The Lost of Time world illustration - Isekai theme
Isekai

The Lost of Time

g
gazeofdisaster

In Aeturnum, every soul dies before it is born. Life is not a beginning, but a return. People are born carrying the weight of a previous death — a complete, forgotten life that occurred in the metaphysical "First Realm."


Author's Note: WIP “We all die before we are born. Some remember. Most do not. You—you are different. You are awakening.” Dear Traveler, Welcome to Aeturnum, a world stitched together by sorrow, wonder, and a thousand forgotten names. This is not a realm of light and dark, good or evil. This is a world shaped by what you remember, what you forget, and what you are willing to give up to become real again. Aeturnum was born from a question that kept me awake at night: What if our memories were currency? What if our soul was shaped not by what we did—but by what we’ve lost? And from that question came this world, where: Memory fuels magic, trade, and trust. Death is not an ending but the beginning of your name. Emotion can bend reality, forge weapons, and leave scars that whisper. And you—yes, you—might be more than one person, or perhaps less than one, depending on what you find. This is a place for thinkers, wanderers, and those drawn to complexity. Whether you’re a soulmidwife escorting the dead through the last veil, a skyvine dancer floating between broken moons, or a Hollowwright devouring names to become something terrible, you will matter here. Your class, your race, your choices—they’re shaped by emotion and consequence, not alignment charts. You may barter your sorrow to cross a memory-bridge. You may fall in love with someone whose name has already been erased. You may discover your own past-life waiting in a vault you swore never to open. Every location breathes: Mountains hum with soul resonance, swamps birth songbound prophets, and cities of glass mirror the names you forget. Every faction is tangled in grief and vision: No clear villains. No perfect heroes. Just philosophies trying to outlive one another. Every class is emotional: You don’t just cast spells or swing swords. You shape memory, wield regret, duel with names, and trap truths inside tattoos and ink. Aeturnum is built for depth. If you like writing layered characters with haunted pasts, uncertain futures, and poetic echoes in every footstep, you’ll feel right at home. Did your character lose something they refuse to name? Do they dream of a love they’ve never met, but always mourned? Do they hear music where others hear silence? Then this world is for you. If you’re exploring Aeturnum as part of a game, TTRPG, or interactive fiction, know this: Nothing is random. Every name, every ruin, every whisper on the wind means something. Maps are not just coordinates — they’re emotional terrain. Your past self might become your greatest enemy. Choices won’t just alter the world. They will redefine who you are. This world is meant to linger. In your dreams. In the silence between dialogue. In the quiet moment where a stranger says your name and you feel something… familiar. Aeturnum is not meant to be consumed. It’s meant to be remembered. So take your first breath. Step from the Vaultstream. And begin. — Gazeofdisaster (Or what’s left of me.)
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Ashlight Caverns

Ashlight Caverns

A subterranean archive of glassy caverns illuminated by glowing spores that fall like ash. Pools of reflective water warp to mirror the mental state of those nearby, used for meditative pre-reflection grounding before encountering the Veil Prism. Function: These caverns are used for pre-reflection grounding — a meditative preparation before encountering the Veil Prism. Soulseekers sit beside the pools, speak aloud their hidden truths, and listen for echoes. If the echo answers, convergence is possible. If not, they are sent away. Cyclekeeper Connection: Though not governed by them, the Cyclekeepers quietly monitor these wells. It's said that if the wrong truth is spoken, the

Bilefen Crossing

Bilefen Crossing

A sunken wooden causeway half-consumed by swamp, lined with broken masks and wax figurines of travelers long gone. Strange fungal growths emit flickering lights that create illusions of people from other lives crossing the bridge in reverse. It is the only semi-stable land route into Vlmedor from Kessereth, but walking it erodes one's sense of identity, causing some to forget their purpose or past. The Mire feeds off conflicted memory, trapping those unsure of their First Death in endless loops. The Grey Ledger has attempted to chart safe passage but failed, rumored to use memory-free body-doubles to map the mire. Function: Bilefen is the only semi-stable land route into Vlmedor from Kessereth. But the longer one walks its path, the more one's sense of identity erodes. By the end, some forget where they were going — or who they were before. Hazard: The Mire feeds off conflicted memory. Those unsure of their First Death often vanish into false loops, endlessly walking their forgotten

Callow Hearth

Callow Hearth

A remote sanctuary carved into a granite peak, serving as the main seat of the Altarbound. It features tall, narrow towers with ritual flames and interior halls lined with whispering mirrorstone tablets. The sanctuary is a place where soul-scribes train, funerary rites are encoded, and the Cycle is tracked through constellation shifts and memory-weft readings. A windswept monastery carved directly into a granite peak. Tall, narrow towers flare with ritual flame. Interior halls are lined with mirrorstone tablets that whisper memories at random intervals. Purpose: This is the main seat of the Altarbound, where soul-scribes train, funerary rites are encoded, and the Cycle is tracked through constellation shifts and memory-weft readings. NPC Hook: High Echoess Tir Valaan resides here — a seer who remembers fragments of multiple First Deaths but claims none as her own.

Cindergut Hollow

Cindergut Hollow

A subterranean cavern beneath the forest, filled with glowing ash-water and steam vents. The walls are streaked with sulfur and dotted with glowing fungi, while pools shimmer with red-gold sediment that hums when disturbed. Function: The ashsprings here are used to perform soul-purification. Grief-soaked individuals soak in the sediment, which draws sorrow from their memory, temporarily erasing specific burdens. The process is revered but dangerous — some never return whole, and others lose essential pieces of identity. Faction Use: Only Emberbinders — trained ash-healers of the Conclave — may guide rituals in Cindergut. Unauthorized use is a high crime. Hook: Someone recently emerged with a burn mark shaped like the Vaultstream glyph, claiming to have heard Lumensor speak from beneath the water.

Drownsanct – The Submerged Archive

Drownsanct – The Submerged Archive

An underwater city of glass and coral, illuminated by bioluminescent soulfish, housing dome-like vaults inscribed with spiral script. Air pockets shaped by harmonic resonance allow breathing and speech beneath the waves. The city is arranged in concentric rings around a forbidden inner sanctum. Purpose: Drownsanct is where the Submerged Order seals away memories that cannot be destroyed — cursed truths, pre-Cycle artifacts, and failed convergences that fractured time or soul. Every vault is attuned to a unique echo-key, and opening one requires reliving the memory sealed within. Enforcement: The Order’s elite, the Tidebound Inquisitors, swim silent patrols through its depths, wearing mask-helms forged from Soulglass and sharkbone. Their mere presence causes hallucinations of past water-bound lives. Hook: A vault labeled “Cycle 0: Marrowdeep” has begun humming — even though its key was burned from history.

Frostgrief Hollow

Frostgrief Hollow

A natural basin between sharp cliffs, shrouded in mist and frost, filled with ice-cairns each containing a vial of powdered memory. Names of the permanently erased are inscribed on obsidian stones in a soul-reader's script. Silence pervades the hollow, with no wind or speech. Purpose: Frostgrief Hollow is the final destination for those who choose permanent erasure instead of rebirth or convergence. Their names are chiseled into surrounding obsidian stones in a spiraling language that only soul-readers can interpret. No one speaks here. Not even the wind. Rituals: The Whispered Path sends only one guide per decade to inter a soul here. The rite is irreversible. Some believe the Hollow is a kind of mercy — others say it's cowardice made sacred. Faction Use: Only the Archiveless, a subsect of the Whispered Path who have voluntarily erased their own First Deaths, may enter unguarded. They serve as silent stewards of this place.

Gallowroot Grove

Gallowroot Grove

A spiritual execution site and sap shrine where massive black trees with knotted branches arc like skeletal fingers over silvery mud. Thousands of glowing glass-blown memory spheres hang from the branches, each containing a single unbearable truth. Souls who resist oblivion undergo the Rite of Dissolution here, with grief siphoned into sentient spheres. The Mire-Echoes guard the grove, tending spheres with the ability to hear without remembering. A new blue-glowing sphere speaks with a voice known to someone still alive, signaling a mysterious event. Purpose: Souls who refuse convergence but also resist oblivion are brought here by Mire-Echoes to undergo the Rite of Dissolution — a process where grief is siphoned and placed into spheres. These spheres remain alive — sentient and whispering — waiting for the day they may be reintegrated into the Cycle. Faction Use: The Mire-Echoes consider Gallowroot Grove sacred and lethal. Only those trained to hear without remembering may enter.

Isle of Namera – The Shrouded Wake

Isle of Namera – The Shrouded Wake

A phantom island of half-sunken, vine-clad basalt ruins that drift within the Forbidden Waters, never found in the same place twice. The wind carries a mournful choir in forgotten tongues, echoing the lost sanctuary of the Skyward Chorus who sealed its core chamber after a ritual tore open a rift to pre-memory. Relevance: It was once the sanctuary of the Skyward Chorus, who sealed off its core chamber — the Singing Root’s twin heart — after a ritual went awry and tore open a rift to pre-memory. Hook: Some claim the first Eidomancer left their soul-sigil here. The Submerged Order forbids its mention.

Latticewind Hollow

Latticewind Hollow

A domed temple of braided windwood suspended by radiant vines over an endless drop, open to the sky. Inside, resonance chimes and floating petals form constellations around a central dais that reacts to vocal tone. Used by the Skyward Chorus to train initiates in emotional harmonics, shaping memory through voice, breath, and stillness. Purpose:Used to train Skybound Initiates, Latticewind is where the Skyward Chorus teaches emotional harmonics — the craft of shaping memory through voice, breath, and stillness. Here, apprentices learn to sing names back into being, to extract secrets from silence, and to guide grief to bloom. Ritual:Each initiate must sing their Ashchord — an original harmonic expression of a buried memory. If sung truly, the air around them crystallizes into their personal Vineshard — a physical manifestation of emotional resonance. Hook: A newcomer’s Ashchord broke the dome. The petals formed a symbol unknown in Chorus archives, a vaultkey glyph last seen in Drowsanct

Mount Veyrun – The Sleeping Heart

Mount Veyrun – The Sleeping Heart

A dormant volcano with glowing orange veins and vine-choked caldera, serving as a pilgrimage site for the Emberleaf Conclave to perform the Ashing Rite, casting grief into magma vents to create crystals of tempered sorrow used in magic and healing. Purpose: Mount Veyrun is both a pilgrimage site and a grief crucible. The Emberleaf Conclave brings those burdened by unbearable loss here to perform the Ashing Rite — a ritual where grief is cast into the magma vents and, if accepted, leaves behind a crystal of tempered sorrow, later used in magic, healing, or forging. Mystic Mechanism: Each vent corresponds to an emotion. Miscasting grief into the wrong vent causes a resonance backlash — echo storms that twist trees and memories alike. Hook: A new vent has opened at the mountain’s base — one with black flame that burns cold and no known emotional resonance.

Sorrowgrove Sanctum

Sorrowgrove Sanctum

A hidden druidic enclave within massive hollow trees connected by vine and song-silk bridges, glowing with living runes that shift with emotion. It serves as the headquarters of the Thornebinders, where soul-rhythms and emotional harmonics are studied and memory symphonies composed. Function: The headquarters and meditation grounds of the Thornebinders. Here, soul-rhythms are studied, emotional harmonics are used for spellcraft, and memory symphonies are composed — complex emotional experiences woven into auditory art. Ritual Use: Initiates must “tune” themselves to a resonant grief frequency — a ritual requiring the reliving of a chosen pain until it stabilizes. Only then can they wield memory-tied spells. Hook: One initiate’s resonance is causing trees to mutate uncontrollably — forming glyphs that no one can read, not even the forest.

The Amphorarium of Windsong

The Amphorarium of Windsong

A crescent-shaped stone amphitheater carved into ocean cliffs, featuring a tidal pool surrounded by amphorae holding sailors' laments. Used for soul-readings and Memory Dramas by bards and oracles. Function: Used for public soul-readings, confessionals, and artistic resonance rituals. Bards, oracles, and echo-interpreters gather here to perform Memory Dramas — theatrical reinterpretations of recovered memories, performed to help the audience process similar echoes within themselves. Social Use: The poor and soul-fractured often attend to gain catharsis. The rich attend to watch others grieve for them. Hook: A performer recently sang a ballad no one had ever taught her — about a memory buried so deep that even the forest of Manathar trembled.

The Ascendant Garden

The Ascendant Garden

A floating sanctuary of terraced platforms covered in luminous moss and dew-crystals, where bioluminescent flowers bloom in response to emotions. Visitors perform Emotive Cultivation to transform grief into blooms of insight or rare Memory Fruits containing emotional understanding.Function: This is where visitors undergo Emotive Cultivation, a ritual of grief transmutation. By planting a sorrow into the garden and tending it with ritual intention, a soul may grow it into a bloom of insight — or, in rare cases, a Memory Fruit that contains distilled emotional understanding. Skyward Practice: Chorus members nurture “rooted emotions” here and tend to choral grief structures — collaborative memory blooms created from entire communities’ shared mourning. Hook: One vine has begun blooming a fruit that weeps blood, and those who stand near it claim to hear a lullaby from before the first convergence.

The Beacon Choir

The Beacon Choir

A radiant temple and harmonic convergence hall built from translucent stone that resonates with the wind, featuring hanging chimes made of memory-shards. Visitors stand in the center to vocalize their soul-tone in a ritual chorus, amplifying emotional resonance into tangible energy for rebirth and convergence of souls. Purpose: The Beacon Choir amplifies emotional resonance into tangible energy. Souls seeking rebirth-alignment or convergence come here to harmonize with others — forging soul-chords that deepen identity and forge collective strength. Prism Warden Role: Wardens sing at dawn and dusk, calling names of those lost in incomplete cycles. It is said that if your name is sung here, your soul feels it — no matter where in Aeturnum you are. Hook: The Choir has begun singing a name no Warden remembers teaching it — and nearby chimes are resonating in reverse.

The Cradle of Names

The Cradle of Names

A vast spiral field of crystal columns etched with names of the reborn, wrapped in prayer-cloth, with silver ash falling softly and collecting in bowls beneath each column. At the center is a glowing spiral conch shell fountain where souls are named and recorded through divine rituals. Purpose: Here, every newly reborn soul is named and recorded. The name is not chosen — it is divined through a combination of soul-resonance, past-life flickers, and forested dreams from the Vault of Ashes. Cyclekeeper Ritual: Soulmidwives write each name in Ashcalligraphy, a sacred script said to bind the soul to its new timeline. If a name fades, that soul is considered “untethered.” Hook: One column has cracked open, and the name inside was never written — yet ash still gathers in its basin.

The Crooked Melody

The Crooked Melody

A shifting trail in Manathar marked by twisted trees with leaves shaped like eyes, mouths, and ears. The path hums and loops infinitely unless a harmonic of true sorrow is offered, believed to be a scar from an ancient resonance rupture. Function: Believed to be the scar of an ancient resonance rupture — where a powerful soul tried to force convergence prematurely. The trail loops infinitely unless the traveler offers a harmonic of true sorrow, using tools like grief-fueled flutes or whispered regrets. Faction Belief: The Thornebinders think the Crooked Melody is alive — the forest’s wounded memory, luring in those who mirror its trauma. They send skilled grief-listeners to periodically stabilize the trail. Hook: A child recently returned from the trail unharmed — claiming she met her “real parents” there, who gave her a name that makes Thornebinders weep when spoken aloud.

The Deepcore Warrens

The Deepcore Warrens

A vast mining district of chiseled tunnels and glowing blue-green crystal caverns that resonate with the emotions of those nearby. Echohands harvest raw echo-crystals, fragments of past lives and forgotten dreams, using vibrational picks tuned to soul-frequencies. Purpose: The Deepcore Warrens are Skalenar’s primary mining network. Here, raw echo-crystals are harvested, each fragment a knotted tangle of past lives, feelings, and forgotten dreams. The miners — called Echohands — use vibrational picks tuned to specific soul-frequencies. Hazard: The deeper you go, the more likely you are to encounter feral memory-wraiths — soul-projections that lost cohesion and now haunt the tunnels, feeding on fresh emotion. Faction Notes: The Ashbinders strictly regulate entry into lower tiers. Rumors abound of an ancient chamber called The Mnemos Depth, where the first grief-vein runs raw and untamed.

The Driftward Veil

The Driftward Veil

A ring of crystalline platforms orbiting the island's edge, each suspended by a skyvine and turning with the wind. It serves as a place of solitude and prophecy where visitors cast their emotional burdens into the void, and the wind shapes these into omens interpreted by the Dreamweavers.Purpose: The Veil is a place of solitude, prophecy, and silence. Many come here to “sing their farewells” — casting emotional burdens out into the void. The Veil responds by shaping wind patterns into messages or melodic fragments, which the Dreamweavers of the Chorus interpret as omens. Mystic Belief: Some say the Veil isn’t a perimeter at all, but a horizon between Aeturnum and something older — the first sky, the echo of forgotten heavens. Hook: One platform has begun drifting away, severing its vine and spiraling upward — not down. A melody trails behind it, repeating one word in ancient tongue: "Awaken."

The Drowned Gate

The Drowned Gate

An obsidian archway submerged under the sea, inscribed with the First Words, the foundational language of reality. It is sealed with an ancient spell older than death and hums when a soul is lost without ritual. Rumored to be the origin or end of the Cycle, serving as both entrance and exit to the Vault of Ashes. Legend: This is rumored to be where the Cycle first began — or ended. Some believe the gate is both entrance and exit to the Vault of Ashes. Faction Response: The Prism Wardens guard Karmir’s peaks to watch for any reflection of the gate surfacing. The Murmuring One (a divine sea-intelligence) is said to “sleep” within the gate.

The Echo Abyss

The Echo Abyss

A vast natural trench at the ocean's edge near Drownsanct, where the sea plunges into darkness filled with giant lanternfish. Voices whisper from within your memory, revealing unknown truths. Purpose: This trench is believed to be where memory begins to collapse into non-being. It’s where the Order exiles those fragments too volatile or self-aware to safely store. The Abyss does not forget — it dissolves. Belief: Some claim the Abyss holds the original lie — the first untruth that fractured the soul and gave birth to memory itself. Hook: An echo just returned from the Abyss — speaking perfect, unbroken Ashcalligraphy, and asking for someone named you.

The Eclipserium

The Eclipserium

A massive obsidian observatory perched on a translucent cliff, featuring a dome of rotating mirrored panels that reflect the continent's emotional state. Inside, a central orrery maps soul-activity across Aeturnum, used by Cyclewatchers to track memory eruptions and soul anomalies. Function: This is where Cyclewatchers track convergence patterns, memory eruptions, and soul anomalies. The mirrors can reflect events from previous lives — but only for those whose Cycle has stabilized. Unauthorized gazing may cause feedback collapse. Faction Use: The Cyclekeepers’ Seers reside here, predicting potential breaches in the Cycle and guiding agents to troubled souls. Hook: The mirrors have begun reflecting someone who hasn’t yet been born — and whose shadow seems to distort the Vaultstream.

The Embermantle Vault

The Embermantle Vault

A sealed chamber built into a mountain flank, housing the Scrolls of Unreconciled Flame—texts and relics from souls that failed convergence and returned changed. Entry is restricted to Whispered Path archivists who have survived their own Mirrorwake, as the scrolls can alter the reader's memory permanently. Purpose: The Embermantle Vault houses the Scrolls of Unreconciled Flame — texts, relics, and mnemonic recordings from souls that failed convergence and returned changed. These scrolls burn the fingers of false readers and whisper prophetic fragments to those marked by unfulfilled death. Restricted Entry: Only Whispered Path archivists — those who have survived their own Mirrorwake — may enter. Many do not return, as the scrolls often rewrite fragments of the reader’s memory into their soul permanently. Hook: The Vault’s fire is weakening. Some fear one of the scrolls inside has awakened — and is calling its original bearer home.

The Embervault Crucibles

The Embervault Crucibles

An immense dome-shaped forge temple with towering chimneys emitting glowing ash. Inside, magma channels twist like veins, and soul-crucibles float above roaring heat on magnetic rings. The air is thick with vaporized sorrow. It refines raw mnemonic ore into Memory Shards, Fragments, or Banks using ritual-smelting and emotional catalysts injected psychically by Griefsmiths. Memory-forgers bonded to Memorial Totems may work here. A mysterious crucible forges shards with unknown origins, bearing the name of an unborn person. Purpose: This is the heart of Skalenar’s industry. Raw mnemonic ore is brought here and refined through ritual-smelting into usable Memory Shards, Fragments, or Banks. The final forging requires an emotional “catalyst” — grief, joy, rage — injected psychically by trained Griefsmiths. The Ashbinders’ Guild controls the Crucibles. Only licensed memory-forgers may work here, and each must be bonded to a Memorial Totem, a carved stone that preserves their personality.

The Emberwake Archive

The Emberwake Archive

A buried library and forbidden vault within a partially collapsed cavern system beneath Eldranly's eastern cliffs. It houses sealed memory jars blackened by time and fire, containing illicit recollections of failed convergence experiments.

The Fogwharf Vaults

The Fogwharf Vaults

A massive arched sea-dock built into the cliffside, serving as Eldraniu's primary memory-exchange center where Memory Fragments are traded under the control of the Ledger Guild. Lanterns made from bottled biolight cast a dim greenish glow through the mist, and beneath the surface, soul-cages and cargo canisters shimmer with sealed memories. Purpose: The Fogwharf is Eldraniu’s primary memory-exchange center. Here, Memory Fragments are deposited, refined, traded, or stolen under the tight control of the Ledger Guild. All trade contracts are etched in Echo-ink, readable only by the memory it references — a failsafe against theft... or proof. Guild Feature: A secret ledger room beneath the vaults holds Forgotten Contracts — binding soul-debts and erased oaths. Only Guildmasters may unseal them. Hook: One such contract was just unsealed by accident. It bears the name of a god — or a man pretending to be one.

The Forgotten Armada

The Forgotten Armada

A mythic ghost fleet of spectral ships appearing during griefstorms, carrying only anchor-spirits who scream in lost dialects. These ships are said to be the first explorers who tried to sail through the Cycle, now trapped between existence and oblivion.

The Glass Stair

The Glass Stair

A pilgrimage path and trial site featuring a staircase of translucent memoryglass suspended along a sheer cliff face, disappearing into a permanent aurora light veil. It reveals flashes of one’s First Death to those who walk it. Purpose: Used by convergence-seekers and death prophets, the Glass Stair tests the mental integrity of those seeking full memory reclamation. Hazard: Those who step without being ready often vanish, their bodies found hollow-eyed, muttering fragments in foreign tongues.

The Grief Trawl

The Grief Trawl

A deep-sea tectonic abyss emitting emotional currents that cause hallucinations, memory seizures, or possession in those sailing above. Ships often drift endlessly, anchors corroded rapidly by salt. Faction Ties: The Submerged Order performs secret “grief harvests” here, using soul-anchors and resonant bells to extract condensed sorrow for high ritual use. The Murmuring Cults consider this trench sacred and forbidden to outsiders. Hook: A banned ship carrying a full Vaultstone (memory-locked soul relic) was swallowed by the trench over a century ago. Its resurfacing is feared as a sign of Cycle collapse.

The Harmonic Cairns

The Harmonic Cairns

Massive crystalline obelisks arranged in concentric rings, each etched with thousands of names in many languages. The air hums with harmonic vibrations, believed to be the resonance of contained souls. Purpose: Each cairn holds the condensed memory-fragments of a dying soul who chose to be remembered, rather than reborn. They resonate when a relative or soulbound echo passes nearby. Faction Use: Maintained and interpreted by the Altarbound, these cairns are used to predict cosmic events, divine reincarnate alignments, and mark forbidden soul-fusions. Hook: A cairn has begun vibrating with a name no one remembers — carved in a script older than Dust.

The Hollow Ember Glade

The Hollow Ember Glade

A druidic haven with a central brazier emitting silent white flame, surrounded by spiral-growing trees and floating ashlights representing bound memories. Used by the Emberleaf Conclave for attunement, meditation, and grief-weaving, transforming trauma into spiritual nourishment. Purpose: The Emberleaf Conclave uses this site for attunement, meditation, and grief-weaving — the act of binding fire to memory to transform trauma into spiritual nourishment. Many of their greatest griefsmiths began their path here. Unique Practice: Visitors offer slivers of personal memory into the white flame. If accepted, it returns as Ember Bark — charred wood etched with a life lesson in glowing script. Hook: A flame has recently begun hovering above an empty tree root, pulsing violently. It’s tied to no known visitor, and the Conclave believes it is a warning.

The Hollowbell Foundry School

The Hollowbell Foundry School

An octagonal stone guildhall with copper chimneys and rotating gearwork observatories, where apprentices learn eidomantic metallurgy to manipulate memory, emotion, and spirit through craft. The school is known for its Trial Forgeblades, weapons forged from surrendered memories, and serves as the recruiting ground for elite Ashbinders. Purpose: This is where young apprentices are trained in eidomantic metallurgy — learning to manipulate memory, emotion, and spirit through craft. Classrooms are lit by soul-globes containing emotion spectrums, and training duels are fought using memory-forged weaponry that shifts based on emotion. Unique Feature: Students each create a Trial Forgeblade, a weapon forged from a memory they must surrender forever — a test of purpose and loss. Faction Role: This is the recruiting ground for elite Ashbinders. A rival school in Kessereth seeks to copy its methods but lacks Skalenar’s raw material advantage. Hook: A Trial Forgeblade recently returned

The Lucent Loom

The Lucent Loom

A towering eidomantic temple woven from radiant threads of light and living crystal, resonating with soft harmonious chords. It serves as a sanctuary where Cyclekeepers' Weavers reweave fractured souls by stitching memories to stabilize identity before rebirth. Purpose: Used by the Cyclekeepers’ Weavers, this is where fractured or unstable souls are rewoven — memories carefully stitched together to stabilize identity before rebirth. The process is delicate and dangerous; threads of past trauma may rupture the entire weave. Sacred Tool: Each loomweaver carries a Reverie Needle, forged in Skalenar, which lets them thread through memory strata without corrupting the Cycle. Hook: A newly re-woven soul is experiencing shared dreams across Aeturnum — hinting at a collective memory seeded deep within the Loom.

The Mirrorwake

The Mirrorwake

A perfectly flat expanse of water reflecting not the present world but the soul's First Death, causing many who gaze into it to fall into trances or leap overboard in a desperate attempt to reunite with their former selves. Rumor: If two reborn souls meet in the Mirrorwake and perform the Reflection Rite, they can fuse, creating a singular, eternal being. Faction Ban: The Cyclekeepers deem the Mirrorwake a heresy hazard and post “reflection burners” in Lumensor to destroy maps that lead there.

The Mistglass Manse

The Mistglass Manse

A grand estate perched on harbor cliffs, home to the Ledger Guild, where memory-fragments are auctioned and traded. The manor features stained-glass windows reflecting fog, salt-crystal and gear clockwork guardians, and floating echo-globes containing memories for sale. Purpose: Headquarters of the Ledger Guild. Here, elite brokers negotiate the sale, transfer, and forgery of memory-fragments. Their most guarded artifacts — Soul Writs, Memory Banks, and Binding Vows — are kept in vaults beneath the manor, protected by oath-eaters and dissonance wards. Special Feature: The Vault of Withheld Names lies here — a sealed sanctum where the names of erased individuals are stored. These are people who were deliberately forgotten, their identities liquefied into Vow-Ink used for secret contracts. Hook: Someone has painted their name across the manor's doors in blood — a name stored in the Vault and legally impossible to know.

The Moaning Spiral

The Moaning Spiral

A naturally carved but unnaturally symmetrical spiral of stone columns descending into the earth, emitting harmonizing tones through wind-sigils glowing faintly under snowlight. Used by Eidomancers to unravel false memories, with a central basin of black ice reflecting memory threads, but it can twist into a dream-maze if core lies are present. Function: The Moaning Spiral is used by Eidomancers seeking to unravel false memories. Within its center lies a focusing basin filled with black ice, used to reflect the memory thread of the individual. However, if a lie has become core to one's identity, the spiral begins to shift — twisting the labyrinth into a personalized dream-maze of delusion. Faction Conflict: The Cyclekeepers argue that the Spiral is too dangerous — that it fractures souls beyond repair. The Whispered Path insists that without risk, no truth is worth keeping. Legend: It’s said the Spiral was once a great wind-harp played by a dying god.

The Mourning Mirror

The Mourning Mirror

A still, circular lake hidden in a high mountain pass with black, unnaturally reflective waters that show the last moment of your First Death. Pilgrims come here for a holy test near their second death, performing rituals that reveal possible futures through ripples in the water. Function: A holy test for those nearing their second death. Ritual burning of memory fragments here causes ripples that show possible convergence outcomes. Risk: Some pilgrims leap into the lake upon seeing unbearable truths, hoping for rebirth. No one who enters has ever returned.

The Path of Undoing

The Path of Undoing

A winding staircase carved into the glowing cliffs, flanked by lanterns that float midair, each lit by the grief of a previous traveler. Along the path are stone mirrors etched with runes that display past regrets, each reflecting a single painful choice the traveler once made — even if they do not yet remember it. Purpose: Pilgrims who ascend the Path of Undoing are tested at seven stages, each representing a stage of emotional dissonance: denial, shame, grief, rage, surrender, clarity, and flame. At each mirror, a decision must be made — to claim the memory, to leave it behind, or to rewrite it. Ritual: Completing the ascent grants the right to speak your name before the Veil Prism — which may echo it back with a new resonance… or not at all. Hook: A traveler was found standing before the first mirror — without a reflection. The Path refuses to reveal their regrets.

The Scorch-Writ Grove

The Scorch-Writ Grove

A blackwood forest with bark peeling in scroll-like curls revealing fire-glyphs beneath. Trees are planted in spirals forming a circular pattern around a central, ever-burning silent pyre fueled by lingering loss, not wood. Purpose: This grove serves as a memory archive written in flame. Stories, sins, victories, and warnings are scorched into bark using controlled grieffires. Unlike other memory systems in Aeturnum, the flame-text here is semi-conscious — it shifts subtly based on who reads it. Guardianship: The Flamecallers, a sect within the Emberleaf Conclave, serve as living translators and lore-keepers. Each carries a brandstaff that allows safe interaction with volatile scripts. Hook: A tree has recently scorched a single word onto its trunk: “REVERSE.” No one knows what it refers to — but nearby trees have begun weeping molten sap.

The Silt-Glass Labyrinth

The Silt-Glass Labyrinth

A submerged archive beneath shattered milky-green glass domes, housing thousands of mnemonic scrolls in flooded, root-entangled corridors lit by glowing glyphs. Once a library for Eidomancers of the Ashbinders, it stores forbidden soul-scrolls of deviant convergence paths, abandoned after a ritual poisoned the groundwater with echo-feedback. Only Mire-Echoes with oath-sealed grief tokens may enter, accompanied by weavers to untangle them on exit. A mysterious scroll labeled 'Cycle_0' surfaces, burning its glyphs into dreams across Aeturnum.

The Singing Root

The Singing Root

A massive white-gold root structure suspended in the island's center, draped with luminous vines dripping shimmering nectar. It pulses gently, emitting a faint choir of wordless song shaped by nearby emotions. Purpose: The Singing Root stores unspoken emotion — uncried grief, unshared joy, unnamed fear — from across Aeturnum. It grows thicker with every surge of collective resonance, weaving it into songlines that the Skyward Chorus can interpret. Function: To touch the Root is to feel. Individuals who make contact are flooded with alien emotions — sometimes cathartic, sometimes unbearable — and may temporarily recall feelings from prior lives. Hook: The Root has grown a black bloom, something no member of the Chorus has ever seen. When it sings, even the vines recoil.

The Skybones

The Skybones

Jagged ruins of metallic-white spires jutting from a glacier pass. Each spire is hollow, ringing like a flute when the wind passes through. Patterns emerge in the sound — music that’s said to be coded language. Lore: Believed to be remnants of a civilization that attempted to resist the Cycle, instead encoding their souls into metal and memory-waveforms. Faction Conflict: The Whispered Path wants to destroy the ruins to prevent heretical imitation. The Ashbinders want to excavate the soul-tech beneath.

The Smeltgrave Market

The Smeltgrave Market

A subterranean, torch-lit bazaar built into an old slag trench, where memory-forged items and black market soul fragments are traded. Stalls of brass, crystal, and bone display emotion-imbued trinkets and bottled dreams, with hidden alcoves hosting memory duels. Purpose: The legal market trades in functional, mundane memory-forged items. But in shadowed vaults beneath it, one finds the Grey Ledger’s whispering corners — where counterfeit lives, stolen soul-fragments, and black-forged grief weapons are sold to the highest bidder. Faction Tensions: The Ashbinders secretly run security here, but are rumored to take bribes from the very smugglers they claim to chase. Hook: A new vendor has arrived, selling a sealed Vaultstone marked with the insignia of the Vault of Ashes — an item no one should possess.

The Thorne Mirror

The Thorne Mirror

A circular clearing in a forest with ivory-barked trees bending inward like a crown, surrounding a shallow, still pool that reflects one's First Life or destined future. Sacred site for Eidomancers and Thornebinders to meditate and sharpen resonance abilities, revealing deep personal truths. Purpose: A sacred attunement site for Eidomancers and Thornebinders. Meditation here sharpens resonance ability but also reveals dangerous personal truths. Some visitors fall into trances for days, overwhelmed by soul feedback. Mystic Law: One must offer a living truth (confession, memory, or secret) before the Mirror will show anything. Deception will cause the trees to weep black sap and the pool to vanish for a cycle. Hook: The Mirror has begun showing reflections of someone who doesn’t exist in this timeline — yet.

The Throne of Echoes

The Throne of Echoes

A jagged stone seat carved into the highest ledge of Arcadia's spine, smoothed by centuries of wind and crowned with icicles. It serves as a convergence amplifier where souls attuned to their First Death can hear whispers of their past lives during storms. Purpose & Function: The Throne acts as a convergence amplifier. When seated during a storm, a soul attuned to their First Death may hear the voice of their former self — not in words, but in gusts, groans, and shifting tones that whisper understanding into their bones. The more clarity one holds about their past life, the louder the wind speaks. Faction Ties: Only Echowardens of the Whispered Path may escort pilgrims to the Throne. It is a rite of passage for them to sit in silence for three nights and emerge either enlightened… or broken. Lore Hook: A new sound has entered the winds — not a voice, but a melody. One that seems to be calling a soul that was never reborn.

The Tidebound Archive

The Tidebound Archive

Built into a natural sea cavern only accessible during the lowest tides, the Tidebound Archive glows with soft blue moss and hanging crystals. The walls are carved with flowing script that pulses like veins. Inside lie hundreds of Memory Vials, shelved on coral racks, their contents swirling with phantom light. Purpose: This is the Ledger Guild’s most sacred and secret record hall, where erased memories are preserved not for use — but for silence. Many are the memories too dangerous, too sorrowful, or too powerful to be shared. Entry is forbidden to all but the Guild’s three Silent Hands. Mystery: The tide has recently refused to rise on schedule — as if the Archive itself is waiting for someone to return. Hook: One of the vials shattered unprovoked. It released a name — and the sound of a child’s voice singing a song from before the founding of Lumensor.

The Tidemirror Vault

The Tidemirror Vault

An underwater temple with walls and floor made of shifting liquid-glass, reflecting independent versions of oneself from other timelines. Used by the highest Inkscribes of the Submerged Order to test prophecies, dreams, and memories, with dangerous reality bleed effects. Function: The Tidemirror Vault is used by the highest Inkscribes of the Submerged Order to test the truth of prophecies, dreams, and recovered memories. Its most dangerous aspect is its bleed — reflections sometimes pass through the walls and linger in Drownsanct. Forbidden Law: No Warden may enter the Vault alone. Pairs must be soul-linked to ensure neither leaves with false memory or altered identity. Hook: A child has emerged from the Vault unmarked — untouched by the sea — and claiming to be a member of the Skyward Chorus, despite never having left the depths.

The Vaultstream Pillar

The Vaultstream Pillar

A monumental beam of living light connecting sky and earth, surrounded by hovering memory runes rotating like a celestial clock. The ground crystallizes into shifting soul-glass patterns humming with rebirth energy, where time slows and echoes repeat. Purpose: This is where rebirth physically manifests. Souls exit the Vaultstream at the edge of the material world and are received by Soulmidwives, who perform the Rite of Naming and plant Anchorstones that link the newborn soul to their new identity. Mystic Rule: One cannot approach the Vaultstream without being ritually cleansed by an Unmemory Bath — a process that purges lingering emotion that might corrupt the Cycle. Hook: Recently, a soul emerged already bearing a full memory glyph — something that has never happened in recorded history. The glyph glows with ashen light, a color unknown to the Cyclekeepers.

The Veil Prism

The Veil Prism

A monumental, multifaceted crystal embedded into the mountain’s peak, suspended by strands of living light. It pulses like a heartbeat and hums with harmonic resonance, showing fragments of a soul's past, present, and possible futures filtered through emotional resonance. Purpose: The Prism shows fragments of your First Death, your current life, and the life you may yet live — filtered through emotional resonance. Most cannot face what they see. Some go mad. Some emerge radiant, transformed, converged. Faction Function: The Prism Wardens permit only one viewing per soul, per lifetime. A second gaze requires a sacrifice: a Memory Bank willingly given and sealed forever. Hook: The Prism has begun to fracture from within, releasing soft whispers in no known language. The Wardens have begun praying in silence — and watching the skies.

The Weeping Basilica

The Weeping Basilica

A towering cliffside cathedral carved into a jagged promontory overlooking the sea, known for its stained-glass windows that reveal scenes of unwritten grief during storms and constant flowing water from its upper tiers with no visible source. It serves as a ceremonial space where soul-carriers gather to perform the Laments of Unburdening, releasing their deepest forgotten sorrows into the sea through ritualized weeping and ink-burning. Purpose: The Basilica is a ceremonial space where unremembered sorrows are offered to the sea. Soul-carriers — those who bear memory too traumatic to process — gather to sing Laments of Unburdening, releasing their grief into the tide through ritualized weeping and ink-burning. Ritual: A single vial of Tide-ink is offered per mourner, created from their deepest forgotten pain. The ink is poured onto sacred tide-bells that ring only when struck by truth. Hook: One bell has begun ringing constantly — even when no ritual is taking place. The glass nearby

The Whispervault Canopy

The Whispervault Canopy

A vast elevated archive suspended between ancient trees, holding thought-seeds that imprison dangerous memories. Guarded by bark-skinned warden-spirits called Glimmermasks, it serves as a temple and prison for cursed recollections and forbidden spells. Purpose: A memory containment facility — part temple, part prison. The Thornebinders use it to hold cursed recollections, forbidden spells, and emotional patterns that could fracture minds if released. The vault is guarded by Glimmermasks — silent, bark-skinned warden-spirits who absorb stray thoughts. Rules: No one may open a thought-seed without undergoing the Trial of Rooted Remorse — reliving a foreign regret for seven days without sleeping. Hook: A seed has opened itself. It contains the memory of a city no one in Aeturnum recalls ever existing — and it smells like ash and salt.

Vel Astra – The Coral Tomb

Vel Astra – The Coral Tomb

A sunken city once thriving as the Ashbinders’ Guild oceanic settlement, now calcified into coral with faintly gleaming towers and schools of songfish swimming through broken windows. Visitors experience strong memory static, flickering with past lives not their own.

Wyrmspine Ascent

Wyrmspine Ascent

A narrow, jagged mountain ridge resembling a dragon's spine, connecting Eldranly's to Arcadia. Bone-like stone formations line the trail, with shrines at their bases holding memory offerings wrapped in ash cloth. Rumor: The path was once walked by the First Converged One, a soul who completed the cycle fully and ascended without being born again. Some say the Wyrmspine is her body, fossilized by light.

Wytchpool of Shal'Un

Wytchpool of Shal'Un

A perfectly circular pool of ink-dark water surrounded by bone-white lilies and moss-covered stone totems with mouths. The air is thick with a scent of memory-distilled sorrow, and the water ripples even without wind. Purpose: This pool is where Mire-Echoes conduct their Grief-Binding rituals — combining distilled sorrow into songlines that can be sung into Eidomantic spellcraft. The pool sometimes speaks back. Sometimes it births things. Myth: It’s said the first lie ever told in Aeturnum sank into this pool, and the ripples have never ceased. Its echo became the foundation of Eidomantic paradox. Faction Role: The Wyrdchanters, a sect within the Mire-Echoes, tend the pool. They are all blind, and all have given up their own First Death in exchange for the ability to shape others’. Hook: A Wyrdchanter has emerged from the pool with her eyes restored — and with memories not her own.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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