelve base types in six opposed pairs: air and earth, fire and water, light and umbral, life and death, mental and perception, transference and enhancement. Everyone attuned also carries grey. Every Valian attunement has a primary and a secondary type from the start and a third at Citrine, and it combines the first two into a compound. Guardians make protection, Elementalists lightning, Menders wood, Shapers density, Summoners travel, Shadows void, Enchanters acuity and Diviners memory.
Transference holds the dominion of motion and enhancement that of stability. The mind produces mental mana whether or not you can use it, so an attuned who cannot work mental mana converts it into something they can. All of this runs through the body, which is why handling the wrong type carelessly is a medical problem.
Runes and How Enchanting Works
A rune is a mark carved into an object and charged with mana. Cut it correctly, charge each rune within its stability window, and the object does the work later. Living things cannot be enchanted.
Runes come in four kinds. A function rune decides what the item does. An activation rune decides what sets it off: mana spent into it, motion, or a thought. A recharge rune lets it refill from its surroundings. A capacity rune limits how much it holds, because recharge without capacity overfills the item until it explodes. A permanent item needs at least three runes; the Academy's standard course teaches single-use items with one.
No Enchanter holds every type. The ways around that are mana crystals and shells, runes built to hold somebody else's mana. Both mean moving mana through yourself, with mana poisoning as the price of doing it badly. Disenchanting drains one rune to charge another.
Climbing Gear and Return Bells
Nobody climbs with what they happen to be carrying. A Spire party equips first, and the single most important item is the thing that gets them out.
A Return Bell teleports its holder out of a Spire in an emergency. It needs a Spire's mana density to work, so it is useless anywhere else. An Escape Bell is the upgrade, at five hundred silver: it works in some other high-mana places and can beat low-to-mid teleport-blocking wards. The Spire rearranges itself, so a party whose plan for leaving is the way they came has no plan.
Beyond that: mana crystals, to supply types nobody on the team holds. Defensive sigils, starting with the school's shield sigil; a Phoenix Sigil recharges in about an hour. A mana watch, which shows its wearer their own mana as a fraction. Mending supplies, food and water, since a climb is measured in days. Equipment is bought, so a climb has a cost before it has a reward.
Ranks Within a Level
Levels are coarse, so power inside a level is divided into ranks lettered E up to A, with A the strongest. A Carnelian E and a Carnelian A are both Carnelian and are not remotely the same problem in a duel.
Ranks are linear in mana. A newly judged student is usually C-rank Quartz, with about twenty-four mana to spend safely. Each level holds about six times the last, so a Sunstone E has roughly six times a Carnelian E's mana. A person with two attunements, or marks in two places, can hold different ranks in each.
Ranks do not usually grant new abilities; levels do. Spells and enchantments are ranked the same way, and casting above your own rank costs far more mana and can empty you or do harm. Students who have been at the Academy a few weeks stop talking in levels and start talking in level and rank.
Mark Placement
A mark's placement sets how its bearer casts. Any attuned can use other methods, but spells sent through the mark itself are stronger, and the site regenerates mana faster.
• Hand: gesture through the marked hand. Fast and general, and the commonest site. • Leg: deliver the spell by touch. As fast as a hand and very accurate, but melee only. Guardians favour it even with marks elsewhere. • Lungs: spoken incantation. Slower, but the voice spreads mana over an area, which suits warfare. • Heart: mana drawn through the whole body and out both hands. The strongest single-target spells, and the most dangerous to cast. • Mind: spells worked inside the caster's own body, with no gesture or word.
The goddess chooses the site, and nobody knows how. A mark on the hand is public. A mark on the torso is something you can decline to discuss.
Specializations
An attunement can specialize. Concentrate on one mana type for long enough and the mark grows an extra line, skews its generation toward that type, and sometimes gains a power to match, most often a variant shroud. A lightning-specialized Elementalist wears a lightning shroud without thinking about it.
The cost is flexibility. For an attunement built on range, such as the Elementalist, narrowing it is usually counted a loss. For Summoners and Soulblades, specializing in a type their contracts supply is counted strictly worse, because a lost contract takes the specialty with it.
Specialization is still how a crowded field stops being interchangeable. The Academy has thousands of students and a handful of attunements between them, so a student's real identity on a climb is not "Elementalist" but whichever Elementalist they have decided to be. Teams are assembled around this.
Restricted and Ascended Attunements
Some attunements are restricted: Abjurer, Arbiter, Chronomancer, Hierophant, Necromancer, Paladin and Sovereign among them. Most are thought to come from the hidden Spider Spire, whose climbers remember nothing of it. Holding one is a legal condition as much as a magical one, and Valia records what its attuned are.
An ascended attunement is an ordinary one taken a step beyond its category. The only one on record is the Invoker, ascended from the Summoner. An Invoker draws power straight from their summoned monsters and takes on their traits, stone skin and wings among them. Warren Constantine believes the Unclaimed Spire hands out ascended attunements.
Both are reasons the Academy's paperwork is not merely bureaucratic. A student whose mark turns out to be something other than what was written down at orientation is not having an academic problem.
Your Year
412 AF: An Ordinary Student
The year is 412 AF. You are one of this year's newly judged: an ordinary seventeen-year-old with a fresh mark, no reputation, and two years at Lorian Heights ahead of you. Nobody at the Academy knows your name yet.
The story belongs to you and the students around you. The young people the novels follow are not at the Academy this year: Corin Cadence, his sister Sera, Patrick Wayland and Marissa Callahan are still at home in Hathridge, a year from their own Judgments, and the swordsman Keras Selyrian is nobody Beaufort has heard of.
The Cadence Heir
Four years ago, in 408, Tristan Cadence, the heir of House Cadence, went into the Serpent Spire for his Judgment and did not come out. It is still the story Beaufort tells the night before a Judgment, because it is proof that the test chamber can kill and that a good family is no protection.
That is all anyone knows. A talented noble son walked into his Judgment and was never seen again. The Spire does not return bodies and keeps no records, and House Cadence has said nothing useful in public. Theories are a Beaufort pastime; facts are not available.
He was engaged to Yunika Lambert of House Lambert, a year older than him and an old friend of the family.
His younger brother Corin, now sixteen, is at home in Hathridge and will stand for his own Judgment next year.
Students You Will Meet
The students at Lorian Heights in 412 are not the ones the novels follow. Some names worth knowing, all of them at the start of their Academy careers:
• Katherine Winters, Kathy to friends, an Enchanter, and Jordan Jaldin of House Jaldin, a Mender. Both are in your own intake. • Curtis Maddock, a Phoenix Mender who climbs higher than first-years are advised to. • Jeremy Jaldin, Jordan's brother and his house's heir, a Shaper with an unusually deep mana pool. • Tyler Sanctum of House Sanctum, a Spellsinger who works in sound, and Matthew Coin, an Elementalist with an air-specialized mark. • Vernon Tenson, a Guardian in enchanted armour behind a tower shield; Sandra Stone, a Summoner with many contracts; Micha Sawyer, a Diviner.
They are rivals and teammates, not a cast with a script.
The Serpent Spire
The Serpent Spire
The Serpent Spire stands in Beaufort, Valia, with Lorian Heights Academy just south of it. It is one of the towers the goddess Selys made, and the only public source of attunements: each Spire grants its own eight.
Nothing inside stays put. Rooms and floors move constantly, every ten floors share a theme, and monsters and treasure restock from a source nobody has found. Monsters leave mana crystals. Treasure rooms hold items and books.
Delvers go in for loot, climbers go in for the top, and the judged go in once for a mark. Reaching the summit is said to earn a boon from the gods. Nobody has done it in centuries.
Seiryu, the God Serpent, lives inside. So, by Valian teaching, does the Visage Tenjin.
Climber's Gate and the Party of Six
The attuned go back into the Spire through Climber's Gate, and the floors beyond it are much more dangerous than anything met at a Judgment. A Return Bell is the standard way out.
After Judgment almost everyone climbs in a party, and the number is six. A larger group is said to anger the Visage or the Spire itself. The last kingdom to invade a Spire was Feria, and the Visage Kerivas flattened it within the day. Feria is not a nation any more.
Six is therefore the unit the whole culture of climbing is built around. Teams are assembled to cover six roles, and an argument about a climb is usually about which of seven friends stays behind. Past the Gate there is no authority, no record of where you went, and nothing that notices you are in trouble.
The Shifting Floors
The Serpent Spire's rooms and floors rearrange constantly, so the map in your head describes somewhere that no longer exists. Climbers navigate by floor number and theme instead: every ten floors share one, and the band you are in tells you what to expect.
A room is a monster to survive, a trap to notice first, or a puzzle to reason out, and puzzles are why a party brings somebody who thinks as well as somebody who hits. Secret rooms and vaults exist. Some monsters drop mana crystals when they die; not all of them do.
Mizuchi, the Spire's roaming guardian, goes wherever the Visages send her, so no floor is safe from her by rule.
Judgment
A Judgment is a test inside a Spire, entered through its Gate of Judgment, and passing it is how a person gains an attunement. It is scaled to the entrant and capable of killing them. Valia judges at seventeen; Edria and Dalenos far younger.
In the Serpent Spire it begins in a landing room of pedestals, runs through trials such as the Room of Valor, and ends at the attunement fonts. A presence called the Voice of the Tower speaks to candidates along the way.
Anyone with the money can apply, and the fee is high. You may take only one Judgment per Spire in your life, and each later one at another Spire is harder. Nobody chooses the mark. The goddess assigns it and its site, and a candidate who hoped for Mender and came out Shadow has been told what their life is now.
Climber's Court
Climber's Court is Lars Mantrake's magic-item shop, the place a Lorian Heights party spends its money before it earns any. Mantrake was a Citrine climber until he lost a leg in the Spire and his attunement with it. He keeps the enchanted axe Mavely within reach and lectures new climbers whether they asked or not.
The shop sells what a climb consumes: mana crystals for types nobody in the party holds, enchanted items, Return Bells and the better Escape Bells, defensive sigils, mending supplies. An Adventurer's Security Bag runs two hundred silver; Planelock Boots, four and a half thousand.
In this world the name has spread to the street around the shop, where the outfitters' row, the assay counter and the contract board stand. Prices move with what is being found on which floors, and a merchant who likes you will tell you what the party ahead of you bought.
What the Spire Pays
Climbing is not a hobby and not entirely a duty. The Spire pays, which is why people keep going in after watching other people not come out.
It pays in mana crystals from the monsters, in enchanted items and books from treasure rooms, and in things nobody on Kaldwyn can manufacture. It pays in points, when the climb was sanctioned and the objective met. Rarely and enormously, it pays in a second attunement, found high in a climb rather than handed out at a Gate.
Against that: equipment bought up front, mana spent and slow to return, and a failure mode in which the party is never found. The Spire does not return bodies. At the very top, the stories say, the gods grant a boon to whoever arrives. Nobody alive has collected it.
Seiryu
Seiryu is the God Serpent, the God Beast and guardian of the Serpent Spire. It has ice abilities and an association with nature, and it is large past the point of comparison: its eye alone is about three times a person's height, its scales azure and shield-like. It is the sort of size you count in floors, not feet.
Its daughter Mizuchi, called Hero's End and the Guardian of Secrets, is the Spire's roving guardian. She is a water serpent about a city block long, with scales the size of castle doors, an Emerald aura, breath attacks of water and lightning, and a Summoner's abilities. She guards no single floor and goes where the Visages send her.
Valians regard God Beasts as dangerously powerful monsters, not objects of worship. East Edria treats its own almost as a Visage, which Valians find hard to understand.
The Contract Board and Buying on Credit
Work is posted. The board at Climber's Court carries contracts, each naming a floor band and a price in gold: a room, a thing to retrieve or kill or count.
The standing rates: sixty gold inside the first five floors, three hundred for six to ten, fourteen hundred for eleven to fifteen, and more above that than a first-year should be reading. A posting comes down after about five days, because by then the room it names has moved. Upperclassman parties claim the good ones within the hour.
Nobody starts with enough money. The outfitters extend credit, four hundred gold being the ordinary line for an enrolled student, and they do not forget. Clearing a tab takes a payment that says so; buying a second bell does not pay down the first.
Rough prices for a party doing its sums: a mana crystal eighteen to forty gold, a mana shell from fifty-five, a Return Bell eighty, a mending kit twenty-five, a pack and rations twelve. A rune repair runs four to fifteen, a capacity rune fitted thirty-five, a decent enchanted item four hundred and fifty. Enchanters settle their debts in work as often as in coin.
The board, its gold prices and the credit line are this world's own machinery, run by the server. The books themselves price things in silver.
Kaldwyn, Gods and the Powers
Valia
Valia is the eastern coastal power of Kaldwyn and the nation this world sits inside. A queen rules it with a Council of Lords, and the Visage Tenjin advises both. Its colours are blue and white. Its capital is Estermark, one of the oldest cities on the continent; Beaufort, built around the Serpent Spire, is among the largest.
Valia is known for magical research and enchanted infrastructure. Its major cities sit under barrier domes against the weather, its nobles have enchanted baths, and its military carries the latest enchanted gear.
Its attuned are a national asset: Judgment at seventeen, two years at Lorian Heights by law, then service. Dalenos lies to the north, Edria to the south, and Caelford, far west, is its ally.
Beaufort
Beaufort is one of the largest cities on Kaldwyn, built around the Serpent Spire, with Lorian Heights Academy just south of the tower. Every scene that is not in the Academy or in the Spire is probably here.
It is a city organised around a tower. Climber's Court outfits the parties going in, the trades that supply it supply everything else, and the cross-continental railroad runs from here all the way west to Westbridge in Caelford. Thousands of Academy students spend their off-hours and their commission money in town, so a good part of Beaufort's economy is seventeen-year-olds with new magic and poor judgement.
It is also where the Academy's rules stop. A student in Beaufort is a citizen in a city, not a first-year under an instructor, which is why most of the interesting trouble at Lorian Heights happens off the grounds. Valian authority is present and attentive, but it is not the authority that counts division points.
The Six Visages
The Visages are six aspects of the goddess Selys, each tied to a Spire and the attunements it grants.
• Tenjin, Inspiration. Valia's, adviser to its queen and Council, resident in the Serpent Spire. • Katashi, Valor. Rules Dalenos directly from a great cathedral. • Ferras, Creation. Caelford's; works beside its engineers and dresses like a citizen. • Melkyr, Resilience. Patron of Edria, with the Hydra Spire. • Kerivas, Law. Edria's second Visage, who destroyed Feria. • Wydd, Forbidden Knowledge. Tied to the hidden Spider Spire; location unknown.
They are believed to be at least Sapphire and to hold every attunement there is. Selys is worshipped by every major nation. Her enemy, the Tyrant in Gold, is believed to rule the world beyond Kaldwyn.
Tenjin, Visage of Inspiration
Tenjin is the Visage of Inspiration, patron of Valia, and resides in the Serpent Spire. Of the six, Tenjin is the one a Valian student has a genuine relationship with, in the sense that the Visage is a few floors of stone away and advises the queen and the Council of Lords in person.
Inspiration as a focus fits the nation that claims it. Valia's reputation is magical research and development, and its patron's domain is the act of working something out. An Academy full of students taught to reason through puzzles rather than hit them is not a coincidence.
The Serpent Spire's eight attunements are Tenjin's: Diviner, Elementalist, Enchanter, Guardian, Mender, Shadow, Shaper and Summoner. Every mark burned at Lorian Heights' doorstep is, in Valian teaching, Tenjin's decision.
Kaldwyn and the Four Powers
Kaldwyn is the continent, and four powers divide it.
• Valia, on the east coast. Magical research. The Serpent Spire. • Edria, the largest, across the south. The strongest army, imperial ambitions, and two Spires: Hydra in the west and Phoenix in East Edria, the former Kelridge. • Dalenos, across the north. A theocracy under the Visage Katashi. The Tortoise Spire. • Caelford, on the far west coast. Engineering, firearms, trains. The Tiger Spire.
The last real war was the Six Years War, about sixty years ago: Edria against Dalenos, with Valia and Caelford on Dalenos's side. Edria took Kelridge anyway, and everyone has been bracing for its next attempt since. In the middle of the continent lie the Unclaimed Lands, monster country that nobody rules.
The Six Soaring Spires
Selys made the Spires, each with a Visage's eight attunements and a God Beast, and Lorian Heights names its divisions after their beasts.
• Serpent, Beaufort, Valia. Seiryu. Rooms move constantly; ten-floor themes. • Tiger, near Westbridge, Caelford. Byakko. Rooms stay put for long periods; deadly scenario floors. • Tortoise, Dalenos. Genbu. Least explored, since entry takes a long interview rather than a fee. • Hydra, Kassel, West Edria. Orochi. Eight branches; combat in every challenge. • Phoenix, East Edria, reached through Yilan. Suzaku. Elemental puzzles. • Spider, location unknown. Arachne. It erases climbers' memories of their visit, and the days either side.
A seventh, the Unclaimed Spire, stands in the Unclaimed Lands: perfectly symmetrical, one locked door, no known Visage. Some say it grants ascended attunements.
Wydd, Visage of Forbidden Knowledge
Wydd is the Visage of Forbidden Knowledge, and the only one of the six whose location nobody knows. Wydd's Spire is the Spider Spire, whose God Beast is Arachne and whose climbers come out remembering nothing of it.
Wydd encourages people to discover forbidden knowledge and forbids them to spread it. Most restricted attunements are thought to come from that hidden Spire, so the marks Valia records and controls most closely are, in a sense, Wydd's.
The category is the problem. Forbidden knowledge is forbidden by somebody, which puts Wydd's domain in standing argument with every government on Kaldwyn. No nation claims Wydd as patron, though Wyddsday, the last day of the six-day week, carries Wydd's name. Students joke about Wydd. Not loudly.
Reference
Reference: The Attunements
The Serpent Spire's eight attunements, and the two other marks a Lorian Heights student is most likely to meet. Mana is primary, secondary, then the third type gained at Citrine, followed by the compound the attunement makes.
Spider Division is not on this list because Spider is not an attunement.
Levels, in order: Quartz, Carnelian, Sunstone, Citrine, Emerald, each about six times the last. Ranks within a level run E up to A. Carnelian grants a shroud, Sunstone lets you suppress it, Citrine adds a third mana type. Sapphire is argued for and never shown.
Mana crystals are classed by the same ladder: class 1 holds Quartz amounts, up to class 6 for Sapphire.
This is a reference page. It has no keywords, so it never enters a scene's context.
About This World
This world is built on Andrew Rowe's Arcane Ascension: his continent, his nations, his Visages, his Academy, his cast. The books are his. This is a setting sheet for playing in them, and anyone who likes what is here should go and read Sufficiently Advanced Magic.
It was checked line by line on 2026-10-10 against a sourcebook drawn from the books' appendices and the series wiki. Where those two disagreed, the appendices won. Where both went quiet, the entries say less rather than guess: which student's mark sits where, where Climber's Court stands in Beaufort, which Edrian spire Kerivas belongs to, and what a Valian coin is worth.
Three things here are this world's own, not Rowe's. The contract board, its prices in gold, and the outfitters' four-hundred-gold credit line are machinery the server runs for play; the books price things in silver and give no exchange rate. The name Climber's Court is stretched from Mantrake's shop to the street around it so the board has somewhere to hang.
What it is not: a plot summary, and not a spoiler sheet. The world is set in 412 AF, a year before Sufficiently Advanced Magic opens, and you play an ordinary first-year. Tristan Cadence has been missing for four years. Corin, Sera, Patrick and Marissa are still at home in Hathridge, a year from their Judgments, and Keras Selyrian has not come into anyone's story. The students around you are the ones the books meet later as upperclassmen. Where the books go from there is the books' business.
Forking is on. Rename a division, move the Spire, put your own characters in the corridor. The entries are here to be taken apart.
Academy Life
Chancellor Wallace and Vice Chancellor Bennet
Chancellor Wallace is in charge of all university activity at Lorian Heights. Her vice chancellor is Lieutenant Commander Jack Bennet, a former military commander, and his title is a fair summary of what the Academy is for.
Between them they sit over the division heads, the points ledger and the discipline that follows a bad accusation or an unsanctioned climb. A first-year meets them rarely, and usually for a reason.
Below them the Academy runs on its division heads and its course teachers. Above them sits the Valian state, which wants officers at the end of two years and has the Council of Lords to say so.
The Course Teachers
Beside the division heads, a first-year meets the course teachers.
• Professor Edlyn greets the newly judged, does their paperwork, and teaches early Mana Manipulation and Enchanting. • Professor Blanche Vellum, very old and sharp-tongued, teaches permanent enchantment. • Professor Conway, a Guardian, teaches the Attunements class. • Professor Vestan teaches Introductory Runes. • Professor Saito, young, casual and from Dalenos, teaches Attunement Optimization. • Sir Tanath, a Summoner of the Soaring Wings, teaches the elective Monster Hunting. • Lady Anette Haven, in her twenties, in a white suit with a rapier at her belt, teaches the elective Alternate Magic Sources. Her clothes hide any mark she has.
General Magic Theory belongs to Professor Meltlake.
Professor Meltlake
Professor Meltlake teaches General Magic Theory and is the most dangerous person most first-years will ever sit in front of. She is Lady Antonia Hartigan of House Hartigan, an Emerald A-rank Elementalist with a fire specialization and a hand mark.
The name replaced her own after a famous duel in which she is supposed to have set a lake on fire. She walks with a cane because of an old leg injury, and the cane is rumoured to do more than hold her up.
She is Derek Hartigan's aunt. Students who mistake her lecturing manner for gentleness learn otherwise.
The Divinatory and Researcher
The Divinatory is Lorian Heights' archive, a library with a restricted section that most students never see. Its keeper is Researcher, a summoned knowledge elemental who serves as a living catalogue.
She looks nearly human: blue skin, brown hair, a tailored suit. She knows where everything is, answers what she is permitted to answer, and declines the rest politely and completely. Getting into the restricted section takes permission. Getting her to volunteer something takes the right question.
For a student chasing a rumour about a restricted attunement, a missing climber or what lies beyond Kaldwyn, the Divinatory is the first place to look, and Researcher is the first person to persuade.
Dragon Division
Dragon Division is not one of the six divisions a first-year is sorted into. It is the military intelligence arm the information attunements feed, Diviners at least, and a Serpent graduate who reads people well may find it waiting after the two years.
Who leads it is not public. What it does is the same work Serpent Division drills, with real consequences: find out, come back, and tell the people who can act. Spider Division's habits are, in a sense, its entrance exam run backwards.
The Academic Year and the Six-Day Week
Kaldwyn's week has six days, each sacred to a Visage: Tashday, Kyrsday, Fersday, Tensday, Vasday and Wyddsday. Wyddsday is the weekend, with no classes. Months are thirty days, twelve to a year, and years are counted AF, After the Founding of Edria.
The Academy year runs two semesters with a winter ball between them. A first-year week is physical training every morning, then lectures and electives. Dueling, one of the electives, falls on Vasday.
Dueling teams compete through the year, and year-end examinations are supervised by second-years. Students who finish their two years can stay for a third and beyond.
The Wider Continent
Caelford
Caelford is the far-western nation of engineering and science, and Valia's ally. Its capital is Vestren, an old port. Medrian, in its centre, holds Alaris Academy, Caelford's university for the attuned. Westbridge, the western end of the cross-continental railroad, is the city nearest the Tiger Spire.
Caelford builds firearms, trains and self-moving carts called automobiles, and it leads research into artificial attunements. Its Visage, Ferras, works beside its engineers rather than governing.
The Tiger Spire, with its God Beast Byakko, is more structured than Valia's: rooms stay put long enough to study, and its floors favour deadly staged scenarios. Judgment there is at seventeen, as in Valia.
Dalenos
Dalenos covers most of the north and is a theocracy: the Visage Katashi rules it directly from a great cathedral in the capital, Tenkai, and Katashi's priests run its courts and its army. Dalenos is proud that its Visage still governs while the others merely advise.
It is a nation of artists and musicians. Its Tortoise Spire, home of the God Beast Genbu, is the least explored on the continent, because entry takes a long interview rather than a fee. Its rooms rotate slowly and its floors come in sections. Dalenos judges its children from thirteen.
It lost its Kelridge region to Edria in the Six Years War, and the head of Katashi's priesthood holds the Hierophant, an attunement only one person carries at a time.
Edria and East Edria
Edria is the largest nation on Kaldwyn and its strongest military power, an empire across the south that everyone expects to try for the rest of the continent. It judges children at twelve or thirteen, and it numbers attunement levels instead of naming gems, because few Edrians can see auras.
West Edria was founded beside the Hydra Spire, home of the God Beast Orochi; Kassel, its largest base, hosts the Tournament of the Sacred Sword. Essen is the western capital. East Edria is the former Kelridge, taken from Dalenos in the Six Years War. Its capital is Kiel, its old capital Zunyi, and Yilan near the Valian border gives the easiest road to the Phoenix Spire.
East Edrians honour the God Phoenix Suzaku almost as a Visage. There is some tension between the two halves.
The Six Years War
The Six Years War, about sixty years ago, was the last real war on Kaldwyn. Edria fought Dalenos, and Valia and Caelford fought on Dalenos's side. Edria took Kelridge anyway: its queen, born there, refused to surrender, and Edria took control after she was assassinated. Kelridge became East Edria.
The war ended with a duel. Alaric Cadence, a Valian Shaper, beat the Edrian general Kaspar Schmidt, and the Cadence family went from merchants to a noble house on the strength of it. Alaric was the grandfather of Magnus Cadence, who heads the house today.
The alliance it forged still holds. So does the general expectation that Edria is waiting for another chance.
The Unclaimed Lands
The Unclaimed Lands lie in the middle of Kaldwyn, nearest Dalenos, and nobody rules them. They are monster country. Oddly, the monsters there have no shrouds.
Explorers work out of towns such as Pending, whose mayor is Kester Boyd, once Lars Mantrake's climbing partner. The land holds the abandoned city of Feldmyr, six elemental temples, shrines built around gateway crystals, and the tower of Warren Constantine, a famous Caelish Arbiter who vanished from public life.
It also holds the Unclaimed Spire, perfectly symmetrical, with one locked door and no known Visage. Constantine believed it grants ascended attunements. Nobody has shown how to get in.
Houses and Monsters
House Cadence and Hathridge
House Cadence is a young Valian noble house seated at Hathridge, a large city about a hundred miles south-west of Beaufort. It was a merchant family until Alaric Cadence won the duel that ended the Six Years War.
Magnus Cadence heads it now: a Citrine Shaper and a noted duellist. Four years ago his heir, Tristan, went into his Judgment and never came out. His younger son Corin and his adopted daughter Sera are at home in Hathridge, a year short of the Academy, and so are Patrick Wayland and Marissa Callahan, the house's young retainers. None of them is at Lorian Heights in 412.
Laura Lyran, the boys' mother, heads her own House Lyran and sits on the Council of Lords. A house this new is watched closely by the old ones, which is part of why Magnus manages its standing as hard as he does.
The Noble Houses of Valia
Valia's nobility is a web of old houses and a few new ones, and an Academy student meets its children in every division.
• Lyran: Laura Lyran heads it, an Emerald Elementalist and Swordmaster on the Council of Lords. • Hartigan: ancient. Derek Hartigan, an adopted heir and an Emerald Soulblade, and his aunt Professor Meltlake. • Theas: ancient. Elora Theas, the heir, an Emerald Summoner. • Lambert: old friends of the Cadences; Cecily Lambert is an Enchanter. • Jaldin: Jeremy, a Shaper, and Jordan, a Mender. • Sanctum: Sylvia, a Citrine Enchanter, and Tyler, a Spellsinger. • Haven: Lady Anette Haven teaches at the Academy. • Cadence: new, ennobled after the Six Years War.
A noble student carries the house's reputation into every duel.
Spire Monsters
The common monsters of the Serpent Spire, from the bottom up.
• Slimes: the weakest monsters there are. Teardrop-shaped acid that hops and eats other slimes to grow. They drop grey crystals; giant ones have dropped class 3 life crystals. • Goblins: met on the way in. • Gargoyles: four-armed flying stone with an alligator's jaw. Tough, slow and not clever. • Urgoyles: smaller, scalier, flesh and blood. Easier to hurt and smarter. • Barghensi: huge three-horned bears in brown scales. Physical blows barely hurt them; magic does. They drop earth crystals. • Karvensi: eight-foot winged humanoids with stone-grey skin, as smart as people. Some cast spells.
Most mana crystals on the market came out of one of these.
Mana Crystals and Their Classes
Mana crystals are the core commodity of a Spire city. Most come from monsters, they power enchanting, and they let a caster use a mana type they cannot hold.
They are graded by crystal class, each about six times the last, matching the attunement levels.
• Class 0: under six mana. • Class 1: Quartz, six to thirty-five. • Class 2: Carnelian, thirty-six to two hundred and fifteen. • Class 3: Sunstone, up to one thousand two hundred and ninety-five. • Class 4: Citrine, up to seven thousand seven hundred and seventy-five. • Class 5: Emerald, up to forty-six thousand six hundred and fifty-five. • Class 6: Sapphire, above that.
A crystal's type matters as much as its class. A party short of a type buys it in crystals before it climbs.
Canon — Attunements: Valia, Caelford, Dalenos
Canon · Attunements: Valia, Caelford, Dalenos: about this part
Scope: the 24 Spire-granted attunements of Valia (Serpent Spire, Visage Tenjin, God Beast Seiryu), Caelford (Tiger Spire, Visage Ferras, God Beast Byakko) and Dalenos (Tortoise Spire, Visage Katashi, God Beast Genbu). Edria/Hydra, East Edria/Phoenix (Kelridge), restricted and ascended attunements are in other files. Source tags: [A1]=Sufficiently Advanced Magic appendices (Serpent list, levels, mark locations). [A2]=On the Shoulders of Titans appendices (mark levels, variations). [A3]=Torch that Ignites the Stars appendices (Caelford list, recap). [A5]=When Wizards Follow Fools appendices (Dalenos list, alternate magic sources). [W]=fan wiki only.
Canon · Overview and global rules
• Each Spire marks the domain of one Visage of Selys; each Spire has eight attunements. Valia holds the Serpent Spire and its eight attunements of Tenjin. [A1] • Spire to nation: Serpent=Valia (Tenjin, Visage of Inspiration, God Serpent Seiryu); Tiger=Caelford (Ferras, Visage of Creation, God Tiger Byakko); Tortoise=Dalenos (Katashi, Visage of Valor, God Tortoise Genbu). [A1] • Attunements are marks that grant sorcerous powers. They are obtained in the Soaring Spires through successful Judgments, and occasionally directly from a Visage. [A3] • Passing a Judgment in a Spire normally grants an attunement of that Spire; exceptions exist (for example a Summoner attunement from a God Beast contract won in another Spire's first Judgment). [W] • Each attunement is a physical mark on the body. It grows stronger as the user's mana grows, changes appearance and gains new abilities. [A3] • Every attunement gives access to two or more mana types at first and generally a third at a higher level (Citrine). [A3] All attunements also grant gray mana. [W] • Each attunement has an iconic ("unique") function. The term is a misnomer: other attunements or combinations can sometimes do the same (example: a Summoner with a lightning-using monster contract gets lightning magic, though lightning is the Elementalist's iconic function). [A3] • Attunements work like extremely complex enchantments: the rune replicates the functions of dozens or hundreds of enchantment types, "a thousand times more complex than a typical item". [A2] • An attunement's basic functions constantly use a little of the user's mana (monitoring mana in each body part, converting mana, regulating flow, the shroud). This is already counted in measured safe mana. [A2] • An attunement collects ambient mana in the marked body part until it hits that body part's safe mana value, and converts it between the types it provides. [W b1] • Common general functions: detect safe mana value, detect attunement location, absorb ambient mana, store mana, display attunement rank, generate shroud. At Citrine two more: unlock additional mana type, mix additional compound mana types. [W] • Increasing power: use mana from the attunement location; other methods exist, such as eating certain mana-rich fruits. [W b1] • Artificial attunements exist (Caelford, Farren Labs); how they are made is not commonly known. [A3] Enchanters and Biomancers working together can make them. [W] • Early-generation attunements probably gave only a pool of regenerating mana of one type (author's character's inference; shrouds and multiple mana types were added later; designers diverged in philosophy, so some attunements are simpler or more esoteric). [A5] (inferred in-world theory) • Contract attunements (Summoner, Soulblade) connect on the "spirit layer"; a person has a limited number of spirit-bond slots, one per completed Dianis Point or artificial equivalent, no more than seven unless doubled up. The Summoner attunement automates doubling up, with limits. [A5]
Canon · Attunement generations (mark revisions)
• The Goddess/Visages keep revising attunement designs. About 15 visibly different revisions per attunement have been recorded over about 170 years, roughly one new "attunement generation" per 10 years. Subtler non-visible changes are likely. [A2] • Marks of different generations differ in outlying lines; the core symbol stays similar. Example: Elementalist marks differ between a student, their teacher and the teacher's father (central line longer and tailed in the oldest). [A2] • Improvements recorded: modern attunements convert mana between types much faster. A hundred years ago converting enough mana for a spell took several minutes and the attunement then "held" it in that state until used, so users had to ration out mana types before danger. [A2] • First recorded improvement: the defensive shroud function, converting leaked excess essence into a barrier; before that it was wasted. Earliest shrouds were only available at Citrine and above (theorised: less efficient, cost more mana). [A2] • Mark variations also come from specialization (see below). [A2] • Teachers refer to "the current basic marks for your generation" for the Quartz, Carnelian and Sunstone rune of each Valian attunement (rune images not in text sources). [A2]
Canon · Levels, aura colours and shroud
• Quartz — Aura/gem colour: clear · Notes: start; a couple of mana types; Guardians already have a shroud [A1][A2] • Carnelian — Aura/gem colour: red · Notes: shroud begins (most attunements); mark changes [A1][A2] • Sunstone — Aura/gem colour: orange · Notes: reliable shroud; can suppress/turn off shroud so Diviners cannot see it; most climbers end here [A1] • Citrine — Aura/gem colour: yellow · Notes: third mana type unlocked; extra line and brighter glow; compound mana mixing function [A1][W] • Emerald — Aura/gem colour: green · Notes: very rare; said to weave magic from ambient mana [A1] (rumour) • Sapphire — Aura/gem colour: (rainbow order: blue, inferred) · Notes: disputed; see CONFLICT below • Aura colours follow the rainbow; Valia names levels by gemstone, other nations use colour names, Edria uses numeric levels because few Edrians see auras. [A2] • Attunement marks physically change and the aura changes colour when a threshold is reached. Enchanters and Diviners (and analogues abroad) see auras earliest; other attuned only detect auras at higher levels, some never. [A2] • Abilities gained at each level vary a lot by attunement; "general rules, with exceptions". [A2] • Shroud: a mana barrier around the attuned against magical and physical attacks, strength scaling with level, from Carnelian (Guardians from Quartz). Shows as an aura of the level's colour. Sunstone+ can suppress it partly (looks like a lower level) or fully (undetectable), which also weakens it. Can be shifted to an element, concentrated in a body part or extended beyond the body at higher levels. [W] • Guardians' and Shadows' "Enhanced Shroud" is a documented general function. [W] • Safe-mana thresholds per rank (rank letters E,D,C,B,A within each level): [W] • Quartz — E: 0-14 · D: 15 · C: 20 · B: 25 · A: 30 • Carnelian — E: 60 · D: 90 · C: 120 · B: 150 · A: 180 • Sunstone — E: 360 · D: 540 · C: 720 · B: 900 · A: 1,080 • Citrine — E: 2,160 · D: 3,240 · C: 4,320 · B: 5,400 · A: 6,480 • Emerald — E: 12,960 · D: 19,440 · C: 25,920 · B: 32,400 · A: 38,880 • Sapphire — E: 77,760 · D: 116,640 · C: 155,520 · B: 194,400 · A: 233,280 • A newly judged attuned usually has C-rank Quartz in the attunement location (example given: 24 safe mana, between C=20 and B=25). [W] • Ranks "do not typically grant additional functions" (citation needed on wiki). [W] Each rank is linear in mana: a Sunstone E has about six times a Carnelian E's mana. [W] • Rank can differ per attunement/body location on one person. [W] • Spells and enchantments are ranked the same way; casting above your level costs far more mana and can use up all safe mana or cause harm. [W] • Rough population: only "one or two hundred" Emerald-level attuned on the continent (speculation). [W b3] CONFLICT: Sapphire. [A1] has a climber scoff at Sapphires as near-mythical. The wiki Attunements page says an author-cited passage proves Sapphire "does not exist" yet the Attunement_Ranking page lists Sapphire thresholds and Sapphire-ranked spells/monsters/brands. Treat Sapphire as unattained by normal humans; do not state absolutely. CONFLICT: wiki says conversion happens "at a small percent loss" [W b1]; not confirmed in author appendices. Do not state as fact.
Canon · Mark locations and casting styles
Seven possible locations: mind, heart, lungs, left hand, right hand, left leg, right leg. [W] Sources give no fixed location per attunement; the Goddess's choice of location is not understood. [A1] The location sets the attuned's primary casting method; any attuned can use other methods, but spells directed through the attunement itself are more potent. The location also raises mana regeneration in that body part, giving more access to the mana type most used there. [A1] • Hand — Casting method: gesture with the marked hand (e.g. hurling fire through the attuned hand; stronger than through the other hand) · Strengths / weaknesses: fast, general [A1] • Leg — Casting method: channel mana by touching a target (kick, or move mana through attunement into another body part and deliver by touch) · Strengths / weaknesses: matches hand for speed, very accurate, spells delivered into a target are almost never wasted; melee range only; favoured by Guardians even with marks elsewhere [A1] • Lung — Casting method: verbal incantations: mana channelled through lungs into the air, released at the end of the incantation · Strengths / weaknesses: slower, but voice spreads mana over a broad area; best for multiple targets and warfare [A1] • Heart — Casting method: mana drawn through the whole body into the heart, then out both hands at once · Strengths / weaknesses: most dangerous and hardest to control; strongest single-target spells [A1] • Mind — Casting method: spells cast inside the caster's own body with no motion or incantation · Strengths / weaknesses: mind-marked Menders heal themselves by shifting mana to the wound; others favour sense/physical enhancement spells [A1] • Guardians with heart or lung marks can use Life mana like a Mender to heal others. [W] • Custom/special calling styles recorded (not tied to a mark): rigid casting for more control over essence spread (Velryan battle sorcery); assassin style (hand signals trained down to purely mental concepts); channelling a formed spell into a metal weapon to release into the next thing struck; song sorcery (spell effects bound to harmonies, persisting while the song continues); chaos sorcery (raw chaos essence in calls, random essence changes in the spellform). [W] • Mana in a body part can be exercised without an attunement but it is dangerous, difficult, and risks mana scarring. [W]
Canon · Specializations
• A specialization needs strict use of one mana type the attunement offers, about 90% usage ratio for roughly a year ("organic"); the exact percentage varies by attunement. Faster "forced" specialization (flooding the body with one mana type) is dangerous and unpopular. [W, quoting in-world "Attunement Analytics"] (also [W b3] "at least ninety percent ... about a year") • Effects: the attunement gains an extra line and skews its mana generation toward that type; some specializations add powers (most commonly shroud variations, e.g. a lightning-specialized Elementalist auto-generates a lightning shroud but may still shift element manually); other powers are passive (extra detection); rarely new compound mana types. [W] • Most common: specialization in an already dominant type (Menders to Life, Guardians to Enhancement). Specializing in a secondary type is extremely rare (e.g. a Life-specialized Guardian). Specialization is generally disadvantageous for flexibility attunements like Elementalists. [W] • Contract attunements (Summoner, Soulblade) can theoretically specialize in mana types supplied by contracts, considered strictly disadvantageous (loss of the contract can be devastating). [W] • Known specialization paths (Enchanter): Mental = Deep Diagnostics; Transference = Internal Power; Light = Mana Output Purification; Acuity = Mana Minutia Manipulation (detail in the Enchanter entry). [W] • A fire-specialized Elementalist shows a "distinct fire modification" on the mark. [A2] • Specialization options per attunement are otherwise not documented; each entry below lists the mana types that could be specialized (inferred).
Canon · Part 1: Valia (Serpent Spire, Visage Tenjin, God Beast Seiryu)
Lorian Heights Academy assigns first-year students to divisions by attunement; the instructor, uniform and quarters follow the division. Division per Valian attunement: Tiger=Elementalist (offensive combat, Prof. Ceridan); Serpent=Shadow, Diviner (reconnaissance, Prof. Orden); Hydra=Shaper (personal combat, Lord Teft); Phoenix=Mender, Enchanter (support, Prof. Edlyn); Tortoise=Summoner, Guardian, Soulblade (defensive combat and battlefield control, Lt. Talon). Spider Division is not attunement-based; Dragon Division (military intelligence) includes at least Diviners. [W] Note on "known holders" below: lists are the wiki's named characters, which include story-era people; names only, filter as needed.
Canon · Diviner
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Mental (primary), Enhancement (secondary) [A1]; Water at Citrine [W]; compound Memory [W]. • Role: information gathering magic: detecting mana types, identifying magical objects, finding people from a distance. [A1] • Signature abilities: aura viewing (a mental-mana function made much easier by the attunement; Diviners and Enchanters see auras earliest [A2]); memory crystals, which only Diviners can create, storing memories inside (unclear whether unique to the attunement or a normal function of Memory mana). [W] • Spells: locate/identify people and objects, detect magic, see at great distances (only the most experienced attempt remote viewing). [W] • Diviners can measure how much safe mana another attuned has in a body part. [W] • Specialization options: Mental, Enhancement, Memory, Water; specific effects unknown. [W] (inferred from mana list) • Strengths: gathering and preserving raw information. Weakness: not enhancing senses or processing like Analysts; remote viewing is advanced. [W] • Comparable foreign attunements: Analyst (Caelford), Seer (Dalenos). [W] • Typical roles: reconnaissance (Serpent Division), detecting Shadows on a battlefield, military intelligence (Dragon Division). [W] • Known holders: Roland Royce, Harold. [W]
Canon · Elementalist
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Fire (primary), Air (secondary) [A1]; Water third; reportedly Earth later, giving all four natural mana types (basis of the name) [W]; compound Lightning (Fire + Air with a little Grey mana to prevent explosion). [W] • Role: conjure fire, air and lightning to strike foes from afar; often considered the most potent offensive spellcasting attunement, lacking in versatility. [A1] • Signature: lightning magic is the "unique" function (also reachable via a lightning monster contract). [A3] Wiki lists the unique ability as "Elemental Flexibility". [W] • Fire spells are better for large areas; lightning is preferred for dueling because it is too fast for most attuned to defend against. [W] • Has a function to imbue their shroud with their specialization element (spells can also do it). [W] • Extra mana type available immediately or earlier than other attunements (A5 compares Wayfarers' immediate extra types to "Elementalists, but more extreme"). [A5] Wiki: Water third type arrives "apparently before other attunements gain their third". [W] • Specialization options: Fire, Air, Water (and Lightning: auto-generates a lightning shroud). Fire specialization adds a fire modification to the mark. [W][A2] Specializing is considered disadvantageous for this flexibility attunement. [W] • Strengths: ranged offence, area damage, fast dueling spells. Weakness: lacks versatility. [A1] • Typical roles: offensive combat (Tiger Division). [W] • Known holders: Antonia Meltlake, Laura Lyran (also Swordmaster, Emerald [A5]), Patrick Wayland, Curtis Maddock, Rupert Kent, Loria Marshall. [W]
Canon · Enchanter
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Transference (primary), Mental (secondary) [A1]; Light at Citrine [W b3]; compound Acuity [W]. • Role: imbue objects with mana, from themselves or transferred from other items; creates magical items. [A1] • Signature abilities: permanent item creation (runes etched and charged with mana); aura viewing (via Mental, easier with the attunement); required for making artificial attunements. [W] • Rune system (author-level summary [A3]): Function Runes (what the item does), Activation Runes (how it is activated), Recharge Runes (refill from environment or another source), Capacity Runes (mana storage limit; without one a recharging item over-fills and explodes). Permanent items need at least three runes; single-use items need one. [W][A3] • Enchanters often use mana crystals (crystallised mana mostly from Spire monster remains; skilled shapers can make their own) or help from others. To cooperate on a rune an Enchanter must build a shell to hold another person's mana; shells have capacity limits. Moving mana between runes ("disenchanting") is dangerous for low-level Enchanters because it passes through the body, and mana from another attuned can cause mana poisoning. [A3] • Cannot enchant living beings. [W] Alchemy is part of enchanting (whether exclusive to Enchanters not stated). [W] • Specializations (Enchanter Attunement Specialization Paths): [W] ◦ Mental: Deep Diagnostics, stores mental-spell results in a container accessible by a "Recall" function; kept as base memory and readable text; supports search, copy, compare. ◦ Transference: Internal Power, link to an item with mana threads and pour own mana in (the Enchanter as battery). ◦ Light: Mana Output Purification, purifies mana on the way out when enchanting. ◦ Acuity: Mana Minutia Manipulation, links with a function rune, communicates how the effect works, allows small changes to it on the way out. • Strengths: magical item creation at speed (Valia's large-scale magical infrastructure rests on Enchanters). [A3] Transference gives mobility fighting potential, especially with Acuity and Mental. [W] • Weakness: lacks access to every mana type, so relies on crystals or other people. [A3] • Interactions: with Arbiter (restricted/artificial) enchantments of purified mana; with Biomancer artificial attunements. [W] • Typical roles: item makers, artificers, support (Phoenix Division). [W] • Known holders: Corin Cadence, Lyras Orden, Katherine Winters, Cecily Lambert, Holly, Jonathan Teft, Professor Vellum. [W]
Canon · Guardian
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Enhancement (primary), Life (secondary) [A1]; Earth tertiary [W]; wiki prose says Stone mana at Citrine (citation needed) and possibly Water later; some experienced Guardians use Ice mana. [W] Compound Protection. [W] • Role: focus mana into specific body parts for vastly enhanced physical combat; discharge mana through contact, harming creatures impervious to conventional force. [A1] • Signature abilities: shroud from Quartz (others from Carnelian), with immediate and finer manipulation than any Valian attunement; focus the shroud on a body part to defend or strike; at higher levels extend it to objects or push specific mana through it. [A2][W] Enhanced Shroud function. [W] • Leg casting (touch delivery) favoured even when the mark is elsewhere. [A1] Heart- or lung-marked Guardians can use Life to heal others like Menders. [W] • Many Guardians neglect Life and use Enhancement almost entirely. [W] • Specialization options: Enhancement (common), Life (extremely rare), Protection, Earth. [W] • Strengths: close-quarters combat, defence, shroud-based offence. Weakness: short range (inferred). [W] • Comparable foreign: Legionnaire (Edria). [W] • Typical roles: front-line fighters, bodyguards, Tortoise Division. [W] • Known holders: Professor Conway, Marissa Callahan, Michel, Vernon Tenson (also Legionnaire [A5]). [W]
Canon · Mender
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Life (primary), Earth (secondary) [A1]; Water at Citrine [W]; compound Wood [W]. Many Menders ignore Earth. • Role: regenerate tissue and accelerate recovery; can reverse the process, making Menders terrifying short-ranged combatants. [A1] • Signature abilities: bone healing (creating bone from Earth mana; the only attunement able to heal broken bones). [W] Historically allowed to cross battlefields unharmed by both sides. [W] • Mind-marked Menders heal themselves by shifting mana to the wound. [A1] • Specialization options: Life (frequent), Earth, Wood, Water. [W] • Strengths: best healers on the continent, most sought after. Weakness: relies on touch range (inferred from "short-ranged combatants"). [A1][W] • Comparable: Biomancer (Caelford), Acolyte (Dalenos). [W] • Typical roles: field healer, support (Phoenix Division). [W] • Known holders: Tom McCormick, Jordan Jaldin, Curtis Maddock, Thomas, Sheridan Theas (assumed), Doctor Tordrin (assumed). [W]
Canon · Shadow
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Umbral (primary), Enhancement (secondary) [A1]; Death at Citrine [W]; compound Void [W]. The only Valian attunement with Umbral mana. [W] • Role: conceal themselves from the senses and diminish the senses of others: spies and assassins. [A1] • Signature abilities: solid illusions affecting all senses (Umbral + Enhancement), good enough to copy a person's look, sound and smell, unlike a Shaper's constructs; blocking magic in a small area around themselves (very powerful casters or items can still work inside it); enhanced shroud. [W] • Sense diminishment is spell by spell: Quartz spells only make it harder to see; higher spells blind or deafen temporarily; an Emerald spell might remove all senses for a limited time. A powerful Shadow can be invisible and inaudible but not undetectable, since the magic itself is detectable. [W] • Specialization options: Umbral, Enhancement, Void, Death. [W] (inferred) • Comparable foreign: Illusionist (Dalenos), Mesmer (East Edria), Controller (Caelford); their illusions are not solid, so considered less dangerous. [W] • Typical roles: spies, assassins, reconnaissance (Serpent Division). [A1][W] • Known holders: Kyra Dyson, Wu Meilin, Professor Orden (assumed). [W]
Canon · Shaper
• Nation/Spire: Valia, Serpent Spire. [A1] • Mana: Earth (primary), Enhancement (secondary) [A1]; Perception at Citrine [W]; compound Density (source of mana constructs). [W] • Role: conjure objects from solid mana and restructure existing mana fields; among the most flexible attuned. [A1] • Signature abilities: spontaneous construction and manipulation of mana objects (floating weapons, walls, platforms); at higher levels simulacra (copies of themselves via Enhancement mana, controlled or fully independent). Can manipulate existing spells and reshape mana. [W] • Primarily utility but very useful in combat: one of the most powerful attunements one-on-one. A Shaper's constructs are more solid than a Shadow's illusions but do not convincingly mimic people. [W] • Specialization options: Earth, Enhancement, Density, Perception. [W] (inferred) • Typical roles: personal combat duelist (Hydra Division), utility. [W] • Known holders: Magnus Cadence, Jonathan Teft, Matthew Kord, Desmond Vyers, Alaric Cadence (assumed). [W]
Canon · Summoner
• Nation/Spire: Valia, Serpent Spire; occasionally found in other Spires (e.g. via a God Beast contract in a first Judgment). [A1][W] • Mana: Air (primary), Transference (secondary) [A1]; Life at Citrine [W]; compound Travel [W]. Summoners can negotiate for use of a monster's mana, theoretically accessing any type. [W] • Role: form pacts with monstrous entities and call on their power; powerful Summoners conjure figments (mana-constructed duplicates of pact creatures). [A1] • Signature abilities: Contracts (negotiated with spire monsters, trading a portion of the Summoner's mana for the monster's mana, abilities and the right to summon figments; also possible with non-sentient monsters, with less negotiation power); Bindings (weaker bond not needing consent, only allows summoning a figment, costs about as much mana as a contract, rarely used permanently); Summoning Figments (usually weaker than the original but can be stronger or modified, e.g. a fire ogre from an ogre contract plus fire mana; do not mix opposite types such as a fire water elemental); True Summoning (some contracts physically move the original monster); teleportation at extremely powerful levels. [W] • Mana in a contract or binding is permanently used until released and does not count toward attunement level; because mana is exchanged through contracts, Summoners usually grow faster. [W] • Spirit layer: contracts use the spirit layer and spirit mana; Summoner automates doubling up past seven spirit-bond slots, with limits. [A5] • Travel mana makes Summoners one of two attunements (with Wayfarer) with relatively easy teleportation. [A5] • Specialization options: standard four mana types, or contract-derived mana types (strictly disadvantageous, risky). [W] • Strengths: the most versatile attunement; army of contracted monsters. Weakness: contract mana is locked up; losing a contract can be devastating. [W] • Typical roles: battlefield control (Tortoise Division), pact-based fighters. [W] • Known holders: Sir Tanath, Elora Theas, Sera Cadence (former), Sandra Stone (Sunstone [A5]), Lieutenant Talon (assumed). [W]
Canon · Part 2: Caelford (Tiger Spire, Visage Ferras, God Beast Byakko)
• Caelford is the western-most nation, focused on general engineering, firearms, automobiles and artificial attunement research. The Tiger Spire is described as a little more structured than the other Spires. [A3] • The Caelford list below is from the author's appendix (Corin's notes, written after limited exposure to Tiger attunements). Compound mana and extra descriptions are from the wiki. [A3][W] • Wiki divisions note: Analyst and Controller are "presumably" in Serpent Division at Lorian Heights (reconnaissance, Prof. Orden). [W]
Canon · Analyst
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Mental (primary), Umbral (secondary), Transference (tertiary) [A3]; compound Secrets. [W] • Role: expert at discerning detailed information about how something works: the mechanics behind spells, items and traps. [A3] • Signature abilities: altitude detection without equipment; detecting secret passages and hidden items (noticing small details such as a thin or low-density wall); advanced magical item analysis (e.g. whether an enchanted key will work in a lock); enhancing senses and expanding knowledge. [W] • Specialization options: Mental, Umbral, Secrets, Transference. [W] (inferred) • Comparable: Valian Diviner (gathers and preserves raw information, memory crystals), Dalen Seer (temporary scrying). Analysts process data and investigate secrets. [W] • Typical roles: investigator, trap/enchantment analysis, intelligence. [W] (inferred) • Known holders: Vera Corrington. [W] CONFLICT: wiki Tiger Spire Attunements page lists Analyst as Umbral primary / Mental secondary; wiki class page and [A3] have Mental primary / Umbral secondary. [A3] followed.
Canon · Architect
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Perception (primary), Umbral (secondary), Enhancement (tertiary) [A3]; compound Dreams. [W] • Role: imbue items with temporary magical properties, stronger than permanent enchantments but lasting only days. [A3] • Signature: Temporary Enchantment. Compare Enchanter permanent enchanting. [W] • Typical roles: short-term enchantments, one-off gear for operations. [W] (inferred) • Known holders: Rose Oladele. [W]
Canon · Biomancer
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Life (primary), Mental (secondary), Light (tertiary) [A3]; compound Transcendence, the primary focus of most Biomancers. [W] • Role: one of few attunements that can safely influence the inner workings of another person's mana: alter mana flow, potentially improving mana capacity and increasing regeneration. Also excellent healers. [A3][W] • Signature: bodily mana manipulation of others. [W] • Politics/use: Biomancers are used in the modern artificial attunement construction process, considered worse at it than Arbiters (restricted) because they lack an automatic purification function. Biomancers plus Enchanters can create artificial attunements. [W] • Comparable: Mender (Valia). [W] • Typical roles: mana-capacity trainers, healers, artificial attunement construction. [A3][W] • Known holders: Shun, Lief Valmont. [W]
Canon · Controller
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Perception (primary), Enhancement (secondary), Umbral (tertiary) [A3]; compound Coercion. [W] • Role: specialists in mental compulsion, forcing others to do their bidding. [A3] • Signature: Mental Compulsion. Once cast, the target must follow the directive until the Controller ends it or the target breaks out (resisting compulsion has its own rules, see the compulsion article). [W] • Method: Perception mana manipulates how the target analyses the situation; Controllers slowly add mana into the air and the spell to prolong and strengthen control. Most Controller spells are tied to the caster's voice; effects can often be broken by blocking or sufficiently changing the Controller's voice. [W] • Politics/use: heavily regulated (citation needed); employed by government in trials and interrogations. [W] • Counter-attunements: Sentinel (resists and removes compulsion). [W] • Known holders: Professor Yang, Seiji Hayden. [W]
Canon · Forgemaster
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Earth (primary), Fire (secondary), Enhancement (tertiary) [A3]; compound Metal, which most Forgemasters focus on. [W] • Role: superior control over metal: move quickly in full armour by subtly altering the armour's structure while moving; strengthen or alter properties of metal objects. [A3] • Signature: Metal Transformation: some can give stone or earth the properties of iron (not turn it into iron), instantly creating armour or a weapon from the ground. Most are non-combat and make or modify tools, weapons, armour and machinery. [W] • Specialization options: Earth, Fire, Metal, Enhancement. [W] (inferred) • Typical roles: smiths, armourers, battlefield gear-shaping. [W] • Known holders: Walter Crown, Kamaria Clarent. [W] CONFLICT: wiki Tiger Spire Attunements page lists Fire primary / Earth secondary; [A3] and the wiki class page list Earth / Fire. [A3] followed.
Canon · Illuminator
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Light (primary), Water (secondary), Air (tertiary) [A3]; compound Peace. [W] • Role: a beacon of light and peace, shielding allies against negative effects like fear and paralysis. [A3] • Signature: emotional shielding, cancelling negative effects, peacekeeping with Peace mana. The author said Illuminators have beneficial auras with a focus on passive effects, especially magic resistance and mental effect resistance (author Q&A, relayed by wiki). [W] • Specific attunement functions are not known. [W] • Typical roles: support, morale, peacekeeping. [W] • Known holders: none named in the main books; the wiki lists only an NPC, Anna the Light Bringer, from a Tortoise Spire scenario in a different work. [W]
Canon · Sentinel
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Earth (primary), Mental (secondary), Enhancement (tertiary) [A3]; compound Tranquility. [W] • Role: emphasises mental fortitude: superior resistance against mental spells; wiki also says it resists physical and mental spells. [A3][W] • Signature: Compulsion Resistance (likely a product of Tranquility mana, enhanced by the attunement); specialises in resisting and removing mental compulsion. [W] • Typical roles: guards, counter-controller, anti-mental-magic security. [W] (inferred) • Known holders: Oskar Klein. [W]
Canon · Transmuter
• Nation/Spire: Caelford, Tiger Spire. [A3] • Mana: Earth (primary), Water (secondary), Air (tertiary) [A3]; compound Sand. [W] • Role: transform materials into other materials; immensely potent at construction as well as destruction. [A3] • Signature: Material Transformation (little known). [W] • Typical roles: builders, demolition, siege. [A3] (inferred) • Known holders: Mason Oladele. [W]
Canon · Part 3: Dalenos (Tortoise Spire, Visage Katashi, God Beast Genbu)
• Dalenos is the northern nation, governed directly by a Visage, known for artists and musicians. [A3] Its Spire rooms rotate more slowly than other Spires, rooms take longer to clear, and each floor is made of several sections each as long as a normal Spire floor. [W] • The author appendix (Corin's notes) says the Dalenos descriptions are less detailed than the restricted-attunement ones and signature functions are not fully identified. [A5] • Wiki divisions note: Soulblade is placed in Tortoise Division at Lorian Heights (defensive combat and battlefield control, Lt. Talon) because of Summoner-like combat capabilities. Illusionist and Seer are "presumably" Serpent Division. [W]
Canon · Acolyte
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Life (primary), Water (secondary), Perception (tertiary) [A5]; compound Blood [A5]. Wiki phrasing: primary Dominion of Life, secondary Dominion of Water, deep dominion Blood, tertiary "Dominion of Deception" (Perception). [W] • Role: flexible healers, treating injuries, poisons and diseases with equal ease. [A5] • Signature: Bodily Purification: simultaneously removes negative influences such as poison and mental compulsions, useful when the exact malady is unknown; Water baseline accelerated by Life; Light may be involved but is not a given type. [A5] • Healing feels different from standard healing magic, likely because it uses Blood and Water in addition to Life. [W] • Weakness: even with the tertiary type unlocked it opens access to only a single compound mana type. [W] • Comparable: Mender (Valia), Biomancer (Caelford). [W] (inferred) • Known holders: Emery Verena, Fai, Lani. [W]
Canon · Champion
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Enhancement (primary), Water (secondary), Mental (tertiary) [A5]; compound Ice [A5]. • Role: powerful defensive abilities plus crowd control; enhancement spells bolster their own combat abilities, ice magic freezes foes in place. [A5] • Signature 1, Crystalize: rapidly and reliably hardens their shroud into an ice-like crystalline state; strong defence and can shape the shroud into weapons and tools. [A5] • Signature 2, Mind of Ice: stabilises mental state, near-complete calm and extreme resilience to mental effects; downside: acquiring and responding to completely new information or situation changes is harder while active. [A5] • Typical roles: front-line tanks, crowd control. [A5] (inferred) • Known holders: Takeshi Kurita (a former member of the Dalenos Six, multi-attuned with two enhancement-focused attunements [A5]), Nieve Yukihara. [W]
Canon · Cloudcaller
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Water (primary), Air (secondary), Perception (tertiary) [A5]; compound Rain [A5]. • Role: manipulate weather, calling rain and storms and altering them to cause specific magical effects. [A5] • Signature, Imbue Cloud: imbues a conjured rain cloud with a spell that rains over a wide area. Spells in clouds are much weaker than single-target casts but cover vast areas; cannot tell friend from foe. [A5] • Weakness: default mana types are not very potent in combat; much stronger when paired with other attunements or magic sources. [A5] • Known holders: Emiko. [W]
Canon · Illusionist
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Perception (primary), Light (secondary), "Stone" (tertiary) [A5]; compound Sight [A5]. • Role: by far the most potent illusionists at scale: large illusions that make their own sounds and even influence the minds of potential victims. [A5] Wiki: similar to Valian Shadows but more sophisticated effects and better at concealing large areas of terrain. [W] • Signature, Automate Illusion: an illusion that operates independently after creation (a simpler simulacrum; unclear how it works, possibly short-lived and fragile, possibly saving mana by not affecting all senses). [A5] • Comparable: Shadow (Valia, solid illusions), Mesmer (East Edria), Controller (Caelford). [W] • Known holders: none named. [W] CONFLICT: wiki infobox tertiary Earth, [A5] says "Stone" (likely the same type, see naming note). The wiki Tortoise Spire Attunements page lists Light primary / Perception secondary; [A5] and the wiki class-page infobox list Perception primary / Light secondary. [A5] followed.
Canon · Seer
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Mental (primary), Light (secondary), Death (tertiary) [A5]; compound Destiny [A5]. • Role: divine potential futures, one of the most powerful information-gathering sources in existence; also remote viewing of distant locations. [A5][W] • Signature, Future Sight: not true foresight but an extremely complex computation that extrapolates available data to estimate the most likely events. Cost rises and reliability falls with the size of area and length of time simulated. A Seer of moderate level might see a few seconds ahead in a Spire room; best on bounded tasks such as cracking a three-number padlock by crunching unconsciously held data. [A5] • Weakness: massive blind spots for anything inaccessible or blocked (e.g. a person under a divination-blocking item is omitted from the vision, making the result invalid); the appendix's narrator speculates that heavy Future Sight use may harm the mind (unconfirmed). [A5] • Comparable: Diviner (Valia), Analyst (Caelford). [W] • Known holders: Seiji Hayden. [W]
Canon · Soulblade
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Light (primary), Life (secondary), Transference (tertiary) [A5]; compound Spirit [A5]. • Role: bind monsters to equipment with contracts, creating powerful magical items with unique abilities (or to themselves for physical traits). [A5][W] • Signature 1, Contract: like Summoners, create contract bonds with monsters. [A5] • Signature 2, Infuse Item: the contracted monster is stored in an extra-dimensional space linked to the item as a focus, acting as a battery whose mana gives the item functions. If the item is destroyed the space collapses and the monster generally dies. [A5] • Signature 3, Summon Monster: an infused monster is constantly drained of mana, so bringing it out costs mana to move it plus more to restore its mana to fighting condition; hurt or killed summons are really hurt or killed. Summons cost far more than Summoner spells; the appendix's narrator saw an Emerald Soulblade need weeks to recharge his mana pool at ordinary (non-Spire) mana density. [A5][W] • Unlike Enchanters, each monster uses some of the Soulblade's mana while bound, so large numbers of items cannot be made; unlike Summoners, the real monster is held, not a copy. [W] • Contract mana counts against the attunement (compare Summoner). [W] (inferred) • Typical roles: monster-bound weapon wielders, Tortoise Division at Lorian Heights. [W] • Known holders: Derek Hartigan (Emerald [A5]), Walter Crown. [W]
Canon · Wavewalker
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Water (primary), Transference (secondary), Perception (tertiary) [A5]; compound Tides [A5]. • Role: shape the forces of motion to push and pull opponents, walk on water, even float in the air. [A5] • Signature, Surface Walk: walking on liquid and walls; best guess is gravity manipulation using Tides mana (unconfirmed). [A5] • A rumoured travelling Wavewalker is said to resemble an ancient "ninja" in style (aesthetic or realistic unknown). [A5] • Known holders: none named. [W]
Canon · Wayfarer
• Nation/Spire: Dalenos, Tortoise Spire. [A5] • Mana: Air (primary), Mental (secondary), Transference (tertiary) [A5]; compounds Communication and Travel [A5]. • Role: mobility and teleportation via anchors; best known for sending messages at nearly any distance without parallel. [A5][W] • Signature 1, Immediate Tertiary: gains the tertiary mana type (Transference) immediately instead of at Citrine. [A5] • Signature 2, Immediate Secondary Compound Mana Type: gains Travel mana immediately, making it one of two attunements (with Summoner) with relatively easy teleportation. [A5] • Rumoured higher-level functions for increasing spell range and efficiency. [A5] • Anti-teleportation techniques are a very basic skill taught early to Wayfarers. [W] • Explanation offered: its mana types are more similar than an Elementalist's, creating few acclimation conflicts. [A5] • Known holders: Professor Orden, Aldis Somers, Wyle. [W] CONFLICT: wiki Tortoise Spire Attunements page lists Wayfarer as Primary Travel / Secondary Air / Compound Communication; [A5] and the wiki class page list Air / Mental / Transference with Communication and Travel as compounds. [A5] followed. CONFLICT: Lyras Orden is listed by the wiki as an Enchanter, a presumed Shadow and a Wayfarer; the sources do not agree on a single attunement for the person (multi-attunement likely, unverified).
GAPS: • No source gives per-level abilities (Quartz through Emerald) for any of these 24 attunements beyond: Guardian shroud at Quartz, general shroud at Carnelian, shroud suppression at Sunstone, third mana at Citrine, Emerald "weave magic from ambient mana" rumour, and the Citrine-onward Elementalist Earth. • The rune images for each attunement at Quartz, Carnelian and Sunstone are in the appendices as images only; no text description exists. • Mark location is not tied to any attunement by the sources; only the casting-style effects of each location are given. • Compound mana for Valian and Caelford attunements, plus the Valian tertiaries, rest mostly on the wiki; the author appendices list only primary/secondary for Valia and add tertiary for Caelford and Dalenos. • Many wiki specialization sections are blank ("?"); only the Enchanter has documented paths. No specializations are documented for Caelford or Dalenos attunements. • Spell lists with names and ranks are almost absent; only signature functions are given. Dalenos signature functions are incomplete by the author's own admission. • Wiki infoboxes and the wiki Spire summary pages disagree with the author on order of primary/secondary for Analyst, Forgemaster, Illusionist and Wayfarer, and on Illusionist/Guardian tertiary naming (Earth vs Stone). • Notable holders are the wiki's named characters; most are story-era people. Pre-story or non-character holders are essentially undocumented. • Mana conversion details and the Sapphire level status are covered by the mana-types section, not here. • Division tables use wiki data; the books give only Serpent, Tiger, Hydra, Phoenix, Tortoise Division names for Lorian Heights.
Canon — Attunements: Edria, Restricted, Ascended
Canon · Attunements: Edria, Restricted, Ascended: about this part
Mana order in every table is Primary / Secondary / Tertiary. The tertiary type unlocks at Citrine level. Edria's "Stone" and the wiki's "Earth" are treated as the same mana type (inferred). Valia and Dalenos attunements, and Kelridge's Valia-side material, are covered in another section. Caelford is included here because no other section owns it.
Canon · Edria overview
• Edria is the strongest military nation on Kaldwyn and borders Valia to the south of it. [W] • Two halves exist: West Edria (founded beside the Hydra Spire) and East Edria (formerly Kelridge, taken from Dalenos in the Six Years War). [W,A3] • Two Visages are tied to Edria: Melkyr (Resilience, Hydra Spire) and Kerivas (Law). [Dia,W] • God Beasts: Orochi the God Hydra (West), Suzaku the God Phoenix (East). East Edrians treat Suzaku much like a Visage, whereas Valia sees God Beasts as dangerous monsters. [A4,W] • Edrian children may attempt Judgment far younger than elsewhere, from about 12-13. [W] • Edria numbers attunement levels instead of using gem names, because few Edrian attuned can see auras. [A2] • Cities: Essen (West capital), Kiel (current East capital), Kassel (Hydra Spire and the largest West military base), Zunyi (former Kelridge capital, nearest the Unclaimed Lands beyond a northern mountain range), Yilan (easiest access to the Phoenix Spire, nearest the Valia border). [W] • CONFLICT: the wiki Edria page ties Kerivas to the Phoenix Spire, while the Spire page and [Dia] give Kerivas as a second Edrian patron beside Melkyr. Treat Kerivas as Edria's second Visage with the Phoenix link unconfirmed.
Canon · West Edria: Hydra Spire
• Spire has eight branches jutting out at different angles. Rooms lean toward combat, and combat appears in every challenge. [W] • Attunements are heavily shroud-focused. [W] • Patron Visage Melkyr, God Beast Orochi. [Dia,W]
• Assassin — Function: Generates poison inside the body. Secretes it onto weapons or liquids, or applies it with unarmed attacks. · Mana: Umbral / Water / Death [Dia,W] • Commander — Function: Temporarily spends portions of shroud to widen the range or area of spells. · Mana: Fire / Umbral / Air [Dia,W] • Executioner — Function: Shapes shroud into a mana-forged weapon that cleaves equipment and leaves lasting wounds. · Mana: Death / Enhancement / Stone [Dia,W] • Juggernaut — Function: Draws shroud into the muscles for a short burst of strength and speed. · Mana: Transference / Fire / Stone [Dia,W] • Legionnaire — Function: Extends shroud as a defensive aura that boosts nearby shrouds. Stacks in groups. · Mana: Light / Air / Fire [Dia,W] • Saboteur — Function: Extends shroud as a debilitating field that weakens nearby enemies. · Mana: Umbral / Stone / Fire [Dia,W] • Scourge — Function: Infects enemies with part of its shroud for long-lasting debilitation. · Mana: Death / Air / Water [Dia,W] • Shieldbreaker — Function: Empowers offensive spells with shroud to break defensive sorcery. · Mana: Death / Transference / Fire [Dia,W]
• Tertiary mana types are hard to find in source texts. Tertiary functions may already work partly before the raw type is usable at Citrine, which would explain why some attunements act broader than their listed types suggest. [Dia] • Known holder (role only): Edria's Royal Executioner is an Emerald-level Executioner. [Dia]
Canon · East Edria: Phoenix Spire
• Elemental puzzles appear in every challenge. [W] • Patron God Beast Suzaku. Formerly the Kelridge spire under the House Dalen. [A4,W]
• Conjurer — Function: Creates "false life" entities from the conjurer's knowledge and imagination, with no contract. More convincing when based on real examples. Weaker than Summoner copies. · Mana: Life / Umbral / Mental [A4,W] • Mesmer — Function: Perception-based irrelevance aura. Nearby people forget the Mesmer exists, even mid-conversation. Also alters emotions and perceptions and can build trust. · Mana: Perception / Death / Umbral [A4] • Dancer — Function: Avoids and counters debilitating effects. Twists mental effects and poisons back at opponents. · Mana: Mental / Water / Air [A4] • Purifier — Function: Neutralizes anti-magic, poison and disease. Fire plus light offense that pierces magical defenses. · Mana: Fire / Light / Mental [A4] • Pyromancer — Function: Fire-focused Elementalist analogue. Self-spreading black flames that are hard to dispel. · Mana: Fire / Death / Umbral [A4] • Shapeshifter — Function: Contract-based. Turns into monsters according to its contracts. · Mana: Perception / Earth / Life [A4] • Spellsinger — Function: Broad-area debilitating magic such as slow, fatigue and mental incapacitation. Higher levels give wide-area beneficial effects. Voice casting. · Mana: Air / Perception / Light [A4] • Swordmaster — Function: Weapon enhancement through stored spells and improvement. Strong physical growth like a Guardian. · Mana: Enhancement / Fire / Earth [A4]
• CONFLICT: the wiki lists Mesmer as Death primary, Perception secondary, compound Madness. [A4] gives Perception / Death / Umbral. Prefer [A4]; the Madness compound is [W] only. • Paladin may once have been an East Edrian attunement. [A6] • Conjurer may once have been a Spider Spire attunement that was moved out. [A6] • Known Mesmer (role only): Jin Dalen, of the former ruling house. [W]
Canon · Caelford: Tiger Spire (safety net, may overlap another section)
• Patron Visage Ferras (Creation), God Beast Byakko the God Tiger. [A3,A4,W] • Prefers scenario floors. Deadly traps and scenarios are more common than elsewhere. Rooms and floors stay in place for long periods so climbers can study and prepare. [W] • Described as "a little more structured" than the other spires. [A3]
• Analyst — Function: Discerns how spells, items and traps work. · Mana: Mental / Umbral / Transference [A3] • Architect — Function: Imbues items with temporary properties that outclass permanent enchantments but last days. · Mana: Perception / Umbral / Enhancement [A3] • Biomancer — Function: Safely alters another person's mana flow, capacity and regeneration. · Mana: Life / Mental / Light [A3] • Controller — Function: Mental compulsion. · Mana: Perception / Enhancement / Umbral [A3] • Forgemaster — Function: Metal control. Moves fast in full armor. Strengthens metal. · Mana: Earth / Fire / Enhancement [A3] • Illuminator — Function: Beacon of light and peace. Shields allies from fear and paralysis. Wiki adds magic and mental resistance. · Mana: Light / Water / Air [A3,W] • Sentinel — Function: Mental fortitude. Resistance to mental spells. · Mana: Earth / Mental / Enhancement [A3] • Transmuter — Function: Transforms materials for construction and destruction. · Mana: Earth / Water / Air [A3]
Canon · Edria's blessed royals (role only)
• The Edrian crown princess (later emperor) was blessed since childhood with six attunements, reportedly all Emerald level. [Dia,A6] • The wiki lists only four of them: Shieldbreaker, Paladin, Seer, Wayfarer. [W] • The earlier emperor carried a fragment of the sword Diamantine inside his body. [W] • This shows one person can hold several attunements granted by Visages directly (see Judgment rules below).
Canon · Restricted attunements
• Corin's notes, drawn from Warren Constantine's books, Keras's stories and the Researcher. Probable source is the Spider Spire (Visage Wydd, God Beast Arachne). The spire erases memories of your time there, including the days on either side. [A6,W] • Eight are commonly believed to exist. Generally received straight from a Visage. [W] • "Signature Functions" replaces "Unique Functions", since they can be replicated. [A6] • Only one compound mana type is listed per attunement (from Primary + Secondary). Other compounds come from manual mixing or Citrine-level automation. [A6] • Attunements have moved between spires over time. Hierophant and Sovereign were never given in Judgments. The Spider Spire held different attunements in the past. [A6] • The modern Arbiter is not its original form. An older attunement with the same Adaptation compound focused on rapid acclimation. [A6]
• Abjurer — Compound: Banishment · Mana: Death / Light / Transference [A6] • Arbiter — Compound: Adaptation · Mana: Transference / Life / Light [A6] • Chronomancer — Compound: Time · Mana: Transference / Perception / Death [A6] • Hierophant — Compound: Breath · Mana: Air / Life / Mental [A6] • Necromancer — Compound: Bone · Mana: Death / Stone / Life [A6] • Paladin — Compound: Constellations · Mana: Light / Transference / Life [A6] • Sovereign — Compound: Supremacy (a dominion) · Mana: Death / Umbral / Enhancement [A6] • Whisper — Compound: Lies · Mana: Perception / Fire / Shadow [A6]
• CONFLICT: the wiki Spider Spire page lists Stalker in the eighth slot where [A6] lists Whisper. Stalker has no data in the sources read. • CONFLICT: the wiki gives Sovereign as Umbral / Death / Enhancement. [A6] gives Death / Umbral / Enhancement. Prefer [A6]. • Wiki gives Necromancer secondary as Earth ([A6] says Stone, treated as equivalent) and Whisper's tertiary as Umbral ([A6] says Shadow). Whether Shadow and Umbral are one type is not stated. • Wiki lists partial primaries: Abjurer Death / Light, Arbiter Transference / Life / Light, Hierophant Air / Life, Paladin Light / Transference. These agree with [A6].
── Abjurer ── • Possession Protection: blocks possession by spirits and shades and most mental compulsion. Probably designed against the Sun Eater (inferred by the author). [A6] • Banish: a "return to origin" beam that sends a summoned creature home and keeps it from returning for a time. Pairs with sealing, which vastly reduces abilities and prevents leaving. [A6,W] • Banishment mana is instantaneous and single-target. Void mana is area denial that dampens mana over time. [A6] • Do not banish related types, since the effect can be reflected. Void is good at cancelling light and transference. [A6] • Banishment has been used on summoned simulacra and on a ritually empowered true form of a spirit. [A6]
── Arbiter ── • Mana Signature Erasure: automated equalization of the component types in grey mana. Enchanters do this by hand, burning out components with light mana. [A6] • Mana Transfer: restores another's mana to capacity, or temporarily raises it above capacity up to a safe maximum of double. About once a week it stimulates long-term capacity growth. Growth is not percentage-based and diminishes with repeated use. [A6] • Mana purification: all mana the Arbiter sends is purified, which prevents mana poisoning in recipients. A second shroud comes with the attunement. [W] • Arbiters can reach hidden sections of attunements, normally at Citrine. [W] • Specialization paths [W]: ◦ Transference: Secondary Infusion ◦ Life: Heal Attunement Structures ◦ Light: Direct Target Purification ◦ Adaptation: Improved Acclimation Rate
── Chronomancer ── • Existence unconfirmed; speculation only. [A6] • Perceptive Haste: haste without the mental-tracking problem. [A6] • Stasis Shroud: time-shaping that freezes effects passing through. The author is unconvinced. Time shaping is much harder than time calling, and calling accelerates effects. [A6]
── Hierophant ── • Held by one person at a time: the head of a Visage's priesthood. Katashi's priesthood in Dalenos is the example given. [A6,W] • A replacement was found within a month, already Citrine or higher, which suggests understudies. [A6] • Awe-Inspiring Aura: expands the shroud over a massive area and imbues it with a chosen spell, such as healing or setting enemies on fire. Possibly linked to the Dania legend of the "Saint". [A6]
── Necromancer ── • Gives life and death mana simultaneously, using Stone as an intermediary. Elementalists use a similar trick: air between fire and water, fire or water between air and earth. [A6] • Layer Interaction: interacts with other layers of self, such as mana and spirit. Best guess is spirit mana, travel or constellations. [A6] • Main uses are bone repair, perceiving ghosts, and healing beyond what Menders manage. Can also form bone spears and projections. [A6,W]
── Paladin ── • Contracts with Visages, with the attuned in a subordinate role. [A6] • Invoke Visage: grants abilities per Visage. Short-term invulnerability is attributed to Kerivas. [A6] • Called divine invocations; draws extra power from the patron Visage in great need. [W] • Possibly designed as a counter to the Children of the Tyrant in Gold. The author warns that some lore about it is propaganda. [A6]
── Sovereign ── • Once given to ancient kings with Visage favor. Few exist now. [A6] • Steal Spell: takes a single spell effect for own use. Can also absorb power from spells and possibly enchantments. [A6,W] • Strip Attunement: takes an attunement away, possibly putting it on the Sovereign. [A6] • Controls or draws on other attunements. Powers resemble the vae'kes' ("like deflects like"). [A6,W]
── Whisper ── • Unverified, possibly myth. [A6] • False Mark: shows a different attunement mark, by default one complementary to the person's other attunements, changeable at will. [A6] • Emulate Attunement: limited emulation of other attunements' functions. May be dream-mana based (unclear). [A6]
• Other restricted attunements may exist: removed ones or new ones in testing. Learning of them would need access to Wydd or Ferras. [A6]
Canon · Ascended attunements
• Attunements that progress into something new. They do everything a normal attunement does plus new things such as extra mana types or abilities. [W] • Obtained by a Judgment-like test at the Unclaimed Spire, or by other means. [W] • Only listed example: Invoker, ascended from Summoner (Valia). Takes on aspects of contracted monsters, for example karvensi-style stone skin and wings, and draws power from summoned monsters directly. [W] • Invoker mana: Air / Transference / Life on the wiki Attunements page; the Ascended and Invoker pages list it as Unknown. [W] • Only one known Invoker exists, a character of the Cadence family. [W] • Corin's notes in [A3] list "Research: Ascended attunements" as unfinished. Nothing in [A5] or [A6] was found that details them.
Canon · Proto-attunements and artificial attunements
• Proto-attunements give no mana types or shrouds. Their purpose is to stabilize Functions first. Basic boilerplate functions are added once stable. They usually have side effects. [W] • Example from Farren Labs: Mastermind floods soundwaves with Lies mana, making speech charming and believable enough to bypass many mental defenses and detection spells. Downside: the heart leaks mana. [W] • Artificial attunements originate in Caelford at Farren Labs. They need a class-5 mana crystal of each mana type plus applicators with purified mana. [A3,W] • Custom attunements exist, including a fruit-flavored line by Corin Cadence that includes Omnimancer. [W] • Peridot: an artificial level between Citrine and Emerald made by Warren Constantine. A custom Enchanter has it built in but with no function yet. [W]
Canon · Levels, auras and marks
• Levels [A1]: ◦ Quartz: start, a couple of mana types. ◦ Carnelian: shroud begins (Guardians start at Quartz). ◦ Sunstone: reliable shroud that can be suppressed. Most climbers stop here. ◦ Citrine: veterans. A third mana type, like a new attunement. ◦ Emerald: rumored to shape raw ambient mana. ◦ Sapphire: rumor or myth. • Aura colors follow the rainbow: Quartz clear, Carnelian red, Sunstone orange, and so on. Enchanters and Diviners see auras early. [A2] • Sunstone and higher can partly or fully suppress the shroud and its aura, at a cost to shroud strength. [W] • Marks change as thresholds are reached, and abilities differ per attunement and level. [A2] • Specialization can modify the mark, such as a fire-specialized Elementalist. [A2] • Mark "generations": about 15 visible revisions in about 170 years, roughly one per decade. First recorded improvement was the defensive shroud, originally Citrine+ only. [A2] • Modern attunements convert mana between types much faster. A hundred years ago conversion took minutes and the result was "held" in that state. [A2] • Attunements use some mana continuously for monitoring, conversion and regulation. Safe mana figures account for this. [A2] • Attunements work like magical items about a thousand times more complex. A rune replicates dozens or hundreds of enchantment types. [A2] • Every attunement gives grey mana plus two types at start and a third at Citrine, and has an "iconic" function, wrongly called "unique". [A3,W] • General functions on all attunements: detect safe mana value, detect attunement location, absorb ambient mana, store mana, display rank, generate shroud. Citrine adds unlocking an extra mana type and mixing extra compounds. [W]
── Mark location and casting method [A1] ── • Hand — Primary casting method: Gesture • Leg — Primary casting method: Touch • Lung — Primary casting method: Verbal incantation, broad area, good for warfare • Heart — Primary casting method: Through the whole body into the heart, then out both hands. Strongest single-target, hardest to control • Mind — Primary casting method: Casts inside the body. Mind-marked Menders heal by shifting mana
• Location sets the primary casting method and boosts mana regeneration for that body part. [A1] • Wiki lists seven locations: Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, Right Leg. Hand marks include wrist or arm and are most common. [W] • Dianis Points, the seven body locations: Mind (viewing), Heart, Lungs (breathing), Left hand, Right hand (shield or sword, sword in the dominant hand), Left leg, Right leg (advance or retreat, advance in the dominant leg). [W]
Canon · Attunement ranking
Safe-mana thresholds by level and rank (rank E lowest, A highest). [W]
• Each level is about six times the previous. Ranks E to A subdivide each level. Ranks also apply to spells and enchantments. [W] • Casting above your level is possible but dangerous. [W] • A newly judged attuned is usually C-rank Quartz (24 mana). Different attunements held by one person can have different ranks. [W] • Growth depends on adapting to the mana types stored. Spells affect this more than attunement arts. "Easy" spells do not drive adaptation. [W] • Valia ranks by shroud color. [W] • Sapphire-ranked things are cited: Rage of the God Phoenix, Katashi's brand, Seiryu. [W] • CONFLICT: the wiki Attunements page says Sapphire "has been proven to not exist". Attunement_Ranking calls it hypothetical yet rates things at it. A character claims Sapphire is a lie. [W] Neither is verified; [A1] calls it rumor or myth. • Attunement levels map to a half-step 0-13 power scale (0 below Quartz, 13+ above Sapphire) in the Diamantine "Combatant Abilities" appendix. [Dia]
Canon · Attunement specializations [W]
• Use mostly one mana type (about 90 percent) for about a year. The percentage varies by attunement. "Organic" specialization is the slow route. • "Forced" specialization floods the body with one type. It is dangerous and unpopular. • Common: Menders to Life, Guardians to Enhancement. Specializing in a secondary type is extremely rare. • Effects: the attunement skews generation toward the preferred type (a downside for flexible attunements like Elementalists), and some attunements gain passive powers, usually shroud variants. A lightning-specialized Elementalist generates a lightning shroud automatically but may still change its shroud element by choice. Rarely a new compound type opens. • Summoners, Soulblades and other contract-based attunements can specialize in types supplied by their contracts. This is considered strictly disadvantageous, since losing a contract can be devastating. • Elementalists can eventually reach opposite elements through specific specialization choices. [A6] • Known paths: Enchanter has Mental (Deep Diagnostics), Transference (Internal Power), Light (Mana Output Purification), Acuity (Mana Minutia Manipulation). Arbiter paths are listed under Arbiter above. [W]
Canon · Non-Spire sources of magic
• Crystal marks: granted by Gateway Crystals or elemental temples in the Unclaimed Lands. They give a single essence type and act as a middle ground between Dominion sorcery and attunements. [W] ◦ Draw on the body's resources like Dominion sorcery, but only after using the slow-recharging mana pool the mark gives. ◦ Grow slower than attunements and have no functions or extra mana types. ◦ Efficiency is a static ratio, for example 10:1, so a 20-mana spell costs 2. ◦ Considered inferior on Kaldwyn, but strong attuned often take one as a supplement. ◦ Sytennia has no Soaring Spire and often sends people to the Unclaimed Lands for crystal marks. • A crystal mark creates an artificial Dianis Point linked to a star on the spirit layer. Gateway Crystals are the main ambient mana sources, one per type per continent supposedly. [A5] • Dianis Points are self-refilling containers within the self (also called Completed Dianis Points, Wellsprings or Vessels). Star veins connect them. [A5] • Dominion sorcery called mana from the stars through the veins. This cannot be done now. [A5] • Essence sorcery forms a container from environmental mana. It is hard on Kaldwyn because ambient mana is low, and attunements seem to prevent it. [A5] • Spirit bonds: limit of seven, one per completed Dianis Point. The Summoner attunement automates doubling up, with limits. [A5] • Early attunements probably combined a Dianis Point with a crystal mark and gave a single-type regenerating pool. Shrouds and extra mana types were added later. Visages have differing design philosophies, so some regions favor shroud-focused attunements and others esoteric ones. [A5] • Spirit arts use dedications (a portion of spirit made into a container). Breaking the spirit is a risk. [A5] • Essence sorcerers on Dania bond with people and places, and use shade weaves that edit the body's recovery baseline. The shade layer governs injury recovery. A memory layer exists. [A5] • Unclaimed Lands (center of Kaldwyn, claimed by no nation): [W] ◦ Elemental temples of fire, water, air, earth, light and shadow. Guardians open them twice a year. The six Sacred Swords were forged here. ◦ Gateway Crystals: Spirit, Transcendence, Shade, Memory, Banishment, Adaptation, Supremacy, Ruin, Time. ◦ Gateway Crystals give Boons: information, items, services, crystal marks, shadeweaves, anything in their power. ◦ Spirit Gateway Crystal: sapient, offers choices in the Shrine of Bravery. ◦ Transcendence Gateway Crystal: trial that builds a dungeon that copies of people traverse. Focus on efficiency, lifespan and health. Mana access: grey, life, mental, light, transference, spirit, density, transcendence. ◦ Shade Gateway Crystal: trial for two or more people, usually two rooms cleared at the same time. Scales to total mana of the group. Dominions of Shade, Shadow/Umbral and Life, possibly density. Can create shadeweaves. ◦ Memory Gateway Crystal: under the Wizards Spire. Multi-day trials requiring you to remember solutions the next day. Dominion of Memory. ◦ Monsters in the Unclaimed Lands have no shrouds. ◦ Other sites: a wizard's tower (Warren Constantine's) and the town of Pending. • The Unclaimed Spire (Unclaimed Lands, nearest Dalenos): one locked doorway, perfectly symmetrical unlike other towers, seemingly impossible to enter. No known Visage or God Beast. Said to give Ascended attunements. [W] • A human-made replica of a Soaring Spire hosts the Emerald Council. [A6]
Canon · Spires and Judgment rules
• Six Soaring Spires were created by Selys per [A3]. The wiki counts seven including the Unclaimed Spire. [A3,W]
• Tiger — Nation: Caelford · God Beast: Byakko · Visage: Ferras (Creation) • Tortoise — Nation: Dalenos · God Beast: Genbu · Visage: Katashi (Valor) • Serpent — Nation: Valia · God Beast: Seiryu · Visage: Tenjin (Inspiration, currently missing) • Hydra — Nation: West Edria · God Beast: Orochi · Visage: Melkyr (Resilience) • Phoenix — Nation: East Edria · God Beast: Suzaku · Visage: Kerivas (Law) per wiki, see CONFLICT above • Spider — Nation: Unknown · God Beast: Arachne · Visage: Wydd (Forbidden Knowledge) • Unclaimed — Nation: Unclaimed Lands · God Beast: Unknown · Visage: Unknown
Sources: [A3,A4,W].
• A Soaring Spire grants attunements through Judgment. [A3] • Anyone with enough money can apply. It is expensive. Entry is via a Gate of Judgment, and many die. [W] • Survivors who gain an attunement may take only one Judgment per Spire in a lifetime. Re-entry is only through a Climbers Gate, which is far more dangerous. [W] • Judging in a different Spire is possible, but each later Judgment is harder. [W] • Attunements can also be received straight from a Visage (rare) or found by luck while climbing. [A3] • A top-of-spire completion may earn a boon from the goddess. [A3] • A party over six may anger the Visage or Spire. [W] • Spires are morphic, not intelligent, and someone must direct them. [W] • Tiger Spire rooms and floors stay in place for long periods; other spires shift more (inferred from the Tiger Spire contrast). [W] • Judgment journal: a leather-bound journal sits on the third pedestal in the landing room. It works as a two-way communication device (the "Voice of the Tower"), and several copies are known. [W] • A person has stayed in a Judgment for months to memorize rooms and publish. [A4,A6] • Edria conquered Kelridge to gain access to its spire. [A3] • The Tyrant in Gold is a divine being opposed to Selys, believed to rule outside Kaldwyn. His Children are powerful. [A3,A6] • The four powers are Edria, Dalenos, Valia and Caelford. Sytennia and Erawen are minor nations. [A3] • Number of attunements per person: Judgment normally gives one per Spire. Edria's royal has six, so multi-attunement is possible by Visage blessing or repeated Judgments. [Dia,W]
CONFLICT: sources disagree over the number of towers (six in [A3], seven in the wiki). Both are recorded above.
GAPS: • No source gives per-level progression (Quartz to Emerald abilities) for the Edrian attunements; the wiki tables are empty. • Tertiary mana for Restricted attunements is empty on the wiki; [A6] is the only source. • Stalker (Spider Spire per wiki) has no data. • Ascended attunements besides Invoker are unnamed. Invoker's mana types are unconfirmed. • Where the Spider Spire stands is unknown. Seventh/Unclaimed Spire contents are unknown. • The Gateway Crystals other than Spirit, Transcendence, Shade and Memory have no description. • Ranking numbers are [W] only. Whether Sapphire exists is unresolved. • Peridot rules beyond a single mention are unknown. • Whether Shadow and Umbral are the same mana type is not stated.
Canon — Mana and Magic Systems
Canon · Mana and Magic Systems: about this part
Scope: every mana type, composite mana, conversion and interaction rules, mana capacity and levels, shroud, casting rules, crystals, and the other magic systems of the wider universe (Dominion Sorcery, Essence Sorcery, Spirit Arts, crystal marks, Blood Alchemy). Attunement-by-attunement detail (functions, spires, teachers) is in other sections; only the mana-relevant data is repeated here.
Naming notes. The local word for sorcerous essence on Kaldwyn is "mana" [A3]. "Gray" and "Grey" are the same type. "Umbral" and "Shadow" name the same mana, "Wood / Plants / Nature" is one composite with three names, and different areas and times use different names for the same mana [W]. Appendices A5, A6 and Dia write "Stone" where the wiki writes "Earth" (Stone is the Earth dominion name per the wiki mana table), and "Shadow" for Umbral [A5,A6,Dia,W]. Mana can exist in physical forms, notably liquid or crystal [W].
Canon · 1. Core rules of mana
• All humans and monsters have mana in their bodies. In weak monsters and non-attuned humans it is generic "raw" or "gray" mana [W]. • Non-attuned can use their mana through devices (for example a dueling cane); attuned can do more with it [W]. • Any individual application of mana for a specific purpose is a spell; using spells is magic [W]. • Attunements give access to at least two mana types, and a third at Citrine [A1,A3,W]. • Aside from Gray, every mana type has exactly one opposite. Saying: "Like deflects like, opposites negate." Same-type mana can deflect a spell of that type, and opposite mana types annihilate one another [W]. • Combinations that are not direct opposites "can have volatile results". This is not true for mana inside an object, which typically follows the volatile path [W]. • Locations in the body generate mana: hands, legs, head (mind), lungs, heart. The mind primarily generates mental mana; an attuned who cannot use mental mana can convert it to a type they can use [W]. • Overuse of one body area causes damage. Overuse in the mind or heart is fatal; other locations are less immediately fatal [W]. • Regular overuse of one location causes mana scars: permanent damage to mana flow in that area. Scars slow mana recovery there, make conversion from there harder, and make that region harder to strengthen [W]. • An attunement mark regulates the mana in its area, making repeated use safer [W]. • A Mender-style mind-marked attuned can cast inside their own body with no motion or speech, for example healing wounds by shifting mana to the injury [A1].
Canon · 2. The thirteen base mana types
Gray plus twelve typed mana in six opposed pairs. Gray is "the combination of all base types", has no opposite because it is not technically a type, is granted by every attunement, is known to be inaccessible on other continents, and everyone has it in their Layers of Self somewhere [W].
• 1 — Type A: Air · Type B: Earth (Stone) · Dominion of A: Wind · Dominion of B: Stone [W] • 2 — Type A: Fire · Type B: Water · Dominion of A: Flame · Dominion of B: Water [W] • 3 — Type A: Umbral (Shadow) · Type B: Light · Dominion of A: Shadow · Dominion of B: Light [W] • 4 — Type A: Life · Type B: Death · Dominion of A: Life · Dominion of B: Death [W] • 5 — Type A: Mental · Type B: Perception · Dominion of A: Knowledge · Dominion of B: Deception [W] • 6 — Type A: Transference (Motion) · Type B: Enhancement · Dominion of A: Motion · Dominion of B: Stability [W] • none — Type A: Gray · Type B: none · Dominion of A: all dominions · Dominion of B: [W]
Transference is also called motion mana [W Enchanter, W Arbiter]. The wiki mana table marks some entries as theorized rather than confirmed (italic marks do not survive in the text dump) [W].
── Attunement sources per base type (which attunements grant it) ── P = primary, S = secondary, T = tertiary. Wiki per-type pages, cross-checked with appendices where they list the attunement.
Attunement mana lists in the appendices (primary, secondary, tertiary) are the authority; sources: Valia/Serpent eight [A1], Caelford/Tiger eight [A3], East Edria/Phoenix eight [A4], Dalenos nine [A5] and Edria [Dia], restricted eight [A6]. Cross-check notes are in CONFLICT lines at the end.
── Per-type notes (stated uses) ── • Air. Elementalist fire/air/lightning attack [A1]; Wayfarer long-distance messaging and Travel [A5]; Summoner primary [A1,W]. • Earth / Stone. Shaper conjures objects from solid mana [A1]; Mender secondary [A1]; Necromancer uses stone mana as a barrier that stops life and death mixing directly [A6]. • Fire. Purifier fire and light blasts through defenses [A4]; Pyromancer black flames that spread and keep burning, nearly impossible to disperse [A4]. • Water. Cloudcaller primary [A5]; Champion ice [A5]; Acolyte purge using water as baseline [A5]. • Umbral / Shadow. Shadow conceals self from senses and dulls others' senses [A1]. • Light. High-level Enchanters and others burn out unwanted component mana with light mana to purify mana by hand [A6]. Light is also the Gray-purifying type in Mana Output Purification [W Enchanter]. • Life. Mender regenerates tissue and can reverse it [A1]; Biomancer alters another person's mana flow [A3]. • Death. Executioner shaped weapon of pure mana [Dia]; Sovereign draws power from others [A6,W]. • Mental. Diviner info gathering [A1]; the Enchanter attunement eases viewing of magical auras, a mental mana function [W Enchanter]. Mind-marked attuned generate mental mana [W]. • Perception. Mesmer irrelevance aura makes people forget the Mesmer exists [A4]; Controller compulsion [A3]. • Enhancement. Guardian and Swordmaster physical power growth [A1,A4]; a Diviner can specialize in enhancement [A4]. • Transference. Enchanter imbuing [A1]; Arbiter pass-through of mana into others [A6]; Juggernaut draws shroud into muscles [Dia].
Canon · 3. Compound (composite) mana
Combining two base types that are not opposites yields a compound type. 66 pairs of the twelve base types exist: 48 give a compound mana, 18 are "incompatible" [W]. Compounds come in 24 opposed pairs. Each compound is the special mana of one attunement (the "compound" of its primary + secondary), and the attunement is the usual way to produce it [W,A5,A6].
• Lightning — Components: Air + Fire · Opposite compound: Sand · Home attunement: Elementalist [W] • Sand — Components: Earth + Water · Opposite compound: Lightning · Home attunement: Transmuter [W] • Ice — Components: Water + Enhancement · Opposite compound: Heat · Home attunement: Champion [A5,W] • Heat — Components: Fire + Transference · Opposite compound: Ice · Home attunement: Juggernaut [W] • Metal — Components: Fire + Earth · Opposite compound: Rain · Home attunement: Forgemaster [W] • Rain — Components: Water + Air · Opposite compound: Metal · Home attunement: Cloudcaller [A5,W] • Incineration — Components: Fire + Death · Opposite compound: Blood · Home attunement: Pyromancer [W] • Blood — Components: Water + Life · Opposite compound: Incineration · Home attunement: Acolyte [A5,W] • Purity — Components: Fire + Light · Opposite compound: Poison · Home attunement: Purifier [W] • Poison — Components: Water + Umbral · Opposite compound: Purity · Home attunement: Assassin [W] • War — Components: Fire + Umbral · Opposite compound: Peace · Home attunement: Commander [W] • Peace — Components: Water + Light · Opposite compound: War · Home attunement: Illuminator [W] • Lies — Components: Fire + Perception · Opposite compound: Clarity · Home attunement: Whisper [A6]; wiki matrix labels it "Stalker" (theorized) [W] • Clarity — Components: Water + Mental · Opposite compound: Lies · Home attunement: Dancer [W] • Dawn — Components: Fire + Enhancement · Opposite compound: Tides · Home attunement: Swordmaster [W] • Tides — Components: Water + Transference · Opposite compound: Dawn · Home attunement: Wavewalker [A5,W] • Blight — Components: Air + Death · Opposite compound: Wood / Plants / Nature · Home attunement: Scourge [W] • Wood (Plants, Nature) — Components: Earth + Life · Opposite compound: Blight · Home attunement: Mender [W] • Breath — Components: Air + Life · Opposite compound: Bone · Home attunement: Hierophant [A6] • Bone — Components: Earth + Death · Opposite compound: Breath · Home attunement: Necromancer [A6] • Vitality — Components: Air + Light · Opposite compound: Enervation (Enveration) · Home attunement: Legionnaire [W] • Enervation — Components: Earth + Umbral · Opposite compound: Vitality · Home attunement: Saboteur [W] • Sound — Components: Air + Perception · Opposite compound: Tranquility · Home attunement: Spellsinger [W] • Tranquility — Components: Earth + Mental · Opposite compound: Sound · Home attunement: Sentinel [W] • Communication — Components: Air + Mental · Opposite compound: Alteration · Home attunement: Wayfarer [A5,W] • Alteration — Components: Earth + Perception · Opposite compound: Communication · Home attunement: Shapeshifter [W] • Travel — Components: Air + Transference · Opposite compound: Density · Home attunement: Summoner [W]; also Wayfarer [A5] • Density — Components: Earth + Enhancement · Opposite compound: Travel · Home attunement: Shaper [W] • Banishment — Components: Death + Light · Opposite compound: Shade · Home attunement: Abjurer [A6] • Shade — Components: Life + Umbral · Opposite compound: Banishment · Home attunement: Conjurer [W] • Supremacy — Components: Death + Umbral · Opposite compound: Spirit · Home attunement: Sovereign [A6] • Spirit — Components: Life + Light · Opposite compound: Supremacy · Home attunement: Soulblade [A5,W] • Madness — Components: Death + Perception · Opposite compound: Transcendence · Home attunement: Mesmer [W] • Transcendence — Components: Life + Mental · Opposite compound: Madness · Home attunement: Biomancer [W] • Chaos — Components: Death + Transference · Opposite compound: Protection · Home attunement: Shieldbreaker [W] • Protection — Components: Life + Enhancement · Opposite compound: Chaos · Home attunement: Guardian [W] • Ruin — Components: Death + Enhancement · Opposite compound: Adaptation · Home attunement: Executioner [W] • Adaptation — Components: Life + Transference · Opposite compound: Ruin · Home attunement: Arbiter [A6,W] • Sight — Components: Light + Perception · Opposite compound: Secrets · Home attunement: Illusionist [A5,W] • Secrets — Components: Umbral + Mental · Opposite compound: Sight · Home attunement: Analyst [W] • Destiny — Components: Light + Mental · Opposite compound: Dreams · Home attunement: Seer [A5,W] • Dreams — Components: Umbral + Perception · Opposite compound: Destiny · Home attunement: Architect [W] • Constellations — Components: Light + Transference · Opposite compound: Void · Home attunement: Paladin [A6] • Void — Components: Umbral + Enhancement · Opposite compound: Constellations · Home attunement: Shadow [W] • Time — Components: Perception + Transference · Opposite compound: Memory · Home attunement: Chronomancer [A6] • Memory — Components: Mental + Enhancement · Opposite compound: Time · Home attunement: Diviner [W] • Coercion — Components: Perception + Enhancement · Opposite compound: Acuity · Home attunement: Controller [W] • Acuity — Components: Mental + Transference · Opposite compound: Coercion · Home attunement: Enchanter [W]
• Attunements with a compound not in this table by design: Wayfarer gets both Communication and Travel [A5]. Guardian's Protection, Elementalist's Lightning etc. are the attunement's compound of primary+secondary [W]. • Appendix A6 states only the compound of primary + secondary is listed per attunement; other compounds come from manual mixing or from automatic processes at Citrine [A6]. • Citrine attunement functions include "Unlock additional mana type" and "Mix additional compound mana types" [W]. Tertiary compounds therefore become available at Citrine (inferred from those function names). • Compound mana is its own type in interactions: its opposite compound negates it (for example Ice vs Heat) [W].
── The 18 incompatible pairs ── Six are the base opposites: Air-Earth, Fire-Water, Light-Umbral, Life-Death, Mental-Perception, Enhancement-Transference. Twelve more have no compound [W]: Air-Enhancement, Air-Umbral, Death-Mental, Death-Water, Earth-Light, Earth-Transference, Fire-Life, Fire-Mental, Life-Perception, Light-Enhancement, Perception-Water, Transference-Umbral. (These are the cells the wiki matrix marks "Incompatible"; each type pairs with itself as "-".) [W]
Canon · 4. Conversion, interaction, purification
What the sources state. • An attuned's attunement converts the mana their body generates into the attunement's types; modern attunements convert freely and continuously while older ones took minutes and "held" the mana [A2]. • Mana generated in a body location is slanted to the marked location's type; a mind-marked person's mental mana can be converted to a usable type [A1,W]. • Attunement background functions (monitoring mana per body part, conversion, regulating flow) use some mana and are counted inside safe mana [A2]. • Enchanters use mana crystals to cover mana types they lack [A3]. Crystals can also be absorbed as a mana source (inferred from use as a benchmark of power) [W]. • Compound mana is produced by mixing its two components; the attunement does so automatically for its own compound [A6,W]. • Arbiter / purification: mana-signature erasure "equalizes all of the component mana types to a certain baseline value" [A6]. High-level Enchanters and others do this manually by burning out unwanted components with light mana [A6]. The Arbiter attunement automates it on incoming and outgoing mana [A6]. • Arbiter Mana Transfer can restore mana below safe capacity or temporarily raise it above capacity up to double the safe maximum. Doing this roughly weekly stimulates long-term capacity growth; growth is not percentage-based and diminishes with repetition [A6]. • Mana poisoning: passing another attuned's mana through your body is dangerous. It is safe only with enough shaping skill to move the mana outside the body, with purification, or with mana you made yourself or already purified [A3]. • Mana shell: a container that holds another person's mana while enchanting. It has a capacity, so a low-level Enchanter cannot hold Emerald-level amounts [A3]. • Disenchanting: removing all mana from a rune to power another [A3]. • Opposite mana types annihilate; non-opposite non-compound pairs are volatile [W] (see section 1). • Grey is the blend of all types and every attunement yields it [W].
Conversion loss. The wiki Attunements page says conversion happens "at a small percent loss" citing the first book. No appendix states any loss or rate, and an earlier claim of a loss figure was refuted. CONFLICT: wiki "small percent loss" [W] vs no loss figure in any appendix [A1-A6]. Treat conversion efficiency as unspecified; do not invent a number.
Absorption. Attunements absorb ambient mana into the marked body part until safe mana is reached; mana-rich food and fruit also help growth [W]. General attunement functions listed by the wiki: Detect Safe Mana Value, Detect Attunement Location, Absorb Ambient Mana, Store Mana, Display Attunement Rank, Generate Shroud [W].
Ambient mana. Gateway Crystals are the primary sources of ambient mana in the world; every continent has one of each type [A5]. Mana density differs by region; Kaldwyn lacks enough ambient mana for essence sorcery [A5].
Canon · 5. Levels, ranks and capacity
── Levels ── Attunement levels follow the aura colours of the rainbow, in order [A2]:
• Quartz — Aura colour: clear · Notes: Guardians get a shroud already at Quartz [A1] • Carnelian — Aura colour: red · Notes: shroud starts [A1] • Sunstone — Aura colour: orange · Notes: reliable shroud, can be suppressed [A1] • Citrine — Aura colour: yellow · Notes: new mana type; the attunement "changes somehow" [A1,W] • Emerald — Aura colour: green · Notes: rumoured to weave magic from ambient power [A1] • Sapphire — Aura colour: blue · Notes: above Emerald [A2]
Edria uses numbers instead of colour names for levels [A2]. Peridot is mentioned at the end of the third book's appendix with no details [A3]. Sapphire status: the wiki calls it "purely hypothetical" yet cites Sapphire-level spells, items and monsters; one professor says Sapphire "is a lie". CONFLICT: Sapphire existence ("hypothetical"/"a lie") vs cited Sapphire-level objects and monsters [W]. Treat as very rare and poorly understood.
── Safe-mana table ── Safe mana is the amount in one body area that is safe to use. Ranks E to A divide each level into sixths [W].
• Each level's base is six times the previous; an A rank equals the next level's E rank less one step (rank steps are one sixth of the level base). Rank scales linearly: E Sunstone is about six times E Carnelian [W]. • CONFLICT: wiki prose says "24 mana in one area is C rank" at Quartz but its table gives C = 20 [W]. Use the table. • The pool grows by using mana in that body location; easy spells give no adaptation; over-casting or draining too often can permanently harm the user [W]. • Specialization and mark-location rules follow in section 6.
── Mana crystals (classes) ── Crystallised mana. Most come from monster remains in spires; skilled shapers can make them [A3,W].
• Crystals serve as a benchmark: go one level lower for average spell costs [W]. • Class 5 crystals are needed for artificial attunements [W]. • Enchanting rune categories: Function, Activation, Recharge, Capacity. An item with Recharge but no Capacity runes overfills and explodes [A3]. • Mana Watch: Corin and Vellum's device. A divination rune measures resting mana, then shows current mana as a fraction, for example 10/20 [W].
Shroud. A barrier of mana around the body that grows with level, beginning at Carnelian (Guardian at Quartz) [A1]. Sunstone and above can suppress it partially, making it appear to be a lower level, or fully; suppression reduces its effectiveness [W]. Diviners and Enchanters can see auras [W]. Edria attunements work by expending or extending the shroud [Dia]. The first recorded improvement in attunement history was the defensive shroud; early shrouds were Citrine and above only [A2].
Mark locations. An attunement mark sits on one body location [A1]:
• Hand — Casting style: gesture; strongest through the marked hand • Leg — Casting style: touch or kick; accurate, melee only; favoured by Guardians • Lung — Casting style: verbal incantation; area effects; good for warfare • Heart — Casting style: channels through the whole body and out both hands; strongest single-target, most dangerous • Mind — Casting style: casts inside the body, no motion or speech (Mender self-heal)
The marked location boosts mana regeneration there, giving more of the matching type [A1]. The wiki lists seven locations: Mind, Heart, Lungs, left/right hand, left/right leg [W]. Dianis Point equivalents in Dania: Mind = Viewing, Heart = Heart, Lungs = Breathing, dominant hand = Sword, off-hand = Shield, dominant leg = Advance, other leg = Retreat [W].
Generations. Attunements have been recorded for about 170 years, with 15 visible revisions, roughly one per decade. Older ones converted slowly and held mana, modern ones convert freely. Artificial attunements replicate the functions, which are "a thousand times more complex" than an enchanted item [A2].
Artificial attunements. Built by an Enchanter plus Arbiter and often a Biomancer; Biomancers are worse than Arbiters because they lack automatic purification. Warren Constantine helped build the first generation and disappeared in 402 AF. In theory a Citrine Arbiter/Enchanter could make one alone. Needs a class 5 crystal [W].
Specialization (wiki "Attunement Analytics") [W]: • Needs about 90% of mana usage in one type for about a year, naturally. Forcing it by flooding the body with one type is dangerous. • Effects: slants generated mana toward the type; some attunements gain passive powers such as shroud variants or new compounds. Example: a Lightning-specialized Elementalist gets an automatic lightning shroud. • Enchanter paths: Mental = Deep Diagnostics; Transference = Internal Power; Light = Mana Output Purification; Acuity = Mana Minutia Manipulation. • Arbiter paths: Transference = Secondary Infusion; Life = Heal Attunement Structures; Light = Direct Target Purification; Adaptation = Improved Acclimation Rate. • Contract attunements can specialize in contract-derived types, which is disadvantageous.
Combatant power scale [Dia App. III]: 0 below Quartz; 1 low Quartz; 2 high Quartz; 3 low Carnelian; 4 high Carnelian; 5 low Sunstone; 6 high Sunstone; 7 low Citrine; 8 high Citrine; 9 low Emerald; 10 high Emerald; 11 low Sapphire; 12 high Sapphire; 13+ beyond. Attributes rated: Strength, Speed, Agility, Physical Attack, Physical Defense, Magical Attack, Magical Defense, Endurance, Technique, Utility.
• A spell is any individual application of mana for a purpose [W]. • Spell keying. Builds shaping techniques into the calling, which saves essence [W]. A prepackaged key powers a spell of one essence type with a different compatible one: use the minimum original mana for the spell form, then flood it with the other type. Example: Lydia's Comprehensive Barrier is Protection keyed to Knowledge [W]. • Custom calling styles [W]: Velryan Battle Sorcery (rigid, controls spread); Assassin Style (hand signals tied to mental concepts); Taelien's metal-weapon channelling; Song Sorcery (binds spell effects to harmonies); Chaos Sorcery (random essence changes). • Teleportation spells relocate matter without crossing the intervening distance [W]. Wayfarer and Summoner are the only attunements with easy teleportation; Wayfarers get Travel immediately [A5,A1]. • Transcendence mana improves the body like enhancement but grants new abilities or intangible benefits rather than improving existing ones. It can augment spells (a fireball that explodes, contracts, explodes again) and be mixed, for example with perception for echolocation [W]. ◦ Beginner: Augmented Recovery, Internal Clock. Intermediate: Augmented Reflexes, Perfect Precision, Unchained Strength. Advanced: Expanded Colour Spectrum, Essence Acclamation, Pressure Augmentation [W]. • Proto-Attunements. Early attunements with no mana types or shrouds, used to stabilise Functions first, with boilerplate added later. They have side effects. Farren Labs' Mastermind floods soundwaves with Lies mana (charming, believable speech) and makes the heart leak mana [W]. • Shroud Stealer (Corin's enchanted sword): carries grey, mental, transference, spirit and transcendence mana plus recharge runes. It absorbs compatible mana on contact, such as shields and shrouds, and has Detect Mana in Contact [W]. • Dominion-bonded items and other notable items [DD]: Sae'kes (cuts anything), Heartlance (haste), Vendria (a talking gemstone from Rendalir), En-Vamir (crushing, possibly tides), Jaden Box (extradimensional storage plus blood- or hair-based summoning).
Canon · 8. Attunement mana quick reference
Primary / secondary / tertiary mana per attunement. Compound is the primary+secondary compound. Full attunement entries are in the attunement sections.
Valia, Serpent Spire [A1]. Tertiary is not in the appendix; the wiki gives it where shown [W].
Mana-relevant function notes: Soulblade contract, Infuse Item (a monster in an extradimensional space linked to the item, acting as a battery), Summon Monster [A5]; Acolyte Bodily Purification [A5]; Champion Crystalize and Mind of Ice [A5]; Cloudcaller Imbue Cloud [A5]; Illusionist Automate Illusion [A5]; Seer Future Sight [A5]; Wavewalker Surface Walk [A5]; Biomancers alter another's mana flow, improving capacity and regeneration [A3]; Architects make temporary enchantments lasting days [A3]; Purifier counters anti-magic, poison and disease, fire+light offence, and may once have been Valian [A4].
Canon · 9. Restricted and ascended attunements
Eight restricted attunements, all Spider Spire in origin by Corin's inference; Conjurer was likely moved out of the Spider Spire and Paladin was likely East Edrian [A6]. Hierophant and Sovereign were never handed out in Judgments. "Unique Functions" are relabelled "Signature Functions" [A6]. Fuller entries are in section 02.
• Abjurer — Primary / Secondary / Tertiary: Death / Light / Transference · Compound: Banishment · Mana-relevant functions [A6]: Possession protection; Banish (return-to-origin beam, sealing). Banishment is instantaneous, single target; void is area denial. Banishment is poor against related types because it can be reflected; void cancels light and transference well • Arbiter — Primary / Secondary / Tertiary: Transference / Life / Light · Compound: Adaptation · Mana-relevant functions [A6]: Mana Signature Erasure; Mana Transfer. An older Spider Spire attunement focused on rapid acclimation • Chronomancer — Primary / Secondary / Tertiary: Transference / Perception / Death · Compound: Time · Mana-relevant functions [A6]: Speculative: Perceptive Haste, Stasis Shroud. Unreliable information • Hierophant — Primary / Secondary / Tertiary: Air / Life / Mental · Compound: Breath · Mana-relevant functions [A6]: Awe-Inspiring Aura (large-area shroud imbued with a chosen spell). Held by the head of Katashi's priesthood in Dalenos, one person at a time • Necromancer — Primary / Secondary / Tertiary: Death / Stone / Life · Compound: Bone · Mana-relevant functions [A6]: Life/Death Balance (stone mana as intermediary so both opposites work at once); Layer Interaction (sees ghosts, interacts with other layers of self) • Paladin — Primary / Secondary / Tertiary: Light / Transference / Life · Compound: Constellations · Mana-relevant functions [A6]: Contract with visages; Invoke Visage (for example short-term invulnerability attributed to Kerivas) • Sovereign — Primary / Secondary / Tertiary: Death / Umbral / Enhancement · Compound: Supremacy · Mana-relevant functions [A6]: Steal Spell; Strip Attunement • Whisper — Primary / Secondary / Tertiary: Perception / Fire / Shadow · Compound: Lies · Mana-relevant functions [A6]: False Mark; Emulate Attunement (unverified)
• Elementalists can eventually gain opposites through specializations, with air mediating between fire and water [A6]. • Ascended: Invoker, from Summoner (via the Unclaimed Spire or other means). Air / Transference / Life. Draws power directly from summoned monsters and takes on their attributes such as karvensi stone skin and wings [W].
Canon · 10. Adjacent magic systems
── Layers of Self [W] ── Core (body); Spirit (soul, sentience, body blueprint); Shade (default state and repair); Memory (mind); Destiny / Fate (current potential); Dream (possible potential); Constellations (mystery); Transcendence (most perfect self); General Essence Structures / Star Veins (connect layers and enable magic).
── Magic by region [W] ── • Kaldwyn — System: attunements and crystal marks (Unclaimed Lands) • Mythralis — System: Dominion Sorcery • Artinia — System: Spirit Arts • Dania — System: Essence Sorcery • Tyrenia — System: Blood Alchemy, a path to immortality, shal
── Dianis Points and star veins [A5] ── Dianis Points are self-refilling containers in the body or self, also called Completed Dianis Points, Wellsprings, Vessels and Mana Containers. Star veins connect Dianis Points to each other and to other layers of self. Dominion sorcery calls mana from the stars through star veins and out of a Dianis Point where it is shaped. It can no longer be done on Kaldwyn; Constantine suggested Selys might be responsible [A5].
── Dominion Sorcery [FD Intermediate Dominion Sorcery, Erik Tarren] ── Powered by the body as a catalyst, with a physical toll per dominion. The twelve Prime Dominions map to the twelve base mana types (see section 2 table) [FD,W].
• Life — Body function and toll [FD]: organs and skin; overuse causes organ failure • Death — Body function and toll [FD]: stops processes; overuse causes coma • Shadow — Body function and toll [FD]: function a mystery; trouble recovering • Flame — Body function and toll [FD]: body temperature; casting lowers it • Water — Body function and toll [FD]: moisture; dehydration • Wind — Body function and toll [FD]: lungs and breathing • Stone — Body function and toll [FD]: bone, muscle, cartilage, marrow • Knowledge — Body function and toll [FD]: logical thinking • Deception — Body function and toll [FD]: contextual and abstract thinking • Light — Body function and toll [FD]: breaks down and expels foreign material; recovery from poison, disease, hostile sorcery • Stability — Body function and toll [FD]: extends duration of a spell on a target; no noticeable fatigue • Motion — Body function and toll [FD]: muscular movement
Death is the stop-process function; Flame and Water regulate body temperature [FD].
Deep Dominions [SS, Edrick Theas] • Requisite: Sight, Sound, Blood, Heat, Ice. • Beneficial: Protection (bone and skin; humans and Rethri only; natural sorcery filter), Metal (iron in blood), Travel (reaction time, muscle), Spirit (trauma recovery). • Esoteric: Blades (probably a form of Radiance, connected to Light and Motion; purges foreign sorcery), Destiny, Void (may serve Esharen as Protection serves humans). • Other deep dominions exist but are poorly understood. • Dominion-bonded items exist. Aendaryn's gift of the Dominion of Blades gives phantasmal blades. Users: Keldyn Andys (multiple blades), Kestrel Makar (single greatsword). Not harmful to most, but could harm vae'kes [DD]. • Blood Dominion "controls the flow and function of blood in the body" and is a Requisite Deep Dominion [W].
── Essence Sorcery (Dania) [A5,W] ── Gather environmental mana to form a container that then self-refills. Kaldwyn lacks enough ambient mana, and attunements appear to prevent it. Features: spirit bonds (to objects, people and, for powerful practitioners, locations); shade weaves (alter what the body recovers to, for example wings); the memory layer. Seven Dianis Points: Heart, Viewing, Breathing, Sword, Shield, Advancing, Retreating. The Heart point usually awakens first; Breathing is arguably most important. Dania has more essence types than dominions [W].
── Crystal marks and Gateway Crystals [A5,W] ── • Crystal marks come from shrines linked to Gateway Crystals. A mark makes an artificial Dianis Point connected to a star with the crystal as intermediary. It sits on the spirit layer, which spirit arts and Summoner contracts also use [A5]. • At most seven spirit-bond slots exist, one per completed Dianis Point or equivalent. Summoner automates doubling up within limits [A5]. • Marks usually give one essence type, no functions or extra types, and slow growth. Efficiency ratios like 10:1 apply (a 20-mana spell costs 2). They draw on the body's resources like dominion sorcery only after the mark's slowly recharging pool is used. Sytennia seeks them because it lacks a Soaring Spire [W]. • Early attunements were, in A5's inference, a completed Dianis Point plus a crystal mark, with one mana type and no shroud [A5] (inferred). • Gateway crystals known [W]: Memory (under the Wizards Spire, multi-day trial, dominion of Memory); Shade (two or more people, trial scales to total mana, dominions Shade, Shadow/Umbral, Life and possibly density, can create shadeweaves); Spirit (a sapient crystal in the Shrine of Bravery); Transcendence (dungeon trial copying people; grey, life, mental, light, transference, spirit, density and transcendence mana).
── Spirit Arts (Artinia) [A5,W] ── Dedications turn part of your spirit into a container for a specific invocation of the ancestor. Overly complex invocations can break the spirit. Spirit Arts use up your soul and dedications mitigate the cost. Distinct from spirit mana, though spirit mana can partially emulate their effects [A5,W].
── Blood Alchemy / shal (Tyrenia) ── A path to immortality, with shal [W]. A5 gives no detail on shal.
── Elemental classes [W] ── Figment (non-sapient); Fragment (child to adult, about 50 years); Facet (adult, permanent shape); Gatherer (returns dominion essence to the Core Plane); Harvester (causes massive releases; the Wandering War is a Harvester of the Dominion of War).
── Worldmakers [W] ── Aetor, Sun Eater, Kelryssia, Caerdanel, Velryn, Delsen, Vas Tyer (humans), Cas (machines), and the Lost Maker.
Canon · 11. Source conflicts logged
• CONFLICT: wiki Light_Mana page lists Fire to Lightning, Water to Rain, Death to Blight, Life to Breath, Transference to Travel, Perception to Sound and Mental to Communication (copied from the Air page). The matrix and the Fire, Water, Death and Life pages give Purity, Peace, Banishment, Spirit, Constellations, Sight and Destiny. This section follows the matrix [W]. • CONFLICT: Enveration (matrix, Earth and Umbral pages) vs Enervation (composite table) for the Vitality opposite [W]. • CONFLICT: Lies home attunement is "Stalker" in the wiki matrix (theorized) vs Whisper in [A6]. This section uses Whisper. • CONFLICT: wiki Necromancer attunement is Earth/Death with Bone via Earth+Death, vs [A6] Death/Stone/Life with Bone. Both agree Bone is Earth+Death; the primary/secondary order differs. Prefer [A6]. • CONFLICT: wiki Restricted_Attunements says "eight" but lists six, with Hierophant, Abjurer and Sovereign tertiaries blank; per-type wiki pages also omit Hierophant tertiary Mental and Abjurer tertiary Transference. Prefer [A6]. • CONFLICT: Illusionist tertiary is "Stone" in [A5] and Earth in the wiki. These are the same mana by dominion naming (inferred). • CONFLICT: Sovereign compound spelled "Supremecy" and "Supremacy" in the wiki; "Dominion: Supremacy" in [A6]. This section uses Supremacy. • CONFLICT: wiki Mana page text says other compound types "include sound, spirit and metal" only; the full table lists 48 [W].
GAPS: • No source gives a mana conversion loss rate or efficiency; the wiki "small percent loss" claim is unconfirmed. • Valia attunement tertiary mana is not in any appendix; values here come from the wiki only. • Peridot and Sapphire are described without details or with contradictory status. • Tyrenia shal and Blood Alchemy have no mechanical detail beyond the one-line description. • Hierophant, Chronomancer, Whisper and Sovereign details are rumour or speculation in A6. • Prime Dominion side effects are only summarised; Shadow's function is stated as a mystery. • Gateway crystal list is incomplete (not every type or continent is documented). • Compound mana beyond the attunement's own pair (tertiary compounds) is only implied by Citrine "mix additional compound mana types". • Numeric spell costs by spell are not documented beyond the crystal-class benchmark.
Canon — Runes, Enchanting, Items
Canon · Runes, Enchanting, Items: about this part
Scope: the Kaldwyn rune and enchanting system, the Enchanter craft, mana crystals, crystal marks and Gateway Crystals as item/mana sources, every named magical item or artifact found in the sources, and the Sacred Swords. World facts only, no plot. Tier names follow the standard ladder: Quartz, Carnelian, Sunstone, Citrine, Emerald, Sapphire (Amethyst theoretical).
Canon · Rune system: overview
• An enchantment is made of runes: physical marks carved, engraved, sewn or otherwise marked onto an object, then powered by mana of the right type in the right amount. Mana is "the local term for sorcerous essence". [A3 App III; W Enchanted_Items] • To make a rune: carve it in the proper shape, then put in the right amount of the right type of mana. [A3] • Enchanted items exist from Quartz to Emerald level; Sapphire-level items are theoretically possible. [W Enchanted_Items] • Enchanters (and Diviners) can see auras easily, which helps in reading item and attunement tiers. [A2; W Enchanter] • An attunement is described as "almost identical" to a magical item, only "a thousand times more complex". An attunement rune replicates the functions of dozens or hundreds of enchantments. Artificial attunements are made by understanding and replicating each of those functions. [A2 App II] • Attunements are theorized to be advanced enchanting runes; sub-glyphs are the internal components of attunements. [A3 App II; A5 App I] • Basic attunement functions draw some mana constantly: monitoring mana in each body part, mana conversion, flow regulation, and the shroud. This is already counted in "safe mana usage". [A2 App II]
Canon · Rune categories
• Function Rune — What it sets: What the item can do (a fireball wand has a fire function rune) · Example given: Standard Life Rune · Notes: Mana type of the rune matches the effect · Source: [A3] • Activation Rune — What it sets: How the item is triggered. A wand fired with the user's own mana has a mana activation rune · Example given: Motion Activation Rune · Notes: Mana activation and motion activation both exist; thought activation also appears on items (Burden Band) · Source: [A3; W] • Recharge Rune — What it sets: Makes the item refill automatically from the environment or another source · Example given: Life Mana Recharge · Notes: Not strictly required, but used in most "permanent" items so they need no manual recharge · Source: [A3] • Capacity Rune — What it sets: Caps how much mana the item stores · Example given: Life Mana Capacity · Notes: Without one, any item with a Recharge Rune keeps filling until it exceeds what it can hold and explodes ("bad item design") · Source: [A3]
• Complex items stack many runes. A barrier item uses mental-mana runes to detect incoming attacks, then runes that create a barrier on detection. [A3] • A healing item uses mental-mana runes to detect injury. A more complex one adds functions to find the most severe wounds and set healing order, or to ignore injury types it cannot heal. [A3] • A permanent enchantment needs at least 3 runes. Vellum's standard advice: use cores rather than people for mana, make the item self-recharge, and do the third (stop-filling, i.e. capacity) rune well. [W Enchanter, Professor Vellum] • The standard Lorian Heights curriculum teaches only single-use items with one rune. [W Enchanter] • Living beings cannot be enchanted. [W Enchanter]
Canon · Overfill and explosion rules
• Recharge without Capacity: the item fills past what it can hold and explodes. [A3] • A shell (see below) or mana crystal also has a capacity. Too little shell capacity means a low-level Enchanter cannot hold enough mana for a higher-tier enchantment. [A3] • Moving mana between runes through the Enchanter's own body risks mana poisoning unless the Enchanter can move mana externally, purify it, or the mana is their own or already purified. [A3] • The author confirms in a Q&A that a "storage plus recharge, no limiter" design would eventually explode but is too hard to time to work as a weapon. He adds that purpose-built explosive items exist that deliberately overload an item's capacity and are "more complex". No thresholds, damage figures or rune compositions are given for any bomb design. (author Goodreads Q&A, undated, about 2019)
Canon · Stability window and transfer speed
• A rune has to be enchanted within a specific time frame to remain stable, so the Enchanter's mana-transfer speed caps how large a rune they can make. A low-level Enchanter pooling many low-tier crystals can make a rune only slightly larger than normal, because they cannot move mana in fast enough. (author Goodreads Q&A, about book 2) • An attunement that raises mana-transfer speed lets an Enchanter charge larger runes faster than others of their level and enchant from several crystals more easily, but not "something colossally difficult". (same Q&A) • No numeric window, margin or failure mode is given.
Canon · Rune capacity by tier (rune container size)
Mana crystal size classes double as the rune-container scale. Classes step up in multiples of 6. [W Mana_Crystals]
• 0 — Tier: none · Mana in crystal: under 6 (usually 1) · Rune container: none • 1 — Tier: Quartz · Mana in crystal: 6 to 35 · Rune container: 0.12 to 0.7 • 2 — Tier: Carnelian · Mana in crystal: 36 to 215 · Rune container: 0.72 to 4.3 • 3 — Tier: Sunstone · Mana in crystal: 216 to 1295 · Rune container: 4.32 to 25.9 • 4 — Tier: Citrine · Mana in crystal: 1296 to 7775 · Rune container: 25.92 to 155.5 • 5 — Tier: Emerald · Mana in crystal: 7776 to 46655 · Rune container: 155.52 to 933.11 • 6 — Tier: Sapphire · Mana in crystal: 46656 and up · Rune container: 933.12 and up • 7 (theoretical) — Tier: Amethyst · Mana in crystal: 279,936 · Rune container: not given
Canon · Rune levels by gem tier
• Items are tiered by the same gem ladder as attunements; a Bright Reflection replica sits "between Sunstone and Citrine", Shock Gauntlet is Carnelian, Boots of Superior Speed and Ring of Regeneration are Citrine. [W items] • The Corin-built runes in Bright Reflection (store, recharge and capacity runes) are each Sunstone. [W b1-b3] • Attunement marks differ by level and by generation. Images exist for 11 attunements (Quartz to Citrine for seven, Quartz to Emerald for Soulblade, one tier each for Arbiter and Invoker, and extra personal marks for Elementalist). The shapes exist only as images, so the Rune Glyph Atlas section describes them stroke by stroke from the illustrations. The author says higher levels typically add about one brush stroke per level (blog comment, 15 June 2022), and the atlas confirms that for every imaged progression. [A2; A3; author blog]
• Sub-glyphs are the internal components of attunements. Warren Constantine destroyed his attunements' sub-glyphs and relies on gateway-crystal power instead. [A5 App I] • The sources name no individual empowering, volatile or ritual-matrix runes with rules beyond the overfill rule above. Dominion-marked items use "marks" for similar jobs (see Dominion-marked items). [A3; Blake_Hartigan W] • Wards: Blake Hartigan keeps a door "protection ritual" that a ring can disable. [W Blake_Hartigan] Teleport-blocking wards exist at low to mid level and can be overcome (Escape Bell), and a spire/high-density area is needed for some teleport items. [W]
Canon · Spell Keying vs. rune keying
• Spell Keying (sorcery side) builds shaping techniques into a calling. It is more essence-efficient. The easiest method is a prepackaged key that powers a spell of one essence type using a different compatible type. Example: Lydia Hastings' Comprehensive Barrier is Protection keyed to Knowledge. [W Spell_Keying] • Rune design is the Enchanter analogue: a function rune of one mana type can be powered by a recharge rune of another by design (inferred from the item catalogue, e.g. Burden Band, Shroud Stealer).
Canon · Catalogue of runes and enchantments named in sources
No source gives glyph shapes or per-rune costs as text. Glyph shapes for the four author-named runes and the fan gallery are described in the Rune Glyph Atlas section. The wiki Rune page is an image gallery with these image names (rune types): anti-divination; non-enchanter mana storage; targeting; reinforcement; sensitive motion sensor; teleportation; sound storage; shielding; regeneration; teleport range related; wind; transference storage; air-related regen; gray storage; mental storage-o-ring; containment; mental recharge; mental mana capacity; o-ring activation push gray; injury detection; life recharge; life capacity; motion sensor; air function. [W Rune]
• Standard Life Rune — Category: Function · Mana type: Life · Function: Example function rune · Source: [A3] • Motion Activation Rune — Category: Activation · Mana type: none stated · Function: Triggers the item on motion · Source: [A3] • Mana activation rune — Category: Activation · Mana type: user's mana · Function: Item triggered by spending the wielder's mana · Source: [A3] • Life Mana Recharge — Category: Recharge · Mana type: Life · Function: Refills a life-mana item · Source: [A3] • Life Mana Capacity — Category: Capacity · Mana type: Life · Function: Caps stored life mana · Source: [A3] • Mental detection runes — Category: Function · Mana type: Mental · Function: Detect incoming attacks or injury · Source: [A3] • Barrier-creation runes — Category: Function · Mana type: (barrier) · Function: Raise a barrier on detection · Source: [A3] • Injury detection, wound priority, ignore-type — Category: Function · Mana type: Mental (detection) · Function: Healing item logic · Source: [A3; W Rune image names] • Mental mana recharge / capacity — Category: Recharge / Capacity · Mana type: Mental · Function: Gallery names · Source: [W Rune] • Transference storage, gray storage, mental storage — Category: Storage · Mana type: Transference / Grey / Mental · Function: Store mana of that type in an item · Source: [W Rune] • Anti-divination, containment, shielding, reinforcement, targeting, teleportation, sound storage, regeneration, wind, air function — Category: Function · Mana type: various · Function: Gallery names only · Source: [W Rune] • Spirit rune — Category: Function · Mana type: Spirit · Function: Lets Scald hit incorporeal targets · Source: [W Scald] • Controlling runes — Category: Function · Mana type: (control) · Function: Force the wearer to obey the enchanter (Ring of Derek Controlling) · Source: [W] • Spirit-bonding golden rune — Category: Function · Mana type: Spirit · Function: Bonds item to the spirit layer (Bright Reflection) · Source: [W b1-b3] • Enhancement, Ice, Mental, Spirit runes (four, mirrored) — Category: Function · Mana type: Ice, Enhancement, Mental, Spirit · Function: Selys-Lyann's blade runes · Source: [W Selys-Lyann]
Canon · Enchanting as a craft
── The Enchanter attunement ── • Primary mana — Value: Transference · Source: [W Enchanter] • Secondary mana — Value: Mental · Source: [W Enchanter] • Compound — Value: Acuity · Source: [W Enchanter] • Tertiary — Value: Light · Source: [W Enchanter] • Spires — Value: Serpent Spire in Valia; Phoenix Division at Lorian Heights · Source: [W Enchanter] • Core ability — Value: Imbue objects with mana from themselves or by transferring it from other items; create magical items · Source: [A1] • Specializations — Value: Deep Diagnostics (mental), Internal Power (transference), Mana Output Purification (light), Mana Minutia Manipulation (acuity) · Source: [W Enchanter] • Aura sight — Value: Enchanters see auras early · Source: [A2; W]
• Enchanter plus Arbiter allows enchantments using purified mana (mana-regeneration items, batteries) and at Citrine possibly self-made artificial attunements. [W Enchanter] • Biomancer plus Enchanter can create artificial attunements together. [W Enchanter] • Architect (Perception / Umbral / Enhancement, Caelford) makes temporary enchantments stronger than permanent ones that last only days. [A3 App IV] • Arbiter (Transference / Life / Light, compound Adaptation): Mana Signature Erasure equalizes the component types of grey mana. Mana Transfer can raise a target's safe mana to up to double, and weekly use stimulates capacity growth. [A6 App I]
── Materials and mana sources ── • Monster cores and monster remains from spires are the main source of mana crystals and core mana. [A3; W Enchanter] • Mana crystals are crystallized mana. Veteran Enchanters learn to make their own from the mana types they can use. [A3] • Mana-compatible metals and gems appear in items: copper (Phoenix Sigil base, Guardian's Bracelet, Burden Band), silver (Shield Sigil, Phoenix Sigil upgrade, Arcane Armor Sigil), gold wire (Bright Reflection), steel comparison (Bright Reflection is "lighter than silver and stronger than steel"), blue crystal (Ceris). [W items] • Enchanters lack access to every mana type, so they use mana crystals or co-enchant. [A3] • Co-enchanting needs a shell: a mana-shaping container that holds the other person's mana inside the rune while enchanting. Shells have a capacity, so a low-level Enchanter cannot make one big enough for an Emerald-level enchantment. [A3]
── Permanent versus temporary ── • Permanent items: at least 3 runes (function, recharge, capacity). [W Enchanter; A3] • Single-use/temporary items: one rune, taught in the standard Lorian Heights curriculum. [W Enchanter] • Architect temporary enchantments: stronger than permanent, last only days. [A3 App IV]
── Moving and removing mana ── • Skilled Enchanters can move mana from one rune to another. Fully draining a rune to power another is "disenchanting" and kills the old enchantment. [A3] • Mana passes through the body, so poisoning is a risk unless handled as listed above. [A3]
── Courses and teachers (Lorian Heights) ── • Introductory Runes — Teacher: Professor Vestan · Source: [A4; Titans appendix] • Enchanting class (orientation, Phoenix Division) — Teacher: Professor Edlyn · Source: [A3; A4] • Permanent enchantments — Teacher: Professor (Blanche) Vellum, Enchanter, Citrine or above, very old · Source: [A1; W] • Intermediate Enchanting — Teacher: Professor Wydran (black uniform) · Source: [A4; W] • Advanced Enchanting, third year — Teacher: Professor de Remy (white suit, bushy eyebrows) · Source: [A4; W] • Intermediate class is replaced by Advanced Enchanting after the first week for a transferred student; classes run Tashday and Fersday. [A4] • Climber's Court is Lars Mantrake's magic item shop in Valia. Mantrake is a former Citrine climber who lost his attunement with his leg. [A1; W] • Mana Watch was designed by Corin Cadence and Professor Vellum. [W Mana_Watch]
── Artificial attunements ── • Farren Labs in Caelford (Annabelle Farren) researches artificial attunements, including prototype "god beast attunements". [A3; A5] • Early attunements were probably a Dianis Point plus a crystal mark. Shroud and multiple mana types were added later. [A5 App I]
Canon · Attunements relevant to items
• Enchanter — Mana types: Transference / Mental, compound Acuity, tertiary Light · Item relevance: Makes runes and items · Source: [W] • Architect — Mana types: Perception / Umbral / Enhancement · Item relevance: Temporary enchantments, stronger than permanent · Source: [A3] • Forgemaster — Mana types: Earth / Fire / Enhancement · Item relevance: Metalwork for items · Source: [A3] • Transmuter — Mana types: Earth / Water / Air · Item relevance: (material work) · Source: [A3] • Analyst — Mana types: Mental / Umbral / Transference · Source: [A3] • Biomancer — Mana types: Life / Mental / Light · Item relevance: Can co-create artificial attunements · Source: [A3; W] • Soulblade — Mana types: Light / Life / Transference, compound Spirit · Item relevance: Binds a contracted monster to an item as battery; monster dies usually if item destroyed; each bound monster drains the attuned's mana, so items are limited · Source: [A5 App II; W Soulblade] • Arbiter — Mana types: Transference / Life / Light, compound Adaptation · Item relevance: Purified mana for batteries and regeneration items · Source: [A6] • Abjurer — Mana types: Death / Light / Transference, compound Banishment · Item relevance: Restricted · Source: [A6] • Shieldbreaker — Mana types: Death / Transference, compound Chaos, tertiary Fire · Item relevance: Breaks defenses; resists magic suppression; Hydra Spire, Edria · Source: [W] • Illuminator, Sentinel, Controller — Mana types: various · Item relevance: Caelford attunements · Source: [A3]
Canon · Dominion-marked and dominion-bonded items (sorcery side)
• Dominion marks store dominion essence in the mark rather than the item and can connect an item to a person or a dominion. [W Blake_Hartigan] • Hartigan's Star prototypes are rings with three marks: (1) connect the user to the Dominion of Flame using the gemstone's essence instead of the user's; (2) draw flame essence continuously to recharge the ring; (3) lock use to bonded users only. They use artificial gemstones filled with essence from dominion-saturated materials. [W] • Hartigan's Star: a ring of refined Flame dominion essence, the largest capacitor Blake could build, holding hundreds of thousands of domini. It raises his Flame efficiency from 1:400 to 1:600, giving Sapphire-plus power for Flame only. It is the first dominion bonded item widely recognized as sharing traits with divinely-forged artifacts. [W; SS appendix] • Other Hartigan items: a ring to disable his door's protection ritual; a pre-activated ring against sleep spells; a tiny cauldron heater; dominion-bonded silverware. [W] • Hartigan's dominion-bonded enchanted rings are the root of enchanted rings on Mythralis (inferred from W "basically responsible for the development of enchanted rings"). • Gladio Gath's dominion-bonded sword acts as an anchor preventing teleportation when active. [DD] • Paladins of Aendaryn hunt dominion bonded items and artifacts. [DD]
Canon · Mana crystals, crystal marks, Gateway Crystals
── Mana crystals ── Crystallized mana used to power runes; sizes in the table under "Rune capacity by tier". Mostly found in spire monster remains. [A3; W Mana_Crystals]
── Crystal marks (crystal bonds) ── • A crystal mark is a method of accessing magic granted by Gateway Crystals or elemental temples, found only in the Unclaimed Lands of Kaldwyn. [W Crystal_Mark] • Marks usually give a single essence type. They sit between Dominion Sorcery and attunements: they draw on the body's resources like Dominion Sorcery, but only after using the slowly recharging mana pool the mark grants, like an attunement. [W] • They grow slower than attunements and have no functions or extra mana types. They have a static efficiency ratio, for example 10:1, so a 20-mana spell costs 2 mana. [W] • Many strong attuned take one to supplement themselves. Kaldwyn considers them inferior. Sytennia, which lacks a Soaring Spire, goes to the Unclaimed Lands for crystal marks. [W] • Crystal marks come from shrines linked to Gateway Crystals and create an artificial Dianis Point tied to a star. [A5 App I]
── Dianis Points and other mana sources ── • Dianis Points are self-refilling containers in the self, also called Wellsprings or Vessels. Star veins connect them. [A5 App I] • Dominion sorcery calls mana from the stars (lost). Essence sorcery builds a Dianis Point from environmental mana. [A5 App I] • Spirit-layer bonds have a limit of 7 slots. Spirit-bonding items include Selys-Lyann and Dawnbringer. [A5 App I]
── Gateway Crystals ── Gateway Crystals are the primary sources of ambient mana, one of each type per continent. [A5 App I] They are sapient and offer trials in shrines in the Unclaimed Lands. • Memory — Location / trial: Beneath the Wizards Spire; multi-day trial where you return next day and recall how to solve it · Mana or dominions: Dominion of Memory · Source: [W] • Shade — Location / trial: Two or more people; two rooms completed at the same time; difficulty scales with the group's total mana plus an unknown factor · Mana or dominions: Shade, Shadow/Umbral, Life, suspected density; can create shadeweaves · Source: [W] • Spirit — Location / trial: Sapient crystal in the Shrine of Bravery; offers rewards · Mana or dominions: not stated · Source: [W; A4] • Transcendence — Location / trial: Trial to build a dungeon that copies of people travel through; focus on efficiency, lifespan and health of living things · Mana or dominions: Grey, life, mental, light, transference, spirit, density, transcendence · Source: [W; A4] • Time (chronomancer) — Location / trial: Information-boon trial; Caelford researchers explore it · Mana or dominions: Time · Source: [W Annabelle_Farren] • Crystal shrines also copy challengers as opponents inside the trial. [W Lars_Mantrake]
Canon · Magical item catalogue (1/2)
Tags: tier/rarity where stated; creator/owner class where stated. Plot-only notes are omitted. • Adventurer's Security Bag — Effect: Protects itself and contents from damage · Tier / rarity / price: 200 Silver · Creator / owner class: shop item · Source: [W] • Air Necklace (Necklace of Air Bubble) — Effect: Air bubble around wearer; underwater use or defense against air magic · Tier / rarity / price: not stated · Source: [W] • Arcane Armor Sigil — Effect: Silver breastplate-shaped pin; makes clothing armor-tough yet flexible · Tier / rarity / price: earth and enhancement mana · Source: [W] • Belt of Swords — Effect: Six extra-dimensional sword slots, one per Sacred Sword · Tier / rarity / price: artifact · Creator / owner class: Keras context · Source: [W] • Bladebreaker Bracers — Effect: Resilient bracers; snap a bladed weapon that strikes them; works on some enchanted weapons if their defenses do not exceed the bracers' · Source: [W] • Blasting Gauntlet — Effect: Demi-gauntlet with two functions: grey-mana raw projection and transference kinetic projection ("dueling cane in glove form") · Source: [W] • Boots of Superior Speed — Effect: Running speed · Tier / rarity / price: Citrine; transference, air, perception · Source: [W] • Bright Reflection — Effect: Replica of Dawnbringer: silver bar with gold wire and gold-woven blade, lighter than silver, stronger than steel; golden spirit-bonding rune plus Corin's runes for light, fire, transference, enhancement (store, recharge, capacity, all Sunstone). Abilities: Bright Reflection, Radiant Dawn, Luminous Arc, Body of Dawn, Resplendent Raiment · Tier / rarity / price: between Sunstone and Citrine · Creator / owner class: Corin Cadence · Source: [W b1-b3] • Burden Band — Effect: Copper ring storing compressed mana (weight); thought-activated Impact, Blast, Cling · Source: [W] • Ceris, Song of Harmony — Effect: Sacred Sword; blue crystal; stores a spell until it hits something; tougher than steel; rings faintly; nullifies many stealth and detection blocks · Tier / rarity / price: Sacred Sword · Creator / owner class: legend: wielded by an ancient god · Source: [W b1-b4] • Escape Bell — Effect: Upgraded Return Bell; works in lower-density areas than a spire; overcomes low to mid-level teleport-blocking wards · Tier / rarity / price: 500 Silver · Source: [W] • Return Bell — Effect: Emergency teleport out of a spire · Tier / rarity / price: common · Source: [W] • Guardian's Bracelet — Effect: Copper; detects mana sent through the arm and sends extra shroud spells · Source: [W] • House Cadence Ring — Effect: Adds grey mana to the wearer's lightning spells · Creator / owner class: House Cadence · Source: [W] • Jaden Box — Effect: Extra-dimensional storage plus long-distance summoning of a person from a sample (blood, hair); long recharge; uses communication and spirit mana · Tier / rarity / price: pre-attunement era design · Creator / owner class: Wrynn Jaden · Source: [W; DD] • Luck's Touch — Effect: Intelligent shapeshifting weapon · Creator / owner class: owned by Aayara Haven · Source: [W] • Mana Watch — Effect: Divination rune; shows current mana against resting mana as a fraction (e.g. 10/20) · Creator / owner class: Corin and Professor Vellum · Source: [W] • Null Contract Demi-gauntlet — Effect: Simulates a Summoner contract using spirit store and regen runes; about 15% above Corin's best week, 36% above his average week for training · Creator / owner class: Corin · Source: [W b4] • Pale King's Regalia — Effect: Pale Crescent (sword), Shining Alone (amulet), Above All (crown), Royal Bond (chain). Crescent abilities: Waxing and Waning, Crescent Echo, Low/High Tide, Ebb and Flow, Harvest Moon. Activated by speaking the name in Cass, Valian or Artinian · Tier / rarity / price: artifact set · Source: [W] • Phoenix Sigil, copper — Effect: Self-recharging, 1 hour · Creator / owner class: Lorian Heights Phoenix Division · Source: [W] • Phoenix Sigil, silver — Effect: Twice the capacity of copper, plus regeneration · Source: [W] • Phoenix Sigil, improved silver — Effect: Adds mana regeneration and short-range teleport to an anchor; over 4x school sigil capacity · Source: [W] • Planelock Boots — Effect: Click heels to negate teleportation within about 15 ft · Tier / rarity / price: 4,500 Silver · Source: [W] • Purestone — Effect: Purifies water · Source: [W] • Ring of Derek Controlling — Effect: Controlling runes force the wearer to obey the enchanter · Source: [W] • Ring of Regeneration — Effect: Regeneration, triggered by channeling grey mana · Tier / rarity / price: Citrine · Source: [W] • Ring of Strength — Effect: Boosts physical strength · Source: [W] • Rings of Flame Twisting — Effect: Use fire mana to reshape incoming flames rather than a water field · Source: [W Diamantine] • Scald — Effect: Duel-safe sabre. Enchantments: flame, anti-tampering, resilience, sharpness, balance, spirit runes (hits incorporeal targets) · Creator / owner class: Corin · Source: [W] • Sharp-Shift Scabbard — Effect: Resizes to fit the weapon; cleans, repairs, imbues cutting energy · Source: [W] • Shield Sigil — Effect: Lorian Heights issue silver, coin-sized pin; basic spell protection; recharge about weekly · Creator / owner class: school issue · Source: [W] • Shock Gauntlet — Effect: Minor shielding, lightning mana (3 uses, 1 hour recharge), lightning protection · Tier / rarity / price: Carnelian · Source: [W] • Shroud Stealer — Effect: Sword with grey, mental, transference, spirit, transcendence mana built around recharge runes; absorbs compatible mana on contact and detects mana in contact · Source: [W] • Survival Sigil — Effect: Activates a barrier only when the wearer is badly injured · Source: [W] • Trials of Judgement — Effect: Journal that works as a communication device (Voice of the Tower) · Source: [W] • Transference Sword — Effect: Saber with grey and transference enchantments layered across the surface; can launch a shock-wave · Creator / owner class: Corin · Source: [W] • Vendria — Effect: Shattered seasonal goddess in three crystal aspects: Venlyra (winter, ice and stability), Venshara (summer, fire), Venora (spring, healing and defensive); talking gemstones from Rendalir · Tier / rarity / price: divine · Source: [W; DD; Dia] • The Three-Thorned Rose — Effect: Spirit-imbued yari from Artinia · Source: [W] • The Midnight Star — Effect: Legendary three-bladed weapon like a trident · Tier / rarity / price: legendary · Source: [W] • The Ordinary Knife — Effect: Worldmaker-class item that looks mundane, evades detection below Emerald and ignores magical defenses · Tier / rarity / price: worldmaker · Source: [W] • The World's Memory — Effect: Mirror by Erik Tarren; shows the past, later altered to summon entities from the past and create alternate-future selves · Creator / owner class: Erik Tarren · Source: [W]
Canon · Magical item catalogue (2/2)
• En-Vamir ("The Hammer that Broke the Spine of the World") — Effect: Crushes what it touches; probably gravity or tides, not plain motion · Tier / rarity / price: divine · Creator / owner class: Koranir, God of Strength · Source: [DD] • Heartlance — Effect: See Named weapons · Source: [W; DD] • Hartigan's Star — Effect: See Dominion-marked items · Creator / owner class: Blake Hartigan · Source: [W; SS] • World Cutter — Effect: Imitation of the Sae'kes; cannot copy the Annihilation aura, so uses as many dominions as possible for overwhelming destructive power · Source: [W Keras; DD] • Sculptor, Void Branch — Effect: Named as other items on Mythralis, no details · Source: [DD] • Mavely — Effect: Enchanted axe · Creator / owner class: Lars Mantrake · Source: [W] • Rejoinder, Octave — Effect: Axe and halberd; contracted monsters bound to items · Tier / rarity / price: Soulblade · Creator / owner class: Walter Crown · Source: [W] • Symphony's Last Embrace — Effect: Stiletto-like knife, reinforced, very sharp; silences the area around it when drawn · Creator / owner class: thief · Source: [W] • Akari — Effect: Soulbrand's sentient personality · Tier / rarity / price: see swords · Source: [W]
Canon · Sacred Swords
The Six Sacred Swords were forged "as the only means to defeat the god beasts", originally in the elemental temples (legend). Each sword must be earned by a worthy champion, and no one has collected all six. [W Six_Sacred_Swords, Sacred_Swords]
• Dawnbringer — Form: Arming sword · Element / domain: Light · Known powers: Sapient; light-themed abilities; reflects spells; spirit-layer bonded · Source: [W; Dia; A5] • Twilight's Edge — Form: Jian · Element / domain: Shadow · Known powers: Shade-based healing; six associated amulets · Source: [W] • Cloudcutter — Form: Odachi with a zig in the blade (lightning-bolt look, odachi-khopesh blend) · Element / domain: Air · Known powers: Often held to be the most powerful of the six · Source: [W] • Diamantine — Form: Dao ("or whatever it wants") · Element / domain: Stone · Known powers: Crystal; can be split into pieces (four known); a piece can gain consciousness (Green Guardian, indestructible green crystals, flight) · Source: [W] • Soulbrand — Form: Oversized greatsword · Element / domain: Fire · Known powers: Sentient (Akari); Vermillion Edge makes a devastating sphere of flame; legends of resurrection; may heal damage to the spirit · Source: [W] • Flowbreaker — Form: Saber · Element / domain: Water · Known powers: Believed broken, pieces dispersed; one in the Edrian royal vault, one in Selys-Lyann · Source: [W]
── Other Sacred Swords ── • Sae'kes Taelien (Dominion Breaker, "Sword that gives destruction to all things") — Details: Sacred Sword of the Tae'os Pantheon; winged hilt, jeweled pommel; once Aendaryn's (Seven-Branched Sword Deity). Disintegrating Aura (absolute annihilation). Spell Breaker (essence explodes on contact with other essence; works on artifacts, runes, ambient magic). Mana Breaker (extension that explodes mana inside people or monsters). Dominion Breaker (sealed by a four-part incantation, one part per forging worldmaker; one part lost; technique lost). Has a scabbard binding it · Source: [W; DD] • Selys-Lyann (The Goddess' Tears) — Details: Pale blue saber, vine-like silver basket guard, four runes mirrored on each side of the blade: ice, enhancement, mental, spirit. Abilities: Spreading Ice, Ice Wave, Ice Armor, passive cold resistance. Contains a Flowbreaker fragment. Spirit-layer bonded. Holds a spirit (Therin Thorn), an amalgam of previous wielders · Source: [W; A5] • Theres'ien (the True Blade) — Details: Given by the Worldmakers to the first human king; broken and reforged as Flowbreaker · Source: [W] • Ceris, Song of Harmony — Details: See catalogue · Source: [W]
CONFLICT: the wiki lists "Six" Sacred Swords but adds four or five more named Sacred Swords (Sae'kes, Selys-Lyann, Theres'ien, Ceris). No source defines the term strictly.
── Named weapons ── • Heartlance — Type: Spear, solid metal shaft · Properties: Likely Xixian Empire made; once symbol of the gods of Orlyn; strong enchantments that metal sorcery cannot easily shape; 3 gems or crystals power it; strong motion boost (haste when the butt taps the ground); blood magic; a power needing a life sacrifice · Source: [W; DD] • Scald — Type: Sabre · Properties: See catalogue · Source: [W] • Pale Crescent — Type: Sword · Properties: Part of Pale King's Regalia · Source: [W] • Luck's Touch — Type: Shapeshifting weapon · Properties: Intelligent · Source: [W] • Symphony's Last Embrace — Type: Stiletto knife · Properties: Silence aura · Source: [W]
CONFLICT: the Heartlance is popularly said to stop wounds it causes from healing. Wrynn Jaden [DD] says it does not truly do that, while the wiki says blood magic stops wounds closing properly.
Canon · GAPS
• Rune glyph shapes are image-only in every source; the Rune Glyph Atlas describes them from the illustrations (a visual reading, not author text). Individual sub-glyph names, per-rune mana costs and the in-world meaning of any stroke are not given anywhere. • Empowering runes, volatile runes and ritual matrices are not described in any source read. • Mana-compatible metal and gem lists are only implied by items; no formal table exists. • Attunement-mark glyph shapes are images only; the atlas describes every tier shown on the author's pages. Individual item rune compositions and Art of Artifice or Introductory Runes textbook titles did not surface in any source read. • Many item pages are short and give no tier, price or creator. • Enchanter attunement-level abilities per tier are not listed in text.
Canon — Locations and Spires
Canon · Locations and Spires: about this part
Scope: every named place in the Arcane Ascension world, then the seven Spires and the rules of Judgment, then the Unclaimed Lands, Gateway Crystals and elemental temples. Attunement mechanics live in other sections; only the per-Spire attunement lists appear here. The author's /maps/ page carries only an image (no text), so all distances and borders below come from wiki text and appendices.
Canon · The world frame
• Planet Venaya holds the continents Kaldwyn, Mythralis, Dania, Artinia, Tyrenia and Vylin Tor. [W] • Arcane Ascension is set on Kaldwyn. The Weapons and Wielders books (for example Soulbrand and Diamantine) also use Kaldwyn. War of Broken Mirrors is set on Mythralis and Edge of the Woods on Dania. [W] • Kaldwyn is described by an in-world Mythralis outsider as a continent that "four major nations" divide into the Four Powers (Valia east, Dalenos north, Edria south, Caelford west), plus minor nations such as Sytennia and Erawen. The writer calls this "an oversimplification". [A3] • One central goddess, Selys, is worshipped by all the major nations. She is said to have made the towers. [A3] • Selys came from the Tae'os Pantheon of Mythralis and guided survivors of the fall of Velthryn across the sea to Kaldwyn, where they found Valia, "hundreds of years" before Corin's birth. [W] • Valia's population is largely descended from Mythralis exiles; House Theas and House Hartigan are named as Mythralis-linked family names. [A3] • Valia's name is thought to share a root with Velthryn and Valeria (from the worldmaker Velryn). This is the writer's suspicion, not a stated fact. [A3] • The last real war was "about sixty or so years" before AA3. [A3] It was the Six Years War: Edria against Dalenos, with Valia and Caelford as Dalenos's allies. Edria took Kelridge from Dalenos. The war ended when Alaric Cadence won a duel against an Edrian general. [W] • Days of the week: Tashday, Kyrsday, Fersday, Tensday, Vasday, Wyddsday. [A1]
• God Beast list per nation: Genbu (Dalenos), Seiryu (Valia), Orochi (Edria), Byakko (Caelford), Suzaku (East Edria), Arachne (nation not given, "????"). [A1,A2,W] • Visage list: Katashi (Valor), Melkyr (Resilience), Ferras (Creation), Tenjin (Inspiration), Kerivas (Law), Wydd (Forbidden Knowledge, "Location unknown"). [A1,A2] • Tenjin is "currently missing" from AA2 onward. [A2] • CONFLICT (Hydra and Phoenix Visage): the author gives only "Melkyr, patron of Edria; Kerivas, second patron of Edria" [A1,A2], with no spire pairing. The wiki Kaldwyn, Edria, Hydra and Phoenix pages pair Melkyr with Hydra and Kerivas with Phoenix [W]. The wiki Visages page reverses this (Kerivas = Hydra, Melkyr = Phoenix), and the wiki Kelridge page also gives Melkyr as Phoenix's patron [W]. This section uses Melkyr = Hydra, Kerivas = Phoenix as the majority reading. Treat the pairing as unconfirmed. • CONFLICT (Katashi's aspect): the author and Visages page say Valor [A1,W]; the wiki Dalenos page says "Visage of Justice" [W]. Use Valor. • CONFLICT (Spire count): the author says Selys "created six towers" [A3]; the wiki counts seven Spires, with the seventh in the Unclaimed Lands and "not believed to be the lost Spider Spire" [W].
Canon · Valia (east)
• Eastern coastal nation. Colours blue and white. Capital Estermark. Ruled by a queen with a Council of Lords; Tenjin acts as an advisor to both. [W] • Known for magical research and enchanted infrastructure. Major cities have barrier domes against the elements. The military carries the latest enchanted items. [W] • Enchanters build large-scale magical infrastructure. Wealthy nobles have magic showers and magic toilets. [A3] • Attunements: the Serpent Spire's eight (Diviner, Elementalist, Enchanter, Guardian, Mender, Shadow, Shaper, Summoner). [A1,W] • Attitude to God Beasts: seen as dangerously powerful monsters, in contrast to East Edria. [W] • Borders: Dalenos to the north, Edria to the south. East Edria lies on its border near Yilan. [W] • Cities: ◦ Estermark: national capital and one of the oldest cities on the continent, "no longer the largest". [W] ◦ Beaufort: one of the largest cities on the continent, built around the Serpent Spire. Lorian Heights Academy sits just south of the Spire. [W] ◦ Hathridge: large city about 100 miles south-west of Beaufort. Corin Cadence's family home. [W] ◦ Lavis: port on the far eastern side, closest to the Lavian Archipelago. [W] • Vanreach Peak: mountain on Valia's north side where powerful healing herbs grow during winter. [W] • Lavian Archipelago: islands off the south-eastern coast. Nominally Valian, but the inhabitants have a distinct culture and mostly govern themselves. [W] • Valian students must by law serve two years at Lorian Heights. [W]
Canon · Caelford (west)
• Far western nation. Engineering and science. Capital Vestren. Allied with Valia (Six Years War alliance, trade, shared border worry about Edria). [W,A3] • Technology: advanced firearms, self-moving carts called "automobiles", trains. Leads research into artificial attunements, with Valia also involved. [A3] • Visage Ferras (Creation) works with citizens on science and engineering instead of governing. She is informal, dresses like an ordinary citizen, and is called the most active Visage after Katashi. Katashi says her healing is better than the other Visages'. [W] • Spire: Tiger. Judgment age 17. [W] • Cities: ◦ Vestren: capital, among the oldest and largest cities, one of two major ports. [W] ◦ Taldray: westernmost port on the continent. [W] ◦ Medrian: research and trade hub in the centre. Alaris Academy, the main university for local magic users, is here. [W] ◦ Westbridge: western end of the cross-continental railroad and the city nearest the Tiger Spire. [W] • Warren Constantine, a famous Caelish Arbiter, vanished from public life in 402 AF. [W]
Canon · Dalenos (north)
• Covers most of the north. A theocracy governed directly by Katashi, who lives in a great cathedral and spends time among the people. Katashi's priests control the legal system and the military. [W] • Dalenos is proud that its Visage still rules directly while other Visages have moved to advisory roles. [W] • Culture: a nation of artists and creative types, especially musicians. [A3] • Spire: Tortoise. It is the least-explored Spire because entry requires a long interview process instead of just a fee. Judgment from age 13. [W] • Cities: ◦ Tenkai: capital and home of the grand cathedral. [W] ◦ Miwa: city nearest Lake Selden. [W] • Lake Selden: the largest pure-water lake on the continent, in Dalenos. [W] • The Hierophant attunement belongs to the head of the priesthood of Katashi. [A6] Setsuna Saito is listed as one of "the Dalenos Six" and bearer of the Hierophant. [A6] • The Unclaimed Spire stands in the Unclaimed Lands, "proximally closest to and politically aligned with Dalenos". [W] • Dalenos lost the Kelridge region to Edria. The Queen of Dalenos came from Kelridge and refused to surrender; Edria took control after her assassination. Kelridge's people took the family name Dalen. [W] • Naming style: "Dalen" is a surname placed first (Dalen Mitsurugi). [A4]
Canon · Edria (south) and East Edria (Kelridge)
• Largest nation, covering most of the south, and the strongest military power. Imperialistic; "everyone seems to be bracing for Edria to try to conquer the rest of the continent". Some think it waits for another chance to strike. [W,A3] • Imperial house: Emperor Edria Fang; Crown Princess Edria Song. [W] • It controls two Spires: Hydra (West Edria, by Kassel) and Phoenix (East Edria). Edria was founded beside the Hydra Spire. [W] • There is "some tension" between Edria proper and East Edria. [A3] • Edria numbers attunement levels instead of using gem names. [A2] • East Edrians treat Suzaku in a light similar to a Visage. [W] • Cities: ◦ Essen: capital of West Edria. [W] ◦ Kassel: home of the Hydra Spire and the largest military base in West Edria. Host city of the Tournament of the Sacred Sword. [W] ◦ Kiel: current capital of East Edria. [W] ◦ Zunyi: former capital of Kelridge, an important cultural centre, and the city nearest the Unclaimed Lands, which lie beyond a mountain range to its north. [W] ◦ Yilan: easiest access to the Phoenix Spire, because the terrain on Kiel's side is inhospitable. Also the city nearest the Valian border. [W] • Lake Corval: second-largest lake on the continent, in East Edria, a natural barrier to reaching the Phoenix Spire. [W] • Kelridge was a territory of Dalenos before the Six Years War. It borders Valia, and was conquered by Edria and renamed East Edria. [A1,W] • The former ruling house of East Edria is House Dalen, which keeps sworn families. [A4] • The Tournament of the Sacred Sword is a mass-contestant series of challenges, held at Kassel, for the right to fight for Diamantine, the Sacred Sword of Earth. [W]
Canon · Minor nations and other regions
• Sytennia: small nation south of East Edria, largely surrounded by mountains. Capital Vesmyr. It has no Spire, so it travels into the Unclaimed Lands for crystal marks. [W] • Erawen: island nation north of Dalenos. Sparsely inhabited because of inhospitable terrain and many powerful monsters, "similar to the Unclaimed Lands". The main city Talinrae is on the coast of the nearest island; the other islands have small settlements. [W,A3] • Feria: minor nation destroyed by the Visage Kerivas after it invaded a Spire. [W] • Unclaimed Lands: see its own section below. • Lavian Archipelago: see Valia.
Canon · Landmarks and travel
• Cross-Continental Railroad: the largest manmade structure on the continent. It runs from Caelford to Valia. It has a dozen military bases and a handful of towns that guard and maintain it. [W] • The line starts at Westbridge in Caelford and reaches Beaufort in Valia. Travelling Beaufort to Caelford takes a train ride. [W] • Smaller rivers and lakes exist but the author notes he "hasn't named them yet". Each major city is probably near water. [W] • Teleportation is uncommon but exists. A Return Bell teleports out of a Spire in an emergency. An Escape Bell works in lower-mana places and can beat low-to-mid wards. [W] • No distance table exists. The only stated distance is Hathridge being about 100 miles south-west of Beaufort. [W] • Return Bells need Spire-level mana density; Escape Bells work in some other high-density areas. [W]
Canon · Lorian Heights Academy of Arcane Arts (Beaufort, Valia)
• School for the newly attuned. Located in Beaufort, just south of the Serpent Spire. Valian students must serve two years there. [W] • Head: Chancellor Wallace, in charge of all university activity. Vice Chancellor: Lieutenant Commander Jack Bennet, a former military commander. [A1,W] A new chancellor appears in the second year. [W] • Students are sorted into Divisions in year one by attunement. The Division sets training, uniform, primary instructor and living quarters. Divisions are named after God Beasts and earn points through yearly objectives. [W] • 500 points are needed to enter the second year. High-scoring graduates enter the military at a higher rank. [W] • Spider rule: Spider Division is not set by attunement. Every other Division holds secret Spider members. Reporting a Spider with evidence earns up to 100 points. If a Division finds no Spiders, every member loses 250 points. Misidentifying a Spider costs up to 100 points. [W]
• Tiger — Specialisation: Offensive combat · Attunements: Elementalist · Head instructor: Professor Ceridan [A1,W] • Serpent — Specialisation: Reconnaissance · Attunements: Shadow, Diviner · Head instructor: Professor Lyras Orden [A1,W] • Hydra — Specialisation: Personal combat · Attunements: Shaper · Head instructor: Lord Jonathan Teft [A1,W] • Phoenix — Specialisation: Support · Attunements: Mender, Enchanter · Head instructor: Professor Edlyn [W] • Tortoise — Specialisation: Defensive combat and battlefield control · Attunements: Summoner, Guardian, Soulblade · Head instructor: Lieutenant Talon [W] • Spider — Specialisation: Infiltration and sabotage · Attunements: Any · Head instructor: unknown [W] • Dragon — Specialisation: Military intelligence · Attunements: At least Diviner, possibly others · Head instructor: unknown [W]
• NOTE (who runs Phoenix): AA1 says Professor Edlyn assists with orientation and teaches Mana Manipulation [A1]. The wiki makes her head of Phoenix Division [W]. Both can be true. • Courses and staff named in the appendices: Mana Manipulation (Edlyn), Elementalists (Ceridan), Permanent Enchantments (Vellum), Attunements (Conway), Dueling (Teft, who runs a dueling class), General Magic Theory (Meltlake, a legendary Elementalist). [A1] • Other wiki-listed staff: Annette Haven, Professor Marks, Professor Saito, Sir Tanath, Doctor Tordrin, Professor Vanway, Professor Vestan, Professor Wydran, Professor Yang. [W] • Dorms: each student has a dorm with a dorm chief; dorm rooms can carry lingering enchantments for security. [A1,W] Living quarters differ per Division. [W] • The Divinatory is a library-like repository with a restricted section guarded by Researcher, a summoned knowledge elemental. [A2,W] • Climber's Court: a magic-item shop run by Lars Mantrake, a retired climber. [A1] Its place in Beaufort is not stated in the sources read. • Campus layout (arena, classrooms, hall names) is not documented beyond the above. See GAPS.
Canon · Other educational and civic places
• Alaris Academy: Medrian, Caelford. Main university for local magic users. [W] • Sorcerer's Spire (also written "Wizards Spire" in one wiki page): a human-made attempt to replicate the Soaring Spires. Its master is Warren Constantine and it is the main host of the Emerald Council. [A5,A6,W] The wiki places Warren's tower in the Unclaimed Lands and says the Memory Gateway Crystal lies beneath it. [W] The appendices do not give its location. Equating "Wizards Spire" with "Sorcerer's Spire" is inferred. • Emerald Council: a political summit of the most powerful attuned and their allies, hosted at the Sorcerer's Spire; travelled to by train. [A5,A6] • Farren Labs: the leading maker of artificial attunements. Its prototype "god beast attunements" connect to events at the Serpent Spire. [A5]
Canon — The Spires
Canon · What the Spires are
• Seven titanic towers. Six belong each to one Visage and one God Beast. The seventh stands in the Unclaimed Lands. [W] • Official name for the six: Soaring Spires (also Shifting Spires). The appendices call the Serpent Spire the "Serpent Tower" from AA2 onward. [A1-A6,W] • They are the only publicly known way to gain an attunement. Each Spire has eight attunements. [A1,W] • Countries seek access to other Spires for extra attunements. Edria conquered Kelridge to get a second Spire. [A3,W] • Interiors constantly change. Monsters and treasure are replenished by an unknown source, thought by many to be Selys. [W] • The Spires are "morphic, not intelligent": a Spire can create, but something must direct where things go, what gets made and where doors lead. [W] • Mana crystals come mostly from the remains of monsters inside Spires. [A3] • The Spires are sacred. Legend says reaching the top of any Spire earns a divine boon, a choice from the goddess. It has "been done" but not in recent history; the public knows of no one in centuries. [A3,W] • Entry types: ◦ Judgment (through a Gate of Judgment): the test that grants an attunement. [W] ◦ Climber's Gate: re-entry for people who already hold an attunement, for climbing. [W] ◦ Delvers enter for loot. Climbers try for the top. Judged people seek attunements. [W]
Canon · Rules of entry
• Anyone with enough money may apply for a Judgment. The fee is high and the wiki does not say why. [W] • Most countries let outsiders enter their Spire for gold. Dalenos instead runs a long interview process. [W] • Judgment age: 17 in Valia and Caelford, 13 in Dalenos, 12-13 in Edria. [W] • One Judgment per Spire per lifetime. Survivors cannot use that Gate again. Many who enter a Gate of Judgment die. [W] • Returning to the same Spire needs a Climber's Gate. The Spire is "much more dangerous" when entered this way. [W] • A person can take a Judgment at another Spire, but difficulty rises with each subsequent Judgment. [W] • Party size: after Judgment almost everyone enters in a party. More than six may anger the Visage or the Spire. The last time a kingdom invaded a Spire, the kingdom was "flattened within the day" (Feria, destroyed by Kerivas). [W] • Escape: a Return Bell teleports the user out of a Spire. The upgraded Escape Bell costs 500 silver and also works in some other high-mana areas and against low-to-mid teleport blocks. [W] • Spider Spire memory rule: memories of the time inside are erased, including the days on either side. [W] • Climber's registry: Caelford has a Soaring Wings Climber Registry. Teams register and a Tiger Spire team leader can prove a Floor 17 climber gate key. [W] • Johannes Edington stayed in a Judgment as long as possible to memorise room layouts and published a paper after emerging months later. [A2] • Meredith Hawkins supposedly escaped a Spire after "several years" inside. She is commonly believed to be a con artist. [A2] • Recorded Judgment interior points: the Serpent Spire Judgment begins in a landing room with pedestals holding books; a Room of Valor; and attunement fonts (a "room of attunement") where a mark is granted. The Voice of the Tower speaks to entrants. [W] • A coin can be left in exchange for a pedestal item. [W] • Trials of Judgement is the notebook-like book found on the third pedestal. Four named people own copies. [W]
Canon · Summary table
• Serpent — Nation: Valia, Beaufort · Visage: Tenjin · God Beast: Seiryu · Attunements (8): Diviner, Elementalist, Enchanter, Guardian, Mender, Shadow, Shaper, Summoner [A1,W] · Character: Floors and rooms move constantly; every ~10 floors share a theme [W] • Tiger — Nation: Caelford, near Westbridge · Visage: Ferras · God Beast: Byakko · Attunements (8): Analyst, Architect, Biomancer, Controller, Forgemaster, Illuminator, Sentinel, Transmuter [W] · Character: Prefers scenario floors; rooms stay put for long periods; "more structured" [W,A3] • Phoenix — Nation: East Edria, via Yilan · Visage: Kerivas (see conflict) · God Beast: Suzaku · Attunements (8): Conjurer, Dancer, Mesmer, Purifier, Pyromancer, Shapeshifter, Spellsinger, Swordmaster [A4,W] · Character: Elemental puzzles in all challenges [W] • Tortoise — Nation: Dalenos · Visage: Katashi · God Beast: Genbu · Attunements (8): Acolyte, Champion, Cloudcaller, Illusionist, Seer, Soulblade, Wavewalker, Wayfarer [W] · Character: Slow-rotating rooms; floors are multi-section [W] • Hydra — Nation: West Edria, Kassel · Visage: Melkyr (see conflict) · God Beast: Orochi · Attunements (8): Assassin, Commander, Executioner, Juggernaut, Legionnaire, Saboteur, Scourge, Shieldbreaker [Dia,W] · Character: Eight branches; combat in every challenge [W] • Spider — Nation: Unknown, hidden · Visage: Wydd · God Beast: Arachne · Attunements (8): Abjurer, Arbiter, Chronomancer, Hierophant, Necromancer, Paladin, Sovereign, Stalker [W] · Character: Restricted attunements; memory erased [W] • Unclaimed — Nation: Unclaimed Lands · Visage: unknown · God Beast: unknown · Attunements (8): Ascended attunements (per Warren) [W] · Character: Perfectly symmetrical; one locked door [W]
• CONFLICT (Spider Spire list): the wiki's eight are Abjurer, Arbiter, Chronomancer, Hierophant, Necromancer, Paladin, Sovereign and Stalker [W]. AA6 lists the same seven except Stalker, plus Whisper, as the "restricted attunements". The author calls Whisper possibly not real, and calls the Spider Spire only the "most obvious" source. [A6] Hierophant and Sovereign were never handed out in Judgments; earlier Spider Judgment attunements are unrecorded. [A6] • AA6 also says Conjurer may once have been a Spider Spire attunement, moved out to stay accessible, and Paladin was once an East Edrian attunement. [A6]
Canon · Difficulty, floors and structure (what the sources actually give)
• No source gives a floor-by-floor difficulty table or a floor count for any Spire. What exists is below. Use these as fixed canon and invent the rest. See GAPS. • Difficulty rules: Judgment is scaled to the entrant and rises with each later Judgment. Climber's Gate entries are "much more dangerous". [W] • Danger markers by rank (Lars Mantrake's lecture): a Quartz has "no business climbing the tower"; Carnelians begin to develop a shroud; Sunstone is where most climbers end up; Citrines are veteran climbers; Emeralds are so rare that stories disagree on them. [A1] • Floors are grouped into "sections" in Tortoise and into themed bands of ten in Serpent. [W] • Guardians: Spire guardians are strong monsters rarely seen outside their tower. [W] Named: Seiryu (Serpent God Beast), Mizuchi (Serpent, child of Seiryu). [W] • Loot: monsters leave mana crystals (not every monster does), treasure rooms hold magic items and books, and some Spire books are enchanted. [A3,W] • Hidden content: secret rooms and vaults exist, for example the Tiger Spire's "Vault of Shadows" (a mythical secret chamber). The Spire Secret Seekers are a research group hunting such rooms. [W]
── Serpent Spire (Valia, Beaufort) ── • Location: in Beaufort, with Lorian Heights Academy just south. [W] • Powers: Visage Tenjin (Inspiration). God Beast Seiryu, the God Serpent, "Guardian of the Serpent Spire", with ice abilities and a nature association. Its eye alone is about three times a person's height, with azure shield-like scales. The creature is "the sort of size you counted in floors, not feet". [W] • Layout: rooms and floors move and rearrange constantly; every ten floors share a theme. [W] • Guardian: Mizuchi, "Hero's End" or "Guardian of Secrets", a giant water serpent and child of Seiryu. She guards no single floor and goes where the Visages direct. About a city block long, scales the size of castle doors, Emerald-level aura, water-dragon breath attacks including voltaic ones, plus Summoner abilities. [W] • Judgment landmarks: landing room with pedestals, Room of Valor, attunement fonts, a mysterious communicating book (Trials of Judgement) and the Voice of the Tower. [W] • Professor Orden has "a mysterious connection" to the Voice of the Tower. [A1] • Attunements: Diviner, Elementalist, Enchanter, Guardian, Mender, Shadow, Shaper, Summoner. [A1,W]
── Tiger Spire (Caelford, Westbridge) ── • Location: nearest city Westbridge, reached by the cross-continental railroad. [W] • Powers: Visage Ferras (Creation). God Beast Byakko. [W] • Layout: "a little more structured than the other local spires". It prefers scenario floors: deadly constructed scenarios, far more common than elsewhere. Rooms and floors stay in place for long periods, so climbers can study and prepare. [A3,W] • Scenario figures are constructs from the past. The fourth-floor test is a staged scenario with Edrian noble House Verena (Archduke Verena, his daughters Emma and Emery, manservant Anthony), House Haven (Lady Nora Haven, retainer Caelyssa "Lys" Ves) and House Beaufort (Constant Beaufort). An ancestor of Jin Dalen, Dalen Mitsurugi, a past wielder of Soulbrand, also appears in a scenario. [A4] • Named floors recorded only as book-find notes: the fourth floor (many books, including Symphony Silence), the Murder Ghost floor (an enchanted book with blank pages that fill with a nursery rhyme about Aayara killing an apprentice), and Miss Verena's debut floor (the novels "Stab: A Stabbing Story" and "Stab 2: The Stabbening"). The wiki does not say whether the Verena debut floor is the fourth floor (inferred possible). [W] • Floor 17 has a climber gate key. A team leader can show proof of owning one. [W] • Attunements: Analyst, Architect, Biomancer, Controller, Forgemaster, Illuminator, Sentinel, Transmuter. [W] • Caelford is the engineering nation, with advanced firearms and self-moving carts called automobiles, and leads research into artificial attunements. [A3]
── Phoenix Spire (East Edria, Yilan) ── • Location: in East Edria. Yilan has the easiest access because Kiel's side is inhospitable; Lake Corval is a natural barrier. [W] • Powers: Visage Kerivas (wiki; see conflict). God Beast Suzaku, regarded by East Edrians much like a Visage. [W] • Layout: elemental puzzles feature in every challenge. [W] • Attunements: Conjurer, Dancer, Mesmer, Purifier, Pyromancer, Shapeshifter, Spellsinger, Swordmaster. [A4,W] • East Edria is the nation the author's Corin "learned the least about", and its attunements are told from his notes. [A4]
── Tortoise Spire (Dalenos) ── • Powers: Visage Katashi (Valor). God Beast Genbu. [A1,W] • Layout: rooms rotate more slowly than elsewhere, rooms take longer to clear, and each floor is several "sections", each as long as a normal floor in another Spire. [W] • Floor 19 contains a scenario with an NPC, Anna the Light Bringer, an Illuminator-linked figure in Crystal Awakening. [W] • Entry: a long interview process before entry; Judgment from age 13. It is the least explored Spire. [W] • Attunements: Acolyte, Champion, Cloudcaller, Illusionist, Seer, Soulblade, Wavewalker, Wayfarer. [W]
── Hydra Spire (West Edria, Kassel) ── • Powers: Visage Melkyr (Resilience, per majority wiki reading). God Beast Orochi, the God Hydra. [A1,W] • Layout: eight branches jut out at different angles. Rooms lean toward combat and combat is part of every challenge. [W] • Attunements are heavily shroud-focused: Assassin, Commander, Executioner, Juggernaut, Legionnaire, Saboteur, Scourge, Shieldbreaker. [W] • Home city Kassel is also the largest West Edrian military base and the host of the Tournament of the Sacred Sword. [W]
── Spider Spire (location secret) ── • Powers: Visage Wydd (Forbidden Knowledge). God Beast Arachne. [A1,W] • Location is "not disclosed to the public". It "appears" to be lost. When it was open, its Judgments gave restricted attunements. [A6,W] • Memories of time spent there, plus days either side, are erased. [W] • Attunements: see the conflict note in the summary table.
── Unclaimed Spire (Unclaimed Lands) ── • Usually discounted from the other six. "Supposedly impossible to get into": one entrance, locked; perfectly symmetrical, unlike the other towers. [W] • No known Visage or God Beast. Warren says it gives Ascended attunements. [W] • It is not believed to be the lost Spider Spire. It "may or may not" have been built by Selys. [W]
Canon · Judgment, step by step (stable structure only)
1. Pay the entry fee (Dalenos: pass an interview). Present yourself at the Spire's Gate of Judgment. [W] 2. Enter alone. Judgments are solo. After this, groups are normal. [W] 3. Pass through several dangerous test chambers. Selys is "supposedly" judging. [W] 4. Survivors who succeed receive an attunement mark, with a vision of Selys reported by at least one entrant. [W] 5. Leave. Leaving by a Gate of Judgment is final for that Spire; further climbs use a Climber's Gate. [W] 6. Later Judgments in other Spires are harder. [W] • The attunement given varies with the Spire. The author notes that "we understand little about why the goddess chooses to mark an individual in a certain location, even less about which attunement". [Dia] • Attunements can sometimes also come directly from a Visage. [A3] • Mark locations (Mind, Heart, Lungs, Left/Right hand, Left/Right leg) and rank levels (Quartz, Carnelian, Sunstone, Citrine, Emerald, Sapphire) are covered in the attunements sections. [A1,A2,W]
Canon — The Unclaimed Lands
Canon · Overview
• The region at the centre of Kaldwyn that no nation claims. A monster-infested wilderness with a few towns and settlements, mostly for explorers. [W] • Monsters here "don't have shrouds". [W] • Lies directly beyond a mountainous region north of Zunyi, the East Edrian city closest to it. [W] • Contents: the Unclaimed Spire, six elemental temples, many Gateway Crystal shrines, Warren Constantine's tower, the town of Pending (its mayor is Kester Boyd), and the abandoned city of Feldmyr. [W] • Feldmyr: a major city on the western side, evacuated after a colossal monster army attacked it about 200 years ago. [W] • Pending: a town of explorers. [W] • Sytennia sends expeditions here for crystal marks because it has no Spire. [W]
Canon · Elemental temples
• Six temples: fire, water, air, earth, light, shadow. [W] • The guardians open each temple only twice a year. [W] • According to legend, the six Sacred Swords were originally forged here. [W] The swords are Dawnbringer (light), Twilight's Edge (shadow), Cloudcutter (air), Diamantine (stone), Soulbrand (fire) and Flowbreaker (water, broken). [W] • A visit can grant a crystal mark. [W]
Canon · Gateway Crystals and shrines
• Gateway Crystals are the "primary sources of ambient mana for the world itself". Every continent has one of each type, supposedly, and they are the reason all mana types occur in the wild. [A5] • A crystal mark is a bond with a Gateway Crystal that makes an artificial Dianis Point, connected to a star. It is a mid-way between essence sorcery and dominion sorcery, taking extra steps. [A5] • Marks form on the "spirit layer" of self, the same layer used by Summoner contracts and spirit-bonding items. A person has limited "slots" for such connections (at most seven spirit bonds unless doubled). [A5] • Crystal marks usually give a single essence type, a small slowly recharging pool, a more static efficiency (for example 10:1) and no secondary functions. They grow slower than attunements. Kaldwyn considers them inferior, but strong attuned still take them. [W] • An example mark: transcendence mana, starting pool 10 and efficiency 3:1, on the left hand. [W] • Crystals can also give boons: information, an item, a service, a crystal mark, shadeweave, or "anything else in their power". [W] • Gateway Crystals "predate the Goddess" per the wiki. [W] • Each challenge is a shrine run by its crystal. Named crystals:
• Spirit — Domain / dominions: Spirit; sapient, custodian of Dawnbringer's amulet shrine, speaks inside the Shrine of Bravery · Trial: Offers a variety of rewards; challenges built by the crystal · Source: [A4,W] • Transcendence — Domain / dominions: Grey, life, mental, light, transference, spirit, density, transcendence; improves efficiency, lifespan, health · Trial: Build a dungeon that copies of people travel through · Source: [W] • Shade — Domain / dominions: Shade, Shadow/Umbral, Life; suspected density · Trial: Two-room trial for two or more people, completed at the same time; difficulty adapts to their combined mana plus an unknown factor; can create shadeweaves · Source: [W] • Memory — Domain / dominions: Memory · Trial: Multi-day trial; the entrant must return the next day and remember the solutions; lies beneath the Wizards/Sorcerer's Spire · Source: [W] • Singing Waters — Domain / dominions: Sound · Trial: Shrine; a fragment survives as Chime · Source: [W] • Time — Domain / dominions: Time · Trial: Shrine often called the "time shrine"; can show the future and read minds · Source: [W] • Banishment, Adaptation, Supremacy, Ruin — Domain / dominions: Named only · Trial: none given · Source: [W]
• Dawnbringer's three amulets each have their own shrine. At least some contain Gateway Crystals. The Dawnbringer shrine itself sits in a stone with sockets for the amulets. A forest enchanted with confusion and misdirection and an invisible bridge over a divide protect the path to the shrine. A guardian (Reika) holds it. [W] • Gateway Crystals as fast travel: no source describes them as a travel network. They are standalone shrines. Long-distance movement on Kaldwyn is by the railroad and by Wayfarer-type attunements. See GAPS. [W]
Canon — Beyond Kaldwyn
Canon · Mythralis
• Continent on Venaya. Home of War of Broken Mirrors. People use dominion sorcery. [W] • Led for centuries by the Tae'os Pantheon (Golden Age); then Vaelien, "King of Thorns", took over. His children, the vae'kes, "run rampant". [W] • Cities and regions: Orlyn, Velthryn, Liadra, Selyr. Other: Lake Silverleaf, Xixian Vaults. [W] • Aayara Haven ("Lady of Thieves", Symphony) is a vae'ke and patron deity of thieves on Mythralis, with followers who use "ess" code names. [W] • Mythralis is the home of Keras Selyrian, "teleported over" to Kaldwyn. [A3]
Canon · Dania
• Continent on Venaya. Home of Edge of the Woods. Main magic: essence sorcery, gathering essence into Dianis Points. [W] • A few hundred years ago fiends from another plane arrived and took two thirds of the continent in a war; many destiny shrines were destroyed, hidden or taken by factions. Humans have launched an offensive to retake land. [W] • Fey Courts: Rust and Salt, Melosious Rapture, Falling Ash, Sand and Dust, Forgotten Dreams, Silent Wander. [W] • Court of Rust and Salt places: Anathema's Shrine, Brightwood, Waspwood, Buried Barrows, Serpent Slough, Ghost Forge, and the Dead Reaches. [W] • Dead Reaches: an area of trees killed in a single apocalyptic event, rich in death essence, inhabited by the Awakened Dead and ghosts. [W]
Canon · Other
• Artinia, Tyrenia and Vylin Tor are named continents on Venaya with no further detail. [W] Corin's AA3 research notes ask how magic works on Artinia and Tyrenia. [A3] • The Tyrant in Gold is a divine being opposed to Selys. Scripture says he controls "the entire world outside of Kaldwyn". [A2] • Seven normal Dianis Points (Mind, Heart, Lungs, Left hand, Right hand, Left leg, Right leg) are body locations rather than places. [W] • Aayara Haven, Caerdanel, Sylvia Sanctum, Tyler Sanctum and Haven are people or houses, not places. Caerdanel is a worldmaker. Sylvia and Tyler Sanctum are siblings (an Enchanter and a Spellsinger). [W]
Canon — Quick-reference table of places
Canon · Quick-reference table of places: about this part
• Kaldwyn — Kind: continent · Region: Venaya · One-line: Home continent with the Four Powers, minor nations, six Spires and the Unclaimed Lands · Tag: [A1,W] • Venaya — Kind: world · Region: Venaya · One-line: World containing Kaldwyn, Mythralis, Dania, Artinia, Tyrenia, Vylin Tor · Tag: [W] • Valia — Kind: nation · Region: east Kaldwyn · One-line: Innovative nation; Serpent Spire; Judgment at 17 · Tag: [A1,W] • Dalenos — Kind: nation · Region: north Kaldwyn · One-line: Tortoise Spire; Judgment at 13 · Tag: [A1,W] • Edria (West) — Kind: nation · Region: south Kaldwyn · One-line: Military culture; Hydra Spire; home city Kassel · Tag: [A1,W] • East Edria / Kelridge — Kind: nation · Region: south-east Kaldwyn · One-line: Former separate nation; Phoenix Spire; capital Kiel · Tag: [A4,W] • Caelford — Kind: nation · Region: west Kaldwyn · One-line: Engineering nation; Tiger Spire; artificial attunements · Tag: [A3,W] • Sytennia — Kind: minor nation · Region: Kaldwyn · One-line: No Spire; raids the Unclaimed Lands for crystal marks · Tag: [W] • Erawen — Kind: minor nation · Region: Kaldwyn · One-line: Named minor nation · Tag: [W] • Feria — Kind: destroyed nation · Region: Kaldwyn · One-line: Destroyed; no details · Tag: [W] • Unclaimed Lands — Kind: wilderness · Region: central Kaldwyn · One-line: Monster wilderness with temples, shrines, Unclaimed Spire · Tag: [W] • Dead Reaches — Kind: wilderness · Region: Dania · One-line: Dead forest rich in death essence · Tag: [W] • Beaufort — Kind: city · Region: Valia · One-line: Home of the Serpent Spire · Tag: [W] • Hathridge — Kind: city · Region: Valia · One-line: About 100 miles from Beaufort · Tag: [W] • Lorian Heights Academy — Kind: academy · Region: Valia, by Beaufort · One-line: Main school; division and 500-point rules · Tag: [W] • Alaris Academy — Kind: academy · Region: Kaldwyn · One-line: Named academy · Tag: [W] • Sorcerer's (Wizards) Spire — Kind: tower · Region: Unclaimed Lands (wiki) · One-line: Warren Constantine's tower; Memory crystal beneath · Tag: [A5,W] • Farren Labs — Kind: institution · Region: Kaldwyn · One-line: Research lab · Tag: [W] • Emerald Council — Kind: institution · Region: Kaldwyn · One-line: Council of Emerald-rank mages · Tag: [A5] • Westbridge — Kind: city · Region: Caelford · One-line: Closest city to the Tiger Spire · Tag: [W] • Kassel — Kind: city · Region: West Edria · One-line: Hydra Spire city; military base; sword tournament · Tag: [W] • Kiel — Kind: city · Region: East Edria · One-line: Current capital · Tag: [W] • Zunyi — Kind: city · Region: East Edria · One-line: Former capital; closest to the Unclaimed Lands · Tag: [W] • Yilan — Kind: city · Region: East Edria · One-line: Best access to the Phoenix Spire; near Valia border · Tag: [W] • Lake Corval — Kind: lake · Region: East Edria · One-line: Natural barrier on the Phoenix Spire approach · Tag: [W] • Serpent Spire — Kind: Spire · Region: Valia · One-line: Seiryu and Mizuchi; ten-floor themes · Tag: [A1,W] • Tiger Spire — Kind: Spire · Region: Caelford · One-line: Most structured; scenario floors · Tag: [A3,W] • Phoenix Spire — Kind: Spire · Region: East Edria · One-line: Elemental puzzles · Tag: [A4,W] • Tortoise Spire — Kind: Spire · Region: Dalenos · One-line: Slow rotation; multi-section floors · Tag: [W] • Hydra Spire — Kind: Spire · Region: West Edria · One-line: Eight branches; combat in every challenge · Tag: [W] • Spider Spire — Kind: Spire · Region: unknown · One-line: Lost or hidden; restricted attunements · Tag: [A6,W] • Unclaimed Spire — Kind: Spire · Region: Unclaimed Lands · One-line: One locked door; symmetrical · Tag: [W] • Gate of Judgment — Kind: structure · Region: each Spire · One-line: One Judgment per Spire per lifetime · Tag: [W] • Climber's Gate — Kind: structure · Region: each Spire · One-line: Re-entry route · Tag: [W] • Vault of Shadows — Kind: secret chamber · Region: Tiger Spire · One-line: Mythical hidden room · Tag: [W] • Murder Ghost floor — Kind: floor · Region: Tiger Spire · One-line: Enchanted-book floor · Tag: [W] • Pending — Kind: town · Region: Unclaimed Lands · One-line: Explorer town; mayor Kester Boyd · Tag: [W] • Feldmyr — Kind: ruined city · Region: Unclaimed Lands · One-line: Evacuated about 200 years ago · Tag: [W] • Elemental temples (6) — Kind: temples · Region: Unclaimed Lands · One-line: Open twice a year; Sacred Sword forging legend · Tag: [W] • Shrine of Bravery — Kind: shrine · Region: Kaldwyn · One-line: Spirit crystal and Dawnbringer amulet shrine · Tag: [W] • Dawnbringer shrine — Kind: shrine · Region: Kaldwyn · One-line: Stone with three amulet sockets; guardian Reika · Tag: [W] • Singing Waters Shrine — Kind: shrine · Region: Kaldwyn · One-line: Sound crystal; fragment is Chime · Tag: [W] • Gateway Crystals (9) — Kind: shrines · Region: Kaldwyn · One-line: Spirit, Transcendence, Shade, Memory, Banishment, Adaptation, Supremacy, Ruin, Time · Tag: [W] • Mythralis — Kind: continent · Region: Venaya · One-line: Dominion sorcery; Vaelien and vae'kes · Tag: [W] • Orlyn, Velthryn, Liadra, Selyr — Kind: cities · Region: Mythralis · One-line: Named only · Tag: [W] • Lake Silverleaf, Xixian Vaults — Kind: sites · Region: Mythralis · One-line: Named only · Tag: [W] • Dania — Kind: continent · Region: Venaya · One-line: Essence sorcery; fiend war; Fey Courts · Tag: [W] • Court of Rust and Salt — Kind: Fey Court · Region: Dania · One-line: Anathema's Shrine, Brightwood, Waspwood, Buried Barrows, Serpent Slough, Ghost Forge · Tag: [W] • Artinia, Tyrenia, Vylin Tor — Kind: continents · Region: Venaya · One-line: Named only · Tag: [W]
GAPS: • No source gives floor counts, floor-by-floor lists or difficulty by floor for any Spire. Only the themes, scenarios and named floors above exist. • No campus map, building list, dorm layout, arena or library detail for Lorian Heights Academy was found beyond the division rules and staff. • The author's /maps/ page is an image only, so no map text was readable; no distances exist except Hathridge to Beaufort at about 100 miles. • Climate and terrain are missing for most nations. • The Climber's Court location is not stated. • The Sorcerer's (Wizards) Spire location comes from the wiki only; the appendices do not place it. • The Spider Spire location is secret and the Spider attunement list is disputed (see conflict above). • Artinia, Tyrenia and Vylin Tor have no detail beyond their names. • Edria Song's six attunements are only partly listed. • Tenjin's status (missing) is not explained in the sources read. • Gateway Crystals are not described as a fast-travel network; any such use is a design choice. • Banishment, Adaptation, Supremacy and Ruin crystals have names only.
Canon — Teachers, Factions, Gods, NPCs
Canon · Teachers, Factions, Gods, NPCs: about this part
Scope: Lorian Heights Academy and its staff, other schools, organizations, noble houses, religion/pantheon, and a one-line roster of every Characters-category wiki page. Story events are omitted on purpose. Tags per FORMAT.md. Characters from companion series (Weapons and Wielders, Sorcery Ascendant, Shattered Legacy, Edge of the Woods) are marked with their series and kept in a separate roster block because they are not native to Kaldwyn.
Canon · Part 1 - Lorian Heights Academy (1/2)
── Institution ── • Full name: Lorian Heights Academy of Arcane Arts (wiki infobox text "Lorian Heights Academy of Arcane Arts"). [W] • Location: city of Beaufort, eastern Valia, just south of the Serpent Spire. Beaufort is one of the largest cities on the continent and is built around the spire. [W] • Purpose: the main university for Valian attuned. Judgment takes place in the Serpent Spire (Valian teens enter at age 17, same as Caelford). [W] • Attendance: Valian citizens who earn an attunement are legally expected to serve two years at the academy. [W] (Valian military service is four years, per the wiki entry for Jonathan Sterling. [W]) • Leadership: Chancellor Wallace (female, "in charge of all university activities") and Vice Chancellor Lieutenant Commander Jack Bennet (former military commander). [A4,A5,A6] • Culture: military flavor. Divisions, points, ranks, dorms with a dorm chief, uniforms with colored epaulets that mark the division. [W] • Uniform: long grey coat; colored epaulets mark the division. (Derek Hartigan's description of "gray coat lacking the colorful epaulets that marked a specific division".) [W] • Library: the campus library has a separate restricted archive, the Divinatory, kept by a summoned knowledge elemental called "Researcher". [A4,W] • Dueling is a major campus activity: elective Dueling class, dueling teams, a winter ball, year-end exams run by second-year supervisors. [A4,W]
── Divisions ── Assigned in the first year by attunement. A division sets training, uniform, primary instructor and living quarters, and gives yearly objectives worth points. 500 points are needed to advance to year two; high scorers join the military at a higher rank. [W] • Tiger (Byakko) — Specialisation: Offensive combat · Attunements assigned: Elementalist · Head / instructor: Prof. Ceridan ("in charge of Tiger Class, teaches Elementalists") · Source: [A4,W] • Serpent (Seiryu) — Specialisation: Reconnaissance · Attunements assigned: Shadow, Diviner · Head / instructor: Prof. Lyras Orden (head of Serpent Division) · Source: [A4,W] • Hydra (Orochi) — Specialisation: Personal combat · Attunements assigned: Shaper · Head / instructor: Lord Jonathan Teft ("in charge of Hydra Class, teaches dueling") · Source: [A4,W] • Phoenix (Suzaku) — Specialisation: Support · Attunements assigned: Mender, Enchanter · Head / instructor: Doctor Tordrin ("in charge of Phoenix Class") per [A4]; wiki lists Prof. Edlyn · Source: [A4,W] • Tortoise (Genbu) — Specialisation: Defensive combat and battlefield control · Attunements assigned: Summoner, Guardian, Soulblade · Head / instructor: Lieutenant Talon · Source: [W] • Spider (Arachne) — Specialisation: Infiltration and sabotage · Attunements assigned: any · Head / instructor: unknown · Source: [W] • Dragon — Specialisation: Military intelligence · Attunements assigned: at least Diviner · Head / instructor: unknown · Source: [W]
CONFLICT: Phoenix instructor. [A4,A5,A6] name Doctor Tordrin as in charge of Phoenix Class and describe Edlyn only as orientation helper and Enchanting teacher. The wiki Lorian Heights page lists Edlyn for Phoenix. Appendix wins.
Spider Division rule (wiki): not attunement-based; every other division contains secret Spiders. Reporting a Spider with evidence earns up to 100 points. A division that finds no Spiders loses 250 points per member. A false accusation costs up to 100 points. [W]
Dorm: a "dorm chief" leads each dorm (example: Curtis Maddock, Phoenix Division dorm). [A4,W]
── Years, terms, calendar ── • Course length: at least two years of required service; wiki and appendices show third-year students, so study can continue to year three and beyond. [A4,W] • Terms: two semesters per year with a winter ball between; "second semester: TBA" in the first-year schedule. [A4] • Final exams: year-end tests run by second-year supervisors (Jordan Jaldin, Katherine "Kathy" Winters in book 2). [A4] • Weekday names (6-day week, each day sacred to a visage): Tashday, Kyrsday, Fersday, Tensday, Vasday, Wyddsday. [A1-A6,W] • Calendar: 12 months of 30 days (360-day year); years counted AF (After Founding of Edria). [W]
── Corin's first-year schedule (sample student week) [A4] ── • Tashday — Classes: Physical Training; Attunement Optimization; Intermediate Enchanting (moved to Advanced Enchanting after week 1) • Kyrsday — Classes: Physical Training; Intermediate Mana Manipulation; Alternate Magic Sources (elective) • Fersday — Classes: same as Tashday • Tensday — Classes: Physical Training; Intermediate Mana Manipulation; Foreign Attunements and You (elective) • Vasday — Classes: Physical Training; Dueling (elective) • Wyddsday — Classes: weekend, no classes
── Curriculum (courses named in the sources) ── • Physical Training — Level: all years · Teacher: division staff · Source: [A4] • Introductory Runes — Level: first year · Teacher: Prof. Vestan · Source: [A4] • General Magic Theory — Level: all · Teacher: Prof. Meltlake · Source: [A4] • Attunements class — Level: first year · Teacher: Prof. Conway · Source: [A4] • Attunement Optimization — Level: first year · Teacher: Prof. Saito · Source: [A4] • Mana Manipulation — Level: intermediate · Teacher: Prof. Ezran (book 2+); Prof. Edlyn (book 1 note) · Source: [A1,A4] • Enchanting (intermediate) — Level: second tier · Teacher: Prof. Wydran · Source: [A4] • Enchanting (advanced) — Level: third-year level · Teacher: Prof. de Remy · Source: [A4,W] • Permanent enchantments — Level: advanced · Teacher: Prof. Vellum · Source: [A4] • Dueling — Level: elective · Teacher: Lord Jonathan Teft · Source: [A4] • Alternate Magic Sources — Level: elective · Teacher: Lady Anette Haven · Source: [A4] • Foreign Attunements and You — Level: elective · Teacher: Prof. Marks · Source: [W b4] • Monster Hunting — Level: elective · Teacher: Sir Tanath · Source: [W] • Resisting mental compulsion (guest lecture) — Level: one-off · Teacher: Prof. Yang of Alaris Academy · Source: [W b2] • Orientation and Judgment paperwork — Level: entry · Teacher: Prof. Edlyn · Source: [A1,W]
── Faculty and staff ── Each entry gives subject, attunement, style, location. Unknown fields are omitted.
── Chancellor Wallace ── Female, Valian human; head of all university activities. [A4,W]
── Lieutenant Commander Jack Bennet ── Male, Valian human; Vice Chancellor; former military commander. [A4,W]
── Professor Ceridan ── Male, Valian human. Head of Tiger Division; teaches Elementalists. [A4,W]
── Professor Lyras Orden ── Female, Valian human. Head of Serpent Division. Attunements (wiki): Wayfarer, Enchanter, Shadow; the wiki notes these may be emulated by a Whisper attunement. Member of the Whispers (an organization that secretly serves the visages). Romantic partner of Lord Teft. Teleports groups (Wayfarer function). [A4,W]
Canon · Part 1 - Lorian Heights Academy (2/2)
── Lord Jonathan Teft ── Male, Valian human, blonde, hand mark. Attunements: Shaper and Enchanter (Enchanter at Sunstone). Head of Hydra Division; teaches Dueling. Style: eccentric, hard-line, rules-lawyer duels ("ten second duel" test of his own enchanter-bias). Strong religious convictions. Shields students with his shroud. [A4,W]
── Doctor Tordrin ── Head of Phoenix Class (healing/support). Doctor is the title. No other details. [A4] (Wiki spelling in the Characters index: "Doctor Tordin".)
── Professor Edlyn ── Female, Valian human. Greets new graduates of Judgment and handles paperwork for entering the academy. Taught Mana Manipulation (book 1 note); later appendices say she teaches Enchanting. [A1,A4,W]
── Professor Vellum (Blanche Vellum) ── Female, Valian human, very old. Teaches permanent enchantments; mentor for Corin's enchanting studies. Wiki: Enchanter, probably Abjurer; Citrine at least. Sharp tongue. [A4,W] CONFLICT: wiki text records her attunement as "Enchanter, Abjurer?" with question marks; no appendix states her attunement. Treat as unconfirmed. Note: fan theories about her being a reincarnated Worldmaker are not canon and are omitted.
── Professor Conway ── Male, Valian human. Guardian attunement. Teaches the Attunements class. [A4,W]
── Professor Meltlake (Lady Antonia Hartigan) ── Female, Valian human, black-skinned. Elementalist (fire specialization), Emerald Rank A, hand mark. "Meltlake" replaced her surname after a famous duel where she supposedly set a lake on fire. Walks with a cane to hide a persistent leg injury; wiki says the cane produces simulacra. Aunt of Derek Hartigan. Teaches General Magic Theory; Patrick Wayland's personal mentor. Took her Judgment at 13. Later holds the Chancellor post per the wiki. [A4,W]
── Professor Vanway ── Female, Valian human. Teaches an unknown class. [A4,W]
── Professor Vestan ── Introductory Runes. [A4]
── Professor Zou ── Guest professor. [A4]
── Professor Saito ── Male, Dalenos ethnicity, young and casual. Teaches Attunement Optimization. [A4,W]
── Professor Wydran ── Female, mid-20s to early 30s, wears a black uniform with a badge (looks military-affiliated). Teaches Intermediate Enchanting. [A4,W]
── Professor de Remy ── Male, older, bushy eyebrows, white suit. Teaches Advanced Enchanting to third-year students. [A4,W b3]
── Professor Ezran ── Teaches Intermediate Mana Manipulation. [A4]
── Lady Anette Haven ── House Haven. Twenties, short blond hair, white business suit, black tie and gloves, fencer's belt, rapier and main-gauche, silver circlet. Her outfit hides any attunement mark. Teaches Alternate Magic Sources. [A4,W]
── Professor Marks ── Male, from Sytennia, black hair bound in metal rings, spiked earrings. Teaches Foreign Attunements and You. [W b4]
── Professor Yang ── Male, tall, thick glasses, visiting lecturer from Alaris Academy (Caelford). Controller attunement (right hand, Citrine) plus a second unknown attunement on the chest. Taught resistance to mental compulsion. [W b2]
── Sir Tanath ── Male, Valian, Summoner. Member of the Soaring Wings. Teaches the Monster Hunting class; one of Marissa Callahan's teachers. [A4,W]
── Lieutenant Talon ── Tortoise Division instructor. [W]
── Warren Constantine ── Master of the Sorcerer's Spire (see Part 2). Former Arbiter and Enchanter. Not on faculty. [A5,A6,W]
── Other schools and training sites ── • Alaris Academy — Location: Medrian, Caelford · Notes: primary university for training local magic users · Source: [W] • The Divinatory — Location: Beaufort area · Notes: library with a restricted archive and a knowledge elemental, "Researcher 437-C" · Source: [W] • Sorcerer's Spire — Location: Unclaimed Lands (see Part 2) · Notes: human-made spire replica run by Warren Constantine · Source: [A5,A6] • Study of Iron — Location: Edria · Notes: martial arts gym run by Grandmother Iron · Source: [Dia,W] • Lost Halls — Location: ? · Notes: training facility with a Biomancer (Jonas), a Conjurer (Wang Xue), attendant Thomas · Source: [W] • Whispering Woods tests — Location: Unclaimed Lands · Notes: tests run by a forest spirit (Weapons and Wielders) · Source: [W] • Thornguard training, Bladebreaker Division — Location: Mythralis · Notes: Res'vaye Fayne instructs swordplay and metal sorcery (Weapons and Wielders) · Source: [W]
── Dueling teams (Teft's class) ── • Goddess' Grace — Members: Vernon Tenson (leader, Legionnaire + Guardian), Sandra Stone (Sunstone Summoner), Micha Sawyer (Diviner, enhancement specialization, Sunstone) · Notes: all third-years · Source: [A4,W] • Bloodline — Members: Jeremy Jaldin (leader, Shaper, near-Citrine pool), Tyler Sanctum (Sunstone Spellsinger, sonic), Matthew Coin (Sunstone Elementalist, air-specialized mark) · Notes: third-years; members belong to the Sons of Valia · Source: [A4,W] • Skyseeker — Members: Mary Hawthorne (leader, bow + banishment, Sunstone heart mark), Vermillion Rose (sword-enhancement magic), Kuro Nightshade ("classic wizard", very broad skill set) · Notes: one of the strongest teams of the first-year cohort · Source: [A4,W] • Roland's testing team — Members: Roland Royce (Diviner), Kyra Dyson (Shadow, Carnelian), Loria Marshall (Elementalist), Desmond Vyers (Shaper) · Notes: first-year exam team · Source: [A4,W]
Canon · Part 2 - Organizations, governments and noble houses (1/3)
── National governments and militaries ── • Valia — Ruler / body: a queen; Council of Lords · Notes: Visage Tenjin acts as advisor to the Council of Lords and the queen. National colors blue and white. Laura Lyran sits on the Council of Lords. Famous for magical research and development. Military often equipped with the latest enchanted items; major cities protected against the elements by barrier domes. Allied with Dalenos and Caelford against Edria in the Six Years War. · Source: [A4,W] • Dalenos — Ruler / body: Theocracy under Visage Katashi · Notes: Katashi and his priests control the legal system and the military. Katashi lives in a great cathedral at Tenkai and mingles with the people. Judgments from age 13. The Tortoise Spire requires a long interview before entry. Most prestigious military group: the Dalenos Six. · Source: [W] • Edria — Ruler / body: an emperor (Edria Fang; his granddaughter Crown Princess Edria Song) · Notes: Strongest military on the continent. Judgments at 12-13. Two visages: Melkyr (Hydra Spire, West Edria) and Kerivas (Phoenix Spire, East Edria). Edrian Royal Guard (Hannah Meiyer is a member). East Edria (ex-Kelridge) venerates Suzaku in a visage-like way. · Source: [W] • Caelford — Ruler / body: monarchy-era state with scientific guilds · Notes: Known for engineering and science. Visage Ferras works with citizens on science and engineering and dresses informally. Judgments at 17. Alaris Academy in Medrian. Farren Labs. · Source: [W] • East Edria (Kelridge) — Ruler / body: ruled by Edria; former Dalenos territory · Notes: Capital Kiel; old capital Zunyi. House Dalen was the former ruling house. · Source: [A4,W] • Sytennia — Ruler / body: minor nation south of East Edria · Notes: Capital Vesmyr. Surrounded by mountains. · Source: [W] • Erawen — Ruler / body: island nation north of Dalenos · Notes: Sparse population; city Talinrae. · Source: [W] • Lavian Archipelago — Ruler / body: nominally Valian · Notes: Distinct culture, mostly self-governing. · Source: [W] • Unclaimed Lands — Ruler / body: none · Notes: Monster wilderness; towns for explorers (e.g. Pending). · Source: [W]
Four Powers: Valia, Dalenos, Edria, Caelford. [W]
── Emerald Council ── Gathering of the highest-ranked powers of Kaldwyn, hosted at the Sorcerer's Spire. [A5,A6] • Hosts — Members: Warren Constantine (Master of the Sorcerer's Spire), Len (Lydia emulation) · Source: [A5,A6] • Valia — Members: Elora Theas, Alexander Theas, Sylvia Sanctum (Citrine Enchanter, light specialist) · Source: [A5,A6,W] • Dalenos — Members: the Dalenos Six representatives · Source: [A5,A6] • Caelford — Members: Anabelle Farren, Nakht, Kamaria Clarent (Forgemaster in enchanted armor) · Source: [A5,A6] • Edria — Members: Emperor/Crown Princess line: Edria Song (six attunements, wields Diamantine); Hannah Meiyer (Royal Executioner, Emerald Executioner) · Source: [A5,A6,W]
── Dalenos Six ── Most prestigious military group of Dalenos. [W] • Lord Admiral Norima — Role / abilities: Wavewalker + Soulblade; compounding transference mana; massive physical powerhouse · Source: [A5,A6] • Hierophant Setsuna Saito (A5 prints "Saito Setsuna") — Role / abilities: bearer of the Hierophant attunement; high priest of Katashi · Source: [A5,A6] • Suzuki — Role / abilities: dual-attuned Conjurer and Summoner; contract with a god beast · Source: [A5,A6,W] • Takeshi Kurita — Role / abilities: member at the time of the Tournament of the Sacred Sword; multi-attuned with two enhancement-focused attunements; apparently no longer a member · Source: [A5,A6] • Takeshi Tetsurin — Role / abilities: Kurita's son, aspiring to follow him; carries two attunements (appendices list him as a character, not as a member) · Source: [A5,A6,W] • Kenshiro Kenshi — Role / abilities: listed on the wiki member list only · Source: [W] Note: the earlier Hierophant was Haruka Saito (deceased); Corin's notes record that the replacement already had Citrine-level Hierophant within a month, implying understudies with the attunement. [W]
Canon · Part 2 - Organizations, governments and noble houses (2/3)
── Organizations ── • Cold Iron Division — Type: Dalenos military unit · Base: Dalenos · Members / leadership: Lt. Col. Tetsushi Taiga (commander, ex-monster hunter who traveled to Dania), Major Tachibana Dan (Forgemaster), Igarashi (analytics officer), Yami Kikyou (Mesmer, "Ghost of the Iron Flowers"), Kusanagi Jin (an alias) · Notes: uses advanced armor · Source: [A6,W] • Haven Securities — Type: bank · Base: location not stated · Members / leadership: owned by Aayara Haven · Notes: repeatedly robbed by the Blackstone Bandits; debt collectors harm defaulters · Source: [A1,W] • Blackstone Bandits — Type: thief persona/band · Base: location not stated · Members / leadership: persona held by Derek Hartigan; Elora Theas and Keras Selyrian each filled in once · Notes: target Haven Securities · Source: [W] • Sons of Valia — Type: noble extremist group · Base: Valia · Members / leadership: Jeremy Jaldin, Tyler Sanctum, Matthew Coin (all students of Teft's dueling class, Team Bloodline) · Notes: angry that Meltlake was giving away the secrets to noble power; maim non-noble students so their attunements stop working; supporters in government and police; secretly run by Saffron · Source: [W b4] • The Whispers — Type: secret order serving the visages · Base: Kaldwyn · Members / leadership: Lyras Orden; Tristan Cadence (Whisper of Wydd) · Notes: members may carry the restricted Whisper attunement (False Mark) · Source: [A4,W] • Whisper factions — Type: sub-factions · Members / leadership: Ascension (raise humans to visage level), Godslayer (destroy visages), Peacemaker (make visages treat humans as equals) · Source: [W] • Soaring Wings — Type: climbers' guild / registry · Base: Kaldwyn · Members / leadership: Sir Tanath is a member · Notes: maintains the Soaring Wings Climber Registry (teams, keys, leave-of-absence notes) · Source: [A4,W] • Spire Secret Seekers — Type: research team · Base: Caelford · Members / leadership: Odette Keita (Citrine Analyst) · Notes: seeks secret rooms and vaults in the Tiger Spire · Source: [W] • Guiding Star Legacy — Type: professional climbing team · Base: base not stated · Members / leadership: Seiji Hayden (Seer/Controller), Nieve Yukihara (Champion/Paladin), Emiko (Cloudcaller), Lani (Acolyte), Ren, Wyld, Hane, Lief Valmont and contracted climbers · Notes: Shattered Legacy series · Source: [W] • Climber's Court — Type: magic item shop · Base: location not stated · Members / leadership: Lars Mantrake (shopkeeper) · Source: [W] • Farren Labs — Type: artificial attunement research · Base: Caelford · Members / leadership: Anabelle Farren; staff Nakht, Kahi Zephyr, Ashon · Notes: Caelford's center for artificial attunement research; other corporations can make artificial attunements, but to a lesser degree · Source: [A3,W] • Sorcerer's Spire — Type: human-made spire replica · Base: Unclaimed Lands · Members / leadership: Warren Constantine; Len · Notes: hosts the Emerald Council · Source: [A5,A6] • Study of Iron — Type: martial arts gym/school · Base: Edria · Members / leadership: Grandmother Iron (head), Walter Crown (assistant teacher), Wu Meilin, Wu Xiaofan, Ari, Fai, Lia Shay · Notes: students are talented martial artists · Source: [W] • Tails of Orochi — Type: hydra-blooded faction · Base: East Edria (inferred from patron) · Members / leadership: Raizo (leader; wields Cloudcutter), Zenkichi (leader; swordsman), Kaito (swordsman), Miyuri (diviner-type) · Notes: Raizo is presumed a full-blooded hydra · Source: [W] • Haven Knights — Type: knightly order · Base: Mythralis (inferred) · Notes: Jonathan Sterling served in it before applying to the Paladins of Tae'os · Source: [W] • Paladins of Tae'os — Type: Mythralis military order · Base: Mythralis · Members / leadership: Herod Morwen, Alaria Morwen, Cassidy Ventra, Gladio Gath, Finn Pine, Bobax, Durias Moss, Keldyn Andys, Kestrel Makar, Dyson Hastings, Lydia Hastings, Aladir Ta'thyriel · Notes: Weapons and Wielders / Sorcery Ascendant · Source: [W] • Thornguard — Type: Mythralis army · Base: Mythralis · Members / leadership: Res'vaye Fayne, Taer'vys Ironthorn, Captain Nolan, Mairead Caelan · Notes: Bladebreaker Division trains swordsmen · Source: [W] • Court of Rust and Salt — Type: fairy kingdom · Base: Dania · Members / leadership: locations: Anathema's Shrine, Dead Reaches, Brightwood, Waspwood, Buried Barrows, Serpent Slough, Ghost Forge; inhabitants include Lien, Gramps, Uncle Eiji, Auntie Temper, Lindt, Eliree, Current, Flow, Verthrimax, the Willowbark Witch and her children · Notes: Edge of the Woods · Source: [W]
Sons of Valia stable description: attack promising non-noble students' attunements. Omitted: individual incidents. [W b4]
── Noble houses and notable families ── Sigils/mottos: the sources define none beyond "the house Cadence symbol" on Patrick's ring (no description). [W]
Canon · Part 2 - Organizations, governments and noble houses (3/3)
• Cadence — Seat / domain: Hathridge (south of Beaufort), Valia · Head / notable members: Magnus Cadence (head, noted duelist, wiki: Citrine Shaper then Enchanter); sons Tristan, Corin; Sera Cadence (legitimized); retainers Patrick Wayland, Marissa Callahan, Emery Verena · Notes: elevated from merchant family to Noble House after Alaric Cadence won the duel ending the Six Years War · Source: [A1-A6,W] • Lyran — Seat / domain: Valia · Head / notable members: Laura Lyran, head; seat on Council of Lords; Emerald Elementalist + Swordmaster · Source: [A4,W] • Hartigan — Seat / domain: Valia · Head / notable members: Derek Hartigan (heir, Emerald Soulblade, adopted); Lady Antonia "Meltlake" Hartigan · Notes: ancient noble house · Source: [A4,W] • Theas — Seat / domain: Valia · Head / notable members: Elora Theas (heir, Emerald Summoner, contract with Suzaku), Sheridan Theas (Necromancer + Mender, follower of Wydd), Alexander Theas (Shaper + Swordmaster, relation unclear) · Notes: ancient noble house; Elora's father named Edrigan Theas · Source: [A4,W] • Lambert — Seat / domain: Valia · Head / notable members: Yunika Lambert, Cecily Lambert (Enchanter, mental specialization, Carnelian) · Notes: childhood family friends of Cadences · Source: [A4,W] • Jaldin — Seat / domain: Valia · Head / notable members: Jeremy Jaldin (Shaper, Sunstone), Jordan Jaldin (Mender) · Source: [W] • Sanctum — Seat / domain: Valia · Head / notable members: Sylvia Sanctum (Citrine Enchanter), Tyler Sanctum (Spellsinger) · Source: [W] • Haven — Seat / domain: Caelford/Valia · Head / notable members: Lady Annette Haven (teacher); Lady Nora Haven; retainer Caelyssa Ves ("Lys"); Aayara Haven is a legendary namesake · Notes: Haven Securities is owned by Aayara Haven · Source: [A4,W] • Verena — Seat / domain: Edria (historical) · Head / notable members: Archduke Verena; Emma Verena; Emery Verena; manservant Anthony · Notes: appear in a constructed scenario floor of the Tiger Spire · Source: [A4,W] • Schmidt — Seat / domain: Edria · Head / notable members: Kaspar Schmidt (killed in the Six Years War duel), Jerome Schmidt (Sunstone Executioner) · Source: [A4,W] • Beaufort — Seat / domain: Valia · Head / notable members: Constant Beaufort · Notes: appears in the same scenario floor · Source: [A4] • Dalen — Seat / domain: East Edria · Head / notable members: former ruling house of Kelridge (the Unbroken Queen); Jin Dalen's family were its retainers and took the name · Source: [A4,W] • Stalwart — Seat / domain: Mythralis (inferred) · Head / notable members: bodyguard employer of Jonathan Sterling · Source: [W] • Kyestri — Seat / domain: Northern Reaches (Mythralis) · Head / notable members: Korus Kyestri, Prime Lord of Stone · Source: [W]
Alaric Cadence: Shaper, legendary Six Years War hero, great-grandfather of Corin. [A6,W]
── Kaldwyn timeline anchors (for setting dates) ── • Edria founded — Date (AF): 0 · Source: [W] • Six Years War — Date (AF): 329-335 · Source: [W] • Kelridge conquered — Date (AF): 334 · Source: [W] • Judgment of Tristan — Date (AF): 408 · Source: [W] • Warren Constantine's falling out with Anabelle Farren; he leaves public life — Date (AF): ~402 · Source: [W] • Events of Sufficiently Advanced Magic, On the Shoulders of Titans and The Torch that Ignites the Stars — Date (AF): 413 · Source: [W]
Canon · Part 3 - Religion and pantheon (1/2)
── Selys, goddess of Kaldwyn ── • Goddess of Kaldwyn. Rarely or never interacts directly; she created six Visages to carry out her will. Most citizens do not question her existence. [W] • Described as a gambler fond of riddles and trickery (as shown by her seven spires: six Soaring plus the Unclaimed Spire), but regarded as fair. [W] • Formerly a member of the Tae'os Pantheon; left Mythralis after the pantheon's defeat by the Tyrant in Gold. After the fall of Velthryn she guided the survivors across the sea to Kaldwyn, where they found Valia. [W] • Visages can grant boons in exchange for favors; one boon is described as equivalent to reaching the fiftieth floor of a spire. [W]
── The six Visages ── Beings of at least Sapphire strength, believed to hold the powers of all attunements, each with a different focus. Each is connected to one Shifting Spire; some live among the people. Katashi calls Tenjin and Ferras his brother and sister. [W] • Katashi — Aspect: Valor · Spire: Tortoise · God Beast: Genbu · Nation: Dalenos · Notes: male, about 7 ft, winged, wears golden armor; the best-known fighter among visages; most active visage; residence in the cathedral at Tenkai · Source: [W] • Tenjin — Aspect: Inspiration · Spire: Serpent · God Beast: Seiryu · Nation: Valia · Notes: male; normally resides in the Serpent Spire; advises the Council of Lords and the queen · Source: [W] • Ferras — Aspect: Creation · Spire: Tiger · God Beast: Byakko · Nation: Caelford · Notes: female; whereabouts currently unknown; her simulacra exist (Anabelle Farren is suspected to be one); informal, dresses like a citizen · Source: [W] • Kerivas — Aspect: Law · Spire: Hydra (Visages table) · God Beast: Orochi · Nation: Edria · Notes: patron of Edria; destroyed the nation of Feria after it invaded a spire; managing the Tiger Spire in Ferras's absence · Source: [W] • Melkyr — Aspect: Resilience · Spire: Phoenix (Visages table) · God Beast: Suzaku · Nation: East Edria (Kelridge) · Notes: patron of East Edria · Source: [W] • Wydd — Aspect: Forbidden Knowledge · Spire: Spider · God Beast: Arachne · Nation: unknown · Notes: trickster/shapeshifter; gender unknown; encourages discovering but forbids spreading forbidden knowledge; employs Sheridan Theas; Tristan Cadence is a Whisper of Wydd · Source: [W] • (unknown) — Aspect: unknown · Spire: Unclaimed Spire · God Beast: unknown · Nation: Unclaimed Lands, politically aligned with Dalenos · Notes: no visage is documented · Source: [W]
CONFLICT: which visage owns which Edrian spire. The Visages table and Kerivas/Melkyr character pages give Kerivas=Hydra/Orochi (Edria) and Melkyr=Phoenix/Suzaku (East Edria). The Edria page and the Hydra Spire page give Melkyr=Hydra Spire/Orochi and Kerivas=Phoenix Spire. The Phoenix Spire page says Kerivas, the Suzaku page says Melkyr, and the Kerivas page says Kerivas was born in the Phoenix Spire and is affiliated with East Edria. Use the Visages table in play and treat the other pairing as table-level variation.
── God Beasts (spire guardians in the Soaring Spires) ── • Genbu (Tortoise) — Spire: Tortoise · Country: Dalenos · Source: [W] • Seiryu (Serpent) — Spire: Serpent · Country: Valia · Notes: Mizuchi is a spire guardian and one of the God Serpent's daughters; Satsuki is a descendant · Source: [W] • Byakko (Tiger) — Spire: Tiger · Country: Caelford · Source: [W] • Orochi (Hydra) — Spire: Hydra · Country: Edria · Notes: hydra-blooded Tails of Orochi · Source: [W] • Suzaku (Phoenix, the Vermillion Bird) — Spire: Phoenix · Country: East Edria (Kelridge, former) · Notes: has a summoning contract with Elora Theas · Source: [W] • Arachne (Spider) — Spire: Spider · Country: unknown · Source: [W] Lute is described as a child of the God Beast of the Seventh Spire (nothing else known). [W]
── Priesthood and sacred offices ── • Hierophant — Detail: Head of the priesthood of a visage; the Katashi Hierophant is the most prominent priestly figure in Kaldwyn. Restricted attunement (Life/Air, compound Breath, tertiary Mental; source Spider Spire). Signature function: Awe-Inspiring Aura (shroud extended over a wide area and imbued with a spell). Current holder Setsuna Saito; earlier holder Haruka Saito. · Source: [A5,A6,W] • Paladin attunement — Detail: Contract with a visage; Invoke Visage. Restricted. Known holders: Tevan Ellis (Melkyr), Edria Song, Nieve Yukihara. · Source: [W] • Acolyte — Detail: Healing attunement from the Tortoise Spire (Dalenos). · Source: [W] • Whisper — Detail: Secret servants of the visages. Restricted attunement (False Mark, Emulate). · Source: [A4,W] • Sovereign — Detail: Restricted; steals attunements. · Source: [W] • Visage brand — Detail: A brand from a visage can restrict a person from discussing specific topics (Elora Theas). · Source: [W] • Priests of Katashi — Detail: Control Dalenos's legal system and military. · Source: [W] Hierophant and Paladin both come from the Spider Spire and were never handed out in ordinary Judgments. [W]
── Calendar and holy days ── • Twelve months of exactly thirty days; five six-day weeks per month; each weekday is dedicated to a visage. [W] • Weekday names: Tashday, Kyrsday, Fersday, Tensday, Vasday, Wyddsday. [W] • Documented events: the Tournament of the Sacred Sword (Edrian government involved); the Unclaimed Lands temples open twice a year. [W] • Pre-climb rituals: the Guiding Star Legacy squeeze Emiko's hair buns before entering the tower as prayer. [W]
── Tyrant in Gold and the Vae'kes ── • Vaelien / Vaelian, the King of Thorns, "the Tyrant in Gold" — Role: Patron deity of the Serelien region of Mythralis; thought to be god of fate, time, shadows and nature. On Kaldwyn he is the antithesis of Selys and believed comparable in power; scripture says he controls the whole world outside Kaldwyn. Edria was founded by refugees fleeing his conquest. · Source: [W] • Vae'kes — Role: His children. Vae dominion lets them permanently steal sorcerous power with a touch; nearly invincible to conventional harm. · Source: [W] • Aayara "Symphony" Haven, Lady of Thieves — Role: Eldest vae'kes; patron of thieves on Mythralis. Followers use "ess" code names (Silk, Scribe). Legendary dagger Symphony's Last Embrace. · Source: [W] • Jacinth, the Blackstone Assassin ("Jack") — Role: Eldest vae'kes; rival of Aayara. Followers use gem or flower code names. Role: assassinate corrupt powerful people beyond legal reach. · Source: [W] • Saffron — Role: One of the least powerful vae'kes; regeneration, mind control, illusions, simulacra; ran the Sons of Valia. · Source: [W] • Jonathan Sterling — Role: Vae'kes, born in Valeria (Mythralis), 25 in Stealing Sorcery. · Source: [W] • Lavender — Role: Listed as a known vae'kes. · Source: [W]
Canon · Part 3 - Religion and pantheon (2/2)
── Tae'os Pantheon (Mythralis; Selys's former pantheon) ── • Sytira — Title: Goddess of Knowledge · Notes: among the most powerful; patron of scholars and sorcerers; Lydia Hastings is her paladin · Source: [W] • Aendaryn — Title: God of Blades · Notes: leader of the pantheon; wielder of the Sae'kes Taelien · Source: [W] • Eratar — Title: God of Travel/Freedom · Notes: patron of merchants, sailors, travelers; Dyson Hastings is his paladin; Erik Tarren is said to be Eratar · Source: [W] • Koranier — Title: God of Strength · Notes: patron of soldiers; Dominion of Stone · Source: [W] • Xerasillis — Title: God of Justice · Notes: patron of judges; Dominion of Flame · Source: [W] • Lysandri — Title: Goddess of Water · Notes: patron of sailors; self-sacrifice · Source: [W] • Lissari — Title: Goddess of Life · Notes: patron of doctors and healers · Source: [W] The pantheon lost a war to Vaelien and his children; the Paladins of Tae'os remain an order. [W]
── Worldmakers and other powers ── • Aetor — Description: Maker of Monsters; creator of the Buried and the origin beasts; sealed after a war with the other Worldmakers · Source: [W] • Sun Eater — Description: Worldmaker who destroyed numerous worlds including Rendalir; aliases Shade of Ruin, First Nightmare, Star Eater, Blood Letter; harbinger Akadi · Source: [W] • Kelryssia — Description: Worldmaker of Destiny and the Stars · Source: [W] • Caerdanel — Description: Worldmaker; sacrificed herself to save a mortal city; helped forge the Sae'kes Taelien · Source: [W] • Velryn — Description: Worldmaker; helped make the Sae'kes · Source: [W] • Delsen — Description: Worldmaker; helped make the Sae'kes · Source: [W] • Vas Tyer (Maker of Humans), Cas (Maker of Machines), the Lost Maker — Description: listed Worldmakers · Source: [W] • Vendria — Description: Seasonal goddess from Rendalir shattered into three gem aspects: Venlyra (winter), Venshara (summer), Venora (spring) · Source: [W] • False Pantheon — Description: Edon's self-made "deities" using dominion-marked items · Source: [W] • Karvensi — Description: Eight-foot winged stone-skinned humanoids, smart as humans (Vanniv is one) · Source: [W]
Canon · Part 4 - NPC roster (stable profiles) (1/7)
One line per Characters-category wiki page (the Characters index page itself is excluded). Columns: name | role | attunement or class | affiliation | location | stable notes | source. Status (alive/dead) and plot are omitted on purpose. An appendix tag (A1-A6 or a companion-book tag) names the earliest appendix whose Characters and Terms list includes the character; appendices are cumulative. All rows also come from the wiki [W]. Location is where the character is based, "—" if not stated. Mythralis, Artinia and Dania entries are companion-series characters, not Kaldwyn natives.
── Lorian Heights Academy - administration and faculty ──
Details for each teacher are in Part 1. • Chancellor Wallace — Role: Chancellor (all university activities) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Female, Valian · Src: [A1,W] • Lt. Cmdr. Jack Bennet — Role: Vice Chancellor · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Former military commander · Src: [A1,W] • Jonathan Teft (Lord Teft) — Role: Head of Hydra Division; dueling class teacher · Attunement / class: Shaper, Enchanter (Sunstone Enchanter) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Eccentric teaching methods; romantic tie to Lyras Orden · Src: [A1,W] • Lyras Orden — Role: Head of Serpent Division · Attunement / class: Wayfarer, Enchanter, Shadow (possibly emulated via Whisper) · Affiliation: Lorian Heights; Whispers · Location: Beaufort, Valia · Notes: Female · Src: [A1,W] • Professor Ceridan — Role: Head of Tiger Division; teaches Elementalists · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Male · Src: [A1,W] • Professor Conway — Role: Attunements class teacher · Attunement / class: Guardian · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Male · Src: [A1,W] • Professor De Remy — Role: Advanced enchanting teacher · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Older man, bushy eyebrows, white suit · Src: [W] • Professor Wydran — Role: Intermediate enchanting teacher · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Mid 20s-early 30s; black uniform with badge, possibly military · Src: [A4,W] • Professor Vellum (Blanche Vellum) — Role: Permanent enchantment teacher · Attunement / class: Enchanter, Abjurer? (Citrine Rank E Enchanter?) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Very old; sharp tongue · Src: [A1,W] • Professor Edlyn — Role: Mana Manipulation teacher; intake clerk after Judgment · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Female · Src: [A1,W] • Professor Meltlake (Antonia Hartigan) — Role: General Magic Theory teacher · Attunement / class: Elementalist (fire), Emerald Rank A · Affiliation: Lorian Heights; House Hartigan · Location: Beaufort, Valia · Notes: Older, black-skinned, uses a cane; renamed after burning a lake in a duel; aunt of Derek Hartigan · Src: [A1,W] • Professor Saito — Role: Attunement optimization teacher · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Young, casual dress, Dalenos ethnicity · Src: [A4,W] • Professor Marks — Role: Foreign Attunements and You teacher · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: From Sytennia; black hair in metal rings, spiked earrings · Src: [W] • Professor Vanway — Role: Teacher of an unknown class · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Female · Src: [A1,W] • Sir Tanath — Role: Monster Hunting class teacher · Attunement / class: Summoner · Affiliation: Lorian Heights; Soaring Wings · Location: Beaufort, Valia · Notes: Male, Valian · Src: [A2,W] • Lady Annette Haven — Role: Alternate magic sources teacher · Affiliation: Lorian Heights; House Haven · Location: Beaufort, Valia · Notes: 20s, short blond hair; rapier and gauche; outfit hides any mark · Src: [W] • Professor Yang — Role: Visiting teacher (resisting mental compulsion) · Attunement / class: Controller (Citrine) plus a second chest mark · Affiliation: Alaris Academy · Location: Caelford (visiting Valia) · Notes: Tall, thick glasses · Src: [W]
── Lorian Heights Academy - students and staff-adjacent ──
Canon · Part 4 - NPC roster (stable profiles) (2/7)
• Katherine "Kathy" Winters — Role: Second-year team supervisor · Attunement / class: Enchanter · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Valian · Src: [A2,W] • Jordan Jaldin — Role: Second-year team supervisor · Attunement / class: Mender · Affiliation: Lorian Heights; House Jaldin · Location: Beaufort, Valia · Notes: Brother of Jeremy · Src: [A2,W] • Jeremy Jaldin — Role: Student, Team Bloodline; heir of his house · Attunement / class: Shaper (Sunstone, near Citrine) · Affiliation: House Jaldin; Sons of Valia · Location: Beaufort, Valia · Notes: Noble · Src: [A4,W] • Tyler Sanctum — Role: Third-year student, Team Bloodline · Attunement / class: Spellsinger · Affiliation: Sons of Valia; House Sanctum · Location: Beaufort, Valia · Notes: Brother of Sylvia Sanctum · Src: [A4,W] • Matthew Coin — Role: Third-year student, Team Bloodline · Attunement / class: Elementalist (air specialization, Sunstone) · Affiliation: Sons of Valia · Location: Beaufort, Valia · Notes: Air specialization can asphyxiate groups · Src: [A4,W] • Sylvia Sanctum — Role: Enchanter; Emerald Council delegate (Valia) · Attunement / class: Enchanter (light specialization, Citrine) · Affiliation: House Sanctum · Location: Valia · Notes: Older sister of Tyler · Src: [A5,W] • Kuro Nightshade — Role: Student, Team Skyseeker · Attunement / class: Wide mana access (all base types); Enchanter or multi-attuned per Corin · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Member of Teft's dueling class · Src: [A4,W] • Mary Hawthorne — Role: Student, Team Skyseeker · Attunement / class: Unknown attunement (Sunstone, heart mark); archer with light arrows that banish and dispel · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Also has sword essence point · Src: [A4,W] • Vernon Tenson — Role: Student, Team Goddess' Graces · Attunement / class: Guardian, Legionnaire · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Enchanted armor and tower shield · Src: [A4,W] • Micha Sawyer — Role: Student, Team Goddess' Graces · Attunement / class: Diviner (enhancement specialization, Sunstone) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Male · Src: [A4,W] • Sandra Stone — Role: Student, Team Goddess' Graces · Attunement / class: Summoner (Sunstone) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Many summoning contracts, broad mana range · Src: [A4,W] • Lisa Stone — Role: Childhood classmate of Corin · Location: Valia · Notes: Single · Src: [A1,W] • Kyra Dyson — Role: Student · Attunement / class: Shadow (Carnelian) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Weaker straight fighter than Marissa but good at exploiting weaknesses · Src: [A4,W] • Rupert Kent — Role: Dueling class student; noble from Marissa's hometown · Attunement / class: Elementalist · Affiliation: Lorian Heights · Location: Beaufort, Valia · Src: [A4,W] • Gregori — Role: Advanced enchanting student · Affiliation: Lorian Heights · Location: Beaufort, Valia · Src: [A4,W] • Holly — Role: Advanced enchanting student · Attunement / class: Enchanter · Affiliation: Lorian Heights · Location: Beaufort, Valia · Src: [W] • Tylan — Role: Advanced enchanting student · Affiliation: Lorian Heights · Location: Beaufort, Valia · Src: [A4,W] • Curtis Maddock — Role: Phoenix Division dorm leader · Attunement / class: Mender, Elementalist (both on one arm) · Affiliation: Lorian Heights · Location: Beaufort, Valia · Notes: Rare two-attunement student; second attunement from a high first-year climb · Src: [A1,W] • Satsuki — Role: Student · Attunement / class: None; murder serpent descendant of Seiryu · Affiliation: Lorian Heights; Serpent Spire lineage · Location: Beaufort, Valia · Notes: Tall, turquoise hair, purple-scaled armor, red glaive; kills-intent aura; three elemental shrouds · Src: [A4,W] • Jin Dalen — Role: Student · Attunement / class: Mesmer (Sunstone) · Affiliation: House Dalen retainers · Location: East Edria / Beaufort · Notes: Amber skin; Edrian Judgment age lets him be Sunstone early · Src: [A1,W]
── House Cadence and retainers ── • Alaric Cadence — Role: Legendary duelist, great-grandfather of Corin · Attunement / class: Shaper · Affiliation: House Cadence · Location: Valia · Notes: Famous for ending the Six Years War in a duel; elevated the house to nobility · Src: [A5,W] • Magnus Cadence — Role: Head of House Cadence · Attunement / class: Shaper (Citrine); infobox also lists Enchanter · Affiliation: House Cadence · Location: Hathridge, Valia · Notes: Noted duelist · Src: [A1,W] • Laura Lyran — Role: Head of House Lyran; Council of Lords member · Attunement / class: Elementalist, Swordmaster (Emerald) · Affiliation: House Lyran · Location: Valia · Notes: Mother of Tristan and Corin · Src: [A1,W] • Tristan Cadence — Role: Eldest son of Magnus · Attunement / class: Sovereign (Sunstone) · Affiliation: House Cadence; Whisper; Ascension · Location: Serpent Spire / Tenjin's sanctum · Notes: Aliases Voice of the Tower, Mysterious Book Entity · Src: [A1,W] • Corin Cadence — Role: Younger son; protagonist · Attunement / class: Enchanter (Sunstone A), Arbiter, plus crystal marks; Total Citrine A · Affiliation: House Cadence · Location: Hathridge / Beaufort · Notes: 18; grey eyes, black hair · Src: [W] • Sera Cadence — Role: Adopted daughter of Magnus · Attunement / class: Summoner, Invoker, Artificial Conjurer, crystal mark (Carnelian D) · Affiliation: House Cadence · Location: Valia · Notes: Contracts: Vanniv, Researcher (and others); wields Ceris · Src: [W] • Patrick Wayland — Role: Retainer · Attunement / class: Elementalist (Carnelian A); spirit bond Bright Reflection · Affiliation: House Cadence · Location: Valia · Notes: 17 · Src: [A1,W] • Marissa "Mara" Callahan — Role: Retainer · Attunement / class: Guardian (Sunstone D), Shade Mark, Mizuchi's Heart, artificial attunement · Affiliation: House Cadence · Location: Valia · Notes: 18, blond · Src: [A1,W] • Roland Royce — Role: Classmate; trained as Tristan's retainer · Attunement / class: Diviner (Carnelian) · Affiliation: House Cadence · Location: Valia · Notes: Son of Cayden Royce · Src: [A1,W] • Emery Verena — Role: Retainer (legal citizen via Sera's retainer) · Attunement / class: Acolyte (Carnelian) · Affiliation: House Cadence · Location: Valia · Notes: Originated as a spire monster in a Tiger Spire scenario floor; daughter of Archduke Verena; twin Emma · Src: [A3,W] • Cecily Lambert — Role: Student · Attunement / class: Enchanter (mental specialization, Carnelian B) · Affiliation: House Lambert · Location: Valia · Notes: Auburn hair, rune-etched round glasses · Src: [A1,W] • Yunika Lambert — Role: Elder sister of Cecily · Affiliation: House Lambert · Location: Valia · Notes: 22; engaged to Tristan; owns a copy of the Trials of Judgement · Src: [A2,W]
── Valian nobility and others ──
Canon · Part 4 - NPC roster (stable profiles) (3/7)
• Elora Theas — Role: Heir to House Theas; Emerald Council delegate · Attunement / class: Summoner (Emerald) · Affiliation: House Theas · Location: Valia · Notes: Contracts with Suzaku and Vanniv; carries a visage's brand restricting speech · Src: [A1,W] • Sheridan Theas — Role: Magical theory researcher in Wydd's employ · Attunement / class: Necromancer, Mender · Affiliation: House Theas; Wydd · Location: Valia · Notes: Only known Necromancer; they/them; small dog Mister Eviscerator · Src: [A2,W] • Alexander Theas — Role: Duelist; Emerald Council delegate · Attunement / class: Shaper, Swordmaster · Affiliation: House Theas · Location: Valia · Notes: Crimson suit, feathered cap, long thin sword with orange crystal · Src: [A5,W] • Derek Hartigan — Role: Heir to House Hartigan · Attunement / class: Soulblade (Emerald) · Affiliation: House Hartigan · Location: Valia · Notes: Adopted; two unmatched swords · Src: [A1,W] • Lars Mantrake — Role: Shopkeeper of Climber's Court · Attunement / class: Former Citrine climber; attunement lost with his leg · Affiliation: Climber's Court · Location: Valia · Notes: Artificial leg; enchanted axe Mavely · Src: [A1,W] • Kester Boyd — Role: Former partner of Lars; mayor of Pending · Affiliation: Pending, Unclaimed Lands · Location: Pending · Notes: Caelish, 40s, two revolvers, huge hat · Src: [A3,W] • Shimmer — Role: Summoner · Attunement / class: Summoner · Affiliation: Connected to Lars · Location: Unclaimed Lands · Notes: Wrote books on summoning · Src: [W] • Archduke Verena — Role: Head of an Edrian noble house (past) · Affiliation: House Verena · Location: Edria (scenario) · Notes: Appears in Tiger Spire scenario floor · Src: [A3,W] • Nora Haven — Role: House Haven member (scenario) · Affiliation: House Haven · Location: Edria (scenario) · Notes: Tiger Spire scenario floor · Src: [A3,W] • Anthony — Role: Manservant of House Verena · Affiliation: House Verena · Location: Edria (scenario) · Notes: Tiger Spire scenario floor · Src: [W] • Kaspar Schmidt — Role: Edrian noble · Affiliation: House Schmidt · Location: Edria · Notes: Dueled Alaric to end the Six Years War · Src: [W] • Jerome Schmidt — Role: Edrian noble (copy in Tiger Spire) · Attunement / class: Executioner (Sunstone) · Affiliation: House Schmidt · Location: Edria · Notes: Son of Kaspar; enchanted void sword · Src: [A3,W] • Maria Wolf — Role: Second to Jerome Schmidt in a Tiger Spire duel · Affiliation: House Schmidt (scenario) · Location: Edria (scenario) · Src: [W]
── Spire beings, summons and constructs ── • Mizuchi — Role: Spire guardian of the Serpent Spire; daughter of Seiryu · Attunement / class: Giant water serpent · Affiliation: Serpent Spire / Tenjin · Location: Serpent Spire · Notes: Goes where the visages will her; also called Hero's End, Guardian of Secrets · Src: [A1,W] • Vanniv — Role: Summon (karvensi) · Attunement / class: Ice, lightning, fire spells · Affiliation: Sera Cadence; Elora Theas · Location: Valia · Notes: Stone body, flies · Src: [A2,W] • Researcher (437-C) — Role: Summoned knowledge elemental · Attunement / class: Knowledge elemental · Affiliation: Divinatory restricted archives · Location: Lorian Heights · Notes: Blue skin, brown hair, tailored suit; living catalog · Src: [A2,W] • Echion — Role: Engineered weapon-child · Attunement / class: Engineered attunement comparable to a God-Beast · Affiliation: Valia and Caelford · Location: Serpent Spire (freed from a cell there) · Notes: Unusual forehead mark · Src: [A1,W]
── Visages and Selys ──
See Part 3. • Selys — Role: Goddess of Kaldwyn · Location: Kaldwyn · Notes: Gambler, fond of riddles · Src: [W] • Katashi — Role: Visage of Valor · Affiliation: Dalenos; Genbu · Location: Dalenos · Notes: Winged, about 7 ft · Src: [A1,W] • Tenjin — Role: Visage of Inspiration · Affiliation: Valia; Seiryu · Location: Serpent Spire · Src: [A1,W] • Ferras — Role: Visage of Creation · Affiliation: Caelford; Byakko · Location: Tiger Spire (whereabouts unknown) · Notes: Female · Src: [A1,W] • Kerivas — Role: Visage of Law · Affiliation: Edria / East Edria; Orochi · Location: Phoenix Spire born · Notes: See CONFLICT in Part 3 · Src: [A1,W] • Melkyr — Role: Visage of Resilience · Affiliation: East Edria; Suzaku · Location: Phoenix Spire born · Notes: See CONFLICT in Part 3 · Src: [A1,W] • Wydd — Role: Visage of Forbidden Knowledge · Affiliation: Arachne · Location: Unknown · Notes: Trickster/shapeshifter · Src: [W]
── Edria, East Edria and the Study of Iron ──
Canon · Part 4 - NPC roster (stable profiles) (4/7)
• Edria Fang — Role: Emperor of Edria · Affiliation: Edria · Location: Edria · Notes: Grandfather of Edria Song · Src: [W] • Edria Song — Role: Crown Princess · Attunement / class: Six attunements incl. Shieldbreaker, Paladin, Seer, Wayfarer · Affiliation: Edria · Location: Edria · Notes: Wields Diamantine · Src: [A5,W] • Hannah Meiyer — Role: Royal Executioner, Royal Guard member · Attunement / class: Executioner (Emerald) · Affiliation: Edrian Royal Guard · Location: Edria · Notes: 24; armor suppresses pain · Src: [A5,W] • Zhang Yun — Role: Edrian fighter · Attunement / class: Shieldbreaker; Unclaimed Lands crystal mark · Affiliation: Edria · Location: Edria · Notes: Thin, long black-grey hair, metal spear · Src: [W] • Oskar Klein — Role: Edrian fighter · Attunement / class: Legionnaire (Emerald), Sentinel (lower) · Affiliation: Edria · Location: Edria · Notes: Spiked black armor, two-handed axe · Src: [W] • Mikasa Kotestsu — Role: East Edrian fighter · Attunement / class: Conjurer · Affiliation: East Edria · Location: East Edria · Notes: Reached floor 30 of the Phoenix Spire; long tube weapon, two hatchets · Src: [W] • Grandmother Iron — Role: Head of the Study of Iron; martial arts teacher · Attunement / class: Metal mana skill near high-Citrine Forgemaster · Affiliation: Study of Iron · Location: Edria · Notes: 50s; former tournament finalist; mother of Taer'vys Ironthorn · Src: [W] • Walter Crown — Role: Assistant teacher · Attunement / class: Forgemaster, Soulblade (Citrine) · Affiliation: Study of Iron · Location: Edria · Notes: Contracted weapons: axe Rejoinder, halberd Octave · Src: [W] • Wu Meilin — Role: Student · Attunement / class: Assassin (Citrine), Shadow (Carnelian) · Affiliation: Study of Iron · Location: Edria · Notes: Archery, spears, unarmed · Src: [W] • Wu Xiaofan — Role: Veteran adventurer; sister of Meilin · Attunement / class: Spellsinger · Affiliation: Study of Iron · Location: Edria · Notes: Poison gas; stone mana · Src: [W] • Fai — Role: Student · Attunement / class: Acolyte (Sunstone) · Affiliation: Study of Iron · Location: Edria · Notes: Wiki infobox mislabels him as Wu Meilin · Src: [W] • Lia Shay — Role: Student · Attunement / class: None · Affiliation: Study of Iron · Location: Edria · Notes: Gathers information by mundane means · Src: [W] • Oscar — Role: Friend of Walter Crown · Attunement / class: Juggernaut · Notes: Old friend of Walter · Src: [W] • Shun — Role: Antisocial man in green · Attunement / class: Biomancer · Location: Edria · Notes: Green hair/eyes; density and stone sorcery; crystalline-arrow bow · Src: [W] • The Green Guardian — Role: "Hero of justice" · Attunement / class: Crystal and stone powers; manifestation of Diamantine · Location: Edria · Notes: Green armor, tree mask; indestructible green crystals · Src: [W] • The Phantom Thief Ravenshade — Role: Legendary thief; wielder of Twilight's Edge · Attunement / class: Shadow powers · Location: Edria · Notes: Auburn hair, red-gem eye patch, leaves a raven feather · Src: [W] • Ishyeal Dawnsglow — Role: Wielder of Soulbrand · Attunement / class: Teleport; light mana · Notes: 8 ft, dark waist-length hair · Src: [W] • Raizo — Role: Leader of the Tails of Orochi; wielder of Cloudcutter · Attunement / class: Hydra; wind blades · Affiliation: Tails of Orochi · Location: East Edria · Notes: Presumed full-blooded hydra · Src: [W] • Zenkichi — Role: Leader of the Tails of Orochi · Attunement / class: Hydra; regeneration, acid magic · Affiliation: Tails of Orochi · Location: East Edria · Notes: Swordsman · Src: [W] • Kaito — Role: Follower of Zenkichi · Attunement / class: Unknown attunement · Affiliation: Tails of Orochi · Location: East Edria · Notes: Talented swordsman · Src: [W] • Miyuri — Role: Follower of Zenkichi · Attunement / class: Diviner-type (tracking, prediction) · Affiliation: Tails of Orochi · Location: East Edria · Notes: Female · Src: [W] • Satoshi Muramasa — Role: Greatsword wielder · Attunement / class: Spirit arts; enhancement mana · Location: Artinia origin · Notes: Steel-colored hair; greatsword resembling the Dominion Breaker · Src: [W] • Lute (Ruto Muramasa) — Role: Swordsman · Attunement / class: Emerald; "Beast Blade of Knowledge", true name Absolute Victory · Affiliation: Sacred Swords / Seventh Spire · Notes: Child of the Seventh Spire's God Beast · Src: [A4,W]
Canon · Part 4 - NPC roster (stable profiles) (7/7)
• Lien (Edge) — Role: Protagonist · Attunement / class: Essence sorcerer · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Silver eyes; six-petal cheek mark · Src: [W] • Ana (Anathema) — Role: Xiphiad (sword faerie) · Attunement / class: Dungeon, dream, sword essence · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Born from a sword · Src: [W] • Gramps — Role: Lien's guardian · Attunement / class: Can multi-locate, teleport, hasten · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Secretive; possibly related to Erik Tarren · Src: [W] • Auntie Temper — Role: Runs the Ghost Forge · Attunement / class: Memory, blacksmith, forge essence · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Smithy of damaged spirit weapons · Src: [W] • Lindt — Role: Faerie · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Five inches tall, butterfly wings · Src: [W] • Eliree — Role: Dryad-human healer · Attunement / class: Shade essence · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Bound to a tree · Src: [W] • Current — Role: Naiad · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Twin of Flow · Src: [W] • Flow — Role: Naiad · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Twin of Current · Src: [W] • Verthrimax the Iron Breaker — Role: Ancient copper dragon · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Nearly blind and hard of hearing · Src: [W] • Flare — Role: Willowbark Witch's child · Attunement / class: Fire essence · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Crimson hair · Src: [W] • Root — Role: Willowbark Witch's child · Attunement / class: Plant, earth, crystal · Affiliation: Court of Rust and Salt · Location: Dania · Src: [W] • Poppy — Role: Willowbark Witch's child · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Youngest · Src: [W] • Blink — Role: Willowbark Witch's child · Affiliation: Court of Rust and Salt · Location: Dania · Notes: Age three, pale · Src: [W] • Lance Rival — Role: Skyseeker · Location: Dania · Notes: Very tall, purple hair, many weapons · Src: [W] • Smiling Sword Saint — Role: Historic swordmaster (echo) · Attunement / class: Sword, air, aura, area essence · Location: Dania · Notes: Widely suspected to be Therin · Src: [W] • Thane — Role: Echo copy of the Smiling Sword Saint · Attunement / class: Body enhancement technique · Location: Dania · Notes: Presents male · Src: [W] • Gray — Role: Echo of a child · Affiliation: Abandoned sword school · Location: Dania · Notes: Extraordinary talent · Src: [W] • Green — Role: Echo of an adult swordsman · Affiliation: Abandoned sword school · Location: Dania · Notes: Strength-based style · Src: [W] • Red — Role: Echo of an adult swordswoman · Affiliation: Abandoned sword school · Location: Dania · Notes: Flawless technique · Src: [W] • Fade — Role: Echo of a teenaged girl · Affiliation: Abandoned sword school · Location: Dania · Notes: Dexterity and trickery · Src: [W] • Jonas — Role: Biomancer · Attunement / class: Biomancer · Affiliation: Lost Halls · Src: [W] • Wang Xue — Role: Conjurer · Attunement / class: Conjurer · Affiliation: Lost Halls · Src: [W] • Thomas — Role: Attendant · Affiliation: Lost Halls · Src: [W]
Rows: 196.
GAPS: • House sigils, mottos and heraldry are not documented for any noble house; only a "house Cadence symbol" on Patrick Wayland's ring is mentioned, with no description. • The Church of Selys and the priesthoods of the other visages are not documented as institutions: no ranks, temples, rites or holy-day festivals beyond the Hierophant office, the six weekday names and the twice-yearly opening of the Unclaimed Lands temples. • The Valian Council of Lords, the queen of Valia, Caelford's government and the Edrian court have no documented structure, membership or laws beyond what is listed in Part 2. • Faculty gaps: instructors of the Dragon, Spider and Tortoise-related divisions, and details for Professors Vanway, Vestan, Zou and Ezran, are thin or absent. Edlyn's subject differs between appendices 1 and 4, and Vellum's attunement is unconfirmed. The spelling Tordrin versus Tordin varies by page. • The Characters index lists names with no wiki page, so they have no roster row: Loria Marshall, Desmond Vyers, Meredith Hawkins, Johannes Edington, Jelani, Ari, Professor Vestan and Doctor Tordin. • Wiki infoboxes are often wrong (Fai's infobox names Wu Meilin; Takeshi Tetsurin redirects to Kurita's page); the roster follows page text and appendices over infoboxes. • Kerivas/Melkyr spire ownership is inconsistent across wiki pages (see CONFLICT in Part 3). • Unread: Appendix I of AA4 and Appendix II of AA5 were not used for this section. • Locations for Climber's Court, Haven Securities and Guiding Star Legacy bases are not stated.
Canon — Bestiary, Society, History
Canon · Bestiary, Society, History: about this part
Scope note: Kaldwyn is a continent on the planet Venaya [W]. Venaya's other continents are Artinia, Dania, Mythralis, Tyrenia and Vylin Tor [W]. Only Kaldwyn is the setting of the six Arcane Ascension books; Mythralis, Dania and Artinia material below comes from companion series (War of Broken Mirrors, The Lost Edge, Shattered Legacy) and is tagged accordingly. Source trust: author appendices [A1]-[A6] > companion appendices [Dia][SS][DD][FD] > wiki [W]. The wiki bestiary pages are very short; most creature entries are thin because the sources are thin.
Canon · PART 1. BESTIARY (1/2)
── Bestiary index (wiki list) [W] ── • "Normal Monsters": Barghensi, Delsys, Gargoyles, Goblin, Imp, Karvensi, Ogre, Slimes, Tavare, Urgoyles, Kobolds, Hydra, Dragon, Serpent. [W] • "God Beasts": Genbu (God Tortoise), Seiryu (God Serpent) with children Mizuchi and Satsuki, Orochi (God Hydra) with Zenkichi and Raizo, Byakko (God Tiger), Suzaku (God Phoenix), Arachne (God Spider). [W] • Pages exist only for: Barghensi, Delsys, Gargoyles, Goblin, Karvensi, Slime, Tavare, Urgoyles, Serpent, and the god beasts. Imp, Ogre, Kobold, Hydra and Dragon have no page (Ogre appears only as an example of a summoned monster, see Summoner rules). [W] • Spire monsters are replenished by an unknown source, presumed by many to be the goddess herself; spire interiors constantly change. [W Kaldwyn] • Monsters in the Unclaimed Lands do not have shrouds (Unclaimed Lands page trivia). [W] • Most mana crystals come from spire monsters (see "Monster loot by crystal class"). [W]
── Slime [W] ── • Kind: weakest monster in existence; one of the most basic threats in the Spires. [W] • Body: teardrop-shaped gelatinous acid; moves by hopping; barely noticeable intelligence. [W] • Drops: grey mana crystals when killed. [W] • Varieties: giant acidic slimes have been seen in the tower and dropped level 3 life mana crystals. [W] • Behaviour: slimes eat other slimes, gaining size and speed. [W]
── Gargoyle [W] ── • Flying monster made from solid stone; alligator-like jaw; four arms. Tough but slow and not very smart. Appear to be statues animated by magic. [W]
── Urgoyle [W] ── • Like gargoyles but smaller, scalier and made of flesh and blood. Easier to hurt than gargoyles but smarter. [W]
── Karvensi [W] ── • Appear as eight-foot, physically attractive humans with wings and dark stone-grey skin. Tougher than gargoyles, as smart as humans. Some can use magic. [W] • Vanniv is a summoned karvensi (stone body, flight, ice, lightning and fire per wiki character notes); both Elora Theas and Sera Cadence hold contracts with Vanniv [A3,A4,A5,A6 character lists; W for abilities].
── Barghensi [W] ── • Common monster of the Serpent Spire. Massive bear-like creature with brown scales and three horns. Resistant to physical damage, not to magical damage. Drops earth mana crystals. [W]
── Goblin [W] ── • Only mentioned: a monster referenced by Corin on his way into the Serpent Spire for his Judgment. No stats. [W]
── Delsys [A3,A4,A5,A6,W] ── • Flame/wind elemental, summoned by Derek Hartigan. Citrine-level monster. [A3 etc.; W for Citrine]
── Tavare [A3,A4,A5,A6,W] ── • Blade elemental summoned by Derek Hartigan. Emerald-level monster using light mana. Human in appearance with scale-like armour growing out of the skin. Can heal people, recharge their mana, and uses metal mana. Refers to itself as "Radiance" [A6]. Derek's Soulblade attunement is Emerald [A3 etc.]. [W]
── Researcher (knowledge elemental) [A3,A4,A5,A6,W] ── • A knowledge elemental dwelling in the restricted section of the Divinatory; calls herself a Fragment [W]. Blue skin; a summoned copy depends on a platform's mana (wiki). In AA6 she is described as in Sera's direct employ [A6 App I]. [A,W] • Her own description: "A specific classification of elemental. Stronger than a Figment, weaker than a Gatherer or a Harvester. We embody specific principles of our element." [W, quoting On the Shoulders of Titans ch. XIV]
── Elemental classifications [W] ── • Figment — Meaning: Non-sapient elemental. [W] • Fragment — Meaning: Child-to-adult elemental, beings of dominion energy closely resembling humanoid life. Fragments for about 50 years, then become Facets once they have gathered enough power and knowledge. [W] • Facet — Meaning: Adult elemental with enough power to take a shape that no longer resembles a simple construct of dominion energy: flesh-and-blood humanoids or dangerous monstrosities. Can reshape their body into a chosen permanent form. [W] • Gatherer — Meaning: A Facet with an essence consumption requirement beyond normal mortal creatures; powerful Facets are sent to the Core Plane to return dominion essence to their dominion. [W] • Harvester — Meaning: A Gatherer whose consumption can no longer be met by normal means; actively causes massive releases of essence to speed the process. Native to dominion planes, e.g. the Wandering War is a Harvester of the Dominion of War (War of Broken Mirrors). [W] • Elementals are born with an intrinsic connection and talent with their dominion, but theory beyond stock spells needs exploration or training. [W] • Keras calls the Wandering War "cousin" and calls Derek's bound monster Tavare "cousin", which the wiki reads as Keras being an elemental-like entity from a dominion plane (speculation). [W]
── Dragons (wiki "Dragon", "Serpent", Weapons and Wielders) [W] ── • "Serpents are more magically inclined than dragons." Known serpents: Seiryu, Mizuchi, Satsuki. [W Serpent] • Dragons in the companion series: Reika (spirit dragon), Verthrimax (copper dragon). [W] • Tails of Orochi: children of the hydra whose focus is eating dragons to gain power. Known members: Raizo, Zenkichi, Kaito, Miyuri. Appear in the Weapons and Wielders series. [W] • Raizo and Zenkichi are hydras with regeneration and acid abilities (wiki summary). [W]
── Hydra [W] ── • Only listed in the Bestiary index. The Hydra god beast is Orochi (see God beasts). Hydra Spire is at Kassel, West Edria. [W]
── Spire guardians (general rule) [W] ── • Like all spire guardians, Mizuchi is rarely seen outside her tower. Unlike normal spire guardians she does not guard a single floor. See Mizuchi below.
── Monster loot by crystal class (Mana_Crystals) [W] ── Crystal class scales by x6 per class. Rune container capacity is about 2% of the crystal's mana. • 0 — Mana in crystal: under 6 (generally 1) · Rune container: 0 to 0.1 · Level label: n/a • 1 — Mana in crystal: 6 to 35 · Rune container: 0.12 to 0.7 · Level label: Quartz • 2 — Mana in crystal: 36 to 215 · Rune container: 0.72 to 4.3 · Level label: Carnelian • 3 — Mana in crystal: 216 to 1295 · Rune container: 4.32 to 25.9 · Level label: Sunstone • 4 — Mana in crystal: 1296 to 7775 · Rune container: 25.92 to 155.5 · Level label: Citrine • 5 — Mana in crystal: 7,776 to 46,655 · Rune container: 155.52 to 933.11 · Level label: Emerald • 6 — Mana in crystal: 46,656+ · Rune container: 933.12+ · Level label: Sapphire • A theoretical class 7 (Amethyst) crystal would hold 279,936 mana. The wiki says the table is a benchmark: go one level lower to estimate "average spell costs" for each level. [W]
Canon · PART 1. BESTIARY (2/2)
── Monster-by-tier table (everything the sources actually state) ── • Quartz-class loot — Monster: Slime (grey mana crystals, class not given) · Evidence: W Slime. Class 0-1 inferred (inferred). • Class 3 (Sunstone) drop — Monster: Giant acidic slime (life crystal, "level 3") · Evidence: W Slime • Not stated — Monster: Barghensi (earth crystals), Gargoyle, Urgoyle, Goblin, Karvensi · Evidence: no tier on any page • Citrine — Monster: Delsys (flame/wind elemental) · Evidence: W Delsys • Emerald — Monster: Tavare (blade elemental, light mana) · Evidence: W Tavare • Emerald aura — Monster: Mizuchi (Child of Seiryu) · Evidence: W Mizuchi (Sufficiently Advanced Magic ch. XVIII) • "Tremendously powerful, most likely on a similar level to Mizuchi" — Monster: Saffron, Child of the Tyrant in Gold · Evidence: A3,A6 • Not tiered, beyond rank — Monster: God beasts: Seiryu (eye three times a man's height; "sort of size you counted in floors"), Byakko, Genbu, Orochi, Suzaku, Arachne · Evidence: W / A • Satsuki (murder serpent, descendant of Seiryu): tier not stated. [A6] CONFLICT/NOTE: the sources never publish a general "monster by floor/tier" scheme. Everything above is every explicit rank in the corpus.
Canon · PART 2. GOD BEASTS, VISAGES, SELYS (1/2)
── Selys and the Visages (framing) [A3,W] ── • Selys is the single central goddess worshipped by all major nations; she created six towers ("Soaring Spires") in various parts of the continent; the spires test entrants and give magic marks (attunements). [A3 App I] • She is regarded as fair, fond of gambling, riddles and trickery (evidenced by the seven spires). [W Selys] • She had been a member of the Tae'os Pantheon and left Mythralis; after the Fall of Velthryn she guided the survivors across the sea to Kaldwyn, where they found Valia, hundreds of years before Corin's birth. [W Selys] • Visages: "basically the local equivalent of gods, but they're really more like aspects of a single deity, depending on who you ask." [A3 App I] • Selys created six Visages that supposedly carry out her will. [W] • Kaldwyn's week has six days, each dedicated to a visage (see Calendar). [W] • Opposing power: the Tyrant in Gold, "a divine being that is antithetical to Selys, and believed to be comparable to her in power. The scriptures teach that he is in control of the entire world outside of Kaldwyn." [A2,A3,A6 App]
── Visage / spire / god beast table ── • Katashi — Epithet: Visage of Valor [A2,A6]; wiki Dalenos page says "Justice" · Nation: Dalenos · Spire: Tortoise · God beast: Genbu [W] • Tenjin — Epithet: Visage of Inspiration, patron of Valia [A]; "currently missing" [A2,A6] · Nation: Valia · Spire: Serpent · God beast: Seiryu [W] • Ferras — Epithet: Visage of Creation, patron of Caelford [A] · Nation: Caelford · Spire: Tiger · God beast: Byakko [W] • Melkyr — Epithet: Visage of Resilience, patron of Edria [A] · Nation: Edria / East Edria · Spire: Hydra or Phoenix (see CONFLICT) · God beast: Orochi or Suzaku • Kerivas — Epithet: Visage of Law, second patron of Edria [A] · Nation: Edria · Spire: Hydra or Phoenix (see CONFLICT) · God beast: Orochi or Suzaku • Wydd — Epithet: Visage of Forbidden Knowledge; location unknown; often depicted as a trickster or shapeshifter [A6] · Nation: unknown · Spire: Spider (secret) · God beast: Arachne [W] • (unknown) — Epithet: unknown · Nation: Unclaimed Lands (politically aligned with Dalenos) · Spire: Unclaimed Spire · God beast: unknown [W] • Author appendices state only: Melkyr "patron Visage of Edria", Kerivas "second patron Visage of Edria" [A2-A6]. Nothing in them pairs Melkyr or Kerivas with a spire. CONFLICT: wiki Visages table says Kerivas = Hydra, Melkyr = Phoenix (Kelridge). Wiki Hydra Spire page and Suzaku page say Melkyr. Wiki Kaldwyn page: Melkyr/Orochi and Kerivas/Suzaku. Wiki Edria page: Melkyr = Hydra Spire, Kerivas = Phoenix Spire. Wiki Kelridge page: the Phoenix Spire's patron Visage was Melkyr. The wiki is internally inconsistent. CONFLICT: Katashi is "Visage of Justice" on the wiki Dalenos page; the author appendices call him "Visage of Valor". CONFLICT: Tenjin "currently missing" [A2,A6 App] versus wiki Valia page saying he acts as advisor to the Council of Lords and the queen. CONFLICT: Eratar (Tae'os Pantheon) is "God of Freedom and Air" in [DD]; the wiki gives a different title (God of Travel; not confirmed). • Kerivas is credited with a short-term invulnerability invocation for Paladins [A6 App I]; Kerivas destroyed the nation of Feria after it invaded one of the spires (accused of forbidden knowledge) [W]. • Visage behaviour: Katashi lives in a great cathedral in Dalenos and is directly in government; other visages have taken advisory roles. Ferras dresses like an ordinary citizen, works with citizens on science and engineering, and (per Katashi) has better healing than the other visages; after Katashi she is the most active visage. [W]
── God beasts: general [A,W] ── • Six god beasts, one per Soaring Spire, the spire's guardian. Valia treats god beasts as dangerously powerful monsters; East Edria views Suzaku in a light similar to a visage. [W Edria] • The Six Sacred Swords were forged "as the only means to defeat the god beasts"; each sword must be earned by a worthy champion. [W Six Sacred Swords blurb] • Lorian Heights divisions are named after god beasts (see Education). • A Shapeshifter or contract user gains physical properties of a god beast, not its power; powers depend on contract terms. [W Shapeshifter] • Artificial "god beast attunements" were prototyped at Farren Labs (Caelford) [A6 App II]. Echion has an experimental god-beast-based artificial attunement [A6]. • Genbu, the God Tortoise — Spire: Tortoise · Nation: Dalenos · Elements and traits: Metal element [W]; Visage Katashi • Seiryu, the God Serpent — Spire: Serpent · Nation: Valia · Elements and traits: Ice; nature [W]; azure shield-like scales; one eye three times a man's height; "the sort of size you counted in floors, not feet" [W, SAM] • Byakko, the God Tiger — Spire: Tiger · Nation: Caelford · Elements and traits: White tiger seated on her haunches; enormous white paws with steel-coloured claws longer than swords; stripes bright polished silver fading into white fur [W, Phantom Chamber]; Visage Ferras • Orochi, the God Hydra — Spire: Hydra · Nation: Edria · Elements and traits: Presumed to reside in the Hydra Spire; its children are the Tails of Orochi [W] • Suzaku, the God Phoenix — Spire: Phoenix · Nation: East Edria (Kelridge) · Elements and traits: Known as the Vermillion Bird; "not quite a phoenix"; fire and life mana; has a summoning contract with Elora Theas [W; A6 for Elora's contract] • Arachne, the God Spider — Spire: Spider · Nation: unknown · Elements and traits: Corresponds to the Visage Wydd [W]; the Spider Spire's location is secret (Real-world Four Symbols names are not used by the sources beyond the Japanese names above.)
── Mizuchi [A,W] ── • Titles: "Hero's End"; "Guardian of Secrets" [W]. "Deadly serpent... Child of Seiryu... Believed to be virtually invulnerable." [A2,A6] • Role: spire guardian of the Serpent Spire who does not guard a single floor; goes where the Visages will her in order to protect the spire's secrets. [W] • True form: giant water serpent roughly the length of a city block; scales each the size of a castle door, mostly silvery-white, belly scales purple or lilac tinted. Aura Emerald-level. [W, Corin's estimate] • Abilities: those of a water dragon; breath attacks including lightning/voltaic; can destroy buildings with body or tail; Summoner abilities; widespread mental compulsion across hundreds of people ("a hair weaker" than Saffron's compulsion on a few); no divination. [W] • Can be banished by Abjurer banishment (with a "sealing" technique); a mere binding sufficed to reverse-summon her into the Serpent Spire without a contract. [A6 App I, W] • Humanoid form can have scales cracked by a powerful fire spell or a Guardian technique; she then shifts to an Invoker-like form. [W] • Appears in the legend of Selys-Lyann as the foe that slew the blade's first owner. [W]
── Satsuki [A6] ── • "A descendant of Seiryu, the God Serpent... a 'murder serpent'." Enrolled as a student at Lorian Heights. [A6 App II]
Canon · PART 2. GOD BEASTS, VISAGES, SELYS (2/2)
── Orochi and the Tails of Orochi [W] ── • See Dragons above.
── Wydd and Wyddfolk [A6, W] ── • Wydd: Visage of Forbidden Knowledge; trickster/shapeshifter; encourages discovery but forbids spreading it [W]. Location unknown. • Wyddfolk: individuals who take after Wydd; they change their gender expression according to how they feel, so are sometimes male, sometimes female. Sheridan "Deni" Theas is a follower of Wydd. [W; A for Deni]
Canon · PART 3. SUMMONERS, CONTRACTS AND BINDINGS (rules)
── Summoner (Serpent Spire, Valia) [A1,W] ── • Author definition: "Summoners form pacts with monstrous entities and learn to call upon their power. Powerful Summoners are capable of conjuring 'figments' - mana constructed duplicates of creatures with which they have formed a pact." [A1 App I] • Mana types: Air (primary), Transference (secondary), compound Travel; Life added at Citrine. [W] • Contracts can supply any mana type: summoners can negotiate for the use of a monster's mana when forming a contract, "giving them theoretical access to any type of mana". [W] Example: a Summoner can reach lightning magic by contracting a lightning-using monster, though lightning is the Elementalist's best-known function. [A3 App II] • Most commonly found in the Serpent Spire; also given in other spires "under some circumstances", e.g. to those who gained a god beast contract in their first Judgment. [W] • Sorted at Lorian Heights into Tortoise Division. [W] • Known Summoners: Sir Tanath (member of the Soaring Wings; Marissa's teacher), Elora Theas (Emerald-level; contract with the God Phoenix Suzaku), Sera Cadence (former Summoner per the wiki; Summoner per author appendices), Sandra Stone (Sunstone-level, third-year), Lieutenant Talon (assumed), Suzuki of the Dalenos Six (Conjurer/Summoner). [A,W] • An extremely powerful summoner can teleport; Wayfarers and Summoners are the two attunements with relatively easy access to teleportation magic. [W, A5 App II]
── Contracts [W] ── • Consensual. The summoner negotiates with a spire monster; the summoner grants the monster a portion of the summoner's mana in exchange for mana, abilities, and the ability to summon figments of the monster. [W] • Possible with non-sentient and non-communicating monsters, with less ability to negotiate. [W] • A contract normally requires access to the original monster, but a figment that can use sorcery can negotiate on the original's behalf. Some summoners therefore bind a sorcery-capable monster, summon a copy later, and negotiate a contract with the copy. [W] • Contracts run on the spirit layer of self (same layer used by crystal marks, spirit arts, and spirit-bonding items such as Selys-Lyann and Dawnbringer). A person has a limited number of spirit-bond "slots": no more than seven, unless doubled up, which the Summoner attunement automates (with limits). [A5 App I] • Mana tied up in a contract or binding is permanently used until released and does not count toward attunement level. Because mana is exchanged through the contract, summoners usually grow faster than other attuned. [W] • "How to make contracts with monsters without a Summoner attunement" is on Corin's to-do list, so such contracts are not currently known to be possible. [A3 App VI]
── Bindings [W] ── • A binding spell is granted by the Summoner attunement. It makes a weak bond with a monster, needs no consent, and only grants the ability to summon a figment. It uses about the same mana as a contract but gives fewer benefits, so it is rarely used permanently. [W] • A binding can be used to reverse-summon a target (Mizuchi into the Serpent Spire). [W] • "Advanced Binding Theory" is not described by any source in the corpus (see GAPS).
── Figments and true summoning [W] ── • A contract or binding grants a figment of the monster. Figments are typically weaker than the original, but a figment can be made stronger than the original or modified: an ogre contract plus fire mana gives a "fire ogre". It is unwise to imbue an elemental with its opposite mana ("fire water elemental"). [W] • Some contracts allow "true summoning", which physically moves the original spire monster to the summoner's location. [W] • An Abjurer can banish summoned beings to their home plane and prevent their return for a time, weakening them considerably; Abjurer attunement is built as a counter to Summoners and other contract attunements. [W; A6 App I]
── Soulblade (Tortoise Spire, Dalenos) [A5,W] ── • Mana: Light (primary), Life (secondary), compound Spirit, Transference (tertiary). Foreign attunement placed in Tortoise Division. [A5, W] • Contract bonds with monsters like a Summoner. Infuse Item: stores the contracted monster in an extradimensional space linked to the item, used as a battery that feeds mana into the item for its functions. If the item is destroyed the space collapses and the monster is generally killed. [A5 App II] • Summon Monster: a stored monster is constantly drained of mana, so releasing it costs mana to move out plus mana to restore it to fighting condition; hence Soulblade summons cost far more than Summoner spells. [A5] • Each monster uses some of the attuned's mana while bound, so large numbers of items cannot be mass-produced (unlike Enchanters). If hurt or killed when brought out, the monster is really hurt or killed. [W] • Known Soulblades: Derek Hartigan (Emerald), Walter Crown, Lord Admiral Norima of the Dalenos Six (combined with Wavewalker). [A5,A6; W]
── Shapeshifter (Phoenix Spire, East Edria) [A4,W] ── • Mana: Perception (primary), Earth (secondary), compound Alteration, Life (tertiary). [W] • One of the few "contract-based" attunements similar to Summoners and Soulblades; rather than summoning monsters, Shapeshifters turn into monsters based on contracts they have made. [A4 App I] • A partial shift into something like a god beast needs a contract with that god beast; this gives similar physical properties, not equal power, and specific powers depend on the contract terms. [W]
── Conjurer (Phoenix Spire, East Edria) [A4,W] ── • Mana: Life (primary), Umbral (secondary), compound Shade, Mental (tertiary). Creates entities with "false life", functionally like summons but based entirely on the conjurer's knowledge and imagination, not contracts. More convincing conjurations are possible with a real creature as a model. [A4 App I; W] • Corin's AA6 notes: Conjurer may once have been a Spider Spire attunement and been moved out so it stayed accessible. [A6 App I]
── Paladin (restricted; Spider Spire) [A6,W] ── • Mana: Light (primary), Transference (secondary), compound Constellations, Life (tertiary). [A6 App I] • Contract directly with the visages, subordinate to them. Invoke Visage: short-term visage-specific powers, most commonly invulnerability attributed to Kerivas. [A6] • Believed designed as a countermeasure to the Children of the Tyrant. Possibly once an East Edrian attunement and far more common in the early days of the spires. [A6] • Wiki: second most common restricted attunement. Known Paladins: Tevan Ellis (Paladin of Melkyr), Edria Song, Nieve Yukihara. [W]
── Abjurer (restricted; Spider Spire) [A6,W] ── • Mana: Death (primary), Light (secondary), compound Banishment, Transference (tertiary). Counter to summons, elementals and contract attunements; Possession Protection and Banish functions; sealing. [A6 App I] • Known (speculated) Abjurers: Professor Vellum, Mary Hawthorne. [W]
Canon · PART 4. RACES AND SPECIES
── Human [W] ── • "A race of beings on the continents of the world." Native humans lived on Kaldwyn before Edria's founding but were "few in number and disorganized". [W Timeline] Valia's population is largely descended from immigrants (exiles?) from Mythralis. [A3 App I] • Humans (and rethri) appear to be the only species with the Dominion of Protection in measurable quantity: skin acts as a natural filter against external sorcery. [SS App I]
── Rethri [W,DD,SS] ── • A people with no sclera (no white in the eyes); scholars debated whether they are human; the eyes were the only reliable on-sight tell. Each rethri has a strong connection to a single dominion, reinforced in a secret coming-of-age ritual. As common as humans in Liadra. [W] • Uvar: rethri born without a functioning dominion bond. Usually killed early; they age rapidly and die within a few years; no sorcery repairs the damage. Elias Dianis is an uvar [DD]. [W] • Rethri sorcery is "relatively common but poorly instructed" [W Dominion Sorcery, citing Erik Tarren].
── Delaren [DD] ── • Species with crystalline hair that generates sorcerous essence. Asphodel is a delaren oracle with destiny sorcery. [DD App II]
── Esharen [SS] ── • A Xixian race; the Dominion of Void may serve the Esharen the way the Dominion of Protection serves humans. [SS App I]
── Vae'kes [DD,W] ── • Children of Vaelien, the King of Thorns; access the Vae dominion; can permanently steal sorcerous power with a touch; "nearly invincible to conventional harm". Known: Aayara Haven (Symphony, Lady of Thieves; her followers take "ess" code names), Jacinth (Blackstone Assassin; followers take gemstone or flower names), Saffron, Jonathan Sterling, Lavender. [DD App II; W] • Saffron is a Child of the Tyrant in Gold on Kaldwyn (title Children of the Tyrant), "most likely on a similar level to Mizuchi". [A3,A6] • Saffron is listed as a Child of the Tyrant in Gold [A3,A6] and as a vae'kes [W]; the wiki says Selys left Mythralis after the Tae'os Pantheon was defeated by the Tyrant in Gold. Together these imply the Tyrant in Gold is Vaelien (inferred). Corin theorises the Paladin and Sovereign attunements were designed against the Children of the Tyrant [A6 App I].
── Ser'vek [W] ── • A god infected by the Vek taint and under the control of the Sun Eater. [W]
── Fey, fiends (Dania) [W] ── • Fey courts of Dania: Court of Rust and Salt, Court of Melosious Rapture, Court of Falling Ash, Court of Sand and Dust, Court of Forgotten Dreams, Court of Silent Wander. Lindt is a five-inch fey of the Court of Rust and Salt. [W] • Fiends: an alien species from another plane who arrived "a few hundred years ago"; war with humans left them with two thirds of Dania; many "destiny shrines" were destroyed, hidden, or seized by powerful factions. They claim humans summoned them to be slaves. [W Dania]
── Worldmakers [W,DD] ── • The people who created the world; the others went to war against Aetor, Maker of Monsters, and were all sealed away. [W] • Known: Aetor (Maker of Monsters; creator of the origin beasts and the Buried), the Sun Eater, Kelryssia (Worldmaker of Destiny and the Stars), Caerdanel, Velryn, Delsen, Vas Tyer (Maker of Humans), Cas (Maker of Machines), the Lost Maker. [W; DD for Kelryssia] • The Sun Eater was a creator of another world, Rendalir; it slew the other worldmakers of its planet and was sealed by the worldmakers of other worlds. [DD App II] • The name Valia likely derives from Velryn (Valeria, Velthryn likewise). [A3 App I] • Theres'ien, the True Blade, was given by the Worldmakers to the first human king. [W Sacred Swords]
── Tae'os Pantheon and Mythralis deities [DD] ── • Aendaryn (God of Swords, leader), Sytira (Goddess of Knowledge and Sorcery), Eratar (God of Freedom and Air [DD]), Koranir (God of Strength and Stone), Xerasilis (God of Justice and Fire), Lysandri (Goddess of Water and Clarity), Lissari (Goddess of Life). Vaelien (King of Thorns) conquered and displaced them; Selys left Mythralis. [DD App II; W]
Canon · PART 5. SOCIETY, TECHNOLOGY AND ECONOMY (1/2)
Scope note: the sources are fiction wiki pages and appendices, not a world encyclopedia. Entries below state only what is given. Where a topic is thin it is listed again under GAPS.
── Government and nobility [W,A3] ── • Valia: ruled by a queen, with a Council of Lords (Laura Lyran sits on it) and Tenjin acting as adviser. Colours blue and white. Capital Estermark. Cities are protected by barrier domes and the military uses enchanted gear. [W Valia] • Dalenos: a theocracy. Katashi and his priests control law and the military, and Katashi lives in the Tenkai grand cathedral. The Hierophant is the high priest of Katashi (Setsuna Saito). Elite units: the Dalenos Six and the Cold Iron Division. A nation of artists and musicians. [W Dalenos, A3 App I] • Edria: imperial and militaristic. Emperor Edria Song is the former crown princess, marked at birth as chosen of the visages with six attunements. Archdukes sit in the noble houses. Capitals: Essen (West Edria) and Kiel (East Edria). Kassel holds the Hydra Spire and the largest military base in West Edria. [W Edria, A6] • Caelford: engineering-focused. Capital Vestren (ports Vestren and Taldray). Medrian hosts Alaris Academy. Westbridge is the railroad terminus. Farren Labs is the centre of artificial-attunement research. [W Caelford] • Noble houses named in the sources: Cadence (merchants raised to nobility after the Six Years War), Lyran, Hartigan, Theas, Jaldin, Haven, Beaufort, and Verena (Edrian). [W] • Minor states: Sytennia (capital Vesmyr) and Erawen (island nation north of Dalenos, main city Talinrae). Feria was destroyed by Kerivas. [W] • Lavian Archipelago: nominally Valian but self-governing. [W]
── Laws and Judgment rules [W Judgment, A3] ── • Judgment age: Valia and Caelford 17. Edria 12-13. Dalenos 13, plus a long interview. • Entry carries a high gold fee in most countries. No exact fee is given. • A person may enter each spire once per lifetime through a Gate of Judgment. Later runs are scaled harder, and re-entry is via a Climbers Gate and is more dangerous. • Many die. A party of more than six may anger the visage or the spire. • Valian students must serve two years at Lorian Heights by law. • Other statute law, penal codes, courts and policing are not described beyond mention of police and government supporters of the Sons of Valia (see Crime).
── Currency and prices [W items] ── • Coinage named: silver and gold. No exchange rate is given. • Prices given in the wiki (all in Silver): • Adventurer's Security Bag — Price: 200 Silver • Escape Bell — Price: 500 Silver • Planelock Boots — Price: 4,500 Silver • The Lorian Heights shield sigil is issued by the school and is not priced. • Spire entry is a "high gold fee" (see above). No other prices exist.
── Economy and trade [W,A3 (inferred where marked)] ── • Mana crystals are the core commodity. They power enchanting and come mostly from spire monsters. Crystal classes and drops are in Part 1. • Climbers sell loot and crystals; a Climber's Court shopkeeper trade exists around the spires (inferred from the Climber's Court setting). • Caelford exports technology and gadgets. Valia exports enchanted infrastructure. Edria is a military power. Dalenos is known for arts and music. (summary-level, from regional pages) • The Cross-Continental Railroad links Westbridge (Caelford) to Valia, with a dozen military bases and a handful of towns along it. [W] • Haven Securities is a bank owned by Aayara Haven. It has been repeatedly robbed by the Blackstone Bandits. [W]
── Professions [W,A] ── • Climbers (spire adventurers) and monster hunters. Enchanters (build sigils, bells, infrastructure). Menders (healers). Wayfarers (couriers and teleporters). Soldiers organised by division (see Lorian Heights). Engineers in Caelford. Forgemasters. Priests and the Hierophant in Dalenos. Researchers at Farren Labs. Soaring Wings is a named Climber group or organisation in the wiki without further detail.
── Transport [W] ── • Trains: the Cross-Continental Railroad (Westbridge to Valia), and trains running Beaufort to Caelford. • Automobiles ("self-moving carts") are Caelfordian. • Teleportation: Summoners and Wayfarers are the two attunements with easy teleportation. Return Bell and Escape Bell teleport a Climber out of a spire. • Lakes and ports: Lavis is an eastern Valian port near the Lavian Archipelago. Vestren and Taldray are Caelford ports. Lake Corval in Edria is a barrier to the Phoenix Spire. • Airships: not found in the sources checked. "Blink" is a character in the Lost Edge cast, not a travel mechanic.
── Communication [W Wayfarer] ── • Wayfarers (Air, Mental, Transference) send messages at nearly any distance. This is the compound Communication and Travel discipline. • No telegraph, telephone or postal system is described.
── Weapons and armour norms [W] ── • Sigils are the standard personal defence: Shield Sigil (silver coin-sized school pin, basic protection against spells, weekly recharge unless used in class or tests), Phoenix Sigils (Corin's recharge in about 1 hour; an Improved Silver Phoenix Sigil also exists), and the Arcane Armor Sigil (silver pin shaped like a breastplate, makes clothing very resilient like armour yet flexible, uses earth and enhancement mana). • Planelock Boots (4,500 Silver), Escape Bell (500 Silver), Adventurer's Security Bag (200 Silver) are common climber gear. • Caelford uses firearms. Jin Dalen carries revolvers with live and rubber ammunition. • Swords, armour and enchanted military gear are standard in Valia. The Six Sacred Swords are legendary weapons (Part 7).
── Medicine and healing [W] ── • Healing is magical: Mender attunement and the Phoenix Division at Lorian Heights (Mender and Enchanter, support). Vanreach Peak in Valia has winter healing herbs. • Non-magical medicine is not described.
── Technology level [W] ── • Industrial with magic: railroads, automobiles, firearms, gadgets (Caelford). Enchanted magic infrastructure including magic showers and toilets for rich nobles (Valia). • Mana Watch: a device designed by Corin Cadence and Professor Vellum. A divination rune measures the user's mana at rest, then shows current mana as a fraction of that number on a surface. • Artificial attunements are researched at Farren Labs (Caelford). • Mana crystals power enchanted devices.
── Crime and security [W] ── • Blackstone Bandits: repeatedly robbed Haven Securities. • Sons of Valia: noble terror group that mutilated promising non-noble students, had supporters in government and police, run by Saffron. • Spider Division (Lorian Heights): infiltration and sabotage. Secret members exist in every division. Reporting a Spider with evidence earns up to 100 points. • Dragon Division: military intelligence.
Canon · PART 5. SOCIETY, TECHNOLOGY AND ECONOMY (2/2)
── Naming conventions [W] ── • Valian names follow Western style with house names (Corin Cadence, Laura Lyran). • Dalenos and Edria use surname-first East Asian style: Dalen Mitsurugi, Jin Dalen, Edria Song, Edria Fang (Edria is inferred to be a surname-first title pattern). Edrian god-beast names are Japanese or Chinese: Genbu, Seiryu, Byakko, Suzaku, Orochi, Mizuchi. • Surviving Kelridge inhabitants took the name Dalen. [W] • Mythralis names are fantasy-Western (Aendaryn, Sytira, Taelien).
── Education [W,A4] ── Lorian Heights Academy of Arcane Arts is in Beaufort, Valia, just south of the Serpent Spire. See Part 9 for divisions, points and schedule. Alaris Academy is at Medrian in Caelford. Farren Labs and Lorian Heights hold advanced research.
Canon · PART 6. CALENDAR [W Calendar_System, A4 App III]
• 12 months of 30 days each (360-day year). Month names are not given in the Calendar_System page. • Week of 6 days, 5 weeks per month: Tashday, Kyrsday, Fersday, Tensday, Vasday, Wyddsday. • Each day is dedicated to a visage. The day-to-visage mapping is not stated. A plausible mapping from names is Katashi, Kerivas, Ferras, Tenjin, Vas (or Melkyr), Wydd (inferred, not confirmed). • Wyddsday is the weekend with no classes. [A4 App III] • Dating: the Timeline page uses AR for Mythralis-reckoned years, AF for Kaldwyn years (Edria founded at 0 AF), and VF once (2464 VF = 3123 AR). The sources do not expand these abbreviations. The wiki equates ~400 AF with ~3560 AR, so 0 AF is about 3160 AR (inferred). [W Timeline] • Holidays: none named in the sources checked.
Canon · PART 7. WORLD HISTORY (setting background only)
Dating: AR years are the Mythralis-side reckoning, AF years are Kaldwyn's (see Part 6). 0 AF is about 3160 AR (inferred). [W Timeline]
── Mythralis and ancient history, by date [W Timeline] ── • 121 AR — Event: Velthryn Walls built • 1000 AR — Event: The Buried confronted by the gods • 2464 (VF) = 3123 AR — Event: Talisian relic dated • 2625 AR — Event: Earliest possible date of Silk • 2730 AR — Event: Siege of Velthryn • 2884 AR — Event: Thornguard test the first summoning spell • 2950 AR — Event: Hartigan and Theas turn the tide of war • 3022 AR — Event: Old Paladin of Ta'os vault destroyed in a Xixian assault • 3055 AR — Event: Valerian Legion Halberd forged • 3072 AR — Event: Edrick Theas sets the Velthryn boundary wards • 3090 AR — Event: End of the Xixian Empire • 3098 AR — Event: Garrick Torrent born • 3101 AR — Event: Edon expelled from the Sytira priesthood • 3102 AR — Event: Herod Morwen's shield recovered • 3105 AR — Event: Edon offers godhood to the Valien priesthood • 3106 AR — Event: Sethridge becomes court sorcerer • 3107 AR — Event: Edon ascends to the throne • 3109 AR — Event: Taelien Salaris receives Sae'kes Taelien • 3110 AR — Event: Kalsiris Fortress created • 3116 AR — Event: Rialla Dianis leaves her father and joins Edon's pantheon • 3117 AR — Event: Velas Jaldin enters the Queen's Guard; Tyrus Wydman kills Lord Lorian Augusti • 3119 AR — Event: Lydia Hastings develops Comprehensive Barrier; Cassisus Morn disappears • 3121 AR — Event: Events of Forging Divinity; King Byron ascends • 3122 AR — Event: Events of Stealing Sorcery; deaths of House Theas; Garrick Torrent dies; Jonan's first dominion mark • 3123 AR — Event: Events of Defying Destiny • 3125 AR — Event: Fall of Velthryn
These entries are listed as dated facts. Their causes and consequences belong to the Mythralis books and are not expanded here.
── Kaldwyn history, by date [W Timeline, Edria] ── • 0 AF — Event: Edria founded by refugees fleeing the Tyrant in Gold, guided by the goddess. A few disorganised natives were already present. Edria was founded near the Hydra Spire • 329 AF — Event: Six Years War begins • 334 AF — Event: Kelridge conquered and renamed East Edria (Edria gains the Phoenix Spire) • 335 AF — Event: War ends • ~400 AF (~3560 AR) — Event: Events of the Six Sacred Swords, Diamantine and Soulbrand • ~402 AF — Event: Warren Constantine has a falling out with Anabelle Farren • ~403 AF — Event: Keras Selyrian visits the Transcendence Gateway Crystal • 408 AF — Event: Tristan Cadence takes his Judgment and disappears • 413 AF — Event: Events of Sufficiently Advanced Magic, On the Shoulders of Titans and The Torch that Ignites the Stars
── The Six Years War [W Timeline, Kelridge, Edria; A3] ── • Edria fought Valia, Dalenos and Caelford. Edria took Kelridge and nearly conquered Valia. • The Dalenos queen came from Kelridge, refused to surrender, and was assassinated. Surviving Kelridge inhabitants took the name Dalen. • Alaric Cadence, famous Shaper and grandfather of Magnus, ended the war by challenging and beating an Edrian general in a duel. House Cadence rose from merchants to nobility. [W] • About sixty years have passed since the last actual war. [A3 App I]
── Feria [W Feria] ── • Feria was a nation destroyed by Kerivas. Details beyond that are not given in the pages read.
── Sacred Swords era [W Sacred_Swords] ── • Six Sacred Swords, forged originally in the elemental temples: Dawnbringer (Arming Sword, light), Twilight's Edge (Jian, shadow), Cloudcutter (Odachi with a lightning-bolt zigzag blade, air), Diamantine (Dao, stone), Soulbrand (oversized greatsword, fire), Flowbreaker (Saber, water, believed broken). • Other Sacred Swords: Sae'kes Taelien (the Dominion Breaker), Selys-Lyann (the Goddess' Tears, contains a fragment of Flowbreaker), Theres'ien (the True Blade, given by the Worldmakers to the first human king, broken and re-forged into Flowbreaker), Ceris (the song of Harmony). • Wiki-listed holders at the time of the books: Dawnbringer with Keras Selyrian (and Reika), Twilight's Edge with the Phantom Thief Ravenshade, Cloudcutter with Raizo, Diamantine with Edria Song, Soulbrand with Isheal Dawnsglow, Selys-Lyann with Corin Cadence, Ceris with Sera Cadence (as recompense for an injury suffered in Katashi's service). • The Tournament of the Sacred Sword is an Edrian contest. The winner may challenge the current wielder of the Sacred Sword of Stone, the Emperor of Edria, in single combat. Part of the Edrian royal vault's holdings was a prize. [W Edria, Diamantine] • The Green Guardian is a manifestation of Diamantine. [W] • The swords were forged as the only means of defeating the god beasts (see Part 2).
Canon · PART 8. REGIONAL CULTURES
Source: AA3 App I "Recap on Kaldwyn's culture and magic", AA5 and AA6 appendices, and the wiki region pages.
── Kaldwyn (continent) ── • Four Powers: Valia (east), Caelford (west), Dalenos (north), Edria (south, with East Edria being former Kelridge). Minor nations: Sytennia and Erawen. Feria was destroyed. • Six Soaring Spires plus a 7th Unclaimed Spire. The Spider Spire's location is secret. The Hydra Spire is at Kassel, the Phoenix Spire in East Edria, the Serpent Spire near Beaufort. • Kaldwyn is on the planet Venaya. Venaya's other continents: Artinia, Dania, Mythralis, Tyrenia and Vylin Tor.
── Valia [A3,W] ── • Queen, Council of Lords, adviser Tenjin. Blue and white. Capital Estermark. Western-style names and noble houses. Barrier-dome cities and a strong infrastructure-enchanting tradition. • Places: Beaufort (Serpent Spire and Lorian Heights, just south of the spire), Hathridge (100 miles SW of Beaufort), Lavis (eastern port near the Lavian Archipelago), Vanreach Peak (winter healing herbs). • Judgment at 17. Mandatory two years of service at Lorian Heights for students. • Name Valia may derive from Velryn (inferred in A3).
── Caelford [W] ── • Engineering and artificial attunements. Capital Vestren. Ports: Vestren and Taldray. Medrian hosts Alaris Academy. Westbridge is the railroad terminus. Farren Labs researches artificial attunements. Judgment at 17.
── Dalenos [A3,W] ── • Theocracy under Katashi, based at the Tenkai cathedral. Artists and musicians. Surname-first naming. Cities: Tenkai and Miwa. Lake Selden is the largest pure-water lake. Judgment at 13 with a long interview. Elite units: Dalenos Six and Cold Iron Division. • Dalenos attunements in AA5 App II include Wayfarer, Soulblade and Seer (see other sections for rules).
── Edria and East Edria [W,A4,A6] ── • Imperial, militaristic, with archdukes. West Edria capital Essen, East Edria capital Kiel. Judgment at 12-13. Edria Song and Edria Fang are named rulers. • Zunyi: former Kelridge capital and cultural centre, nearest the Unclaimed Lands. Yilan: easiest access to the Phoenix Spire, nearest the Valia border. Lake Corval: second-largest lake and a barrier to the Phoenix Spire. • East Edria attunements are in AA4 App I.
── Kelridge [W] ── • Former nation, conquered in 334 AF and renamed East Edria. Its queen's line became Dalenos's. The survivors took the name Dalen.
── Sytennia [W] ── • Small mountain-ringed nation south of East Edria. Capital Vesmyr. It has no spire and uses crystal marks (see Part 10).
── Erawen [W] ── • Sparsely inhabited island nation north of Dalenos, with powerful monsters. Main city Talinrae.
── Unclaimed Lands [W] ── • Monster wilderness with a few explorer towns. Feldmyr was evacuated 200 years ago after a monster army. Warren Constantine's tower and the town of Pending are there. Monsters there have no shrouds. The 7th Unclaimed Spire lies within.
── Lavian Archipelago [W] ── • Nominally Valian but self-governing, near Lavis.
Canon · PART 9. LORIAN HEIGHTS ACADEMY (education, military structure)
── Divisions [W Lorian_Heights_Academy, A] ── • Tiger — Focus: Offensive combat · Attunements: Elementalist · Lead named: Ceridan • Serpent — Focus: Reconnaissance · Attunements: Shadow and Diviner · Lead named: Orden • Hydra — Focus: Personal combat · Attunements: Shaper · Lead named: Teft • Phoenix — Focus: Support · Attunements: Mender and Enchanter · Lead named: Edlyn [W]; Doctor Tordrin [A] • Tortoise — Focus: Defensive combat, battlefield control · Attunements: Summoner, Guardian, Soulblade · Lead named: Lt Talon • Spider — Focus: Infiltration and sabotage · Attunements: Any attunement · Lead named: Secret members in every division • Dragon — Focus: Military intelligence · Attunements: At least Diviner · Lead named: Not given
• CONFLICT: Phoenix lead is Edlyn in the wiki and Doctor Tordrin in the author appendices. Prefer the appendices.
── Points and sigils ── • 500 points are needed to advance to year 2. • Reporting a Spider with evidence is worth up to 100 points. A division that finds no Spiders loses 250 per member. Misidentifying one costs up to 100. • The issued shield sigil is a silver pin needing a weekly recharge. Dueling teams include Goddess' Grace, Bloodline (three Sons of Valia members) and Skyseeker. • The weekly schedule is in Part 6.
Canon · PART 10. MAGICAL TRADITIONS WORLDWIDE (AA5 App I, wiki)
── Kaldwyn attunements ── • Mana drawn through the body by attunement, tied to spires and Judgment. See the other sections for the attunement lists and rules.
── Mythralis: dominion sorcery [A5,W] ── • Mana is called from stars (Dianis Points and star veins). Planes serve as sources. The body is the catalyst. Cities: Orlyn, Velthryn, Liadra, Selyr. Tae'os Pantheon deities are in Part 4. Vaelien (King of Thorns) conquered Mythralis.
── Dania: essence sorcery [A5,W] ── • Seven Dianis Points: Heart, Viewing, Breathing, Sword, Shield, Advancing, Retreating. • Practitioners form spirit bonds with people and places and use shade weaves. • Fiends and six fey courts (Part 4).
── Artinia: spirit arts [A5,W] ── • Dedications. They cost soul.
── Tyrenia ── • "Shal" is named and left unexplained.
── Layers of self [A5] ── • Core, Spirit, Shade, Memory, Constellations, Destiny or Fate, Dream, Transcendence, and essence structures.
Canon · PART 11. CRYSTAL MARKS, GATEWAY CRYSTALS, ELEMENTAL TEMPLES
── Crystal marks [A5,W Crystal_Mark] ── • Come from Gateway Crystals and elemental temples in the Unclaimed Lands. • Single essence type, slower than attunements, static efficiency. • Sytennia uses them because it has no spire.
── Gateway Crystals [A5] ── • Types: Spirit, Transcendence, Shade, Memory, Banishment, Adaptation, Supremacy, Ruin, Time. • Boons can be information, an item, a service, a crystal mark or a shadeweave. • Corin says every continent has one of each type, and they are the world's primary ambient-mana sources. • Keras visited the Transcendence Gateway Crystal about 403 AF.
── Elemental temples [A5,W] ── • Fire, water, air, earth, light and shadow. Open twice a year. The Six Sacred Swords were forged there.
── Destiny Marks, Bloodlines, Crystal Awakening ── • Destiny Marks: no mechanic in the sources checked. Only the Destiny mana and dominion, and Jonan's first dominion mark (3122 AR) in the Timeline. • Bloodlines: only a dueling team name and a book title, "Bloodline Power Inheritance". No rules. • Crystal Awakening: a Podium Shattered Legacy book title, not a mechanic.
GAPS: • Food, clothing, architecture, daily life: essentially not covered in the sources read. • Languages: only the naming-style pattern. No language names or scripts. • Laws and punishments: only Judgment rules and the Valian service law. • Holidays and month names: none. • Currency: silver and gold named, no exchange rate; prices exist for only three items (200, 500, 4,500 Silver) plus the unspecified gold spire fee. • Airships: absent. "Blink" is a Lost Edge character, not a mechanic. • Medicine beyond healing attunements and Vanreach Peak herbs. • Advanced Binding Theory: not in any source. • Monster habitat and floor data: largely absent. • Day-to-visage mapping for weekdays: not stated. • Destiny Marks, Bloodlines, Crystal Awakening: no mechanics. • Podium_Audio: real-world publisher metadata, deliberately excluded. • Feria: only that Kerivas destroyed it. • Era abbreviations (AR, AF, VF) are not expanded in the sources.
Canon — Rune Glyph Atlas
Canon · Rune Glyph Atlas: about this part
Scope: what the runes and attunement marks of Kaldwyn actually look like, described stroke by stroke. The books and the author's site show every rune and every attunement mark only as an image, so no text anywhere describes one. This atlas is a vision pass over those images: each glyph is read from the picture and written down in words precise enough to redraw it, tell it from its neighbours, and generate its tiers. 82 glyphs are described (4 author runes, 41 author attunement marks, a 12-glyph fan chart, 25 fan gallery glyphs). Only the descriptions are published here, not the images.
Canon · How far to trust each part
• Rune names and categories, the overfill rule — What it is: Author prose [A3] · Trust: High (see the Runes, Enchanting, Items section) • The author's four rune images and 41 attunement marks — What it is: Author illustrations, read by a model · Trust: Shapes are the author's; the wording is a visual reading. Counts and overlaps were measured from the pixels; stroke order and brush pressure were not recoverable • "Tier n adds one brush stroke" — What it is: Author blog comment (15 June 2022), tested here against the images · Trust: Holds on every imaged progression (see below) • Fan base chart and fan gallery — What it is: One fan-wiki user's uploads, captions are guesses ("Shrug", "Possible squiggles") · Trust: Unverified. Use as flavour only; a fan caption is not proof of what a rune does • Lines tagged INFERENCE — What it is: Shape resemblance between two glyphs, with high, medium or low confidence · Trust: A visual match, never a statement of meaning. Mana-type correlations are listed as correlation only
Canon · Headline findings
1. One brush stroke per level holds. Across the 9 attunement progressions that have several tiers (Quartz to Citrine, plus Soulblade's Emerald), 27 of 28 tier steps add exactly one new stroke or piece. The exception is Mender Sunstone, which adds two touching pieces that probably form one stroke passing under an older one. The count is about strokes, not ink: added strokes range from about 200 to 2,000 pixels, roughly a 10x spread. Quartz marks already start with 2 to 5 strokes. 2. Growth is strictly additive. In every progression each tier contains all the ink of the previous tier, unchanged. Nothing is redrawn, thickened, moved or erased. Every tier is one connected mark (the Diviner is the exception at three blobs, but its later strokes still attach to the ring), and every new stroke touches existing ink. A tier can therefore be generated as the base strokes plus the first n-1 additions. 3. Marks grow mostly downward and leftward. Most glyphs start compact near the middle and hang new strokes below; Shaper grows only to the left, and Soulblade grows left and down. 4. Loops are rare and mostly late. Only the Guardian mark encloses a white region at Quartz (a small triangle inside its roof). Elsewhere closed pockets appear at Carnelian (Shadow), Sunstone (Mender, Shadow), Citrine (Summoner; Guardian goes from one loop to three) and Emerald (Soulblade). Shaper never closes a loop. 5. Ascended and personal marks are supersets. The Invoker mark is the Summoner Citrine mark plus two strokes (98.4% of Summoner Citrine's ink coincides at zero shift): a small hairline wing at upper left and a long S-shaped tail. The Elementalist "Meltlake mark" is Citrine plus two strokes. The "Meltlake's Father" mark has a longer, tailed central stem, which matches the author's appendix note that Elementalist marks differ between student, teacher and the teacher's father, with the central line longer and tailed in the oldest [A2]. 6. The four author runes share parts. Life Mana Recharge contains the Standard Life glyph unchanged (overlap 0.94, all ink within 2 px) plus a chevron cap and a connecting comma stroke above it. Life Mana Capacity contains a slightly redrawn Life glyph inside a four-stroke slanted cage. Motion Activation shares nothing with Life: it is a vertical stem with a crossing bar, a hairline return stroke, an S-shaped ribbon, a chevron and a bottom band. 7. The fan chart is unreliable. The fan "Base Rune Chart" Life glyph matches the top half of the author's Life rune but not the lower half, so it is a rough redraw. No Gray glyph exists on it. Three gallery files are the author's own runes under fan names (Life_capacity, Life_recharge, Motion_sensor). Of the other 25 fan glyphs, three contain the author's exact strokes (Regeneration reuses the Life core; two "activation" and "motion sensor" glyphs reuse the Motion Activation skeleton). 8. One hand, one stroke vocabulary. Every glyph is made of tapered chisel-brush strokes with blunt heads (usually top or left) and hairline tails (usually lower-left or right). Hooks, crescents and "(" curves recur across attunements, which suggests a shared stroke vocabulary.
Canon · The four author runes at a glance
• Standard Life (Function) — Construction as drawn: A thick bar with a short left hook, a hairline diagonal falling from the bar's right tip into a heavy left-bowed crescent, and a short thick branch off the diagonal · Strokes: 3, one connected mark · Distinguishing feature: Compact, near-square, leans right then falls left • Motion Activation (Activation) — Construction as drawn: Tall vertical stem crossed by a hockey-stick bar near the top, a hairline return stroke, an S-ribbon, then a chevron over a flat band at the foot · Strokes: 6 to 7, two marks · Distinguishing feature: Needle-like, runs the full height of the frame • Life Mana Recharge (Recharge) — Construction as drawn: The Standard Life glyph unchanged, with a "<" chevron cap and a comma-shaped joint added above · Strokes: 5 to 6, one mark · Distinguishing feature: Life with a leftward chevron fused onto its bar • Life Mana Capacity (Capacity) — Construction as drawn: A slightly redrawn Life glyph (bar higher, tip longer) caged by a top cap, a left wall, a right bracket and a bottom bowl · Strokes: 7 to 8, two marks · Distinguishing feature: Largest of the four; near 180-degree point symmetry, open at upper right and lower left
Whether "Recharge = function glyph plus a cap" and "Capacity = function glyph inside a cage" hold as general rules is not stated anywhere. The author names only these four runes, and all three Life examples are Life-mana runes, so the pattern is what the examples show and nothing more.
Canon · Tier growth: strokes per tier
Counts are visible strokes or pieces per tier, from the images. The two workers counted slightly differently where strokes touch; alternatives are in parentheses.
Design suggestion (not canon): to show an attunement mark at tier n in Forge, draw the Quartz strokes plus the first n-1 additions, in the order the part below lists them. Arbiter is the one mark made of several unconnected strokes; Invoker and Meltlake are Citrine plus two.
Canon · Reading order
• Part 1: the author's four runes, stroke by stroke. • Parts 2 and 3: the attunement marks, tier by tier, with the stroke-count test for each. • Part 4: the fan base chart and fan gallery (first 16 glyphs), plus cross-comparisons and which glyphs reuse which strokes. • Part 5: the rest of the fan gallery and the three wiki Enchanter tier images (same glyphs as the author's, per overlay), plus a lookup key for telling the fan glyphs apart.
GAPS: • No source gives a rune's meaning beyond the four names and categories, and none maps any stroke to an effect, mana type or cost. The atlas claims no meaning for any stroke. • Per-rune mana costs, crystal tiers, sub-glyph names, rune size and the minimum precision a glyph needs are not given in any source. The images are presentation size, not in-world size. • Stroke order, pen lifts and brush pressure cannot be recovered from the images; counts at joins are judgements. • Only Soulblade has an Emerald tier on the author's pages. Attunement tiers above Citrine did not exist as art when the author wrote the one-stroke rule (June 2022), so the rule is tested only for levels 1 to 4 (5 for Soulblade). • Arbiter (Carnelian only) and Invoker (untiered) have no progression, so the one-stroke rule cannot be tested for them. • Where the mark sits on the body, its size and its glow are not shown in the images.
Canon · Part 1: the author's four example runes (1/2)
── Method note ── • What this is. A vision pass: every glyph below is described from the book/wiki illustration itself, not from prose. The enchanting-rune glyphs exist in the sources only as images, so no text states what any stroke "means". Nothing here asserts a meaning for a stroke or a glyph. Where a visual relationship is suggested it is labelled INFERENCE with a confidence (high/medium/low). • Source images (all local, nothing fetched): sheets/examples4.png (author's four runes, from img/blog/rune_*.jpg, 208x316); sheets/basechart.png (fan "Base Rune Chart", img/wiki/Base_Rune_Chart.png, 430x1204, 12 rows of about 100 px); sheets/wiki_1.png and sheets/wiki_2.png (16 fan gallery files from img/wiki/, 208x316). I also viewed 3x/6x re-renders of each and measured connected components, bounding boxes and ink area from the raw pixels (ffmpeg + a small flood-fill script; threshold 128, border frame excluded). "Components" and bounding boxes below are measured; stroke segmentation where strokes touch is my reading. • Provenance and trust. The four author runes are from Andrew Rowe's own site (the author's runes-and-attunements post dated 2018-08-23); the author supplies their names and category words only (Function, Activation, Recharge, Capacity). The base chart and every gallery file were uploaded to the fan wiki by one fan-wiki user (2025-06-11 for all but Emerald.png, 2025-05-11) per img/wiki/meta.json. Captions and chart labels are therefore "fan label (unverified)" and are not independent confirmation of each other. • Skipped as instructed: the wiki files Life_capacity, Life_recharge and Motion_sensor, which duplicate the author's Capacity, Recharge and Motion Activation runes. Correction to the brief: they are not byte-identical (different md5, and the .jpeg wiki files are really WebP data); they are visually identical (PSNR about 48-52 dB against the author's JPEGs). So the gallery is 16 glyphs, not 19. • Coordinates. The author and gallery images share one canvas, 208 wide by 316 tall (x right, y down). 3x3 grid: columns L = x 0-69, C = 70-138, R = 139-207; rows T = y 0-105, M = 106-210, B = 211-315. Cells are written TL, TC, TR / ML, MC, MR / BL, BC, BR. Each file has a 3-4 px black outer border that is a canvas edge, not part of the glyph. Base-chart glyphs are tiny (about 40-80 px tall in a 190x100 cell), so for them the 3x3 grid is applied to the glyph's own bounding box instead. • Stroke vocabulary. All glyphs are calligraphic, black on white, drawn with a broad tapered brush: strokes swell from a hairline point to a blunt chisel end. "Blade" = long tapering stroke with a pointed end. "Tick" = short thick stroke. "Bar" = near-horizontal thick stroke. "Bowl" = shallow arc, concave one way. "Wedge" = thick stroke with one blunt, one pointed end. "Chevron" = a "<" (or ">") formed by two blades meeting at a thick point. • Fields per glyph: (a) label, (b) silhouette, (c) strokes top to bottom, (d) counts (measured components / my stroke count), (e) loops, frames, flourishes, dots, (f) one-line distinguisher, (g) similarity and what differs from the plain Life glyph.
── 1. Author's four example runes (Andrew Rowe, examples4.png) ── Author-attested (not visual): the four names/categories as captioned on the sheet; Recharge runes make an item refill from its surroundings; Capacity runes cap held mana; Recharge without Capacity overfills and explodes (see section 04 for the exact wording). Everything else in this group is visual reading. • 1 — Label as shown: "Standard/Basic Life (Function)" · Category word: Function · bbox (x0-x1, y0-y1): 33-162, 64-218 · w x h: 130x155 · Components: 1 · Ink px (% canvas): 3837 (5.8%) · Silhouette: compact, near-square (aspect 0.84), left-weighted, floats upper-middle • 2 — Label as shown: "Motion Activation" · Category word: Activation · bbox (x0-x1, y0-y1): 45-154, 8-307 · w x h: 110x300 · Components: 2 · Ink px (% canvas): 6643 (10.1%) · Silhouette: very tall and narrow (aspect 0.37), full canvas height, weight on a vertical axis x about 100 • 3 — Label as shown: "Life Mana Recharge" · Category word: Recharge · bbox (x0-x1, y0-y1): 33-162, 10-218 · w x h: 130x209 · Components: 1 · Ink px (% canvas): 5528 (8.4%) · Silhouette: like Life but taller (aspect 0.62), a cap added above • 4 — Label as shown: "Life Mana Capacity" · Category word: Capacity · bbox (x0-x1, y0-y1): 7-190, 24-264 · w x h: 184x241 · Components: 2 · Ink px (% canvas): 9700 (14.8%) · Silhouette: largest, almost fills the canvas (aspect 0.76), frame with near 180-degree point symmetry
── 1.1 Standard/Basic Life (Function) ── • (b) Compact, asymmetrical, leans right then falls to the left; heavy at the top bar and the lower crescent, light on the diagonal. Occupies rows T-M, x 33-162 (cols L-C-R). • (c) Strokes (3): 1. Bar with left hook. A thick, nearly horizontal bar from a blunt left cap (TL, about (35,66)) to a fine point at TR (162,73); thicker on the left, tapering to a sharp right tip. The left cap turns down into a thick wedge-shaped hook (x 33-50, y 66-110, TL, ending at the T/M line). Reads as a "7" whose upright is a short left hook. 2. Diagonal into crescent. Starts at the bar's right tip (TR) as a hairline running down-left (through TC/MC) to about (97,127) where it thickens into a heavy crescent: it bows left (x about 75 at y 170, MC left edge), then curves back right to a blunt chisel end at about (92,218) (BC top). One continuous "(" curve that is thin at the top and thick at the bottom. 3. Short branch. A thick blade springing from the diagonal at about (97,127) and curving down-right to a blunt end at about (141,163) (MC to MR). Roughly 45 degrees, shorter than the crescent, nothing below it. • (d) 1 component; 3 strokes. • (e) No closed loop, no frame, no dots. The counter between hook, bar and diagonal is open to the lower left. • (f) The only author rune with a left-hanging bar, a hairline diagonal off the right tip, and a lone short branch. • (g) This is the plain Life glyph, the reference for everything below. Its core (bar + hook + diagonal + branch + crescent) is reused unchanged in Recharge, nearly unchanged in Capacity, and in the fan Regeneration (see 3.14). Its top bar and hook are absent from Motion Activation.
Canon · Part 1: the author's four example runes (2/2)
── 1.2 Motion Activation ── • (b) Needle-like: a tall vertical stem crossed by a bar near the top, an S-shaped ribbon descending, and a flat stack of blades at the foot. Weight is concentrated in the stem, the bar, the S-ribbon and the lowest band; the middle (y 150-230) is the airiest zone. Roughly centred on x about 100 but not mirror-symmetric. • (c) Strokes (about 6-7), top to bottom: 1. Stem. Thick vertical, very slightly tapered, top cut at a slant: x about 97-109, y 8 to about 90 (TC). The top of the glyph. 2. Bar (hockey-stick). A thick bar from a blunt up-turned left end at about (52,72) (TL) curving down-right to cross the stem at about y 88-92, then continuing right as a horizontal blade tapering to a hairline point at about (148,91) (TC to TR). Crosses the stem at right angles, forming a "+" with a short upper arm. 3. Thin return stroke. Just under the bar: a hairline-to-medium blade from the right (about (146,98), TR/MR border) sweeping left and down to a fine point at about (60,126) (ML). It crosses the stem at about (100,108). 4. S-ribbon. Starts at the stem foot (about (95,117), MC). Thick ribbon: first bulges right to about (125,147) (MC/MR), pinches to a thin waist at about (110,185), then bulges left to about (70,207) (MC/ML border), ending in a blunt chisel at about (98,248) (BC). A vertical S whose two lobes are offset left/right. 5. Chevron. A "<" with its thick point at far left (about (47,283), BL) and two blades: a thin upper blade rising right to a fine point at about (133,235) (BC/BR), and a thick lower blade running right and rising slightly to a point at about (154,268) (BR). 6. Lower band. A separate thick flat band under the chevron from about (47,293) (BL) to a right tip at about (150,293) (BR), the lowest mark, bottom edge at y 307. Thin white gap from the chevron, but the two merge at threshold 128, so the pair measures as one component. • (d) 2 components measured: (A) stem + bar + return + S-ribbon (bbox 51-147, 8-250); (B) chevron + band (bbox 45-154, 234-307). 6 strokes if the chevron is one folded stroke, 7 if its two blades are separate (I cannot tell). • (e) No closed loops or frames. Flourishes: the up-turned left end of the bar, the hairline return, the stacked blades at the foot. No dots. • (f) The only author rune with a full-height vertical stem, a crossing bar, and a stack of horizontal blades at the foot. • (g) Shares no strokes with Life. The lower chevron + band is the same two-mark shape as the fan chart's Transference "<=" (see 2.11). The stem + bar + return + S skeleton recurs, with an identical top-component bounding box (51,8,147,250), in the fan O-ring_activation-push-gray and Sensitive_motion_sensor (see 3.12, 3.16). Compared with plain Life: nothing in common except the thick blade-and-hairline brush language.
── 1.3 Life Mana Recharge ── • (b) Plain Life with a cap added above. Same left-weighted body, now taller (y 10-218); the added cap is entirely in row T. • (c) Strokes (about 6): the three Life strokes (bar+hook, diagonal+crescent, branch) in exactly the same place as Life, plus: 1. Chevron cap. A "<" with a thick point at far left (about (37,44), TL/TC border), a thin upper blade rising right to a fine point at about (107,12) (TC), and a thick lower blade running right and curving up to a tapered point at about (147,23) (TC to TR). Sits above the Life bar with a clear gap at left, joined at centre. 2. Connecting blob. A short slanted teardrop/comma about (83-105, 50-72) (TC) joining the chevron's lower blade to the Life bar below it; thick, S-like in outline. • (d) 1 component; about 5-6 strokes. • (e) No loops or frame. Flourish: the hairline upper blade of the chevron. No dots. • (f) Life glyph with a leftward-pointing chevron cap fused onto the bar by a thick comma. • (g) Pixel test: the Life core overlays Standard Life with IoU 0.94, 100% of its ink within 2 px, so it is the same drawing. Added relative to Life: chevron + blob (y 10-72). The chevron is the upper half of the fan chart Transference "<=" (without its lower band), INFERENCE medium.
── 1.4 Life Mana Capacity ── • (b) Large and tall; the Life core is caged by a slanted frame whose four strokes form a ring open at the upper right and lower left, so the whole has near 180-degree point symmetry (apex top-left, foot bottom-right). Fills x 7-190, y 24-264. • (c) Strokes (about 8): 1. Top cap. From an apex at about (60,25) (TL/TC) a thick bowl-shaped blade sweeps right, dips to about y 47 at x 100, rises to a fine point at about (165,25) (TR). 2. Left wall. From the same apex a hairline runs down-left to a kink at about (8,96) (ML), then continues as a thick, slightly bowed blade down-right to a blunt end at about (62,262) (BL). A long "<" with its point at the left. 3. Life core, bar+hook. A bar at about y 66-70 from a left hook (x 32-48, y 70-103, TL) to a point at about (175,67) (TR): the Life bar redrawn higher and with its tip extended about 12 px. 4. Life core, diagonal+crescent. From the bar tip hairline down-left to about (97,128), then a thick crescent down to a blunt end at about (90,223) (BC). 5. Life core, branch. From (97,128) thick down-right to about (133,163) (MC/MR). Its end touches the right bracket. 6. Right bracket. A long crescent from a fine point at about (190,90) (MR) sweeping down-left to about (137,173), then down to a thick foot at about (163,253) (BR). 7. Bottom bowl. A thick bowl at about y 238-257 from a thin tail at about (80,264) (BC/BL) running right to meet the right bracket's foot at about (160,257). • (d) 2 components measured: (A) core + right bracket + bottom bowl (bbox 32-190, 65-264); (B) left wall + top cap (bbox 7-165, 24-260). About 7-8 strokes. • (e) One near-closed frame/ring (gaps at upper right between cap tip and right bracket, and at lower left between left wall and bowl tail). No dots. • (f) Life core inside a slanted four-stroke cage; the largest and most space-filling of the four. • (g) Core check: 82% of Life-core ink within 2 px of the Standard Life, so it is a redrawn near-copy (bar higher, tip longer, crescent a little longer), not a trace. Added relative to Life: the whole frame (top cap, left wall, right bracket, bottom bowl). Closest fan relatives are the bracket-framed fan glyphs Mental_mana_capacity and Gray_storage (INFERENCE medium-low, see section 4).
── Method and headline result ── • Inputs: sheets/prog_diviner.png, prog_guardian.png, prog_elementalist.png, prog_enchanter.png (raw jpgs img/blog/attu_<name>-<n>.jpg, one glyph per 208x316 px cell, black brush on white, ~4 px black frame ignored). Captions are the sheet captions: "1. Quartz", "2. Carnelian", "3. Sunstone", "4. Citrine"; the Elementalist sheet adds "5. Meltlake mark" and "6. Meltlake Father mark". • Every observation below is read from the images (zoomed 3x, 3x3 grid overlay, pixel diffs between tiers); no book or wiki text is involved unless a tag says so. Coordinates are original-cell pixels, x to the right, y downward, approximate (+/-3 px). • 3x3 vocabulary: columns L (x<69), C (69-139), R (>139); rows T (y<105), M (105-211), B (>211); e.g. "TC" = top-centre. "Width" = brush thickness: hair 1-3 px, thin 4-6, medium 7-10, heavy 11+. • Strokes are listed top-to-bottom (reading order), not pen order: the sheets give no pen-order or pen-lift information. One stroke = one plausible pen movement judged from tapered/cut ends; unclear cases carry a range. Counts of connected components (ink blobs) are reported separately. • Pixel diffs show growth is strictly additive in all four sheets: each tier contains all ink of the previous tier (<=4 px lost, JPEG noise). Ink = black pixel count inside the frame. • Mana types come from sections/01_attunements_kaldwyn.md (Diviner: Mental, Enhancement [A1], Citrine Water [W]; Guardian: Enhancement, Life [A1], Citrine Earth [W]; Elementalist: Fire, Air [A1], Citrine Water [W]; Enchanter: Transference, Mental [A1], Citrine Light [W b3]). Cross-references to the base chart are INFERENCE only.
Claim test (author, blog comment reply, 15 June 2022: "As a general rule, extra levels typically add one brush stroke per level"; also says art for further levels did not exist yet at that date): • Result: under the pen-movement counting above, every one of the 12 tier steps (4 attunements x 3 steps, Quartz to Citrine) adds exactly +1 stroke. The claim holds on all four sheets, as a count of strokes. Quartz starts with 3, 3, 3 and 2 strokes (Diviner, Guardian, Elementalist, Enchanter), so Citrine has 6, 6, 6 and 5. • Caveats: 4 of the 12 steps are ambiguous (the new ink could be an extension of an existing stroke rather than a new one): Guardian Carnelian (left leg continues the roof corner), Guardian Sunstone (right leg continues the bar's right end), Elementalist Sunstone (thick crescent continues the Carnelian hairline), Enchanter Citrine (descender continues the swoosh's tip). Strokes are not equal in weight: ink added per step ranges from +198 px (Elementalist Carnelian) to +1516 px (Guardian Carnelian), about 7x. The sheets show no tiers above Citrine, so "per level" is only verified for levels 1 to 4. • The Meltlake and Father marks are not tiers; see the Elementalist section. • Diviner — Ink Q / C / S / Ci (px): 3335 / 4315 / 5184 / 6139 · Added per step (px): +980 / +871 / +956 · Strokes Q/C/S/Ci: 3 / 4 / 5 / 6 · Components: 3 at every tier · Bbox h Q to Ci: 96 to 207 px · Closed loops: none (ring has two gaps) • Guardian — Ink Q / C / S / Ci (px): 2792 / 4304 / 5608 / 5948 · Added per step (px): +1516 / +1305 / +344 · Strokes Q/C/S/Ci: 3 / 4 / 5 / 6 (Q range 2-3) · Components: 1 · Bbox h Q to Ci: 125 to 183 px · Closed loops: 1 at Q-S, 3 at Citrine • Elementalist — Ink Q / C / S / Ci (px): 3216 / 3414 / 4207 / 4832 · Added per step (px): +198 / +794 / +625 · Strokes Q/C/S/Ci: 3 / 4 / 5 / 6 · Components: 1 · Bbox h Q to Ci: 182 to 229 px · Closed loops: none • Enchanter — Ink Q / C / S / Ci (px): 1757 / 2452 / 2910 / 3556 · Added per step (px): +696 / +458 / +646 · Strokes Q/C/S/Ci: 2 / 3 / 4 / 5 (Q range 2-3) · Components: 1 · Bbox h Q to Ci: 146 to 214 px · Closed loops: none
── Diviner (Mental, Enhancement [A1]; Citrine Water [W]) ── Stroke inventory (cumulative, reading order; position in 3x3 plus coordinates): • D1 upper-left arc (Quartz): open ring segment. Starts at the lower-left end (~39,167; ML) with a diagonal cut, rises up the left side (x 40-50), crosses the top (peak ~97,104; MC) and ends at the right (~134,115; MC) with a second diagonal cut. Medium-heavy (8-12 px), a little thinner at the lower-left start. Curvature: one smooth convex-out C. • D2 lower-right arc (Quartz): the same shape turned 180 degrees about the ring centre (~93,151). Starts at upper right (~145,125; MR), runs down the right side (x ~148), around the bottom (peak ~83,199) and ends lower left (~45,182; ML) with a diagonal cut. Measured: rotating D1 by 180 degrees lands 99.7% of its ink within 3 px of D2. • D3 centre hook (Quartz): free-floating, bbox x65-105 y126-168 (MC). A heavy wedge starts at a pointed apex (~90,127), runs down-right (~12 px wide) to ~(105,157), turns sharply at a bottom corner (~95,168) and returns as a thin tapering tail running up-left/left to a fine point at ~(65,166). Reads as a bent arrow or boomerang with a pointed tip upward. One or two strokes (wedge + tail); counted as 1. • D4 descender (Carnelian): thick tail hanging from the bottom of D2 at ~(90,199; MC), goes down (x 90-100), curves right (convex toward lower left) and runs ESE to a rounded, slightly upturned end at ~(138,248; BC). Medium-heavy (10-12 px), tapering slightly at the root. • D5 ascender (Sunstone): from a thick diagonal-cut start at upper left (~50,52; TL) runs ESE ~35 px, turns down at ~(88,80) and runs down (convex toward upper right) to merge into the top of D1 at ~(80,107; MC). Tapers toward the join. Measured: rotating D4 by 180 degrees about the ring centre matches D5 for 76-82% of its ink within 3 px, so D5 is roughly the point-mirror of D4. • D6 second tail (Citrine): thin-medium (7-9 px) tail rooted on the lower-right of D2 at ~(117,188; MC), runs ESE with a slight concave-down curve and ends at ~(165,228; BR) with a rounded tip. Lies to the right of D4, splayed: D4 ends 27 px further left and ~20 px lower.
• 1. Quartz — (b) Silhouette: Wide ring 110x96 (wider than tall, 1.15:1), alone in the middle row MC, ~104 px blank above and ~117 below; 180-degree point-symmetric ring; weight in the ring. · (c) Strokes present: D1, D3, D2 · (d) Strokes / components: 3 (range 3-4) / 3 components · (e) Loops, flourishes, dots: Near-closed ring with two ~13-15 px gaps (upper right between D1 end and D2 start; lower left between D1 start and D2 end); free centre hook D3. No dots. · (f) Distinguishing: Broken ring with a floating arrow-hook in its middle. · (g) Change vs previous: n/a (first tier) • 2. Carnelian — (b) Silhouette: 110x151, ring plus a tail hanging from its bottom; weight now slightly below centre. · (c) Strokes present: D1, D3, D2, D4 · (d) Strokes / components: 4 / 3 components · (e) Loops, flourishes, dots: D4 tail with rounded hook-end. Ring gaps unchanged. · (f) Distinguishing: Ring with one tail curling right out of its base. · (g) Change vs previous: Added D4 only (+980 px). All Quartz ink kept. Delta +1 stroke; claim holds. • 3. Sunstone — (b) Silhouette: 110x207, S-like: tail top-left, ring in the middle, tail bottom-right; nearly point-symmetric. · (c) Strokes present: D5, D1, D3, D2, D4 · (d) Strokes / components: 5 / 3 components · (e) Loops, flourishes, dots: D5 hooks over from the upper left onto the ring top. · (f) Distinguishing: Ring with a tail at each of top-left and bottom-right. · (g) Change vs previous: Added D5 only (+871 px), attached to D1. Delta +1 stroke; claim holds. • 4. Citrine — (b) Silhouette: 128x207; right side now fuller (x to 166), symmetry broken. · (c) Strokes present: D5, D1, D3, D2, D4, D6 · (d) Strokes / components: 6 / 3 components · (e) Loops, flourishes, dots: D6 is a second, parallel tail beside D4. · (f) Distinguishing: Two tails fanning right below the ring. · (g) Change vs previous: Added D6 only (+956 px), attached to D2. Delta +1 stroke; claim holds. Nothing thickened or redrawn.
Summary: the persistent core is the broken two-arc ring with the floating centre hook. Growth is by attached tails (down-right, then up-left, then a second down-right), never by redrawing the ring. Citrine fits the +1-stroke pattern, but it is the only step that breaks the point symmetry of the Quartz-Carnelian-Sunstone sequence.
── Guardian (Enhancement, Life [A1]; Citrine Earth [W]) ── Stroke inventory (cumulative, reading order): • G1 roof (Quartz): a thick inverted-V. Left tip at ~(42,102; TL) with a diagonal cut, rises NE (~8 px wide) to a rounded apex at ~(95,43; TC), then drops SE (heavier, ~12 px) to a blunt diagonal-cut right tip at ~(137,90; TC). Apex is the heaviest point. • G2 bar (Quartz): near-horizontal bar, ~10-12 px thick, from the roof's right tip back to the left along y ~95-100, from ~(127,100) to ~(72,95; TC); sags slightly at its right end. • G3 stem (Quartz): from the left end of G2 (~72,97) drops almost straight, bowing slightly to the right, to ~(75,167; MC); ~10 px wide, ends in a diagonal cut. Its top merges into the roof's left diagonal. • Closed loop (Quartz): a triangular hole bounded by the roof's two sides and G2, vertices ~(88,59), ~(70,80), ~(105,84) (bbox x69-105 y59-85, 521 px). • G4 left leg (Carnelian): heavy (10-13 px) curved leg starting at the roof's lower-left corner at ~(40,105; ML) with a rounded corner, runs SE then down, bowing slightly right, to a diagonal-cut tapered foot at ~(58,225; BL). Sits just left of G3; a narrow white slit (2-3 px wide, from ~(55,98) to ~(72,173)) separates them, open at the bottom. • G5 right leg (Sunstone): from the right end of G2 (~127,103; TC) curves down-left, then runs near-vertical (x ~102-113) to ~(105,205) and ends with a foot flaring right to ~(113-122,215-226; BC). ~6 px at the top, ~11 px lower down. • G6 diagonal (Citrine): hairline-to-thin straight line from the right end of the bar at ~(117,112; MC) running SW to merge with the left leg at ~(70,190; MC). Pointed at the upper end, ~6 px at the lower end; ~85 px long. It cuts the interior into new enclosed regions. • 1. Quartz — (b) Silhouette: 96x125 (x42-137, y43-167), upper-weighted; centroid (90,95) in TC; asymmetric: roof peak right of the stem. · (c) Strokes present: G1, G2, G3 · (d) Strokes / components: 3 (range 2-3: roof and bar could be one folded stroke) / 1 · (e) Loops, flourishes, dots: One closed triangle (521 px) under the apex. · (f) Distinguishing: Roof with a triangular window and one short hanging stem. · (g) Change vs previous: n/a (first tier) • 2. Carnelian — (b) Silhouette: 97x182 (y to 224); weight drops to the left, centroid (80,116). · (c) Strokes present: G1, G2, G3, G4 · (d) Strokes / components: 4 (range 3-4) / 1 · (e) Loops, flourishes, dots: Triangle kept; open white slit between leg and stem. · (f) Distinguishing: A long left leg under the roof's left corner; stem now looks like an inner second line. · (g) Change vs previous: Added G4 (+1516 px, the largest single step). Delta +1 stroke; claim holds, with the caveat that G4 could be a continuation of G1's left diagonal around the corner. • 3. Sunstone — (b) Silhouette: 97x183; pillar/gate shape with three vertical members (left leg, short stem, right leg), roof on top; centroid (87,129). · (c) Strokes present: G1, G2, G3, G4, G5 · (d) Strokes / components: 5 (range 4-5) / 1 · (e) Loops, flourishes, dots: Triangle kept; slit still open at its lower end. · (f) Distinguishing: Gate: roof + two long legs + a short inner stem. · (g) Change vs previous: Added G5 (+1305 px). Delta +1 stroke; claim holds, with the caveat that G5 could be G2 curling down at its right end. • 4. Citrine — (b) Silhouette: Same bbox as Sunstone (97x183); interior now cross-braced. · (c) Strokes present: G1, G2, G3, G4, G5, G6 · (d) Strokes / components: 6 (range 5-6) / 1 · (e) Loops, flourishes, dots: Three closed loops: the original triangle (521 px) plus (i) a triangle right of the stem, under G2 and above G6 (bbox x78-121 y95-148, 1148 px) and (ii) the old slit, now closed at its lower end by G6 (bbox x54-74 y97-170, 397 px). · (f) Distinguishing: The only tier with a diagonal brace; the only tier on these four sheets that adds closed loops. · (g) Change vs previous: Added G6 (+344 px, the smallest step by far). Delta +1 stroke; claim holds.
Summary: the persistent core is the roof (inverted-V) over a bar with a stem; growth adds long vertical legs under the roof corners (left, then right) and finally a thin diagonal brace, so the glyph grows downward from a fixed top. Citrine fits the +1-stroke pattern but the added line is thin, and it is the only step creating new enclosed spaces.
── Elementalist (Fire, Air [A1]; Citrine Water [W]) ── Stroke inventory (cumulative, reading order): • E1 whip-and-stem (Quartz): one heavy line. A hair-thin whip tip at ~(100,38; TC) sweeps down-left (concave) to a sharp hook-corner at ~(57,75; TL), then the line turns and runs as a straight, heavy (~10-11 px) stem leaning down-right, from ~(62,75) to ~(92,217; MC to BC), ending in a diagonal cut. About 12 degrees off vertical. • E2 crescent hairline (Quartz): thin (3-6 px) gently curved stroke from a pointed upper-right tip at ~(120,65; TC) down-left, crossing the stem at ~(84,128; MC) and ending as a hair-fine point left of the stem at ~(62,155; ML). About 110 px long, the only stroke that crosses the stem above mid-height. • E3 arm (Quartz): a thick (~10 px) branch leaving the stem at ~(92,152; MC), rising slightly right, running nearly flat to ~(135,140; MC), then drooping at the right end into a downward-pointing spur ending ~(128,163), with the outer corner at ~(138,153). An "r"/hook shape with a drooping tip. • E4 hairline (Carnelian): hair-thin (2-4 px), straight, from the stem's left edge at ~(80,173; MC) running SW to ~(42,199; ML), ending in a small up-turned barb. About 50 px long. • E5 crescent hook (Sunstone): heavy (9-13 px) curved stroke starting under E4's left end at ~(43-55,198; ML) with a flat diagonal-cut top, bowing left-convex down to ~(67,233) and then back left to a fine point at ~(48,266; BL). Extends the glyph 47 px below the stem's end. • E6 left leaf (Citrine): a tapered sword/leaf growing from the hook-corner at ~(60,77; TL), medium-heavy (8-10 px) at its top, bowing outward (convex left) and ending in a fine point at ~(22,180; ML). Its inner edge leaves a narrow white wedge against the stem, apex at ~(62,103), opening downward. • 1. Quartz — (b) Silhouette: 84x182 (x55-138, y38-219), slim, leans down-right; weight in the stem, centroid (89,134); asymmetric (arm right, crescent crosses left). · (c) Strokes present: E1, E2, E3 · (d) Strokes / components: 3 / 1 · (e) Loops, flourishes, dots: No closed loops; whip tip and crescent tip are hairlines; arm has a drooping spur. · (f) Distinguishing: A tall leaning stem with one crossing crescent and one right-hand hook arm. · (g) Change vs previous: n/a (first tier) • 2. Carnelian — (b) Silhouette: 96x182; width +12 px to the left (x43). · (c) Strokes present: E1, E2, E3, E4 · (d) Strokes / components: 4 / 1 · (e) Loops, flourishes, dots: Second left-pointing hairline below the crescent tip. · (f) Distinguishing: Quartz plus a hairline foot on the lower left. · (g) Change vs previous: Added E4 only (+198 px, almost invisible). Delta +1 stroke; claim holds. • 3. Sunstone — (b) Silhouette: 96x229 (y to 266), taller, tail on the lower left; centroid shifts to (81,154). · (c) Strokes present: E1, E2, E3, E4, E5 · (d) Strokes / components: 5 (range 4-5) / 1 · (e) Loops, flourishes, dots: E4+E5 form a bracket/"ʃ" hook at lower left; the only heavy stroke left of the stem. · (f) Distinguishing: Quartz with a hooked heavy tail curling down on the lower left. · (g) Change vs previous: Added E5 (+794 px). Delta +1 stroke; claim holds, with the caveat that E5 could be E4 extended (E5 starts with its own flat cut top). • 4. Citrine — (b) Silhouette: 118x229 (x21-138); left side balanced against the arm; centroid (77,151). · (c) Strokes present: E1, E6, E2, E3, E4, E5 · (d) Strokes / components: 6 / 1 · (e) Loops, flourishes, dots: Narrow white wedge between stem and leaf. · (f) Distinguishing: Stem with a long thin leaf slanting out of its top-left shoulder. · (g) Change vs previous: Added E6 (+625 px). Delta +1 stroke; claim holds.
Summary: the persistent core is the whip-hooked leaning stem with the crossing crescent and the hooked arm (unchanged in all four tiers; E1-E3 differ by at most 4 px between tiers). Growth adds hairline and tail strokes mostly on the lower and left side. Citrine fits the +1 pattern.
── Meltlake marks (cells 5 and 6 of the sheet) ── The wiki (fan wiki, [W]) says these are individual marks tied to a character; Antonia Meltlake is Elementalist, fire specialization, mark on the hand [W]. Treat the attribution as fan-wiki-only; the blog post has no text for these images. Diffs below are against the standard Citrine (cell 4) and Quartz (cell 1). • 5. Meltlake mark — (b) Silhouette: 143x229 (x21-163, y38-266), the widest Elementalist glyph; ink 7256; ink centroid at the bbox centre (92,152); antler-like spread. · (c) Strokes: All six Citrine strokes (E1-E6) plus M1, M2 below. Citrine ink retained 97.9% (102 px removed). · (d) Strokes / components: 8 (range 7-9) / 1 · (e) Loops, flourishes, dots: One pin-prick white hole (5 px, ~(73,144)) beside the stem, noise-level. Cup flourish M1 at upper right. · (f) Distinguishing: Citrine plus an upper-right cup/hook and a heavy lower-right diagonal leg. · (g) Difference from standard tiers: Superset of Citrine with +2526 px and two extra strokes: M1, M2. For comparison only: 6 + 2 strokes, i.e. +2 over Citrine rather than +1. • 6. Meltlake Father mark — (b) Silhouette: 113x236 (x26-138, y38-273), slim and tall; ink 5419; centroid (79,159). · (c) Strokes: E1 (longer, tailed), E2 (shortened, flagged), E3, E4, E5, plus F1 (barbed short leaf). No E6. · (d) Strokes / components: 6 (range 6-7, the flag may be a separate touch) / 1 · (e) Loops, flourishes, dots: Barbed arrowhead on the left leaf; small flag at the top of the crescent. · (f) Distinguishing: Sunstone-like core with a long tailed stem, a short barbed leaf and a flagged crescent. · (g) Difference from standard tiers: Versus Citrine: +1298 px added, -711 px removed (the long leaf and the crescent's top). Versus Sunstone: E1 lengthened and tailed, E2 re-ended, F1 added.
Details: • M1 (Meltlake only): an inverted-V peak at the crescent's top tip (~120,67; TC). The crescent (E2) still descends left from it; a new arm drops almost vertically (~121,70 to 100), turns in a heavy cup bottoming at ~(133,118; MC), rises on the right (x ~147, y 100 to 80) and flicks up-right into a fine curl ending at ~(163,65; TR). Heavy at the cup bottom (~10 px), hair at the curl. • M2 (Meltlake only): a heavy (10-15 px) "\" diagonal crossing the stem at its junction with the arm: blunt left spur at ~(63,155; ML), through the stem at ~(90,167), then SE to ~(137,203), bending to vertical and ending in an oblique cut at ~(130,255; BC), with a white wedge between the stem's bottom (y 217) and the leg. Whether the left spur and the leg are one stroke or two is not decidable (range counted). • Father stem (E1): runs from the hook-corner ~(62,72) down to ~(94,207), kicks right to a ~13 px bulge at ~(104-107,230-243), then tapers to a fine point at ~(87,273; BC). That is 56 px longer than the standard stem (ends y 217) and "tailed". • Father F1 (barbed leaf): a short leaf from the hook-corner shoulder (~59,77) bowing out to ~(27,135), ending in a fish-tail/arrowhead: left-pointing tip at ~(27,135), a flat top at y ~122 and a short second prong hanging at ~(47,142). Replaces Citrine's long leaf (which reached y 180). • Father E2 (flagged crescent): the crescent starts lower (top at y ~90 vs 65) with a small horizontal flag (~84,97 to 110,90, ~26 px wide, notched at its left) at the top; the descent crosses the stem at ~(85,125) as in Quartz. • A2 note (author appendix, [A2], from sections/01_attunements_kaldwyn.md): "Elementalist marks differ between a student, their teacher and the teacher's father (central line longer and tailed in the oldest)". INFERENCE (medium): the Father mark's longer, tailed central stem matches that text; mapping the images to that example is inferred. The Meltlake mark's stem is the standard length; its differences are in outlying lines, which also fits [A2] ("generations differ in outlying lines; the core symbol stays similar"). A2 also says fire specialists show a "distinct fire modification": INFERENCE (low) that M1/M2 are such a modification; no text ties them.
── Enchanter (Transference, Mental [A1]; Citrine Light [W b3]) ── Stroke inventory (cumulative, reading order): • N1 hairpin and bar (Quartz): thin tapered diagonal from a pointed top tip at ~(110,57; TC) running SW to an acute vertex at ~(68,110; ML), where the line reverses and runs as a flat bar to the right along y ~113-125, ending in a thin pointed right tip at ~(135,105; MC). The bar's left end overshoots the vertex as a rounded foot to ~(55,122). The bar is ~10 px thick at the middle, thinning to a point on the right. Reads as a "<" with a long tail: acute opening to the right. One stroke with a pen-reversal at the vertex, or two (range 1-2). • N2 zigzag (Quartz): from the bar's underside at ~(88,125; MC) goes down-left to ~(82,143), kinks right and runs down-right to ~(103,157), then runs down-left again, tapering to a fine point at ~(80,202; MC). Heavy (10-12 px) at the kinks, thin at the lower tail. An angular "S" or "Z" in three segments, thin at both ends. • N3 thick left arm (Carnelian): a heavy (~14 px) diagonal wedge with a cut top-left end at ~(57,157; ML) running SE to the bottom vertex at ~(79,202; MC), where it merges with N2's tail tip. It forms a "V" or checkmark with N2's lower segment; the bottom of the glyph remains y 201-202. • N4 swoosh (Sunstone): thin (6-8 px, tapering at both ends) stroke leaving the V's bottom vertex at ~(80,198), curving up-right to a flat run at y ~172 and ending in a pointed right tip at ~(145,173; MR). • N5 descender (Citrine): starts at the swoosh's right tip (~145,173; MR) as a hair-thin line, curves back down-left in a long S-curve (~(122,187), ~(102,207), ~(88,233)) and thickens to ~10-12 px, ending in a blunt diagonal cut at ~(84,268; BC). Top-to-bottom taper. • 1. Quartz — (b) Silhouette: 80x146 (x55-134, y56-201), the lightest glyph (ink 1757); slim, weight in the middle row; centroid (91,129). · (c) Strokes present: N1, N2 · (d) Strokes / components: 2 (range 2-3) / 1 · (e) Loops, flourishes, dots: No loops. Thin pointed ends top, right and bottom-left. · (f) Distinguishing: A "<" hairpin sitting on a zigzag tail. · (g) Change vs previous: n/a (first tier) • 2. Carnelian — (b) Silhouette: 89x146 (x46); lower left gains a heavy wedge; centroid (84,143). · (c) Strokes present: N1, N2, N3 · (d) Strokes / components: 3 / 1 · (e) Loops, flourishes, dots: V-shaped fold at the bottom (N3 + N2's tail). · (f) Distinguishing: Quartz plus a heavy check-mark arm at lower left. · (g) Change vs previous: Added N3 only (+696 px, bbox x to 46); N2's tail is now the second arm of a V. Delta +1 stroke; claim holds. • 3. Sunstone — (b) Silhouette: 100x146 (x46-145); a right-hand horizontal sweep under the bar at lower right; centroid (89,148). · (c) Strokes present: N1, N2, N3, N4 · (d) Strokes / components: 4 / 1 · (e) Loops, flourishes, dots: Swoosh forms a long horizontal "shelf" echoing the bar. · (f) Distinguishing: Two near-parallel horizontals (bar above, swoosh below) joined by the zigzag. · (g) Change vs previous: Added N4 only (+458 px, bbox x to 145). Delta +1 stroke; claim holds. • 4. Citrine — (b) Silhouette: 100x214 (y to 269); the tallest Enchanter tier, a long tail below. · (c) Strokes present: N1, N2, N3, N4, N5 · (d) Strokes / components: 5 (range 4-5) / 1 · (e) Loops, flourishes, dots: N5 turns back from the swoosh tip, forming an open hook. · (f) Distinguishing: Tall curl-tailed glyph with a long thin descender. · (g) Change vs previous: Added N5 only (+646 px, bbox y to 269). Delta +1 stroke; claim holds, with the caveat that N5 might be the same pen path as N4 (turned at the tip).
Summary: the persistent core is the thin "<" hairpin over the angular S/Z, with all later strokes attached below or beside the zigzag's tail. Growth is bottom-left (heavy arm), then right (swoosh), then down (descender). Citrine fits the +1 pattern; it extends the glyph 68 px downward (y 201 to 269).
── Cross-attunement comparison ── Observed (no meaning claimed) and INFERENCE items. Reference glyphs: sheets/basechart.png (12 base mana glyphs, unverified fan chart; order Fire, Water, Air, Earth, Death, Life, Light, Umbral, Perception, Mental, Transference, Enhancement) and sheets/examples4.png (Standard Life, Motion Activation, Life Mana Recharge, Life Mana Capacity).
Observed structure shared by all four sheets: • Growth is strictly additive and every added stroke touches existing ink: Enchanter, Elementalist and Guardian are one connected blob at every tier; the Diviner is three blobs at every tier (two arcs and the free centre hook) and every later stroke attaches to the arcs, never to the centre hook. • Glyphs grow mostly downward: height Q to Ci = Diviner 96 to 207 px, Guardian 125 to 183, Elementalist 182 to 229, Enchanter 146 to 214. All glyphs sit left of centre in the cell (centroid x 0.37-0.47 of 208). • Calligraphic vocabulary common to all: tapered hairline ends, diagonal-cut heavy ends, and a heavy-to-hair swell in single strokes. • Citrine adds 344-956 px of ink (Guardian 344, Elementalist 625, Enchanter 646, Diviner 956); only the Guardian Citrine adds enclosed loops.
INFERENCE items (confidence for the visual match only; no claim about what the shapes mean): 1. Enchanter N2 (zigzag) vs the base Mental glyph (a single thin-thick-thin S stroke). Same four-segment path (down-left, bend, down-right, down-left to a fine tail), same orientation, same pointed lower-left tail; N2 is more angular. INFERENCE, confidence high for shape. Enchanter's secondary mana is Mental [A1]. 2. Enchanter N1 (hairpin plus bar) vs the base Transference glyph (a "<" pair of horizontal sweeps with a third lower stroke). Both have a vertex at the left with arms opening to the right and pointed right tips; N1 has one steep upper arm, Transference shallow ones. INFERENCE, confidence medium. Enchanter's primary mana is Transference [A1]. 3. Enchanter N1+N2 together vs examples4 #2 Motion Activation. The Motion Activation lower half stacks an S-curve over three Transference-like sweeps, and its top carries a "<" hairpin crossing a vertical line. INFERENCE, confidence medium that the same building blocks (S, "<" and sweeps) recur; low that N1+N2 is a sub-glyph of it. 4. Enchanter N4 (thin horizontal swoosh with a pointed right tip) vs the lower sweeps of the base Transference glyph and of Motion Activation. INFERENCE, confidence low. 5. Elementalist E1 (hair-thin whip thickening into a heavy line) vs the base Fire glyph (a long thin curled stroke thickening into a heavy body with a V base). Both are thin-to-heavy swells at the top left; E1 has a sharp corner, Fire a smooth curve. INFERENCE, confidence low. Elementalist's primary is Fire [A1]. 6. Elementalist E3 (heavy right arm with a drooping pointed tip) vs the Standard Life short heavy right-hand branch, and vs the right arm of the base Air glyph. INFERENCE, confidence low for both. Air is Elementalist's secondary [A1]. 7. Guardian G1-G3 (roof, bar, stem) vs Standard Life (top bar with a left barb, a descending stem) and Life Mana Capacity (peaked top, long left leg beside a sliver gap with the inner bar's barb). Both have a bar with a stem and a long thin left leg adjacent to a narrow slit, like Guardian Carnelian's G4 beside G3. INFERENCE, confidence low. Life is Guardian's secondary [A1]. 8. Diviner ring D1/D2 (two arcs related by a 180-degree turn) vs the base Enhancement glyph (two bowed strokes that cross as an X, also point-symmetric). The shared feature is only "two curved strokes mirrored through the centre"; Enhancement strokes cross, the Diviner's do not. INFERENCE, confidence low. Enhancement is Diviner's secondary [A1]. 9. Diviner D3 (heavy wedge with a thin tail) vs the base Mental glyph (thick-bodied S). INFERENCE, confidence low. Mental is Diviner's primary [A1]. 10. Citrine tier vs the Citrine mana types [W] (Water, Water, Earth, Light): no Citrine addition resembles the base Water, Earth or Light glyphs. INFERENCE, confidence low (negative result). 11. Elementalist Father mark's longer, tailed stem vs the A2 note "central line longer and tailed in the oldest": INFERENCE, confidence medium (see Elementalist section).
Diviner, Guardian and Elementalist share no recurring multi-stroke group with each other on these sheets (none found).
GAPS: • The sheets give no stroke order, pen lifts, brush pressure or absolute size; stroke counts are interpretive, with ranges where a stroke may continue an earlier one (Guardian Carnelian/Sunstone, Elementalist Sunstone, Enchanter Citrine, Meltlake M2). • No text describes any of these glyphs or says how they are drawn; the base chart is an unverified fan chart (the Life glyph on it is low-resolution and fuzzy), and the base-glyph matches above are visual only. • Tiers above Citrine (the author's blog comment says art for additional levels did not yet exist, 15 June 2022) are unknown; the one-stroke-per-level claim is tested only for levels 1 to 4. • The Meltlake mark and Father mark have no tier labels and no source text on the blog; whose father the Father mark belongs to, and whether either is a fire-specialization mark, is not stated in any source read. The Meltlake link is [W] only. • Mark location on the body, mark size, colour or glow, and whether the printed tiers correspond to ranks or gem stages are not documented beyond the sheet captions. • How specialization (the "distinct fire modification" in [A2]) changes a mark is not documented; M1/M2 are only a candidate.
── Method note ── • Source images: the author's blog glyph files img/blog/attu_<name>-<n>.jpg (208x316 px, black brush on white, thin black frame). Frame ignored (8 px margin). Comparison: sheets/examples4.png (the four enchanting runes the author names: Standard Life Function, Motion Activation, Life Mana Recharge, Life Mana Capacity) and the unverified fan chart sheets/basechart.png (12 base mana glyphs). Mana types are copied from sections/01_attunements_kaldwyn.md / 02_attunements_edria_restricted.md for cross-reference only; no meaning is claimed for any stroke. • Tags: [img] = seen in the image (viewed enlarged, with a pixel grid); [meas] = measured by script (threshold 128, 8-connected components, tier-to-tier pixel difference); [blog] = the author's blog claim; "INFERENCE" = my reading, with confidence. • Coordinates are image pixels in the 208x316 frame (origin top-left, x right, y down), accuracy about +/-5 px. Position words use a 3x3 grid on the attunement's top-tier "glyph box" (given per section): upper/mid/lower x left/centre/right, or edge words (top-centre, bottom). Weight percentages are shares of ink in 3x3 cells of each tier's own bounding box [meas]. • Stroke vocabulary: all marks are tapered calligraphic brush strokes. "Head" = blunt, angled chisel-cut end (usually at the top or left); "tail" = pointed/hairline end (usually lower or right). Widths are perpendicular stroke thickness (largest inscribed circle [meas]; the widest stroke anywhere in these glyphs is 15 px), not horizontal run: hairline <=3 px, thin 4-6, medium 7-9, heavy 10-15. "Piece" = one visibly separate tapered shape. Where two pieces touch, the stroke count is a judgement; I give the piece count and the alternative reading. • Strict additivity [meas]: in every progression each tier contains all ink of the previous tier. Ink removed vs the previous tier is <=18 px (anti-aliasing noise); ink added equals the new pieces listed. No earlier stroke is ever redrawn, thickened, shifted or erased, so every "(g)" line reads "all of the previous tier unchanged, plus ...". Every tier of every progression is one connected mark [meas]; every new stroke touches existing ink. • Test of the author's claim ("higher levels typically add about one brush stroke per level" [blog]): count of new visible pieces per tier step. Ink growth is given only as a size indicator. • Result in one line: 15 of 16 progression steps add exactly one piece; Mender Sunstone adds two touching pieces that probably form one stroke passing under an older stroke. Starting (Quartz) glyphs already have 3-5 pieces, so the "level" counting begins from a multi-stroke base, not from one stroke.
Mender, Quartz [img][meas] • (b) Silhouette: compact, aspect 0.81, no symmetry; a gamma-shaped (Γ) cap over a heavy hooked curve, crossed by thin diagonal flicks. Weight upper-left (22%) and centre (20%); centroid (102,109); lower third nearly empty (9/11/2%). • (c) Strokes, writing order (inferred) top then down: ◦ M1 top bar: head at upper-left (60-78,60-78), angled chisel cut; runs right, nearly horizontal (y 66-77), heavy for x 62-125, then thins into a long hairline flick that rises to a tip at upper-right (164,54). ◦ M2 left drop: continues straight from M1's head, descends in upper-left to mid-left, medium (~10 px), slightly bowed to the right, blunt end at (76,124). M1+M2 form the Γ corner; one bent stroke or two touching ones. ◦ M3 heavy C: starts as a hairline at the bar's underside near (130,72), runs down-left to (108,100), swells to heavy (~14 px) at x~104 (y 105-140) in the centre column, then swings down-right to a blunt chisel end at (130,165) (lower-centre/right). Opens to the right. ◦ M4 diagonal: pointed tip at lower-left (63,184); medium near the tip, rises up-right thinning to a hairline that meets M3 around (106,121). ◦ M5 right arm: leaves M3's right edge near (110,118), runs right and slightly up, thin, tapering to a point at (155,104) (mid-right). M4 + M5 together read as one rising flick crossing M3. • (d) 1 connected mark; 5 pieces (3-5 strokes depending on joins). • (e) Closed loops: none. Dots: none. Flourishes: M1's hairline flick, M4's pointed tip. • (f) Γ cap, heavy right-opening C, thin rising diagonal and short right arm, all in the upper two-thirds.
Mender, Carnelian [img][meas] • (b) Silhouette: now a tall drooping form, aspect 0.55 (height +60 px); weight shifts down-left (lower-left 15%, was 9%); centroid (99,138). • (c) M1-M5 unchanged + M6 lower crescent: heavy (~11 px) crescent; starts merged into M4's lower end near (66,178), bulges left (left edge x 63 at y~185), sweeps down and right in a long arc through (75,205) and (95,225), diagonal blunt end at (130,244) (bottom-centre/right). Thickest around (95,225). M4 and M6 now read as one long "(" curve from the C junction down and back out. • (d) 1 connected mark; 6 pieces. • (e) No loops; no new flourish. • (f) The thin diagonal gains a heavy lower sweep. • (g) Added: M6 only (+1246 px). Stroke delta +1; claim holds.
Mender, Sunstone [img][meas] • (b) Silhouette: widens to the lower-left (x min 44, y max 260); bottom now has two feet (lower-left leg and the M6 end at lower-centre). Aspect 0.58; weight lower-left 19%. • (c) M1-M6 unchanged + M7 + M8: ◦ M7 lower-left leg: pointed start on M6's left edge near (66,187), runs down-left, swells to heavy (~11 px) around (46-56,225-250), blunt foot at (52,260) (bottom-left). ◦ M8 cross-stroke: thin (3-5 px, thicker at the left), almost straight, rises to the right from M6's right edge at (74,178) to a point on M3's hook at (116,153) (lower-left of centre to mid-right). ◦ M7 and M8 are collinear on either side of M6 (about 10 px of the line hidden under M6): plausibly one stroke thin where it crosses, heavy where it ends [img]. • (d) 1 connected mark; 8 pieces (7 if M7+M8 is one stroke). • (e) Closed loop: one triangular white wedge, 856 px2, bbox (74,127)-(110,174), bounded by M4/M6 (left), M3 (right) and M8 (below). First enclosed space in the glyph [meas]. • (f) Adds a lower-left foot and a thin brace that closes a triangle. • (g) Added: M7 (+716 px) and M8 (+199 px). Stroke delta +2 pieces, or +1 if one stroke; claim holds only under the one-stroke reading.
Mender, Citrine [img][meas] • (b) Silhouette: gains height (y min 27), aspect 0.52; heaviest cells lower-left 21% and centre 18%; centroid (93,148). • (c) M1-M8 unchanged + M9 crown flick: a straight diagonal, ~5 px at its base and tapering to a hairline, rising from the top bar's upper-left corner near (73,64) up and right to a fine point at (127,27) (top-centre; new highest point). Steeper than M1's own hairline flick. • (d) 1 connected mark; 9 pieces (8). • (e) Same single wedge pocket. Flourish: the hairline crown. • (f) A hairline crown sprouts from the Γ's upper-left corner. • (g) Added: M9 only (+210 px, +4%, the lightest step). Stroke delta +1; claim holds.
Mender summary: persistent core = M1-M5 (Γ cap, heavy C, thin rising diagonal and arm) in the upper half; it never changes. Growth goes downward first (crescent, leg, brace) and last adds a hairline above; every addition hooks onto existing ink. Citrine fits the pattern (pieces 5, 6, 8 or 7, 9 or 8).
── Shadow ── Mana (cross-ref): Umbral primary, Enhancement secondary [A1]; Death at Citrine, compound Void [W]. Files attu_shadow-1-2|2-2|3-2|4.jpg. Glyph box (Citrine) (24,42)-(163,282): x thirds 24-70 / 70-117 / 117-163, y thirds 42-122 / 122-202 / 202-282. • Quartz — bbox: (49,42)-(138,265) · aspect: 0.40 · ink px (growth): 3282 · pieces: 3 · closed white pockets: 0 • Carnelian — bbox: (49,42)-(156,282) · aspect: 0.45 · ink px (growth): 5285 (+61%) · pieces: 4 · closed white pockets: 1 (168 px2) · added vs previous: H4 great S · delta: +1 • Sunstone — bbox: (49,42)-(163,282) · aspect: 0.48 · ink px (growth): 6122 (+16%) · pieces: 5 · closed white pockets: 2 (+241 px2) · added vs previous: H5 third tall stroke · delta: +1 • Citrine — bbox: (24,42)-(163,282) · aspect: 0.58 · ink px (growth): 6954 (+14%) · pieces: 6 · closed white pockets: 2 · added vs previous: H6 left leg · delta: +1
Shadow, Quartz [img][meas] • (b) Silhouette: very tall and narrow, aspect 0.40; an elongated S that leans left at the base. Weight upper-right 26%, mid-centre 22%, mid-right 20%; left column almost empty (only the whisker); centroid (111,131). • (c) Strokes, top to bottom: ◦ H1 left tall stroke: chisel head at top-centre (103-113,42), runs straight down, medium-heavy (~10-12 px), to (96,100); eases left to a near-vertical segment at x 87-97 (y 118-142), the left-most point of the body (H3 leaves here at (88,120)); bends right in a long S through (105,160) to its widest, heaviest bulge (~13 px thick) at mid-right (127,190), then sweeps down-left, tapering to a hairline tail at (80,265) (bottom-centre). ◦ H2 right tall stroke: chisel head at top-right of centre (127-138,44), medium, descends at x~130-135 to (127,100), curves down-left and thins, crosses H1's S-bend near (105,142), continues as a thin tail to a hairline tip at (68,182) (mid-left/lower-left). ◦ H3 spur: a straight hairline-to-thin whisker leaving H1's left edge at (88,120), running down-left to a hairline tip at (49,155) (mid-left). • (d) 1 connected mark; 3 pieces (H3 might be the start of H1 reversed). • (e) No closed loops. Flourishes: three hairline tails (H1, H2, H3). • (f) Two hanging parallel blades, the right crossing the left one's S-bend, plus a left whisker.
Shadow, Carnelian [img][meas] • (b) Silhouette: broadens to the right, aspect 0.45; weight moves right/lower (mid-right 25%, mid-centre 23%); new lowest point y 282; centroid (120,146). • (c) H1-H3 unchanged + H4 great S: a heavy stroke (~11 px thick) starting inside H1's upper-right edge near (100,92), running diagonally down-right across H2 at about (120,128), widest at mid-right/lower-right (150,205), then sweeping back down-left to a hairline tail at (113,282) (bottom-centre). Echoes H1's S, but larger, further right and longer. • (d) 1 connected mark; 4 pieces. • (e) Closed loop: one small white sliver, 168 px2, bbox (100,115)-(111,140), between H1, H2 and H4 [meas]. • (f) A second, bigger S hung to the right of the first. • (g) Added: H4 (+2021 px, +61%, the largest ink step in the set). Stroke delta +1; claim holds.
Shadow, Sunstone [img][meas] • (b) Silhouette: three staggered tall heads stepping down to the right, heads at about (108,42), (132,45), (157,62); aspect 0.48; centroid (123,142). • (c) H1-H4 unchanged + H5 third tall stroke: chisel head at upper-right (150-163,62); medium (~9 px), descends at x~150 to (150,100), curves down-left across H4's upper edge near (135,148), continues as a thin tail down-left between H1 and H4 to a hairline tip at (96,213) (mid-centre/lower-centre). Same construction as H2, shifted right and lower. • (d) 1 connected mark; 5 pieces. • (e) Closed loops: a second white sliver, 241 px2, bbox (110,138)-(127,165), beside H2's tail, H4 and H5; plus the Carnelian sliver. Flourish: another hairline tail. • (f) A third hanging blade on the right whose tail slips between the other two. • (g) Added: H5 (+838 px). Stroke delta +1; claim holds.
Shadow, Citrine [img][meas] • (b) Silhouette: gains the left (x min 24), aspect 0.58; a three-headed top over a fan of tails; mid-right 25%, mid-centre 19%; centroid (116,147). • (c) H1-H5 unchanged + H6 left leg: leaves H1's left edge at the same point as the spur, (88,120); runs down-left, medium then heavy (~11 px) around (55-70,170-205), tapering to a hairline tail at (24,256) (lower-left; new left-most point). Steeper than the spur H3. • (d) 1 connected mark; 6 pieces. • (e) Loops unchanged (2 slivers). Flourish: six hairline tails in all: (49,155), (68,182), (96,213), (24,256), (80,265), (113,282). • (f) A heavy left leg balances the right-hand additions. • (g) Added: H6 (+832 px). Stroke delta +1; claim holds.
Shadow summary: persistent core = H1 S-spine, H2 crossing blade, H3 whisker, tied together near (88-135,100-150). It grows by hanging more tall-headed tapering strokes, alternately right (H4, H5) then left (H6), each ending in a hairline tail toward the lower left; width 90 px -> 140 px. Citrine (3, 4, 5, 6 pieces) fits the one-per-level pattern exactly.
Shaper, Quartz [img][meas] • (b) Silhouette: tall, aspect 0.62, lopsided. A big arc fills the right edge, a thin diagonal runs from upper-centre down to the lower-left, and two stacked horizontal strokes form the base. Weight lower-left 24%, mid-centre 16%, top-right 18%; the whole upper-left cell is empty (0%); centroid (106,165), low. • (c) Strokes: ◦ S1 right arc: chisel head at top (136-152,48; tip at (144,36)), heavy (~11 px thick; the angled head cut spans ~17 px horizontally); descends down and right along the right edge (x 155-167 at y 90-120), staying ~9-11 px, then curves in a big bowl to the lower left, bottom at y~158 across x 95-130, ending in a tapered tip that joins the diagonal's right edge near (85,138). Convex to the right/bottom; an open "D" bowl opening to the upper left. ◦ S2 diagonal: hairline tip at upper-centre (about (117,59)), runs down-left nearly straight, 5-9 px, passing (105,96), (90,132), (74,156), (58,180), to its end at the base's left head near (42,197). The bowl S1 meets it at about (85,138). ◦ S3 upper foot: starts at the diagonal's foot at the left (about (40,198)) with a blunt head; band ~10-11 px thick runs right along y 200-218, lifting slightly and tapering to a point at (137,201) (lower-centre/right). ◦ S4 lower foot: a short step leaves S3's underside near (50,218) down-left to a head at (36,233); the band then runs right along y 235-248 (lowest at x 60-100), rises, and tapers into a long hairline tail to the right edge at about (167,209) (lower-right). Longest foot. • (d) 1 connected mark; 4 pieces (2-4 strokes: S2+S3 could be one stroke bending at the foot; S3+S4 could be one zig-zag). • (e) No closed loops. No dots. Flourishes: hairline tips of S2 and S4. • (f) Heavy right arc and bowl, a thin diagonal, and two stacked rightward-rising feet.
Shaper, Carnelian [img][meas] • (b) Silhouette: same bounding box; the empty upper-left fills; weight spreads (lower-left 21%, top-right 16%, bottom-centre 16%, upper-left now 9%); centroid (102,153). • (c) S1-S4 unchanged + K1 upper hook: a crescent hung at the diagonal's top. Rounded point at upper-left (58,51); heavy (~11 px) bulge down the left side (x 53-65, y 60-80); the bottom curve runs right along y 80-88 and thins to a pointed end tucked against the diagonal near (112,74). Convex to lower-left, opening up and right (a bowl or smile). • (d) 1 connected mark; 5 pieces. • (e) No loops. No new flourish. • (f) A smile-shaped hook hangs from the diagonal's tip. • (g) Added: K1 only (+799 px, bbox (53,51)-(114,88)). Stroke delta +1; claim holds.
Shaper, Sunstone [img][meas] • (b) Silhouette: x min 30; the left side now has a second hook; aspect 0.65; weight upper-left 8%, mid-left 13%, bottom-left 17%. • (c) S1-S4, K1 unchanged + K2 mid hook: same hook family as K1, rotated: pointed top at (37,100), descends along x 31-45 to y~125, turns at (40,135) into a heavy (~11 px) flat bottom running right along y 132-144 to meet the diagonal at (85,138), where S1's bowl also meets it. An "L" or "J" lying on its side. • (d) 1 connected mark; 6 pieces. • (e) No loops. The white triangle between K2, the diagonal and S1's bowl stays open to the left. • (f) A second hook, further left and lower, on the diagonal's middle. • (g) Added: K2 only (+889 px, bbox (30,100)-(85,144)). Stroke delta +1; claim holds.
Shaper, Citrine [img][meas] • (b) Silhouette: x min 8; aspect 0.75, the widest of the four; a descending staircase of three hooks on the left against the right arc. • (c) S1-S4, K1, K2 unchanged + K3 lower crescent: a thin point at (18,153); swells to heavy (~11 px) down the left edge (x 8-20, y 165-185); curves down and right to end at (42,208), merging with the head of the upper foot at about (40,200). A "(" crescent opening to the right. • (d) 1 connected mark; 7 pieces. • (e) No loops. • (f) A third, larger crescent closes the left side of the base. • (g) Added: K3 only (+764 px, bbox (8,153)-(42,209)). Stroke delta +1; claim holds.
Shaper summary: persistent core = right arc S1 + diagonal S2 + two feet (S3, S4). Each tier hangs one comma-shaped hook on the left of the diagonal, stepping down and left: top (K1), middle (K2), bottom (K3); the hooks are one family but not identical (rotated, resized). Citrine fits the one-per-level pattern (4, 5, 6, 7 pieces).
Summoner, Quartz [img][meas] • (b) Silhouette: compact, aspect 0.86; a stem over a two-limbed figure with a long hairline at lower-left. Weight mid-centre 27%, lower-centre 23%, top-centre 16%, lower-right 16%; upper-left and upper-right cells empty; centroid (96,127). • (c) Strokes: ◦ U1 stem: chisel head at top (82-91,33-43), slanting down-left; medium-heavy (~10 px), straight vertical along x 82-92 to the foot at (85,85), where it meets the bow and the leg. ◦ U2 bow: starts at the stem foot (88,83) just right of the stem; heavy (~12 px); runs right along y 83-93 to x~105, arches over and descends right-down in a convex curve through (112,100), (120,125), (135,142), ending in a blunt chisel cut at (150-159,143-152) (mid-right/lower-right). ◦ U3 left leg and lower arc ("(" crescent): from the stem foot (80,90) a heavy (~12 px) band descends on the left (left edge x~67 at y 100-140), then curves right and along the bottom through (72,155), (85,170), (105,182) to a blunt chisel cut at (121-129,178-188) (lower-centre). Bowed to the left. ◦ U4 whisker: a hairline-to-thin straight stroke leaving the leg's left edge at (68,142), running down-left to a pointed tip at (25,189) (lower-left). • (d) 1 connected mark; 4 pieces (3 if the stem and bow are one bent stroke). • (e) No closed loops. The inner space between the bow and the lower arc is open on the right. Flourish: U4's hairline. • (f) A vertical stem over a heavy bow and a heavy left-bowed arc, with one long hairline to the lower left.
Summoner, Carnelian [img][meas] • (b) Silhouette: wider, aspect 0.93; weight moves to the top (top-centre 23%, was 16%; top-right 10%); centroid (102,113). • (c) U1-U4 unchanged + U6 top-right swoosh: starts at the stem's head (92,33), heavy (~11 px) where it leaves the stem, runs down-right in a concave-up curve with its low point at about (125-140,72-75), then rises and tapers to a hairline tip at (171,58) (top-right). The stem and swoosh together form a roof-like pair. • (d) 1 connected mark; 5 pieces. • (e) No loops. Flourish: the hairline tip at (171,58). • (f) A swoosh sweeps off the top of the stem to the right. • (g) Added: U6 only (+1037 px, bbox (92,32)-(171,75)). Stroke delta +1; claim holds.
Summoner, Sunstone [img][meas] • (b) Silhouette: becomes tall (aspect 0.62, height 158 to 239 px); a long tail hangs below the body; weight top-centre 30%, mid-centre 24%. • (c) U1-U4, U6 unchanged + U7 descender: starts as a hairline point at (87,170) on the underside of the lower arc, runs down-left through (78,185) to (64,200), then straight down as a heavy (~11 px) band along x 61-76 (y 205-240), bending slightly right to a blunt chisel end at (78-90,262-270) (bottom-centre). • (d) 1 connected mark; 6 pieces. • (e) No loops. Flourish: the long hanging tail. • (f) A long heavy descender drops from the lower arc. • (g) Added: U7 only (+1095 px, bbox (61,170)-(87,270)). Stroke delta +1; claim holds.
Summoner, Citrine [img][meas] • (b) Silhouette: same bounding box as Sunstone; the centre column gets denser (mid-centre 31%, top-centre 30%). • (c) U1-U7 unchanged + U8 inner crescent: starts under the stem foot at (80,92) against the leg, heavy (~11 px); runs down-right inside the bow, parallel to its inner edge, through (105,125), bulges to x~111 near y 140-150, then curves down-left and tapers to a point at (97,168) on the lower arc. A ")" crescent nested inside the bow. Its pointed end lies on the same line as the start of U7 (87,170), about 10 px away. • (d) 1 connected mark; 7 pieces (6 if U8 and U7 are one S-shaped stroke passing under the lower arc). • (e) Two closed white pockets: 790 px2 at (78,107)-(100,166), between leg, arc and the new crescent; 86 px2 at (89,93)-(105,118), between the crescent's top and the bow. First enclosed spaces in this glyph [meas]. • (f) A nested second bow creates two small enclosed pockets. • (g) Added: U8 only (+984 px, bbox (78,93)-(111,168)). Stroke delta +1 (0 or +1 if U7+U8 is one stroke drawn over two tiers); claim holds on the piece count.
Summoner summary: persistent core = U1 stem, U2 bow, U3 "(" arc, U4 whisker. Additions: a roof swoosh (top-right), a long descender (bottom), then an inner crescent that duplicates the bow's curve inside it; each is attached to existing ink. Citrine fits the pattern (4, 5, 6, 7 pieces).
── Soulblade ── Mana (cross-ref): Light primary, Life secondary, Transference tertiary, Spirit compound [A5]. Files attu_soulblade-1|2|3|4|5-2.jpg. The author's page shows five tiers: Quartz, Carnelian, Sunstone, Citrine and an extra Emerald tier [blog]; the Emerald image is attu_soulblade-5-2.jpg. Glyph box (Emerald) (9,47)-(183,278): x thirds 9-67 / 67-125 / 125-183, y thirds 47-124 / 124-201 / 201-278. • Quartz — bbox: (38,47)-(183,246) · aspect: 0.73 · ink px (growth): 1727 · pieces (alt.): 3 · closed white pockets: 0 • Carnelian — bbox: (38,47)-(183,246) · aspect: 0.73 · ink px (growth): 2002 (+16%) · pieces (alt.): 4 · closed white pockets: 0 · added vs previous: B4 lower prong · delta: +1 • Sunstone — bbox: (18,47)-(183,265) · aspect: 0.76 · ink px (growth): 2617 (+31%) · pieces (alt.): 5 · closed white pockets: 0 · added vs previous: B5 second long line · delta: +1 • Citrine — bbox: (18,47)-(183,265) · aspect: 0.76 · ink px (growth): 2951 (+13%) · pieces (alt.): 6 · closed white pockets: 0 · added vs previous: B6 lower fin · delta: +1 • Emerald — bbox: (9,47)-(183,278) · aspect: 0.75 · ink px (growth): 4035 (+37%) · pieces (alt.): 7 · closed white pockets: 1 (733 px2) · added vs previous: B7 outer line and foot · delta: +1
Soulblade, Quartz [img][meas] • (b) Silhouette: a single long diagonal from the upper-right corner to the lower-left with a small branched cluster about 40% down. Aspect 0.73 (sparse: the lightest glyph in the set, 1727 px). Weight is concentrated in the junction cell (mid-centre 55%); centroid (121,139); no symmetry. • (c) Strokes: ◦ B1 diagonal: hairline tip at the upper-right edge (183,47), runs almost straight down-left, thin (~4 px) at (160,75), thickening to ~8 px near (135,108); swells at the junction (128,113-140); continues medium (~8 px) through (120,145), (100,170), (80,200), and tapers to a hairline tail at (38,246) (lower-left). Very slight S-curvature. ◦ B2 upper prong: leaves the junction at about (127,113), runs left and slightly down, medium (~8 px), broadening toward the free end, which ends in a blunt angled cut at (84-90,127-133). ◦ B3 right hook: heavy wedge starting at the junction (130,113); descends along x 128-136 (y 115-140), widens to ~11 px, curves down and right to a blunt chisel end at about (147-155,147-155) (mid-right). • (d) 1 connected mark; 3 pieces (prong and hook both spring from the diagonal's swelling). • (e) No loops, no dots. Flourishes: hairline tips at both ends of B1. • (f) One long thin diagonal with a left prong and a heavy right hook branching about two-fifths of the way down.
Soulblade, Carnelian [img][meas] • (b) Silhouette unchanged (same bbox); the junction cell gets denser (mid-centre 61%). • (c) B1-B3 unchanged + B4 lower prong: a thin wedge directly below B2 and nearly parallel to it, starting at the junction (about (122,130)) as a hairline, running left and slightly down, widening to a blunt flag head (~7 px) at (84-90,140-147). A narrow white sliver (open to the left) lies between the two prongs. • (d) 1 connected mark; 4 pieces. • (e) No loops. • (f) The prong doubles into two stacked left-pointing flags. • (g) Added: B4 only (+276 px, bbox (84,127)-(123,146), +16%). Stroke delta +1; claim holds.
Soulblade, Sunstone [img][meas] • (b) Silhouette: x min 18, y max 265; aspect 0.76; the lower left gains a second long line; weight lower-left 18%, mid-centre 46%. • (c) B1-B4 unchanged + B5 second long line: a hairline tip at about (111,139) just under the lower prong's right end; runs down-left roughly parallel to B1, about 20 px up-left of it (at y=200 it is at x~62, B1 at x~82), hairline to thin (2-4 px) through (82,180) and (62,200); beyond (45,225) it widens to ~7 px and ends in a point at about (18,265) (lower-left). It runs past B1's tail (38,246) to the lower left. • (d) 1 connected mark; 5 pieces (4 if B5 and B4 are one stroke through the lower prong). • (e) No loops. • (f) A second long hairline parallels the diagonal and swells to a short foot at the lower left. • (g) Added: B5 only (+611 px, bbox (18,139)-(113,265); a 4 px speck aside). Stroke delta +1; claim holds.
Soulblade, Citrine [img][meas] • (b) Silhouette: same box; a small mass appears below the right hook; mid-right 18%. • (c) B1-B5 unchanged + B6 lower fin: a heavy leaf shape that hangs from the junction at (122,140) down to a pointed bottom at (122-126,174); widest (~11 px thick, ~19 px across) at (125-135,150-170); the right edge runs down to (135,165). Sits below B3 with a small white notch between them. • (d) 1 connected mark; 6 pieces. • (e) No loops. • (f) A second, downward-pointing lobe under the right hook. • (g) Added: B6 only (+343 px, bbox (116,140)-(135,174), +13%, the smallest step). Stroke delta +1; claim holds.
Soulblade, Emerald (fifth tier) [img][meas][blog] • (b) Silhouette: widest and longest (aspect 0.75, 175x232 px); weight moves to the lower left (lower-left 28%, mid-centre 37%); centroid (89,171). • (c) B1-B6 unchanged + B7 outer line and foot: a pointed start at about (100,143) under the lower prong's right end (just left of B5's start); runs down-left outside B5 (above-left of it), thin (5-7 px) through (85,170) and (55,195); bends at an elbow near (30-45,202-207), where it momentarily widens to ~17 px, and turns steeply down into an 8-9 px band that runs nearly straight down and slightly left (x 22 at y 210, x 9 at y 274) to a blunt end at (9-14,274-278) (bottom-left, the new lowest and left-most point). It rejoins B5's foot at about (21-27,256-258). • (d) 1 connected mark; 7 pieces. • (e) Closed loop: one long narrow lens-shaped white pocket, 733 px2, bbox (20,152)-(100,256), between B7 (outside) and B5 (inside). The only closed loop in Soulblade. • (f) An outer parallel line with an elbow and a long foot encloses a lens beside the second long line. • (g) Added: B7 only (+1084 px, bbox (9,143)-(103,278), +37%, the largest step). Stroke delta +1 piece (ink +37%); claim holds on count but this step is by far the biggest in ink and adds the glyph's only loop.
Soulblade summary: persistent core = B1 diagonal, B2 prong, B3 hook (a single junction cluster about 40% down). Growth: four steps, each +1 piece: a stacked prong, a parallel hairline to the lower left, a lobe under the hook, then an outer line with an elbow and foot that closes a lens loop. Emerald fits the count pattern (3, 4, 5, 6, 7 pieces); in size it departs (+37% ink, first closed loop).
── Arbiter ── Mana (cross-ref): compound Adaptation; primaries Transference / Life / Light [A6]; a restricted (artificial) attunement [W]. Only one Arbiter glyph is imaged, captioned Carnelian: file attu_arbiter-2.jpg. Glyph box (40,50)-(168,233): x thirds 40-83 / 83-126 / 126-168, y thirds 50-111 / 111-172 / 172-233. • Carnelian (only tier imaged) — bbox: (40,50)-(168,233) · aspect: 0.70 · ink px: 5221 · separate marks: 4 · pieces (alt.): 7 (4-7) · closed white pockets: 0 · delta: none to compare
Arbiter, Carnelian [img][meas] • (a) Arbiter, Carnelian, as captioned. No other Arbiter tier is imaged, so there is no tier delta and the one-stroke claim cannot be tested here. • (b) Silhouette: 129x184 px, aspect 0.70, medium weight. Four separate marks in a loose "tall stroke, flanking marks, V below" arrangement. Roughly bilateral about the glyph's centre line (x~104), but not mirror-exact: mirrored whole-glyph overlap is only 45% [meas]. 3x3 ink shares (rows top/mid/low x cols left/centre/right): 9 / 16 / 12, 14 / 15 / 12, 2 / 20 / 0 %. The lower-left and lower-right cells are nearly empty; the V carries the bottom. • (c) Strokes (left to right, then bottom): ◦ A1 centre S-stroke (1604 px, bbox (76,50)-(113,186)): a heavy chisel head at top-centre (92-102,50-58), then a swell-pinch-swell body. It descends bowing right (heavy ~11-12 px, x 101-111 at y 74-90), thins to a ~5 px neck while swinging down-left through (99-103,106), (88-92,122), (77-86,138) to its left-most point at x~76 (y~140-146), then turns into a straight heavy diagonal (~11 px) running down-right to a blunt diagonal cut at about (97-112,178-186) (lower-centre, bottom end of A1). Upper section ~vertical, lower section ~45 degrees down-right. ◦ A2 left mark (1139 px, bbox (40,87)-(95,170)), two touching pieces: A2a band: a thin-to-medium wedge (~7-9 px at its widest) whose hairline tip is at upper-right (95-97,87), running left and slightly down through (70,97) to a blunt angled end at the far left (40-44,104-110); A2b "(" curve: leaves the band's underside near (62-70,110-114) as a heavy lump (~13 px), thins to a 4-6 px neck at (54-64,122-132), swells again to ~10-13 px bowing left (x 43-57 at y 146-158) and ends in a downward point near (50-58,168-171) (mid/lower-left). Opens to the right. ◦ A3 right mark (1491 px, bbox (114,84)-(168,169)), two touching pieces: A3a band: a blunt angled head at upper-left (114-127,84-98), the band runs right and slightly down, tapering to a hairline tip at the right edge (168,100) (upper-right); A3b "(" curve: leaves the band's underside near (138-150,102-108), heavy (~13 px) at the join, thins to ~6-8 px near (119-131,128-132) (left-most x~119), swells to ~9-12 px, turns down-right and ends in a blunt/pointed cut at about (135-143,165-169) (mid/lower-right). Opens to the right. ◦ A4 bottom V (987 px, bbox (73,177)-(129,233)), two touching pieces: A4a left arm: a heavy (~13 px) blunt angled head at (73-82,177-187), runs down-right to a vertex near (101-108,208-213), then narrows (to ~9 px) and drops almost straight to a point at about (92-98,233) (bottom, new lowest point); A4b right arm: leaves the vertex near (105,210), thin (~5-6 px), curves up and right (concave) to a hairline tip at about (127,183) (lower-right of A1's end). • (d) 4 separate connected marks (A1, A2, A3, A4) [meas]; 7 visible pieces (A1 one; A2, A3, A4 two each). Nearest gaps between marks: A3-A1 ~4-5 px, A2-A1 ~6 px, A1-A4 ~9 px, others 16-26 px. A1's lower end sits inside the mouth of the V without touching it. Unlike all five progression glyphs in this set (one connected mark per tier), this glyph is four disconnected marks. • (e) No closed loops, no dots, no frames. Flourishes: hairline tips at A2a (upper-right), A3a (right edge) and A4b (lower-right). A1, A2b and A3b share a swell-pinch-swell body. • (f) One tall S-stroke flanked by two matching "band over a bowed curve" marks, with a heavy V under it; four unconnected marks. • (g) Not applicable (single tier imaged).
Arbiter summary: persistent core cannot be established from one tier. Observations: the left (A2) and right (A3) marks are the same construction (thin band, a heavy "(" curve hanging from the band's underside) but differ in band direction (A2's band is thin at the centre-facing end and heavy at the outer end; A3's is heavy at the centre-facing end and thin at the outer end), and mirrored overlap is 57-73% [meas]. Top-tier fit to the one-stroke pattern: untestable.
── Invoker ── Mana (cross-ref): wiki lists Air / Transference / Life on the Attunements page and Unknown on the Ascended and Invoker pages; ascended from Summoner (Valia) [W]. No tier caption is given: file attu_invoker.jpg, treated as untiered. Glyph box (25,33)-(171,301): x thirds 25-74 / 74-122 / 122-171, y thirds 33-122 / 122-212 / 212-301. • untiered — bbox: (25,33)-(171,301) · aspect: 0.55 · ink px: 8777 · separate marks: 1 · pieces (alt.): 9 (8) · closed white pockets: 2 (824 + 56 px2) · relation to Summoner Citrine: contains it; adds J1 + J2
Invoker, untiered [img][meas] • (a) Invoker, no tier caption (not Quartz/Carnelian/Sunstone/Citrine/Emerald as imaged). • (b) Silhouette: tall and narrow, 147x269 px, aspect 0.55 (Summoner Citrine: 147x239, aspect 0.62), no symmetry. A vertical spine of overlapping curves in the centre column (~69% of ink), a long tail hanging below, a hairline whisker at lower-left. Centroid (96,149). Width is identical to Summoner Citrine (x 25-171); only the height grows (about +31 px at the bottom, y 270 to 301; the top is unchanged at y 32-33). • (c) Strokes: all seven Summoner Citrine pieces (stem U1, bow U2, "(" arc U3, whisker U4, swoosh U6, descender U7, crescent U8; see Summoner, Citrine) appear in the same positions: 98.4% of Summoner Citrine's ink coincides with Invoker ink at zero shift [meas]. Plus two additions: ◦ J1 upper-left wing (270 px, bbox (32,44)-(81,76)): a hairline starting on the stem near (81,46), runs straight down-left, thickening to ~7-9 px, and ends in a blunt angled cut at (33-40,72-76) (upper-left). On the opposite side of the stem from the swoosh U6 and at about the same height; much smaller (270 vs 1037 px) and tapered the other way (hairline at the stem, blunt at the far end; U6 is heavy at the stem and hairline at the far end). ◦ J2 lower S-stroke (1574 px, bbox (78,174)-(119,301)): starts as a hairline on the underside of the lower arc at about (92,175), the same neighbourhood from which the descender U7 leaves on the left (87,170), so U7 and J2 fork from one spot. It runs down-right, ~11 px thick, bulges right to x~119 at y 215-235, curves back down-left through (95,255), swings into a left-bulging bowl at (85-95,265-295) and ends in a rightward blunt foot at (105-119,296-301) (bottom-centre; new lowest point). Reads as an S or a long ")" then "(". • (d) 1 connected mark; about 9 pieces (U7+U8 may be one stroke; stem+bow may be one). Edge differences against Summoner Citrine other than J1 and J2: +29 px, +15 px added, 112 px removed [meas], consistent with a re-render, not a redraw. • (e) Two closed white pockets, 824 px2 and 56 px2: the same two enclosed spaces as Summoner Citrine's (790 and 86 px2) with slightly different sizes. No dots, no frame. Flourishes: hairline tips at U4 (lower-left), U6 (upper-right), the new J1 and J2 start. • (f) Summoner Citrine plus a small left wing off the stem and a long S-shaped tail dropping from the lower arc beside the old descender. • (g) Tier delta not applicable (no tier). Versus Summoner Citrine (the previous imaged Summoner tier) it adds 2 pieces (J1 +270 px, J2 +1574 px: 1844 px of added shapes, +26% over Citrine's 6946 px; total ink 8777 px). The claim concerns levels within an attunement; Invoker is an ascended attunement per [W], so this +2 is not a counterexample.
Invoker summary: persistent core = all of Summoner Citrine (zero-shift containment). It grows by adding a hairline wing at the upper left and a long S tail at the bottom; both attach to existing ink and neither alters an earlier stroke. Top-tier fit: it extends Citrine by two pieces rather than one.
── Cross-attunement comparison ──
Claim test, all progressions [meas] • Mender — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 5, 6, 8 (7), 9 (8) · per-step delta: +1, +2 (+1 if one stroke), +1 · piece size added (px): 1246; 716 + 199; 210 • Shadow — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 3, 4, 5, 6 · per-step delta: +1, +1, +1 · piece size added (px): 2021; 838; 832 • Shaper — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 4, 5, 6, 7 · per-step delta: +1, +1, +1 · piece size added (px): 799; 889; 764 • Summoner — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 4, 5, 6, 7 · per-step delta: +1, +1, +1 · piece size added (px): 1037; 1095; 984 • Soulblade — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 3, 4, 5, 6, 7 · per-step delta: +1, +1, +1, +1 · piece size added (px): 276; 611; 343; 1084 • Arbiter — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): 7 pieces in 4 marks (Carnelian only) · per-step delta: n/a · piece size added (px): n/a • Invoker — pieces per tier (Quartz, Carnelian, Sunstone, Citrine, Emerald): about 9 (untiered) · per-step delta: n/a (Summoner Citrine + 2) · piece size added (px): 270 + 1574 • 15 of 16 steps add exactly one visible piece; the exception is Mender Sunstone (two touching pieces, probably one stroke passing under M6). The author's "about one brush stroke per level" [blog] holds in piece count for all five progressions [meas]. • Caveats on the count [meas]: Quartz tiers already start at 3-5 pieces; sizes of added pieces vary ~10x (199 to 2021 px, 4% to 61% ink growth), so "one stroke" is about count, not amount of ink. Shaper (764-889 px) and Summoner (984-1095 px) are the most regular; Soulblade (276-1084) and Mender (199-1246) the least. Soulblade Emerald adds the largest step in its glyph and the only loop. • Every progression is strictly additive: no earlier ink is redrawn, thickened, moved or erased (<=18 px noise) [meas]. Every tier is one connected mark and every new piece touches existing ink [meas]. Arbiter is the one glyph in this set made of several unconnected marks.
Where growth goes (bbox edges) [meas] • Mender — box growth: down (y max 184 to 244 to 260), left (x min 59 to 44), then up (y min 54 to 27) • Shadow — box growth: down (265 to 282), right (138 to 156 to 163), then left (49 to 24) • Shaper — box growth: left only (x min 37 to 30 to 8); top, bottom and right fixed • Summoner — box growth: right (159 to 171), then down (189 to 270) • Soulblade — box growth: left (38 to 18 to 9), down (246 to 265 to 278); top and right fixed
Mostly downward and leftward; the exceptions are rightward growth (Shadow at Carnelian and Sunstone, Summoner at Carnelian) and upward growth only for Mender Citrine.
Closed loops [meas]: none of the Quartz glyphs in this set has an enclosed white region (the Guardian Quartz glyph, covered in Part 2, does). Pockets appear later: Mender Sunstone (1), Shadow Carnelian (1) then Sunstone (2), Summoner Citrine (2), Soulblade Emerald (1). Shaper has none at any tier. Arbiter has none; Invoker has two (inherited).
Style constants [img]: all strokes are tapered chisel-brush strokes; blunt heads usually at the top or left, tails (often hairline) usually pointing lower-left or right; hooks, crescents and "(" curves recur as additions (Mender M6, Shaper K1-K3, Summoner U8, Soulblade B7, Arbiter A2b/A3b); several strokes have a swell-pinch-swell body (Arbiter A1, A2b, A3b). Maximum stroke thickness 15 px.
INFERENCE items. Shape resemblances only; no meaning is claimed for any stroke or for any resemblance, and mana types are listed as correlation, not cause. 1. Invoker = Summoner Citrine artwork plus J1 and J2. Confidence: high (98.4% zero-shift containment [meas]; matches the wiki's ascension statement [W]). 2. Mender Quartz resembles the Standard Life Function rune in examples4: a bar with an angled chisel head and a short drop at the upper-left (Γ), a thin diagonal sweeping down-left from the bar into a heavy hooked curve, and a short thick right arm on that curve. Confidence: high that the shapes match; medium that Mender Quartz is built from that rune (Mender Quartz adds the thin lower-left diagonal M4 and a rising hairline at the bar's end). Mender's primary mana is Life, a correlation only. 3. Mender Carnelian and Citrine resemble the Life Mana Recharge rune (Standard Life plus an extra upper bar). Confidence: low (Mender Citrine's extra is one hairline flick above the bar, not a second bar with a blob). 4. Shaper's two stacked feet, both lifting to the right (S3 upper, S4 lower with a long hairline tail), resemble the stack of feet at the bottom of the Motion Activation rune. Confidence: medium. Their likeness to the base chart's Transference glyph (converging stacked strokes) is low. 5. Shadow's tall parallel tapering strokes resemble the base chart's Umbral glyph (two parallel slashes). Confidence: low. Shadow's H1/H2 crossing resembling the Enhancement "X": low. (Umbral is Shadow's primary and Enhancement its secondary; correlation only.) 6. Summoner Quartz's stem-and-bow arch with a lower-left hairline resembles the base chart's Air glyph. Confidence: low. 7. Soulblade's long diagonal with a crossing prong and hook cluster resembles the base chart's Light glyph (arc and diagonal crossing a bar) and, less so, Transference. Confidence: low. 8. Arbiter's side marks (thin band over a heavy "(" curve) resemble Mender M1 + M3 (bar over a heavy C). Confidence: low. 9. The shared style (head up/left, tail lower-left, additions that hook onto existing ink, recurring "(" crescents) suggests one artist and a shared stroke vocabulary across attunements. Confidence: medium. 10. Because added pieces are strokes that attach and never redraw, a designer could generate tier n as the base pieces plus the first n-1 added pieces, in order. Confidence: high for the five imaged progressions; none for other attunements.
GAPS: • Stroke counts at joins are judgements: Mender M1+M2, M4+M5, M7+M8 (Sunstone +2 pieces vs +1 stroke); Shaper S2/S3/S4 joins; Summoner stem+bow and whether U7+U8 form one S-stroke (U8's tip lies ~10 px from U7's start on the same line); Soulblade B4/B5 and B5/B7; Arbiter A2, A3, A4 two-piece vs one-bent-stroke readings. • Arbiter and Invoker have no tier progression, so the one-stroke claim is untestable for them; only a Carnelian Arbiter is imaged and no other tier is. • Invoker's mana types and tier are unconfirmed [W]; its image is a slightly re-rendered Summoner Citrine (about 100 px of edge difference), so exact redraw precision is limited. • Emerald is imaged only for Soulblade here; no Emerald tier is available to compare for Mender, Shadow, Shaper or Summoner. • basechart.png is an unverified chart of 12 labelled base glyphs; its Life glyph is low resolution. examples4 shows four named enchanting runes; their link to attunement glyphs is my shape comparison only. • Coordinates are +/-5 px; stroke order and writing direction are inferred from taper and head shape, not observed. • No source maps any stroke to an ability or meaning, and none is claimed. Body placement and gem colour are not visible in the images. • Arbiter side-mark and Mender/Life-rune similarities are qualitative; mirror-overlap percentages are pixel overlaps of thin shapes and sensitive to small shifts. • Soulblade Emerald exists on the author's page [blog]; other attunements' fifth tiers, if any, are not covered by my files. • Glyphs for Diviner, Guardian, Elementalist and Enchanter are covered by another worker (glyph-att-A); no cross-comparison to them is made here.