Vala Steíngrimsdóttir: The Art of Thaumaturgia

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THE ART OF thaumaturgia

A brief history of the Thaumaturgia & the downfall

There is no such thing as a permanent landscape; nature has no constant. Change is its essence. If it weren’t for weather systems and volcanic activity or the Moon that guides the tides, the Earth would be dead, or at best a stinking ball of algae. Nature is like the Hindu goddess Kali, who destroys as soon as she gives birth. She makes love as she kills, because creation and destruction take place simultaneously; in nature, there’s no separation between them. It doesn’t matter where we rewind back to in time, nature is always right, has always been true and right. Creation is change. Everything is in the process of transforming. In nature, the waterfall gradually forms deeper ravines or rapids and the glacier either retreats or else wipes out entire continents; tectonic plates push against each other and press mountains high into the heavens as other continents get swallowed and disappear into glowing magma.

INTRODUCTION

CONCEPT OF THIS BOOK

This is the “Art of” book for Thaumaturgia, an imagined animated TV show. Presented as an in-world history book, it explores the worldbuilding and the stories of the show’s characters through the reflective and intimate lens of someone living in the remnants of that history. The in-world author, known simply as ‘’ The Wandering Scribe’’, serves as the reader’s guide.

The first chapter provides a general overview of the world’s history, covering the bulk of its worldbuilding. The second chapter narrows its focus on a specific historical era, which also happens to be the setting of the TV show. Its characters are depicted as historical figures whose journals, drawings, photographs, and other artifacts recount their personal stories and of those whose path intersected with theirs. Only a section at the end breaks this in-world format, as it delves into the development of the book you are currently holding.

The world of Thaumaturgia and the story of the show revolve around time, change, and how one navigates a world in rapid transformation. What better way to explore these themes than through a history book? After all, the world usually makes more sense in hindsight.

CONCEPT OF THE SHOW

Thaumaturgia is an imagined animated TV show consisting of three seasons, aimed at mature audiences ranging from young adults to older viewers. The audience is introduced to the world through Esme, a young mage from a small farming community who is at a crossroads in her life. Having recently turned 19, she is eligible for further studies at the prestigious Archhaumaturgia in Breuburg, a bustling metropolis and the capital of Asmaria. To everyone’s dismay, she does not want to go. She is content with her life and terrified of it changing beyond recognition.

But change waits for no one. Thrust headfirst into the rapid whirlwind of a quickly developing world, Esme encounters people from all walks of life as they, too, navigate the shifting natural and human landscapes. The cast of characters expands as the stakes grow, turning the show into an action-packed political drama filled with unravelling mysteries, the wonders of magick, and the simple human hope of making the world a better place.

THEMES

Change – “Thetimeofgreatestchangeisuponus.”

The world is always changing. Change is natural and necessary, but if we spur the world into rapid, uncontrollable transformation and ignore the warning signs, the world that remains may no longer be one in which we fit.

Technology – “Iwouldratherbeacyborgthanagoddess.”

Technology can bring humanity prosperity, but without a thriving natural world, human prosperity cannot last.

Activism– “Iamgrass,andIwillgrowoveryourfootprints.”

The world may be changing beyond your control, but that doesn’t mean engaging with it or caring about important issues is pointless.

Thisbook, written and illustrated by The Wandering Scribe in 62 NA (New Age), is the result of more than a decade of painstaking work, collecting and assembling historical records from the Thaumaturgia age, as well as stories told by survivors of the Downfall. The hope is to rebuild a record of our past and of how things came to be as They are now. As we rebuild our livelihoods and a new age of civilization, we too must rebuild our memories, for if we do not know our history, how can we avoid repeating it?

—The Wandering Scribe

TIMELINE

Magick practice generally becomes more frowned upon

6 BEA

Atticus III becomes king of Judrua 1 EA

Atticus III founds the Judrua Empire 258 EA

Most communities rely on the Marked as a bridge between the wilds and humanity

EA – Empire Age - A Dating System invented post establishment of the Thaumaturgia, year 1 EA being the year the Judrua Empire was formed

BEA – BeforeEmpireAge - Antiquity

NA – NewAge - Current Dating System, year 1 NA being the year after The Downfall

432 EA

Archmage Asheris is believed to have died

empire era era of independence thaumaturgy revolution the downfall the new age

Constant warfare and struggle with maintaining The Empire Religious and cultural practices throughout The Empire are integrated into the pantheon

Very stable era, slow development

Complete collapse of society -countries are splintered and people are left to their own devices 1689 EA

Dawn of Man

Long ago, at the dawn of time, long before the Thaumaturgia Age, the world was wild, immense, and unknown. Creatures lived and died in their own corners of the earth, never knowing what lay beyond their small planes of existence. Magic, the force of Rhé, ran wild across the land, birthing every lifeform, from the quaintest little flower to the most unimaginable monstrosity of the night. That was the world of mankind’s birth. It is from that dawn of time that our myths and folktales originate— fragments of a mystifying era that we carried with us into the Age of Man.

Nightmares and wild, raw magic that never stopped haunting our psyche, even long after humanity had learned to govern magick and tame the wilds.

The Age of Man began when humankind gained the tools and knowledge to shape the world, and was no longer at the mercy of nature. We cast aside our goddess Rhé and embraced Iskh, the god of order. Forests became fields, huts became towns, rivers became ports and the wilds that lingered still at the edges of our dwellings ceased to be our world. It became their world: the world of the untamed—of mystery, magick, and danger.

These were dark times for the Marked—the children of Rhé, people blessed with the ability to channel magick. As more communities cast Rhé aside to embrace the Age of Man, shamans and channelers were no longer esteemed members of society. As humanity began to see itself in opposition to the wilds, many began to consider the Marked pariahs, or worse. While taking into account variations within different communities, historical records suggest that as humanity progressed further into the Age of Man, the more common it became for the Marked to be ostracised, cast away to live on the fringes of society.

As time passed, the dance between chaos and order—between Rhé and Iskh—continued. Empires rose and fell, with no substantial changes. That was, until the rise of the Judrua Empire and the dawn of a new era: The Thaumaturgia Age.

MAP OF THE WORLD

This world map, dated 1932 EA, depicts the nations and borders that existed on our continent at that time. It was produced in Asmaria, which is why locations there are shown in greater detail than in its neighbouring countries. I have taken the liberty of marking, in red, the former border of the Judrua Empire at its greatest extent, which occurred sometime between 620 EA and 1400 EA.

THE empire

The Judrua Empire was founded in what we now know as Athye, in the city and Kingdom of Judrua, situated at the foot of the Dyeus Mountains and on the banks of the Judrua River. It was known for its military supremacy, instilling fearful reverence all across the Sea of Ophiana and beyond the Shanea Channel. Thanks to the rich mineral resources of the Dyeus Mountains, and its access to two seas via the Judrua River, the Judrua Empire dominated its neighbours with its resources and military strength.

The founder of the Judrua Empire was Atticus III, who rose to power in 6 BEA after the demise of his father, Judicus I. Atticus III of Judrua was a fierce military commander and expanded his kingdom’s territory significantly during his reign, founding the Judrua Empire and fostering the dream of a civilization that would span the entire continent, and even the whole known world west of the Dyeus Mountains.

During The Empire’s expansion, which spanned generations of emperors, neighbouring nations varied in their difficulty to overthrow and govern. Forming a unified identity across its vast territory proved challenging, as the inhabitants encompassed a wide range of cultures and ethnicities. No group, however, proved more difficult to control—or was more feared—than the Marked. The practices, cultures, and ideologies of the Marked channelers varied to an even greater degree than those of any Unmarked group in any occupied territory. They were the most unpredictable, powerful, and dangerous inhabitants of the growing Judrua Empire.

Some communities revered them, some feared them, and others actively sought to eliminate them. The emperors of Judrua generally regarded them as a pestilence. A few tried to utilise their abilities, often in the form of court magicians, but none left an empire-wide impact regarding the Marked. That is, until Niticus—the King of Mages, seventh Emperor of Judrua, and founder of the Thaumaturgia—came to power. (fig. 1).

I

Fig.

Niticus, son of Atticus VIII, prince and heir of the Judrua Empire, was a visionary. A scholar and lover of cultures and languages, he was no less capable a military commander than his predecessors, having been groomed from birth to rule and conquer. In his youth, he made a point of touring the expanses of his empire, visiting every major town and city. Rather than residing in his own mansions, he chose to stay in the governors’ homes of each province, making an effort to learn the local languages, customs, and mannerisms. Rumours suggest that he even had a habit of sneaking out of his fortresses and away from his guards to partake in activities and festivities with the common folk. It is said that during his time in one of the southern provinces—what we now know as northern Shanea—Niticus developed his deep interest in the Marked and Magicks, for which he would become infamous.

This was dangerous territory, as the Marked were secretive, and attracting the attention of The Empire’s heir would have sent most into a frenzy. Yet somehow, Niticus, unscathed, came to know Ashseris, a great shaman of Kesothis, with whom he developed a brotherly bond. (fig. 2). It was through Ashseris that Niticus gained access to the Marked and their practices. Ashseris travelled with Niticus across The Empire for four years, during which time the idea of establishing the Thaumaturgia took root. It would be an institution where the Marked would gather to share knowledge and study –under careful and strict supervision—while becoming properly integrated, useful, and loyal members of The Empire. They had only just begun recruiting Marked channelers when they received word that Atticus VIII, Niticus’ father, was in declining health.

Returning to the capital, they put their plans on hold as Niticus had to be crowned and assume rule after his father’s passing. Seven years after his crowning, Niticus and Ashseris founded the Thaumaturgia. Ashseris became the Archmage of the Thaumaturgia and eventually the second most powerful figure in The Empire; and, in fact, the world; second only to Niticus as Emperor. They spent the rest of their lives building the Thaumaturgia into the great institution and cornerstone of The Empire that it would become, laying the foundation for the unification of the Marked and the Unmarked—and the world was forever changed.

Fig. 2

THE THAUMATURGIA

The Thaumaturgia began as an educational institution. A grand temple was constructed in the heart of Judrua, the capital, and shortly after its establishment, mandatory attendance was introduced for all Marked individuals of age within The Empire. By this time, Niticus and Ashseris had garnered enough trust from various Marked leaders and other capable channelers to assemble a significant number of sorcerers. Those less willing to accept this new mandate either fled or were forced into submission. Thus, began the gathering of magick practices from across the Empire, creating curricula in the major fields of magicks:

Healing: Healing magicks

Herbology: The study of plants and herbs for use in potions and magick rites

Transmutation: All forms of transmutation magicks

Religious Rites: Religious practices from across the Empire that later formed temples of the Thaumaturgia pantheon, notably the Temple of Rhé and the Temple of Iskh.

Military: Defensive and offensive magicks.

The fields of study available at the Thaumaturgia continued to grow over the ages. For example, attached here as fig.1, is a list of higher study programmes from the Archhaumaturgia of Breuburg in Asmaria in 1822 EA:

As the Thaumaturgia evolved, so did its purpose as an institution. As more and more Marked channelers passed through its halls, a need arose to regulate magicks practices—establishing what was allowed, who was permitted to practise certain magicks, etc. Thus, the Thaumaturgia’s Law Department was founded, and a faction of the military became responsible for law enforcement. A Religion Department was also established, housing temples dedicated to gods within the Thaumaturgia pantheon.

HIGHER STUDY PROGRAMMES THAUMATURGIA OF BREUBURG, ASMARIA

NATURE MAGICKS (N.C.)

HERBOLOGY: The study of plants and herbs for use in potions and magical rites.

BIOLOGICAL TRANSMUTATION: Transmutation of living beings.

MATERIAL TRANSMUTATION: Transmutation of inanimate objects.

WEATHER MAGICKS: Manipulation of weather and climate.

HEALING MAGICKS: Medicinal herbology and healing magick for living beings.

CLASSICS (C.C.)

ARCHEOLOGY: The study of the material remains of past human life and activities

ARCHAIC STUDIES: The study of ancient history, magick practices, languages and folklore

GEOGRAPHY: The study of places and the relationships between people and their environments

LITERATURE: The study and analysis of written work

MODERN HISTORY: History since the founding of the Thaumaturgia, to the present day

MODERN LANGUAGES: Judruan, Duskali, Qamar, Machmaran, Khazak, Lyrian

PHILOSOPHY: The study of the fundamental nature of knowledge, reality, and existence

RELIGION: Religious studies for those aspiring for priesthood.

LAW (L.C.)

The study of Thaumaturgia law

MILITARY (M.C.)

The study of Defencive and offensive magicks for Military service

THE ARTS (A.C.)

ARCHITECTURE: The use of magicks for architecture and construction

FINE ART: The study of magicks as a tool in the higher arts

MASTERS PROGRAMMES

TEACHER TRAINING (M.T.C.)

MASTER HEALER (M.N.C.)

JUDGE (M.L.C)

INTERNAL RELATIONS (M.I.C) STRATEGY & INNOVATION (M.S.C)

The Emperor Archmage of the Thaumaturgia High Archpriest Religious leader of the Thaumaturgia
Fig. I
Fig. II

At this point the Thaumaturgia consisted of multiple departments and its influence spread throughout The Empire’s lands, becoming the cornerstone of every community. Every province had an Archthaumaturgia, and each village had a small Thaumaturgia temple. These temples served the community’s religious needs and educated Marked youth before they were of age to study at a larger Thaumaturgia or an Archthaumaturgia within their province. The very best students would go to the capital to study under the Archmage’s roof, a great honour and symbol of status among the Marked.

The Board

The number of Thaumaturgia branches across the Empire grew quickly and the aging Archmage Ashseris could no longer oversee everything. To address this, he established “ The Board of Judrua”, also known simply as ‘’The Board ’’, composed of nine members (fig. 2):

Originally, the symbol of the Thaumaturgia was an eightpointed star. However, with the establishment of The Board, the symbol was modified to represent the institution’s evolving functions. It became a sun—the symbol of Iskh—with the symbol of Rhé (the moon in various phases) in the centre. From the sun emerged ten rays, with the top ray symbolising the Emperor and the remaining rays representing the Board members, as detailed in fig. 3.

Each province had its own Archthaumaturgia, governed by a provincial board that reported to the central Board in Judrua. Archmage Ashseris, who is said to have lived for centuries and outlived the Emperor, played a vital role as a bridge between the Thaumaturgia and the new Emperor. Upon his death, a new Archmage was elected by the Board of Judrua. This system persisted for centuries, even beyond the fall of the Empire. The symbol of the Thaumaturgia remained the same, but after the Empire’s fall, the topmost ray, which once represented the Emperor, came to symbolise humanity as a whole—a reminder that the Thaumaturgia was meant to serve the people above all else, a noble idea that, unfortunately, was not always upheld.

Master of Law Enforcement
Head Chief of Thaumaturgia Law Enforcement
Master of Military High Commander of the Thaumaturgia’s Military
Master of Coin Responsible for all finances within the Thaumaturgia
Master of Foreign Affairs Responsible for Thaumaturgia’s relations with the rest of The Empire
Master of Healing Archhealer overseeing the monasteries
Fig. III

THE RHÉ

what is the rhé?

Rhé is the force of change in our world and the creative energy of the earth—everything and everyone possesses rhé within them. In other words, all things and beings are ever-changing. However, the potency of rhé within a being or object, the way it manifests, and the pace at which it induces change can vary greatly.

A mountain, for instance, takes aeons to smooth its jagged peaks, while a Luna moth undergoes dramatic transformations—from egg to larva, to pupa, to a beautiful winged adult—within its short lifespan, which lasts just one brief summer. Luna moths are blessed by Rhé and are Beings of Power, carrying a remarkable concentration of rhé within them. By contrast, a pile of rocks, no matter how large, contains a concentration of rhé that pales in comparison to the diminutive Luna moth. However, if the pile of rocks were geodes, that would be an entirely different matter. Certain non-living organic materials, such as crystals, hold significant amounts of rhé. This is why the Marked often carry amulets or staffs crafted with crystals: for their abundance of rhé, as well as their durability and longevity.

the marked

The Marked are humans who possess the ability to manipulate rhé, bending it to their will. They are said to bear this name because they are often “marked” by Rhé, displaying “witch marks.” These marks, along with the ability to channel rhé, are passed down through Marked lineages, although they don’t always appear in every generation.

A Marked channeler of rhé could hold a Luna larva in their hand and direct it to transform into a rabbit rather than a moth. The channeler could accomplish this without any grand ritual or external source of rhé, such is the quantity of rhé within a Luna moth. However, if the channeler wished to transform the Luna larva into a colossal dragon, a much greater source of rhé would be needed, beyond what the larva holds. This would require ingenuity: other objects or Beings of Power, Words of Power, or perhaps the ritual would need to take place in a Place of Power, depending on the channeler’s strength, skill, and creativity.

places of power

Places of Power are locations where rhé is more potent and concentrated than elsewhere, where power seeps from the earth. Thundering waterfalls, smoking earth, geysers, volcanoes, and pools of deepest blues; glittering with starlight. Some Places of Power wear their strength openly, while others are more inconspicuous, requiring a keen, discerning eye to be recognized for what they truly are. The Marked have long used these Places of Power for their rituals and magicks.

Religion

“Hear it hum? It lives in everything. It is faint, but in Places of Power, it becomes a thunderous roar—the might of our mother washing over us, all-encompassing and infinite. A firm reminder of our place. Do not let your access to her power deceive you. You are not almighty. You are not governors of Rhé. Nothing and no one can govern Rhé unless she allows it. You merely have access to a sliver of her might. That is her gift to us, for we are her children. But make no mistake: a mother’s love is great, but not without limits. We are at her mercy—and it is by her mercy that we remain Marked. Iskh gave us order; Rhé gave us life. You would be wise not to forget that.”

—Priest of the Temple of Rhé

Since the dawn of time, they have been known by countless names, presiding at the height of pantheons that rose and fell into obscurity. Their gods faded into oblivion, but two persisted: Dhéghōm and Dyéūs, Chaos and Cosmos, Rhé and Iskh. Earthmother, who nurtures and creates, and Skyfather, who brings order and balance.

In the Thaumaturgia pantheon, Rhé and Iskh awoke at the dawn of the world. Together, they soared through the skies, delighting in their newfound life and creating stars and galaxies in their wake. Rhé revelled in creation, treating the cosmos as her canvas, while Iskh brought structure, making planets spin and galaxies align.

But Rhé grew tired of their endless wandering and longed to create something that could remain with them. Together, they conceived the Earthly Beast, which Rhé carried for nine months and nine days, nurturing it to perfection. Upon its birth, the Beast became their eternal companion—the first familiar. As it grew, the Beast shaped itself into a paradise for its parents—forming valleys, mountains, and lush forests on its back before curling up into a deep, dreamless sleep. Rhé and Iskh made their home there, living in bliss.

For a time, they were happy. Yet Rhé’s restless spirit soon stirred, and she longed to create again. Against Iskh’s warnings, she danced across the sleeping Beast, transforming their paradise into a chaotic, vibrant world. Groves of perfect fruit trees became vast forests, gentle hills rose into jagged mountains, and fields overflowed with creatures of every shape and size. Rhé’s joy was boundless, but Iskh despaired. Her creations were too numerous to organize, and the Beast could not sustain them all.

To restore balance, Iskh gave Rhé’s creations mortality. Flowers withered to nourish the soil, beasts fell to feed others, and the cycle of life began. As Iskh traveled the world, bringing death to all things, he began to admire Rhé’s ever-changing creations. The world became fresh and alive, constantly renewing itself, just as it had been in its first moments.

But Rhé, unaccustomed to loss, was devastated. She wept rivers of tears, mourning every creature that died. Her grief consumed her until she dissolved entirely, her tears spreading across the Beast to form the oceans, lakes, and rivers. Her essence became the life force we know as rhé, the force of change that drives growth and transformation in all things.

Mourning her loss, Iskh shaped humans from mud, hoping Rhé would breathe life into them—and she did. Iskh gave humanity purpose and order, while Rhé blessed a select few, the Marked, with her magick, making them creators and shapers of the world. These Children of Rhé carry her legacy, bearing her restless spirit of change.

It is said Iskh walked the earth for a time, fathering gods and spirits who now populate the Thaumaturgia pantheon. Yet none could replace Rhé. Heartbroken, he retreated to the skies, becoming the Sun. From above, he watches over the Earthly Beast and all of Rhé’s creations, ensuring balance is maintained in the ever-changing world she left behind.

Humanity remembers them, and while the Thaumaturgia still reigned, their temples were frequented, and their divine beings revered—Rhé and Iskh being the most beloved,with the largest temples. People often sought Iskh’s temple in search of balance and guidance, while Rhé was approached for inspiration, fertility, and magick. The popularity of the lesser deities and their temples varied greatly depending on the community. Farming villages prayed to Perknos for rain and to Welnos for the protection of cattle, while seaside communities revered Trihton, seeking good weather on the seas. In cities, Pri, the goddess of love, and Eryo, the god of community, were typically more popular in larger urban centres.

1826 EA

BALAMBER INVENTS THE RHÉ MACHINE

1829 EA

Hilde Sigfridsdottir founds ArcanaTech Industries (ATI)

1836 EA

ATI factories have spread across the continent

1838 EA

The Thaumaturgia bans Rhé machinery, destroys ATI, sparking protests and riots.

1838 EA

The liberation Movement storms the Archthaumaturgia of Breuburg

1839 EA

Asmaria and the continent become authoritarian under Thaumaturgia rule

Thaumaturgy revolution the downfall

1840 EA - 1847 EA

Rhé machines are evolving quickly as Unmarked revolutionaries across the world fund developments

Uprisings and revolts pop up all over and the world is becoming wilder and scarier, with creatures of myth reappearing in the world

the new age

1847

EA ~ ?

THE DOWNFALL

The Liberation Movement resurfaces. Rhé technology evens the battlefield, and civil war erupts

hé’s and Iskh’s world continued on, ever-changing. Humanity grew, constantly striving to maintain a balance between creation and order. This eventually led to, as some would argue, humanity’s greatest invention: the Thaumaturgia. But even a supposed institution of ‘’equilibrium’’, a bridge between the Marked and the Unmarked—chaos and order— could not last. In Rhé’s world, nothing can remain unchanged, and so, just as it had risen, the world of man and the Thaumaturgia would also fall. That is what this The Thaumaturgy Revolution, arguably the most fascinating and transformative period in history. It marked the beginning of : the utter collapse of civilization as a whole.

It is difficult to pinpoint the beginning of the Thaumaturgy Revolution, as it was a movement that had been brewing for a long time. Some might argue that it all began when a brilliant madman named Balamber invented the first Rhé machine. Or perhaps it truly began when a visionary woman, with both the ambition and the resources to pursue her vision, saw an opportunity and

There are, indeed, many beginnings to the story of the Thaumaturgy Revolution. One of which was quite inconspicuous. It may not be the absolute beginning, but one may argue for its significance. This is the story of a woman whose life was deeply intertwined with the Thaumaturgy Revolution and The Downfall. The tale of a researcher, such as myself, who’s life directly influenced these monumental events. Unearthing the early signs of The Downfall, her discoveries set in motion events of immense consequence. In doing so, she became one of the most influential figures of her time, irrevocably changing the world—despite it being the last thing she wanted to do. It is thanks to her, and to her extensive research, that we, the straggling remainder of humanity, have some footing in this new world.

But we are getting ahead of ourselves. Let us begin in Asmaria, 1837 EA, in the humble farming district of Pinewood Valley, at a small cattle farm called Yarrowbrook. Let us begin with the humble origins of Esme Bovier.

humble beginnings

Esme Bovier was born in 1819 EA on a small farm called Yarrowbrook, in Pinewood Valley, a humble farming district in Asmaria. She was the daughter of Sabin Bovier (1792 EA), an Unmarked cattle farmer, and Bronwyn Bovier (1794 EA), a Marked and respected healer within their community. Esme, born with a large birthmark on her left cheek, soon showed an innate ability to channel rhé. Her younger brother, Owain Jr., born five years later, did not inherit this ability—a common occurrence in Marked families, as the ability does not manifest in every Marked individual. Their parents did their best to treat them equally, assigning both of them the same tasks on the farm and in Bronwyn’s healing and herbalist practice. Every weekend, the siblings would go to the local Thaumaturgia to study under its priest, Owain Beddoe, Bronwyn’s twin brother. There, Esme honed her channelling skills while Owain Jr. studied religion and history alongside her.

The Bovier children grew up close to their neighbours, as Pinewood Valley was an especially tight-knit community. Their closest friends were the Doblers, agricultural farmers and their nearest neighbours, an entirely Unmarked family. Lily Dobler, the second eldest daughter, was Esme’s childhood best friend, and only a year older.

A few other Marked children from the community also studied channeling alongside Esme at the Thaumaturgia. Although not close to any of them, as she was rather reserved around everyone but Lily, her relationships with them tended towards the easy and friendly kind. That was except for a particular classmate of hers–Andrew Havgaard. He was the eldest son of Richard Havgaard, owner of Seamless Construction, a company that produced building materials magically designed to merge seamlessly when placed together, making construction easier and sturdier. This endeavour made the Havgaards the wealthiest family in the district and growing up in that affluence apparently made Andrew —according to multiple sources— insufferably pompous, arrogant, and rude. He seemed to direct most of his malice toward Esme, and she returned it with equal vigour, making them archenemies.

Petty rivalries aside, Esme enjoyed a peaceful and happy childhood out in the countryside, so much so that she grew wary of change. She wished for her life to remain simple and tranquil, as it had always been. Such was the hopeful naivety of her youth. But soon, she learned how inevitable change was. In the end, it came for her just as it did for everyone else—though in her case, it came like roaring thunder when she turned 18, the year she came of age.

Esme Bovier

Esme Bovier, in her 18th year, was a quiet and inquisitive young woman, satiating her curiosities through reading, experimenting with her magicks and watching the world around her with great interest. She kept journals her whole life, in which she would diligently write down any observations regarding her inner and outer world, as well as studies of her environment; sketching plants, people and animals with a keen eye for detail. In one journal, she described herself as a content observer of the world and the people around her. Nothing like the heroes and grand sorcerers in her books, rather a supporting character to the more vibrant figures in her life— and happily so. Chiefly, to Lily, whom she often mentioned in her journals, marvelling at the lively, wonderful person who chose her, of all people, to be her dearest friend.

Esme loved helping her parents on the farm; going on adventures up the mountains or deep in the forests with Lily; and visiting the local Thaumaturgia, where her mother’s twin brother, Owain Beddoe, taught and served as a priest. Her little brother, Owain Jr., was named after him.

In the spring of her 18th year, she received an acceptance letter to the Archthaumaturgia in Breuburg, the capital city of Asmaria, in recognition of her outstanding magickal abilities. This, to Esme’s dismay, focused everyone’s attention on her, as her whole community gushed incessantly about her talents, her bright future, and worst of all, her impending departure for the dazzling, grand capital city. It seemed she was the only one who wasn’t excited about this new development. In fact, she wanted absolutely nothing to do with it. She didn’t want to leave her family and friends, her home, her Pinewood Valley. More than anything, she didn’t want to leave Lily.

Esme resolutely announced to her family that she would not be going. Instead, she would study at the Thaumaturgia in Glenbridge, the largest town in their district, like most of the Marked in Pinewood Valley.

That way, she could return home every weekend and stay close enough for friends and family to visit easily. Breuburg, on the other hand, was on the opposite side of the country. She was, after all, of age, an adult for all intents and purposes, and could make her own decisions regarding her future.

It should come as no surprise that her decision disappointed her community a great deal. And frustratingly, the people of Pinewood Valley spent the rest of that summer doing everything in their power to persuade Esme to change her mind.

Lily Dobler

- Age 19 -

LilyDobler, an Unmarked youth of 19 years, was the second eldest daughter in a family of eight. Spirited and joyful, she was a warm ray of sunlight in her community and an anchor to her family, a presence that made one’s burdens feel a little lighter. Hers was a genuine joy and strength, yet it was also a front. Esme would often observe Lily, wondering how much of her demeanour was true joyful optimism and how much was an act put on for others. Even to Esme, Lily rarely complained or confided her troubles. In truth, for the longest time, Esme naively believed Lily was simply always happy, with no problems whatsoever—that she was just that special.

This fortitude, developed from a young age, meant that people seldom felt the need to worry about sweet Lily. “Lily is always so joyful, so sturdy, so sure of herself…,” they’d say. In truth Lily lived a difficult life. Though she wasn’t the eldest, she had a better way with her younger siblings than her older sister, and so ended up as the one helping to raise them. Her family was poor, and her parents always had their hands full. From a young age, she learned to keep up morale, to stitch and sew, cook and clean, work the fields, and trick her siblings into running errands. She learned to make do with what little she had. Her old, oft-mended clothing became a creative outlet, and to others her patchwork attire and different coloured shoelaces were a reflection of her colourful personality rather than a sign of poverty.

Lily didn’t have much to call her own, but she did have Esme. She had the flower fields, the forest, and a dream of opening her very own flower shop one day. If only she could just leave the farm and make enough money, then her real life could finally begin…

Andrew Haavgard

- Age 18 -

Andrew Haavgard, 18, was a complex young man. Always presentable and dapper, he had a way with words—unless he got too fired up, in which case all sorts of nasty things could tumble out of his mouth. He liked to carry himself with an air of carefree laziness, as if he possessed the kind of innate self-assurance that people of his standing often displayed: an entitled certainty that the world would hand him everything he wanted if he simply reached out for it. After all, he was above others and he was better than others, and the world should give him what he wanted. At least, that’s how things were supposed to be. That’s what he was supposed to think.

What Andrew Haavgard didn’t want anyone to know was that he was, in actuality, anything but self-assured. If anything, he was actually quite riddled with self-doubt. He didn’t think he was better, he was actually a lot worse, at many things. If truth be told, he had to work incredibly hard to get the things he wanted. For instance, that acceptance letter to the Archthaumaturgia in Breuburg? Of course, to everyone around him—to his father—it was a given. It was what a Haavgard deserved and, therefore, justly received. And yet, it was anything but a given. Andrew had endured endless sleepless nights, practising his magicks and poring over books upon books of history, religion, and all other brain-rotting academics, just to earn the assessment he received.

He couldn’t even be outwardly proud of his hard work because he wasn’t supposed to need to work hard. His skills, charisma, and capabilities were supposed to be innate—like they seemed to be for his father. Frankly, he felt like the biggest fraud in the world. But that was what it was like to be the eldest son of Richard Haavgard. And despite constantly being surrounded by other aristocratic youth who admired and flocked around him, it was, in fact, quite lonely being Andrew Haavgard.

the Summer solstice

ToEsme, the summer of 1837 was a long one. Even though her classes at the Thaumaturgia with her uncle Owain were suspended over the summer, she somehow started seeing much more of him. At any hour of the day, he might appear out of nowhere at the farm, pestering her about going to the capital. It was, of course, her parent’s idea, Esme shared in her journal, they knew Uncle Owain’s words held weight with her, and had ‘‘weaponized’’ that against her. The only person that brought her respite was Lily, who said little to nothing about her acceptance letter to the Archthaumaturgia in Breuburg. Which Esme took as silent agreement that she should not go.

It was in the wake of the Summer Solstice however, when things really came to a head. Only years later would Esme realise the historical significance of her private journals from that time, prompting her to safekeep them in the archives. These entries from the 19th until the 25th of June, 1837 EA, perfectly describe the early days of the Thaumaturgy revolution, the unknowing populace encountering the first seeds of the Downfall.

19th of June, 1837

Lily and I were in Pinewood crossing today, helping with the decorations as we always do. Lily truly outdid herself with the flower wreaths this year. No wonder! She has been coming to me for weeks now, with baskets full of flowers, asking me to preserve them. I have just about drained my new amulet for this nonsense but I can’t seem to say no to her. She begged me to experiment with her in making some of them into glass (or in her words, ‘’Anythingshimmeryand sparkly!’’), and you know what? Thatwas interesting! Oh! Also, today, I even channelled from the old oak tree at the square and made some of her flower bouquets really big! I only did a few as I did not want to drain the old oak, but oh, she could not stop jumping around in glee! So cute.

Anyway, that’s not what I wanted to write about. This big argument broke out as we were decorating! Apparently, there have been sightings of magical beasts and monstrosities in the woods? I don’t really know what to make of it. Thomas was really angry, saying that some ‘’unnatural beast’’ has been eating his father’s lambs, which is horrible! I asked if they’d contacted the Thaumaturgia about it and that just made him more angry. He said the thaumaturges refused to do anything about it, they just turned a blind eye, probably because one of their own had been creating these abominations and that the Thaumaturgia can no longer be bothered to regulate anything. By Rhé! I was so stunned that I just stared at him. I had no idea he carried such animosity towards the Thaumaturgia, towards us? Regretfully, Andrew had appeared by then and this set him over the edge, not that it takes a lot to do so. He started angrily explaining to Thomas, as if Thomas was a child, about the Thaumaturgia laws and that he was an idiot if he thought channelers such as him break the laws to create monstrosities to pester local farmers, even if they deserved it. That no channeler in their right mind would commit such a serious crime, as the Thaumaturgia absolutelyregulates it and that prison isn’t worth pestering a shithead, even one as big as Thomas.

His father probably just had shit eyesight and saw a wolf, not some monstrosity, and that thaumaturges have better things to do than to worry about wolves.

You can imagine how that went. Andrew is such an idiot. Not that he didn’t make good points, but for Iskh’s sake! They were at each other’s throats before people stepped in and broke them apart. What surprised me however, is that after they were dragged off by their ears, more people shared stories of strange sightings? I know nothing much happens here, but to make up something like that? I truly don’t know what to make of this, I think I’ll ask uncle Owain about this.

20th of June, 1837

The Doblers’ crops have all transformed into forest?!

It’s as if the fields had never existed. I don’t understand. We were all interrogated by the investigation team and they traced my and Mother’s channelling. It’s a common procedure of course, but how surreal! As if we would ever do such a thing! Who in the world would do such a thing?

Lily is so upset. I don’t know what to do. The magick can’t be reversed and we’re nearing harvest season! What in the world is happening?

22nd of June 1837

I feel as if I’m in a haze. Like I’m in a nightmare. I keep trying to convince myself that this was all a bad dream, but I still have the scratches all over my arms, and a big bruise on my hip. I’m so scared. I have to go talk to uncle Owain. He’ll know what to do.

25th of June 1837

I’m moving to Breuburg and uncle Owain is coming with me. I still don’t quite understand what has happened. All I know is that it is big, and we are going to find out what it is. I can’t believe I promised to move, I wasn’t in my right mind but now I feel like I’m in too deep to turn back, I can’t unwind what has happened. I need to figure out what’s going on and uncle Owain said we won’t be able to do that here.

I don’t even know where to start but I feel that I need to write it down, perhaps that will make all of this more real.

It all started with the Dobler’s crops. Why it happened to them, I still don’t know. But someone, or now I know, something, transformed the crops. It’s some powerful magick and it just makes no sense. Of course, the Thaumaturgia was contacted and a cadre of mages from Glanbridge came to investigate, and they said that they found nothing. Apparently they were really vague in their answers and simply left just as soon as they had arrived. Uncle Owain said that he had looked into things afterwards and that the case had simply been marked as Unclassified, and so the case was closed. I was so angry. Lily just seemed deflated.

The next day was the Summer Solstice, and of course, we went—but it felt strange. We decided to use it as a distraction and after quite a few drinks, it felt like we could forget it for a bit. I don’t even know what came over me, I almost kissed her! She stopped me though, I was so embarrassed, and then she told me that they were moving away. That they were moving out of Pinewood Valley, to a town in a neighbouring province, where her aunt lives. I was so upset, I couldn’t believe it. I told her we could sort out the whole crops situation! That I’d figure something out. I don’t know what happened but it turned into an actual argument, we’ve never argued like this before. I ended up running away, and just to make my night even better, I crashed into none other than Andrew! Of course he was an utter ass to me, and normally it wouldn’t bother me but I was in such a state!

I completely lost it! I’m not going to recount everything I said, it’s such a haze anyhow, but it must’ve been a kicker because I actually shocked him to silence, and Andrew is never silent. I told him to leave me alone, that I was going to the woods to cool down—but the nutcase followed me! His excuse was that as much as he couldn’t stand me, it still didn’t mean that he wanted me to break my neck while walking drunk through the woods. The nerve! Honestly? I think he actually felt guilty, for once.

I don’t think I planned to exactly, but before I knew it we were in the woods by the Dobler’s, and instead of expansive wheat fields, there was just more forest. It was eerie. I was still so angry though, it somehow stopped me from being paralyzed by fear. So, I collected all the flowers I could spot in the undergrowth and with the help of my amulet, transformed them into fireflies, to light up more of the woods (Andrew just stood around uselessly). Then, I started looking around. By then Andrew had realised where we were and what I was up to and did not shy away from calling me every bad name under the sun about how idiotic I was.

‘’Thethaumaturgeshavethoroughlyinvestigatedthismatterand theyfoundnothing.Youthinkyou’regoingtofindsomethingthata wholeteamofprofessionalsdidnot,whiledrunkontopofitall?’’

I told him I had sobered up but all that did was make his rebukes sarcastic instead of blatantly vile.

‘’Ohthatchangeseverything!’’

His beratements are not worth repeating, but that’s about how that went down. And that’s when I found an unfamiliar flower. I truly have very little interest in flowers but between Lily and my mother, I’d involuntarily come to recognize every plant and mushroom that grows in our woods, and that wasn’t one of them. Either a new species had entered our ecosystem, or it was transformed by magic. Seeing as we were right by a forest that a few days ago had been fields of wheat, I was absolutely certain that it was the latter.

Now I wish I hadn’t spotted that flower.

I tried to trace the channeling that was done on the flower, and I felt…nothing. Not that I’m experienced with that sort of magick, but normally I would feel something, I just wouldn’t be able to trace it properly. With difficulty I managed to persuade Andrew to try, and although he refused to admit it, he also felt nothing. For a minute, he was focused on the flower, trying to trace the magick, and the next he had an odd look on his face, before saying something like ‘’Wait,this isridiculous.WhyamIevenbotheringwiththisnonsense…’’ . He too couldn’t trace it. I explored the forest floor around the flower and soon enough found another strange plant, then another strange thing, and then another…

We were heading deeper into the woods and Andrew started demanding that we turn back, then asking, then pleading. He could’ve left and turned back, but I think he didn’t want to be in the woods alone, and so we continued on. Andrew noticed it earlier than I did, maybe due to the alcohol, but soon enough I too heard the humming in my ears, which grew louder with every step. We were entering a place of power.

An uncanny atmosphere enveloped us. There were strange noises that I could not place, and critters scurrying about that I had never seen before. I swear we saw some strange mammal run up a tree, I think it had two tails. If this was the work of a mage, I had never seen anything at this scale before. And then, as the woods gave way to a clearing, a deathly still spring in its center, we saw….it.

Or, actually, we were greeted by it.

Oh to think that it is somewhere in the woods right now, I shudder at the mere thought of it. It had a high pitched, grating voice that sounded like cutlery dragging on a porcelain plate. And it cackled.

’’Oh!Visitors!Inevergetvisitors!’’I think it said. The voice alone, Andrew and I just froze. And then it came into the moonlight, out from the shadows. It was horrifying… It looked like a human that had been… stretched out. It towered over us and had great horns protruding from its head.

I think I screamed, or perhaps it was Andrew. The creature didn’t move, but something in its posture or within its gaze changed.

‘’Now,now,that’snotaverynicegreeting,isit?’’

It sounded very intelligent. Was it a familiar? Some horror of a familiar? I couldn’t fathom why anyone would want a creature like this as one. Sure, mages sometimes amuse themselves by creating frightening or bizarre things. But this—this was different. The terror I felt was primal.

All I could muster was a weak protest, shakily telling it not to come any closer.

It only smiled, and slowly, almost lazily, started walking towards us.

’’IdowhatIwillwithinthesewoods,’’it said and splayed its unnaturally long arms out, as if to proudly take credit for all the strange organisms scattered about the clearing.

The way it said it…it was chilling. It felt like a challenge.

‘’No.’’

I just stared at the monster in disbelief. Andrew, you idiot.

’’No?’’The monster narrowed its eyes.

‘’Noyoufreakofnature.Noyoudon’t.Y-YoustaybackorI’llblast youruglyheadoff.’’Andrew didn’t move beside me. He seemed just as petrified as I was but his stupid maw has always had a mind of its own, responding to challenges without input from his brain.

What in the world was I doing there? With Andrew of all people, who was recklessly provoking this monster?

’’Whomadeyou?’’I managed to stutter out somehow.

Meanwhile it had continued ambling towards us, and all I could do was to stand there frozen, stuttering out my questions and weak protests. What sort of mage was I? Mages dominate magick, we are not dominated by its results, even if it is a terrifying beast.

My question, however, gave the monster a pause. It tilted its head and looked at me questioningly.

‘’Whatapeculiarquestion.’’It said.

The chills it sent through my spine. Of course, a creature created or modified by magick has no obligation to respond honestly. That’s what tracing magick is for. Utterly terrified I could offer no response, or even lift a finger. Not that it would’ve changed anything. I hadn’t been able to trace anything all night. The thought only occurred to me afterwards, perhaps thatcould explain the strangeness of all of this…

Perhaps the creature had once been human, perhaps it was even the mage themself, that had somehow been transformed? I know skilled mages are capable of reshaping their bodies, and sometimes they can’t return back to their original form. But as much as that would be the logical explanation for what this creature was. I somehow, in the very core of my being, know that whatever this was, it had never been human. The primal fear I felt as I saw it, it felt like these old folktales of boogeyman and encounters with fae. I know they’re not real, I know that there are only man made horrors, but it felt like we had, in these woods, encountered something ancient. I don’t know.

The rest of what happened is a haze. It approached us and we just… stood there. It wasn’t until it had a long fingernail under my chin, that I snapped out of it. I took a breath and channelled all the air around us into the creature’s body, pushing it away from us with a burst of wind. Then I took Andrew’s hand and just ran. I think I fell at one point, pretty badly, but we just kept going, until we got out of the woods and were met with the rising sun. The morning after. I had the bruise and the scratches all over me as proof that the night before had really happened. It really happened.

I immediately went to uncle Owain and told him everything. He helped me channel some of my memories into images. It’s a tricky sort of channelling but I managed to show him a glimpse of the monster. Not that he didn’t take me seriously before, but after seeing it, he got deadly serious. We talked and talked and as much as we didn’t want to believe it, we knew that the Thaumaturgia was covering something up. Owain admitted that he had noticed an increase in reports on strange sightings and anomalous phenomena, cases that are closed without a proper resolution. Those things are outside his jurisdiction however, and so he didn’t know anything more. This is when I told him that if he could help me figure out what was happening, I would do as he asked. I would go to Breuburg. I just desperately needed his help. I didn’t know what else to do. Perhaps if we figured this out, Lily wouldn’t have to move. Things would go back to the way they were.

He agreed.

He did say that he wanted to investigate the woods himself. I asked to join him but he firmly refused. He went into the woods alone. I was terrified. What if something happened to him? I went to Lily to make-up after our argument and to tell her what had happened. It only reaffirmed their decision to leave. Which, as much as it pained me, I agreed with, at least until Uncle Owain and I could figure out what was going on. To know that something like that was lurking around our woods, so close to Lily’s family, and that the Thaumaturgia was doing nothing about it? That it was potentially covering it up? I can barely wrap my head around it.

Thankfully, Uncle Owain returned unharmed. He didn’t encounter the beast but he saw enough to know that something huge was going on. He’d never seen or heard of such an incident, and curiously, he too couldn’t trace a thing! He even contacted the investigation department in Glanbridge to inquire about the case, arguing that he had reason to believe that the investigation hadn’t been thorough enough, that there were signs of illegal magicks use in the area. The only response he received was that the investigation team had followed proper procedure and that the case was closed.

We have been doing our own research, but there is only so much information we can access from here. I decided to register for Archaic studies at the Archthaumaturgia. There I will get access to the Grand library of Breuburg, but more importantly, to the archives. Uncle Owain has told everyone that he will be accompanying me to Breuburg to help me get settled, and to use the opportunity to reconnect with old friends. It’s not a lie; all of that is true. It’s just that he’ll also be there to help me look into things. As the head of our local Thaumaturgia, recent events have troubled him greatly.

I’m starting to fear that Thomas was right. Something strange is happening and the Thaumaturgia is not doing anything about it.

Uncle Owain has talked with my parents. I’m really worried about leaving them and Junior, but I know Mum can protect them. I hope the cows will be alright; they tend to graze close to the woods…

Junior is really sad. Mostly about the Doblers leaving, he and the twins have never been separated for long. But for me to leave as well? He’s pretty miserable.

He’s not alone in his misery. This is not at all how this summer was meant to go.

From Esme’s description and drawing, it is highly probable that what she encountered in these woods was a Leshy.

Quoting her own bestiary that she created, some years later:

‘‘These creatures, that I believe are what the ancients called a ‘’Leshy’’, are reclusive forest dwellers. Once revered as deities and guardian spirits of woods–they are not to be trifled with, as they are powerful, proud, and extremely territorial. Born from places of power, they are channelers who enjoy the process of creation, tending to their forests in peaceful solitude, unless they are provoked….Their appearance is humanoid, although extremely long limbed and they share some features with cattle–specifically with their ears and large horns…’’

rapidly changing world

On the 13th of August, 1837 EA, Esme and her Uncle Owain arrived in Breuburg, the vibrant metropolis and capital city of Asmaria.

Despite Esme’s foul mood, she couldn’t help but be dazzled by the city. The largest city she had visited before this was Atha, Asmaria’s border city with Eisvia. Atha was beautiful, to be sure, but nothing at all like Breuburg. This bustling harbor city, nestled in a wide fjord within the Bay of Asmaria, offered a stunning view of the impressive Asterelle Mountains across the bay on clear, still days.

Breuburg was home to around a million inhabitants, bustling with trade and innovation—the steam spewing factories of ArcanaTech Industries in the distance, an assertive reminder of progress—and the Archthaumaturgia, perched atop Ceoceannberg, an inselberg of white rock watching over the city.

The Marked Quarter sprawled around the base of Ceoceannberg, with the city center nearby, following the river on both sides. It began at the East Bridge and blossomed near the West Bridge, down by the harbor. From there, the Unmarked Quarter extended beyond the river, spreading all the way to the growing Industrial Quarter, where ArcanaTech Industries reigned supreme with their machinery of magick.

Such a sight would have astounded and inspired even the most cynical observer, and Esme was no pessimist. Seeing the glimmering Archthaumaturgia, with its white walls transmuted from the mountain itself and its dazzlingly white towers reaching skyward out of a clinging white mist, she felt a thrill of excitement.

This place was to be her home for the next four years, with access to its Grand Library and archives.

Walking through the Riverside Market alongside her uncle, she was bombarded with new sights, smells, and sounds. Unfamiliar accents and languages drifted past her, while the smells and sights of exotic cuisine sold at various stalls caught her attention. People passed by eating strange, unnatural-looking foods—products of distant culinary traditions or magickal experimentation. Some wore eccentric clothing, draped themselves in unusual jewelry, or displayed tattoos and piercings, while others appeared physically altered, their bodies modified by magick. And the familiars! So many extravagant familiars!

Everyone she saw looked unique, self-realized, confident. Esme suddenly felt very plain. Glancing at her uncle, she realized they both looked dull and faded compared to this vibrant showcase of colors and creativity. Even the more plainly dressed people seemed to carry themselves with easy confidence. How did they do that?

Later that day, as she sat in the pristine living room of her uncle’s friend, trying to keep up polite conversation with people who felt so alien to her, the glamoured daze gave way to a sudden realization, followed by a sinking feeling in her stomach.

A new chapter in her life had just begun, and she had no idea what it would bring. She was here to investigate matters of the Thaumaturgia. Why? Because something shady seemed to be going on? Was it simply because the Thaumaturgia had ignored reports of monsters or rogue magicians in her province? But from the limited information she and her uncle had managed to gather, whatever was unfolding was not isolated to their province. Numerous reports of abnormal activity and bizarre transformations had surfaced in the rural areas of Asmaria, only to lead to dead ends and dismissed cases.

Something was clearly happening, but why was she the one investigating? Surely the proper authorities would address the issue if she and her uncle simply brought it to their attention. Malpractice and malintent weren’t the same thing! Still, her uncle insisted they remain discreet, for now.

“This isn’t Pinewood Valley,” he had said. “People here have money, influence, and stakes in the game. There’s corruption, alliances, and politics you know nothing about. Say someone is responsible for this. Say it’s someone high up. If you go poking around, asking questions, and making noise, someone might not want you finding out. Someone who doesn’t want their reputation ruined. Even if the proper authorities want to sort it out, all it takes is one bad apple, Esme. It’s better to be discreet—only until we know more.”

What in the world had she gotten herself into?

BREUBURG

THE ARCHTHAUMATURGIA

The Archthaumaturgia of Breuburg, established 803 EA, was among Asmaria’s greatest cultural and architectural wonders. Perched atop Ceoceannberg, a mountain famed for its trapp rock columns rising through the mist, its freshwater springs feeding the cascading waterfalls, fountains, and tranquil pools that adorned the Archthaumaturgia grounds. The imposing Place of Power, a centre for worship and witchcraft since ancient times, built atop the remnants and ruins of temples from time begone.

Originally a humble mountain temple, its grand reconstruction began in 1198 EA under Sir Elbel Fragner, who envisioned transmuting the entire structure directly from the mountain’s rock. Though he died before its completion, his apprentices carried on his work until the Archthaumaturgia’s ceremonial completion in 1400 EA. Aside from minor maintenance, it stood unchanged for nearly 500 years until the Downfall.

Esme began her studies there on August 20th, 1837 EA. Like all firstyears, she took advanced courses in Nature Magicks, Healing Magicks, and Law Fundamentals, alongside her introduction to Archaic Studies. Her second semester, however, brought her into shared classes with her rival, Andrew Haavgard, now pursuing Military Studies.

found family

Getting lost in the city

Esme’s journal entries of those early months in Breuburg were sparse, likely due to her demanding workload. Still, she found time to research strange occurrences across the nation—likely sourced by her Uncle Owain—and delve into monsters and folklore. Eventually, Owain Beddoe returned to Pinewood Valley to resume his duties at the local Thaumaturgia, promising to return in early winter before the Winter Solstice to support her again. Until then, Esme was to keep a low profile and focus on her studies.

Andrew also appeared in her journals, initially as the target of her rants. Over time, however, her tone shifted. It seems that in this unfamiliar, overwhelming environment, a familiar face, even ‘‘one as aggravating as Andrew’s’’, became a source of comfort. Surprisingly, Andrew shared the sentiment, confessing that he too had been struggling, that the city wasn’t all what he had expected it to be. Despite a rocky history, the two became unlikely friends—a bond that lasted a lifetime.

One notable entry detailed a misadventure she had in the Unmarked quarter beyond the river. While on the search for an affordable secondhand bookstore, Esme stayed out too late and became lost in the maze-like district after dark. She stumbled into trouble with some local ruffians and sought refuge in the first bar she saw: Café Abendrot.

There, Avi, the kind-hearted barkeep, offered her a warm drink and listened to her troubles. Concerned for her safety, he asked his son, Nalu—a serious young man with his father’s strong features—to escort her home. Distantly polite, Nalu delivered her safely to the Archthaumaturgia, though the sight of the institution clearly irked him. Grateful, Esme promised to return and thank Avi. Café Abendrot soon became a sanctuary for Esme amid the bustling, unfamiliar city. She brought Andrew along, and together they grew familiar with the café’s close-knit community. Avi and Nalu offered familial warmth, easing Esme’s homesickness. Over many shared meals and conversations, Esme and Andrew grew deeply attached to the café and its patrons.

CAFÉ Abendrot

Thecafé itself was a hub of life at the border between the Centre and the Unmarked quarter. It retained a loyal clientele with cheap drinks and a welcoming atmosphere, maintained by Avi’s charm and the no-nonsense warmth of Eva, his only other staff member. Nalu’s friends from ArcanaTech Industries often gathered there, debating politics and industrialized magicks. Through these heated discussions, Esme and Andrew learned of the city’s tensions, especially between the privileged Thaumaturgia elite and the marginalized Unmarked community. While initially met with suspicion, Esme and Andrew eventually earned acceptance, their countryside backgrounds setting them well apart from the city’s aristocracy.

Avi & Nalu

- Age 44- - Age 20 -

On paper, Avi and Nalu were a family of two, ever since the death of Avi’s wife during childbirth when Nalu was just 7 years old. From that moment on, it was father and son against the world. In reality, their family was much larger—a vibrant community of regulars and friends who gathered daily at Café Abendrot, loyal till the bitter end.

Despite the café’s relative popularity, barkeeping didn’t bring in much money, and so Nalu began contributing to the household at an early age. At 14, he took a job as a footman for a wealthy Marked family. Years of loyal service ended in bitter conflict when he was belittled and promptly fired. That experience left Nalu deeply resentful towards the Marked. Later, he found work at ArcanaTech Industries, operating machines, and discovered a community of like-minded youth who, like him, felt disillusioned by a society that regarded the Unmarked—those without magickal abilities—as second-class citizens.

What began as a camaraderie among peers soon became a movement, and eventually, a revolution. Nalu, at first unaware, found himself at the heart of a growing cause that would change the world—and his role in it would become vital.

Initially, Avi was delighted to see Nalu’s friends and other young people frequenting Café Abendrot, gathering to socialize and enthusiastically discuss politics. Over time, however, Avi grew uneasy as the lively discussions turned increasingly radical. Those same young patrons eventually joined a revolutionary army, and the café—despite Avi’s desire for it to be nothing more than a peaceful family establishment—was later immortalized as a principal hub for revolutionaries. It was a noble fight for equality, but one that spiraled into the bloodiest civil war in Asmaria’s history.

Although Avi and Nalu often disagreed on how to bring about change in their dear Breuburg, nothing could sever the bond they shared. Father and son, as always, stood together against the world.

The Regulars

Initially, the café attracted an older demographic of Unmarked working-class locals from the neighbourhood. Although not blood-related, quite a few of them were affectionately known to Nalu as ‘’Auntie Anne’’ and ‘’Uncle Otis’’, and so forth, as they were, in truth, family. According to Esme’s account, they formed a pleasant, if admittedly a rather unstimulating crowd, sort of like her community back home. Gossiping about trivial matters, discussing the news without much passion, and simply enjoying each other’s company over drinks.

When Nalu became a teenager, however, the café’s demographic began to shift, drawing more young people alongside the old regulars.

‘’The more the merrier,’’ Avi would say, as chipper as ever. He was exceptionally happy for his son, delighted by the café’s lively atmosphere and prosperity. Business was booming, and with enough income to hire extra help, Avi brought Eva along.

Eva quickly became a beloved member of the Abendrot family, emitting a playful, fresh energy from behind the bar and beyond that - engendering a lot of enthusiasm among the male youths that frequented the café.

the elite

The Elite were a handful of old Marked families who had resided in Breuburg for centuries, forming the Aristocracy of Asmaria. In theory, members of the Board of the Archthaumaturgia of Breuburg were elected officials, chosen based on their qualifications and skill, their family’s affluence or rank within society having no bearing on the outcome. Over time, however, the Board became the exclusive domain of the Elite, with its seats passed down within their families. Only the most capable and esteemed members of those families were appointed to the Board, but the era in which common born Marked individuals could earn a seat had long since ended. A popular figure of rhetoric upheld by the Elite claimed that only their lineages produced individuals with the skill, knowledge, and love for Breuburg needed to govern. Their children, they argued, were molded from birth for greatness.

The Elite upheld the status quo with an iron grip, stifling any activities that could challenge their rule. Their more sinister pursuits were carefully concealed, preserving an illusion of peaceful social equilibrium, where everyone had a ‘’natural’’ place in the world. The aristocracy did not suppress the Unmarked, they maintained; rather, the Unmarked were inherently inferior. The Marked, as children of Rhé, were destined to rule. With magick on their side, it only made sense. The Unmarked, pitiable as they were, simply lacked the abilities to rise above their station.

This insidious precept was carefully maintained and held sway for centuries—until very recently. In Esme’s lifetime, with the emergence of ArcanaTech Industries, it began to fracture. A glaring error in the Elite’s control was staring them right in the face: Rhé technology had slipped through their grasp, as it had now become public knowledge. How had this occurred? Well, shockingly, the perpetrator had been one of their own—an esteemed professor of the Archthaumaturgia. While conducting experiments that were intended to advance magick practices for the Marked, he instead managed to industrialize magick. Thereby he had made magick accessible to all.

Branded a heretic, the professor was accused of dismantling the sacred world order set by Iskh and Rhé a millennium ago. Yet he wasn’t deemed as dangerous as his powerful backer, who smuggled him out from under the Archthaumaturgia’s roof before the Board could act. This individual—a wealthy widow, activist and a general headache for the Elite—posed a direct challenge to the Elite’s dominion.

When Esme arrived at the Archthaumaturgia, the Elite were already on edge. Eccentric, nonconforming Marked individuals had been surfacing, threatening to disrupt the established order with their ‘’problematic ideals’’. The arrival of a provincial priest from the Thaumaturgia, accompanied by his young niece, only added to their suspicions. This priest had made inquiries into matters far outside of his jurisdiction across various provinces, raising red flags. And now his young niece had enrolled in Archaic studies—why? To dig into their records?

The Elite decided to take action preemptively. They couldn’t afford another disaster and so they called in a favour. ‘’…Someone to keep an eye on them. Yes, Sebastian’s girl would do nicely…’’

Vivian Lyanda -

Age 19-

Vivian Lyanda,19, was a gifted channeler and second-year Military student at the Archthaumaturgia of Breuburg. She was the youngest daughter of Sebastian Lyanda, Archpriest of Asmaria, and Ada Lyanda, Marked non-channeler and heiress of the prestigious Lyanda family. Vivian’s grandmother, Olaitan Lyanda, a renowned mage and headmistress of the Archthaumaturgia in Breuburg, who, in 1837 EA, had reached the ripe age of 142 years. Decades earlier, Olaitan had left her aristocratic home in The City of Embers, Orenthya, to become a tenured professor in Breuburg. There, she quickly rose to prominence, establishing a family that would become one of the city’s elite.

Her illustrious lineage weighed heavily on Vivian, like a cloak she had to wear with her head held high, no matter how much it dragged at her feet. A brilliant and skilled mage, she was the golden child of the Lyanda family and grew up under intense scrutiny. Any misstep brought harsh reprimands from her mother or snide remarks from her older sister. Ada, fiercely protective of the family reputation, went to extreme lengths to safeguard it—even ordering the death of an unmarked servant boy when she discovered that Vivian was having a secret love affair with him as a teenager. This traumatic event left deep scars; Vivian was manipulated into believing his death was her fault, a punishment for her foolishness. A woman of her status, she was told, could never associate with an unmarked commoner. Her father, ever aloof, never came to her aid, leaving Vivian to find solace only in her grandmother, a warm and wise presence in her life.

Her family’s manipulations turned her righteous anger inward, driving her to excel in all things. Determined to meet their expectations, she became a formidable Military mage. Though she continued to take lovers, she seemed to guard her heart carefully, ensuring her affairs were always with Marked individuals and handled discreetly to maintain propriety, then discarding them on a whim. Over time, Vivian developed a hardened shell, using people for information, power, and status as she handled the social games of the Elite with ruthless precision.

When her parents—or, Iskh forbid, The Board— demanded something of her, she obeyed without question, hoping that someday, through diligence and success, she might gain enough autonomy to finally be her own person.

a spark

Thus, when Vivian was approached by a member of The Board and instructed to keep a close eye on a first-year student from the countryside by the name of Esme Bovier, she dutifully complied. After all, this was one of the more intriguing tasks she had been assigned. What secrets could an innocent-looking country girl possibly be hiding? Vivian was eager to find out.

In a written report likely intended for the Foreign Affairs department— responsible for handling information within the Thaumaturgia—Vivian described Esme as: ‘’…unassuming and innocent looking. A case of the especially studious or unusually gifted countryside student (in this case, she seems to be the gifted kind), who has remarkably gained entry into the Archthaumaturgia only to wander around lost, gaping at everything from the floor to the ceiling. Quiet unless spoken to, she appears sincere and shyly enthusiastic about being here.’’

Vivian went on to observe:

‘’She perfectly fits the profile of someone trying not to draw attention or arouse suspicion, all the while wandering into places she perhaps shouldn’t be. I have been keeping my distance thus far to get a proper read on her, but she plays her role well. I will need to be careful, as she seems guarded—unlike her ‘friend’ Andrew Haavgard, another first-year student who studied at the same Thaumaturgia as she did before gaining admission here. Pompous and loud, he wears his desires and ambitions on his sleeve and does not seem too fond of Ms. Bovier, something he was happy to elaborate on. His descriptions of Ms. Bovier contradicts the one I have been observing, suggesting there’s more beneath the surface.

I will keep you informed as I learn more. -V’’

It seems Vivian gleaned useful information from Andrew, tactfully maneuvering him into introducing her to Esme, as the two grew more amicable. It is likely that through Andrew, Vivian learned about Esme’s ‘’close female companion back at home.’’ Esme’s relationship with Lily had not gone unnoticed. Vivian, ever resourceful, kept this knowledge as leverage.

According to Esme’s journal entries, sparks first flew during the Archthaumaturgia Masquerade Ball in the autumn of her first semester. The day after the ball, Esme received this letter from Vivian:

My dearest Esme,

I trust I may expect your pardon should the contents of this letter not wholly align with what you deem proper. I am acutely aware that our differing backgrounds may lead to diverging opinions about such notions, for life in the countryside, I understand, shapes sensibilities quite distinct from those in the city. Thus a wiser woman might tread more cautiously, but alas, I am no such woman. I am utterly helpless in containing my thoughts and must speak my mind with a candor I cannot suppress.

Ever since our first encounter, I have been wholly unable to banish the enchanting image of you from my mind’s eye, for even but a second. You intrigue me so; your brains and your wit match my own in a way that is most thrilling. Forgive me if I am too bold, but I must confess—your beauty and charm have utterly captured my heart. Our encounter yesterday evening —If I may be so presumptuous— has me hoping that my feelings may be reciprocated. If that is so —and by Pri I fervently pray it is— I would be overcome with joy to find myself once more in your warm and most captivating company.

As you are still new to my beloved Breuburg, it would give me great pleasure to serve as your guide this evening. A woman of my standing has access to the most delightful corners of the city, and I would count it an honour to share them with you. I trust you will accept.

My familiar, Èsan, shall linger to receive your reply and deliver it swiftly to me. Know that I wait most eagerly and anxiously for your answer. Your sincere and affectionate admirer, Vivian

Needless to say, Esme accepted. From that moment, the two grew closer, and Vivian became a frequent presence in Esme’s journal. Over time, however, Esme became deeply troubled by the secrets she was keeping from Vivian. She wrestled with the idea of confessing her true purpose at the Archthaumaturgia but ultimately decided against it, although it continued to torment her for quite some time.

Little did she know that she was not the only one keeping secrets. But that, like most things, she had to learn the hard way.

magic to the people!

It was impossible for anyone in the city to ignore the rise of ArcanaTech Industries, the burgeoning superpower that had rapidly grown into a force to be reckoned with. No company before or since has wielded such immense influence or driven as much development and growth in the world. Founded by Hilde Sigfridsdottir in 1829 EA—3 years after the infamous inventor Balamber invented the Rhé machine, the groundbreaking technology at the heart of ArcanaTech Industries—it revolutionized the manner in which magick could be harnessed.

Esme, of course, had heard of it. The company’s influence had reached Pinewood Valley years earlier, becoming the very enterprise Lily and her father had begun working for. She had seen some of the machinery firsthand: devices capable of performing simple magicks that any Marked individual could channel. What was truly remarkable, however, was how these machines enabled non-channelers to wield magick.

Balamber - Age 64 -

Aydin Balamber, known as ‘’ The great inventor’’, was a Marked channeler, researcher and professor of the Archthaumaturgia, specializing in Material Transmutation and Archaic Studies. A reclusive and eccentric figure (even by Marked standards), he was celebrated for advancing magick practices and rhé knowledge by blending ancient methods with modern innovations. His early achievements included improvements in amulet- and staff-making, most notably by developing mechanized amulets that acted both as rhé power banks and machines capable of drawing rhé from their surroundings, greatly enhancing a mage’s channeling potential.

As his reputation grew, Balamber was granted greater independence. Gradually withdrawing from teaching, he dedicated himself entirely to research, often vanishing for days into his laboratories deep within the lower levels of the Archthaumaturgia. It was during this time that he created the invention that would make him infamous: The Rhé Machine. A device that enabled anyone to channel rhé. All of humanity would finally be able to enjoy creation in its purest form. To Balamber—and certain ‘’radical thinkers’’ that caught wind of it— it was revolutionary. To The Board, it was heresy.

Channeling was considered a divine gift, exclusive to the Marked. Widespread access to it, they argued, could cause chaos, disrupt societal order, and erode the structures that relied on Unmarked labour. Viewing the invention as dangerous and irresponsible, The Board dismantled Balamber’s research, destroyed the prototype, and ordered him to direct his work elsewhere. Balamber, however, was undeterred. While he revered the Thaumaturgia as an institution of knowledge and discovery, he cared little for The Board’s politics or their religious dogma. Even from before they’d destroyed his work, he’d held no loyalty to their authority. And so, when he was approached by Hilde Sigfridsottir, who offered him funding and protection to continue his research, he accepted without hesitation, evacuating his lab under cover of night.

When his Rhé Machine was finally unveiled, Balamber and his patron were celebrated by the public, rendering the Thaumaturgia powerless to intervene without justification. His legacy was immortalized—his name echoing through history, never to be forgotten, for better or worse.

Hilde Sigfridsdottir

Hilde Sigfridsdottir, was a prominent ‘’new money’’ aristocrat, intellectual, philosopher, and Marked non-channeler. She was the founder of ArcanaTech Industries, and leader of The Liberation Movement, among other accomplishments. Born 1784 in Rovenheim, Asmaria’s northern neighbour, her family hailed from Duskal—a nation where the Thaumaturgia held little power and the government was a democratic mix of Marked and Unmarked individuals. These origins shaped her ideals, which diverged from those of most Asmarians.

At 12, she moved to Breuburg with her parents. While studying philosophy at the Archthaumaturgia, she clashed with what she called the ‘’restrictive, utterly biased and elitist curriculum.’’ Immersed in the heart of Marked power, she grew increasingly critical of Asmarian society. In her writings, she expressed concern about the Elites’ adherence to a warped ideology:

‘’They do not see people that lack the ability to channel, or whose blood has no propensity to express such qualities—branded with distaste as ‘the Unmarked’—as human. They don’t care if these everyday citizens live or die. They act as though the Marked are the paragons of humanity, destined to rule, while the rest are as pathetic ants beneath their feet.’’

Hilde denounced the system in which The Board, a miniscule minority of elites, ruled the country:

’’This senseless and cruel ideology, built on magick and hierarchy, is an ill-fated mode of governance. They will cling to their power until their dying breath.’’

These views, published in her manifesto posthumously, inspired revolutionaries across the continent for decades.

By the time Esme arrived in Breuburg, Hilde had been a thorn in The Board’s side for over 20 years. Yet, her immense wealth and influence— gained after inheriting her husband’s fortune in 1816 EA—made her all but untouchable. She built a network of like-minded allies and, cunningly, swooped in to become patron of the inventor Balamber as he was developing the Rhé machine. With her funding and protection, his groundbreaking technology was realized, leading to the founding of ArcanaTech Industries in 1829 EA.

the rhé machine - the core

The Rhé machine core was the heart of ArcanaTech Industries (ATI). This monumental invention created compressed rhé capsules, which were used to power other Rhé machines that channeled the rhé for specific purposes. A giant, stationary machine, it was installed in every major ATI factory.

The core consisted of a massive water pump that drew water from areas that were teeming with rhé. The water first passed through a filter tank to remove impurities. Next, it entered a second filtration stage, where it was boiled and subjected to immense pressure. The resulting steam then rose through a designated tube, while the rhé particles would seep down into a rhé tank. In this tank, through a complex and highly secretive process, the rhé was transformed into ‘’Rhé Nectar’’ and finally pumped into compressed capsules.

These capsules could then be loaded into Rhé machines that could then channel rhé for various practical purposes. Early Rhé machines were relatively unassuming, designed for tasks like housekeeping, construction, and delivery services.

Over time, however, Rhé machines were developed for more advanced—and often, more dangerous—applications. They became weapons, such as air whips, flamethrowers and the Shadow suit; a device that rendered the wearer utterly unnoticeable, even in broad daylight.

Control station

Platform for loading Rhé Capsules into boxes

1. Water Pump
3. Pressure Tank
4. Rhé Tank
5. Rhé Capsules
Nectar Pump
RHÉ MACHINE CORE
RHÉ CAPSULE Handle
Attachment piece for Rhé Machines
Rhé Nectar

SLEEPING GAS DEVICE

The Liberation Movement

The first seeds of change were planted during Hilde’s school years at the Archthaumaturgia, where she and a small group of like-minded intellectuals regularly met up to discuss philosophy and politics. These discussions laid the foundation for the ideologies that Hilde and the founders of the Liberation Movement would later adopt as their core principles.

Hilde eventually married an aristocrat named Hans Krust, becoming Hilde Krust for a time. However, a year after her husband’s untimely death, she renounced the name and reclaimed her birth name, Hilde Sigfridsdottir. As a wealthy aristocrat, she had access to many opportunities and used her privileged status to gather influential allies with money and power. These connections enabled her to establish charities and projects aimed at aiding the Unmarked. Over time, she earned trust, respect and even more vital allies— individuals who would go on to become the founders of the Liberation Movement alongside her.

At first, the movement grew slowly. However, after the founding of ArcanaTech Industries, its membership grew exponentially, largely due to support from staff members and their networks. Over time, this growth led to the creation of a revolutionary army—built right under the nose of the Archthaumaturgia of Breuburg.

2. Filter Tank AIR WHIP

DISCOVERIES

That autumn, Esme ignored her uncle’s advice to abandon her dangerous research and keep a low profile. Driven by curiosity and a desire to make her time there meaningful, Esme pressed on. To her frustration, progress was slow—most of what she learned only revealed how much there was to discover, and how much of it was outside of her reach, buried deep within the archives, in areas outside of her jurisdiction. Some sections would become accessible in her later years of study, whereas others would forever be off-limits to anyone outside of the Elite. For someone as hungry for knowledge as Esme, this infuriated her a great deal.

When she discovered a reference to a cave system within Ceoceannberg, rumoured to connect to the Archthaumaturgia’s lower levels—the most guarded areas of the archives—she saw an opportunity. If she could not access them from within, perhaps she could from the outside.

Relying on her experience exploring the mountains and caves back home, she found a hidden cave entrance in the steep, forested mountainside. The narrow opening led into a maze of tunnels, which she began the daunting task of mapping. At first her excursions were uneventful. But during one trip, she encountered something she had hoped never to see again.

At first, it was just strange organisms—odd, but not alarming, as cave organisms tend to be distinct from those above ground. Then she heard a deafening hum, followed by quick taps on the cave floor, like rain hitting a window in a rainstorm. Dread washed over her. In the shadows, she saw movement, then multiple creatures, running towards her. Sprinting for the exit, Esme collided with someone—a person who turned out to be Vivian. As they tumbled onto the ground by the cave entrance, the strange creatures skipped and darted past them, indifferent to their presence. Small, the size of leaves, their flickering, translucent forms reflected colourful light in a playful dance. Esme sighed in relief, realizing that the creatures were harmless. But her relief was short-lived. Vivian’s body suddenly tensed up beneath Esme and she was tossed aside into a cave wall as Vivian jumped up and blasted fire down the tunnel. All Esme heard was a sizzle and a pained shriek, and once Esme dared to look, she saw a large shape retreating into the darkness.

Shaken and exhausted, Esme did not even have time to wonder why Vivian had been in the cave, before being bombarded by her questions. Why had she been in the cave? What were those little creatures, and what in the world was that monster doing there? Too drained to keep her secrets, Esme confessed everything. Vivian, troubled by what she had seen, offered to help. The caves were too dangerous, so Vivian proposed sneaking Esme into the off-limits Archives from within instead.

Together, they uncovered a deeply unsettling truth. For centuries, the Elite and Thaumaturgia had stifled societal change, killing scientists, revolutionaries and anyone who threatened their and the Marked’s complete dominance over magick and society as a whole. The stagnation of humanity was no accident—it was a deliberate policy to preserve the ‘’natural order.’’

Esme’s discovery left her wondering: how had ArcanaTech Industries, a symbol of progress, managed to emerge in a system so determined to crush innovation?

THE PRIZE OF A REVOLUTION

By late autumn, as Esme divided her time between her studies, research, and Vivian. Meanwhile, Andrew had begun frequenting Café Abendrot, mingling with the patrons and Nalu’s colleagues from ArcanaTech Industries. He liked being around them, he liked who he became when he was around them. For the first time, he felt like he belonged. Though he was a Marked mage—and it had been a process trying to unlearn his arrogant, elitist attitude—this group appreciated his sharp wit, especially when it was directed at the pompous Marked assholes he once represented. Their camaraderie inspired Andrew to be better, and he found himself caring deeply about their struggles.

When they complained about the elitist pricks at the Thaumaturgia, he joined in happily. They were elitist and he knew no bigger pricks! They were utterly awful. In fact, few people knew that better than he did. His whole life he had seen it up close, he had been raised to be one. And as the patrons shared their experiences; being treated like second-class citizens in their own country, how the Marked talked down to them as if they were stupid, incapable…dirty. Andrew found himself growing shameful and furious.

Yet more than anger, these conversations were brimming with hope—a vision of a future where all of humanity would be equal. ArcanaTech Industries was leading the charge, empowering the Unmarked with their technology of magick. Inspired, Andrew found himself wanting to help build that future.

He expressed that to Nalu, who had taken longer to warm up to Andrew than the others at Café Abendrot. He had not yet accepted him wholly. Andrew was used to being disliked, it came with the territory of being a rich asshole, but he found himself yearning to win Nalu’s favour, as he had grown to admire and respect him. Andrew’s genuine interest in their mission finally quelled Nalu’s wariness of him somewhat, as he gave him a chance to visit ArcanaTech Industries. Upon returning, he eagerly told Esme about its innovations: how it improved lives, reduced unemployment, and shrank the slums. Already curious after learning the Thaumaturgia’s dirty secrets, Esme shared in Andrew’s excitement. With her uncle Owain soon arriving, she decided to wait for him so that they could visit the factory together.

Nalu arranged a tour of the factory and headquarters, but some areas were strictly off-limits. By chance, they encountered Balamber. Esme, excited to meet the Great Inventor himself, started asking him questions and Balamber, thrilled to find himself with an inquisitive and curious pupil, happily talked their heads off. Enthusiastically explaining the process of extracting rhé from groundwater that is abundant with it and compressing it into capsules to power Rhé machines. Although much of the process was beyond Esme’s understanding, she was fascinated. Their conversation was cut short when factory managers intervened and escorted them back to the main tour.

Later, Esme and Owain traced the groundwater source back to Ceoceannberg. Comparing maps of Places of Power with ATI factory locations, and the reports from all over Asmaria, of strange incidents involving untraceable magick—they uncovered a troubling pattern: The concerning incidents, which included an unusual amount of natural disasters and the appearance of strange organisms and creatures, were occurring near ArcanaTech Industries’ sites. And most of them were close to known Places of Power. The anomalies aligned with what Esme and Vivian had witnessed in the Ceoceannberg caves—evidence of unintended, hazardous side effects from extracting rhé using machinery. For months, perhaps even years, this pattern had emerged all over the countryside, and now it was happening in the heart of the city, right beneath their feet.

Having obtained this information, what could they do about it?

Vivian immediately suggested reporting it to The Board, arguing that regulating magick was the Thaumaturgia’s responsibility. But Esme and Owain hesitated. ArcanaTech Industries had brought undeniable benefits, and they feared that The Board would seize the opportunity to shut it down entirely and permanently. Instead, they proposed speaking directly to Hilde Sigfridsdottir and Balamber, urging them to put their operations on hold as they addressed the risks and the widespread adverse effects before continuing operations. If they agreed, perhaps they needn’t inform the Thaumaturgia.

Esme pleaded with her Uncle to go that route, they at least had to try. He agreed and arranged a meeting with Hilde. Vivian reluctantly held off contacting The Board. However, Owain left for the meeting that evening… and never returned.

That night, reports emerged of a monster near the river and the Unmarked quarter. Later, officers on patrol encountered terrified Unmarked teenagers claiming a beast had attacked them at Rustbank Hollow, a popular hangout spot near the docks. Pleading for help, they said that they had lost some of their friends in the chaos. Dismissing it as a prank, as the Rustbank kids were notoriously troublesome, the officers took no action. Hours later, the teens returned with adults and found two dead children and the body of an adult man further up the docks. .

THE CLOSING OF THE GATE

Vivian: ‘’These things just take awfully long. That’s nothing unusual.’’ *DING*

Vivian: ‘’These bastards.’’

‘’what is it?’’

‘’what?’’

Vivian: ‘’These bastards killed your Uncle! They killed these kids!’’

Esme:
Esme:

Vivian: ‘’I’m so sorry.’’

Vivian: ‘’There is a monster on the loose in the city and we have just been sitting on that information and now your-…

Vivian: … he- he is dead’’ Esme: ‘’Viv…please…’’

Vivian: ‘’Hm.’’

Vivian: ‘’We have to tell them Esme…I’m so sorry… but more people could die. I have to do my duty…. I have to tell them…’’

Andrew: ‘’I want to join you.’’
*Esme

shakes her head weakly*

I have to’’
‘’Nalu!’’
’’We’re

marching the boys home…bring your lanterns.’’

Vivian: ‘’

‘’Then join me.’’

*nods*
Nalu:
�� *People singing*

Backin Vivian’s quarters, Esme sat alone, in shock. The news of her uncle’s death, alongside two teenage boys reportedly killed by a dreadful monstrosity at the docks, left her hollow and lost. Between crying fits, anger rose in her throat. Her uncle had just died, and Vivian had rushed out, without a second thought for her! What sort of love was that? She should have stayed, given her time to process—to think! But no, she had to run off to The Board, to do her ‘’duty.’’

Flickering lights from outside finally broke Esme out of her trance. Dragging herself to her feet and onto the balcony, she saw a devastating sight. The Unmarked quarter, by the river, was aglow. Hundreds of lanterns lit up the dark as people marched, carrying the boys’ bodies home. Together they walked, pushing back terror with light and song.

As Esme watched the poignant scene, Vivian returned. She reached for Esme, only for her to shy away from her touch. Grief-Stricken, Esme lashed out, and Vivian tried to soothe her. In her anxiety, Vivian blurted out that she’d only told The Board what they’d learned about ArcanaTech Industries—nothing about Café Abendrot or its regulars. Esme screamed back about how that wasn’t the point…before realising: She had never told Vivian about Café Abendrot’s ties to ATI and revolutionary ideals.

Confused, Esme confronted her and Vivian realised her mistake with horror. Her reaction was all Esme needed to piece it together—Vivian had been spying on her. Her Elite status, her strong ties to The Board…of course. ‘’How long?’’ She whispered.

Vivian, avoiding the question, begged forgiveness. She swore that while it had started out that way, she’d genuinely fallen in love with Esme. She had started withholding information from The Board because she cared. But the betrayal cut too deep.

Before Esme could respond, a piercing dragging noise interrupted them. Looking out, they saw the Archthaumaturgia gates closing, closing it off from the city.

Meanwhile, at the march, Hilde Sigfridsdottir joined the crowd. At the very front, two men carried the boys in their arms, and Uncle Owain’s body was borne by two others. Hilde stroked the two boys’ cheeks sadly, paying her respects. Then, looking at Owain with a somber look of recognition, she touched his forehead in acknowledgement.

for the greater good

The morning after the attack, the citizens of Breuburg awoke to an uneasy atmosphere. The Archthaumaturgia loomed over the city, its gates shut tight for the first time in recent memory. Blockades on the bridges further deepened the divide between the Marked and the Unmarked, both literally and figuratively.

News spread amongst the Unmarked that at noon a meeting would be held at ArcanaTech Industries (ATI) to address the events of the previous night.

At the meeting, Hilde Sigfridsdottir announced that the monster which killed three—including ‘’one of the Thaumaturgia’s own, a Marked channeler and priest’’—had come from Ceoceannberg. She claimed The Board, threatened by ATI and the empowerment of the Unmarked, had violated its own laws by creating monstrosities to regain the upper hand. One of these creatures had escaped, and now the Board planned to frame ATI. She rallied the crowd with a fiery speech, urging them to resist The Board’s lies and continue fighting for justice.

Meanwhile, within the Archthaumaturgia, Marked residents received letters claiming that ATI’s technologies had destabilised the rhé, causing monstrosities to appear. For public safety, the gates remained closed as Thaumaturgia forces prepared to shut ATI down.

Not long after the ATI meeting, Thaumaturgia forces raided the headquarters, destroying machinery, seizing documents and making arrests, although those they had meant to catch—Hilde and her inner circle—had vanished without a trace.

A ban on all Rhé machinery followed, enforced within Breuburg with houseto-house searches. The crackdown sparked outrage. Protests erupted, fueled by the kids’ deaths, the sudden mass unemployment and the loss of ATI’s innovations. Resistance grew as citizens hid their machines or refused to comply.

Once The Board recognized the magnitude of the crisis, they responded with harsh measures: heavy fines and prison sentences for anyone withholding machinery or refusing to comply, and raids targeting every home or establishment even remotely suspected of being involved with the Liberation Movement. Breuburg’s prisons overflowed with political prisoners as the conflict intensified.

Once the Thaumaturgia believed they had the situation in the city under control, they reopened the gates of the Archthaumaturgia, and normal operations were resumed. Andrew, who had been stuck in the Unmarked quarter since the lockdown, returned to his studies—but now as a spy for the Liberation movement. Hearing from Esme what had occurred between her and Vivian that fateful night, he knew that he had to be careful. With much regret, they both agreed that they could not visit Nalu and Avi at the Café, worrying that it would put them at risk. Andrew smuggled what information he could gather out of the Thaumaturgia, alongside some of his considerable funds, to aid the movement.

As the end of Esme’s and Andrew’s first semester at the Archthaumaturgia approached, so did a long awaited milestone in their lives—The Great Hatching. An ancient ritual where students received their familiars, signifying their step into proper mage-hood. One moon cycle before the ceremony, each first-year pupil received an egg that they were to carry with them every waking moment. The ceremony itself was simultaneously a grand and complex group ritual; as well as an incredibly personal and intimate one.

The pupils, holding their eggs, all stood within their own channeling circles that were connected to one another with an even bigger circle, marked on the ground with runes and symbols of power that covered the whole ceremony hall. Within the big circle stood a professor who led the ceremony. Within each pupil’s personal circle were objects of power and items of sentimental value, which—along with the egg—would form the familiar, making it powerful, intelligent, and with a personality compatible with that of their mage.

For the ritual, Esme cut her hair and braided it with a ribbon her late Uncle Owain had gifted her. Andrew chose a rabbit’s foot charm from his late mother. Esme’s egg hatched a bird familiar, black as a raven but resembling an owl species native to the woods of Pinewood Valley. She named it Nabu, after an ancient god of wisdom, which proved to be an accurate name, as Nabu had the temperament and intelligence reminiscent of a raven. From Andrew’s egg emerged a snow-white hare—to his initial embarrassment—who he named Persis, a sweet but cunning little creature, sharp-witted and stealthy, she became Andrew’s dearest and most treasured friend.

After the Winter Solstice, Esme returned home to Pinewood Valley for her uncle’s funeral, which had been delayed due to the unrest within the city. Reuniting with her family and her community, she was finally able to grieve properly. She learned about Lily’s and her father’s experience working for ArcanaTech Industries in their new town. Their lives had transformed—they had even started using magicks. Lily’s innovative ideas had earned her a place on an ‘’Idea Board,’’ where her knowledge of magick from observing Esme’s channeling for all these years, was a great asset. The looming shutdown of their factory worried them greatly.

Already, the situation was escalating in the countryside. As the Thaumaturgia shut down ATI factories, rural families were left without work. Meanwhile, recent clusters of earthquakes and more sightings of unfamiliar creatures, added to the general sense of unease within the community.

As if to add to Esme’s worries, her little brother confessed to her—and asked her not to tell anyone—that he had befriended some of these strange new creatures. Esme asked to meet them, and to her surprise the encounter was surprisingly pleasant and peaceful. The encounter made her question her previous disposition towards them, perhaps they were simply new and misunderstood. The two even realised that they had both encountered the same ‘’monster’’ in the woods. According to Owain Jr., although it was imposing and fierce, it was not malevolent, merely a proud guardian of the woods. According to his little friends, some of them were pretty nasty though, and best avoided.

This inspired Esme to start researching the new organisms, believing the changes in the rhé weren’t entirely harmful. Perhaps, if studied and understood, humanity could coexist with them—or at least mitigate the risks.

Esme returned to Breuburg with this new insight. The atmosphere in the city was tense, riots were breaking out as the public was enraged by the Thaumaturgia’s authoritarian military rule. Feeling partially responsible for the situation; she sought out Vivian. Until then, she had shut down any attempt made by Vivian at making amends. After grieving and reflecting, she was ready to face her former partner again. She believed they shared a responsibility to fix what they had helped create. Despite Vivian’s involvement in Thaumaturgia military action, Esme hoped to convince her to help de-escalate the conflict. Vivian’s status as the Elite’s golden child could sway The Board towards peace. Esme decided that she had to at least try.

Esme managed to persuade Vivian to arrange a meeting with The Board, intending to present her findings and advocate for peace talks with the Liberation Movement. Unbeknownst to them, Andrew overheard some of their conversation. Specifically that they would be meeting with The Board. Distrustful of Esme’s renewed closeness to Vivian—he reported the meeting to the Liberation Movement.

Armed with the knowledge of when The Board would be preoccupied and vulnerable, the Movement decided it was time to strike.

THE STORMING OF THE ARCHTHAUMATURGIA

TheResistance stormed the Archthaumaturgia of Breuburg on February 11th, 1838 EA, while The Board was preoccupied, giving an audience to Vivan and Esme.

In a pincer movement, they managed to neutralize the Thaumaturgia guards. From the outside they used newly developed Rhé machinery that transformed oxygen into gas rendering any who inhaled it unconscious. On the inside mage infiltrators, such as Andrew, ambushed and swiftly overpowered the remaining guards. As they seized the Archthaumaturgia, they threw down banners from its highest towers and waved flags of the Liberation Movement.

Reaching the top, Hilde, flanked by her Revolutionaries, barged into the Boardroom to confront the members. She Instructed them to look out their windows, declaring that the people had spoken: they demanded new leadership. The Board could either relinquish power peacefully, or force Hilde and her associates to take it from their cold, dead hands:

‘’As much as it would give me great pleasure to kill you…fortunately for you, I am no killer. We have stormed the Thaumaturgia peacefully. If you choose to fight, the blood that will be shed, is on your hands.’’

The Archmage recovered from his shock quickly, laughing in their faces. He mocked their belief that they could actually fight him and the Thaumaturgia—and win. He advised them to return home, and in his grace, he would consider their complaint. Hilde, undeterred, retorted that The Board’s arrogance had blinded them. They had assumed that their raid on ATI’s headquarters had crippled the Resistance’s operations, but that base had been outdated as they had moved their main operations long ago. She revealed that the Resistance had more formidable weapons at their disposal, although they would much rather avoid using them. A fight, she warned, would be bloody.

At that, the Master of Military snapped. With a flick of her wrist, she decapitated Hilde, slicing clean through her neck with an invisible blade of air. Blood sprayed across the room as it erupted into chaos. The battle that ensued left innumerable casualties on both sides. Among the fallen Revolutionaries were members of the Abendrot family, including Eva, who died in Nalu’s arms as Andrew lay wounded.

Vivian, whose life was intertwined with the Archthaumaturgia, saw many friends perish—military allies, friends of the family, the Master of Finance. Her father got badly injured, and worst of all, her familiar Èsan died in the crossfire.

Ultimately, the Thaumaturgia emerged victorious, leaving the Resistance in ruins. The aftermath was grim: corpses and the injured lay scattered about. In the courtyard behind the Archthaumaturgia, weary soldiers stood guard over the surviving Revolutionaries.

In the exhausted quiet, an earthquake hit, coming from within Ceoceannberg. The towers swayed dangerously and stained-glass windows exploded into mists of colours as a massive crack split the ground in two. Two unlucky Thaumaturgia soldiers disappeared into the chasm, only to be launched back out by a torrent of water. Like a great fountain, it rained down on the wreckage and the battered survivors.

With the water that was humming with rhé, spirits appeared. Laughing and singing, dancing in the rain, and looking curiously at the water that was turning red as it mixed with the puddles of blood.

From that moment, there was no turning back. The people had fought for change and the people had lost.

But change came nonetheless.

It arrived like roaring thunder.

the downfall

After February 11th, 1838 EA, there was no longer room for opposition in Asmaria. Remaining ATI factories were burned to the ground. Anyone caught with Rhé machinery faced no trial—only imprisonment. Internationally, the Thaumaturgia imposed the same harsh measures. The events in Breuburg left no doubt among Board members internationally— and even the general Marked population—that the technology could only cause pain and misery. Across countries under Thaumaturgia influence, the technology was banned and ArcanaTech Industries was dissolved in its entirety.

Still, the crackdown only fuelled the revolutionary flame among the Unmarked. Reports indicate that the storming of the Archthaumaturgia in Breuburg became a secret symbol of resistance, an inspiration to the common folk. It had been a long time coming and the Liberation Movement had broken the dam.

To the Thaumaturgia, this only hardened their resolve to rule with an iron fist. By 1839 EA authoritarianism had a firm grip on the entire continent. Revolutionaries rotted in prisons, including Andrew and Nalu, who each received 14-year sentences.

In 1840 EA, Vivian graduated from the Archthaumaturgia and rose quickly through the military ranks. According to Esme’s journals, their relationship grew even more distant. Vivian took other lovers and Esme watched from afar.

A year later, in 1841 EA, it was Esme’s turn to graduate. Shortly before, a prison break freed Andrew, Nalu and dozens of other political prisoners. They vanished without a trace. Two months later, Esme received a letter from Andrew, congratulating her on her graduation and for enduring the ‘’Thaumaturgia twats’’, and assuring her they were safe. Letters continued to arrive for years, although they revealed little about their activities or whereabouts.

With nothing left for her in Breuburg, Esme returned to Pinewood Valley, where she found the community adapting to its wilder surroundings. Once again, inspired by Owain Jr., then 16, she began researching the strange new environment, now more capable than ever. Patterns emerged. The organisms were not random but mirrored descriptions of the world as it was before the Age of Man, when wild magick reigned. The creatures resembled those from ancient folklore.

Intrigued, Esme began traveling, with only Nabu and her books as her companions. From Asmaria to Velkova, down the coast to Seryph, and across the seas to the Ember lands, she documented the rise of wild magick and its creatures. In Athye, she hired Chrestos, an ex-military mage, to protect her on the increasingly dangerous journeys. The wilds were increasingly untame and the creatures deadlier. Over time, Esme realised the wild rhé was birthing not only unique individual creatures, but entire species. She cataloged and named them after the folklore beings they resembled. When Owain Jr. came of age, he joined them for a time, helping assemble a vast bestiary and herbarium of the New Age.

In 1846, Esme set out for the Caelumara Isles, a cluster of nonThaumaturgia magick communities renowned for inhabiting exceptionally inhospitable environments. Chrestos, now Esme’s partner, accompanied her. Upon arrival, Esme discovered that Andrew and Nalu had been living there since their prison escape. The Caelumara Isles, a liberal nation which embraced magick in any form, including mechanized rhé; had become a haven for the remnants of the Liberation Movement. ArcanaTech Industries continued its work there, led by Nalu.

Esme rushed to their headquarters, barely daring to hope. The reunion was a bittersweet one. Boundless joy, tremendous relief, and shared grief over loss remembered—it was monumental. Spending some months together on the Isles, they reconnected before making their way back to Asmaria, together. Returning to Breuburg, Nalu and Andrew reunited with their allies and went straight into rebuilding their movement. With the evolved Rhé technology rivaling the power of Marked mages, they believed it was finally time to achieve their dream of equality.

Esme, who had long avoided choosing sides, finally made her stand. Breuburg had only deteriorated in her absence. The Archthaumaturgia ruled with an iron fist, and the Unmarked lived under constant scrutiny. The dream of equality, for which so many had died, burned brighter than ever. Change would come—and this time she would welcome it. She would fight for it, help direct it—whether peacefully or through chaos. Chaos, Esme had learned, was creation itself.

Better chaos and anarchy than an unjust equilibrium.

Esme joined the Revolution. By then a new Master of Military of the Asmarian Thaumaturgia had been appointed: Vivian. From the highest towers of the Archthaumaturgia, Vivian watched the city she was sworn to protect. From the streets below, Esme looked up, a herald of a new age of chaos.

In 1847 EA, the Liberation Movement reemerged, sparking an all-out civil war. The Liberation Army marched on Breuburg and the fields outside the city turned red with blood. Esme and Vivian met on opposite sides of the battlefield. For the first time, Vivian wavered, questioning her loyalty to the Thaumaturgia. She sought peace, but Esme refused. No more halfmeasures. The fight would end here, for better or for worse.

After years of brutal conflict, the Liberation Movement narrowly won. Both sides were nearly wiped out, and Breuburg was left unrecognizable. The deluge of Rhé, both mechanized and natural, had turned the city and its surroundings into a wasteland of wild magicks. Their victory was a hollow one— for there was no city left to rule.

The last that was seen of Esme, she was walking off into the woods surrounding Breuburg. Rhé sprites danced around her as she disappeared into the magickal wilderness.

a new age

The explosion of rhé that erupted during the conflict of Asmaria’s civil war, transformed the world permanently. Wild magic surged uncontrollably. Within a year, forests overran cities; lakes appeared out of nowhere, submerging valleys, villages, towns, and cities. Glaciers expanded, mountains weathered and seaside towns sank beneath the waves.

Cities and Thaumaturgias—once mankind’s thrones—were now ruled by beasts and creatures of legend. Humanity was no longer the governors of magick and tamers of the wilds. The tides of time had turned, leaving the world wild, immense, and unknown once more. Nightmares and wild, raw magic roamed the earth, and mankind returned to fearing the monsters of the night.

This is the world I was born into. An age simply named the New Age—for all was new, and nothing would ever be the same. It is fascinating to reflect on what humankind was before it became this. Remnants of that world are everywhere, if you only care to look. Esme Bovier looked, and she saw a great many things. Through her eyes, I saw a whole world. A world so different from my own—and yet so similar in all the ways that matter. A world of humanity, with its hopes and dreams, friendships and love, hurt and heartache.

I have spent a long time angry at those that left us with nothing but ruins. When I began the research for this book, I was fueled by anger and frustration, a deep and demanding need to understand. Then I found Esme’s journals, and saw my own feelings reflected back at me, felt by someone who lived hundreds of years before me.

In the end, I could not hate her. My anger towards my ancestors turned to sorrow. From what I can see, they only did what they thought was right. And for those who fought for equality, only to face devastation after their hard-won victory, I pray they found peace. For although the world they envisioned never came to be, in a way, they succeeded. There are no kings or queens in the New Age—only man and beast, magick and nature.

Humanity has lost much, but not all. We remain. Our history remains. And magick remains—more vibrant and free than ever. Without it, this book would not exist, for it is magick that preserves the documents, pictures, and drawings within its pages. This book is my pride and joy, and I would like to think Esme would be proud too.

Sincerly,

The Wandering Scribe

How is

Esme’s

story depicted in the show?

season 1

• Esme’s Beginning: Esme, averse to change, investigates magical transformations in her quiet countryside. Encounters strange creatures at a Place of Power.

• Arrival in Breuburg: Esme moves to Breuburg, uncovers Thaumaturgia corruption, and begins a romance with Vivian, a spy for the Elite.

• Found Family: Esme bonds with Café Abendrot’s Unmarked regulars, learning about the inequality within the city and country at large. Andrew’s worldview begins to shift.

• Cave Exploration: Esme maps underground caves connected to the Archthaumaturgia and encounters monsters tied to Places of Power.

• Vivian Joins: Vivian helps Esme access the archives, uncovering centuries of Elite oppression and suppression of revolutionary progress.

• ArcanaTech Industries (ATI): Esme discovers ATI’s rhé extraction destabilizes magickal Places of Power, creating monsters. ATI’s leader Hilde kills Esme’s uncle to protect their operations.

• Vivian Betrays Esme: After Vivian informs The Board, Esme learns Vivian was spying on her. The gates to the Archthaumaturgia of Breuburg close, dividing the city.

season 2

• Thaumaturgia Crackdown: The Thaumaturgia bans Rhé machinery, destroys ATI, and violently suppresses unrest, sparking protests and riots.

• Resistance Grows: Andrew joins the Liberation Movement and creates a hare familiar. Esme creates a bird familiar and returns home, where her brother introduces her to peaceful magickal creatures born from ATI’s changes.

• Return to Breuburg: Esme advocates for peace talks. Vivian arranges an audience with The Board, but the Resistance uses the moment to storm the Archthaumaturgia.

• Resistance Defeat: Hilde’s execution by the Thaumaturgia leads to chaos and bloodshed. The uprising fails and the losses are great on both sides. Café Abendrot regulars die, and Nalu and Andrew are imprisoned.

• Aftermath: ATI is dismantled nationwide, and the Thaumaturgia tightens authoritarian control. Andrew and Nalu escape prison and flee abroad; Esme and Vivian pursue separate paths.

season 3

• Timeskip: Esme is travelling the continent, creating a beastiary of the New Age creatures. Vivian is rising through the ranks within the military.

• Revolution Returns: Esme reunites with Andrew and Nalu, who now lead a rebuilt Liberation Movement. Rhé technology evens the battlefield, and civil war erupts.

• Esme vs. Vivian: The former lovers meet as enemies. Vivian, questioning her choices, seeks peace, but Esme, hardened by loss, refuses compromise.

• Pyrrhic Victory: The Liberation narrowly wins, but the magickal upheaval from Rhé machinery turns the world wild and ungovernable. Breuburg is left in ruins.

• Endings:

• Vivian: Alone on a bloody battlefield, regrets her choices.

• Esme: Abandons humanity’s struggle, walking into the magickal wilderness surrounded by Rhé sprites, symbolizing defeat and acceptance.

Current Media landscape

The story and world of Thaumaturgia are deeply relevant to modern audiences. Its main theme is change and how one navigates a world in rapid transformation, mirroring our turbulent modern-day lives. It explores struggles and questions people today can relate to—especially young adults, who, like Esme, may be entering adulthood uncertain and perhaps frightened of what lies ahead. Frightened of change—yet thrust into a world full of it. How does one find footing?

In a world of rapid technological advancements, polarizing politics, climate change and facism on the rise; it’s terrifying out there— debilitating, even. Exploring these issues through fiction however, can be rewarding and even healing. For instance, Hayao Miyazaki’s Nausicaa (1984) examined climate change through a hopeful, beautiful lense. That perspective shaped my own view, offering peace amid the chaos. Nature can recover and flourish, even if we reshape the Earth beyond recognition—but will humanity endure? My story also asks: If future generations inherit our mistakes, how will they look back on history, on us?

I also wanted to explore the paradox of technological progress: its power to bring both liberation (e.g. The washing machine aiding women’s rights) and devastation (e.g. climate change). And activism—the world may be changing beyond our control, but that doesn’t mean engaging with it and fighting for what you believe in is worthless.

A historically inspired fantasy setting felt perfect for exploring these themes. Fantasy, political drama and romance are genres young audiences gravitate towards—myself included. The immense popularity of stories within those genres (e.g. Game of Thrones, Fourth Wing, Shadow and Bone, The Witcher) especially showcase this. They all started off as book series and due to their popularity—got turned into TV-series (The Witcher even being a video game series before getting its own TV show). I have recently explored the booming fantasy-romance genre, which includes classic fantasy, historically influenced settings and even Greek myth retellings— and I have realised how much these stories resonate, especially with young women.

The success of recent animated shows like Arcane, The Blue-Eyed Samurai, and anime such as Frieren: Beyond Journey’s End further illustrates this. These works feature fantasy, historical influences, romance, and political drama—often paired with stunning visuals—and inspire passionate fan communities. For example, Arcane achieved massive success, with 356,780 IMDb reviews (9.1 rating) by December 2024. I may have a warped perception of the craze surrounding it, but it felt extremely widespread online, with viral songs, fan art, cosplays, edits and theories circling all over.

Evidently there is a market for these types of stories and adult Animation is on the rise. With new techniques in 3D animation -mixed with 2D animation, enabling detailed and painterly pieces of art that the public is hungry for. (Spider-man: Into the Spider-Verse, 2018) using similar animation techniques and blowing people away with its artistic style and visuals.

There is also a growing push for representation in fantasy romance. The genre caters to a certain desire for escapism. That includes the ‘’escapism’’ of marginalized groups not needing to be marginalized or discriminated against within a fantasy setting as they are in our world. Within a fantasy world there doesn’t need to be racism or homophobia. Of course, a story is not very interesting without any issues to explore, and you cannot create a story that explores society and politics, and actually have something to say if your world is an utter utopia, right? I have however been drawn towards the conversation that inequality or political critique within a fictional/ fantasy setting does not need to mirror our world. As a queer woman, I love seeing stories where queerness simply exists—without homophobia or tragedy. Having every queer representation in writing or on screen tackling the question of whether I have a right to exist, gets tiring after a while. I can of course not speak for other marginalized groups but I have heard similar voices for example amongst black people. Not every story with black people needs to have racism or for racism to be a big theme.

That is why the world of Thaumaturgia avoids racism and homophobia. Its characters are of diverse backgrounds and sexualities. Instead, inequality and politics are explored through the lens of magic only being accessible to a few—examining classism, social revolutions, technology and climate change.

Esme, my protagonist, is a young queer woman, but not the typical ‘’badass fighter’’ archetype that is prevalent within the fantasy genre. Instead, she is an observer, unsure of how to act in a morally complex world. She is curious and driven to seek knowledge but hesitant when it

comes to big political events. This reflects how most of us experience the world—watching massive, complicated issues unfold from the sidelines, unsure of what to do. Esme is tossed into the midst of things—but that doesn’t change the fact that she is still just a normal person. If The Lord of the Rings were more morally gray, Esme would be a hobbit: a small person in a big, frightening world.

Beyond a TV show, Thaumaturgia could work across other mediums. An open-world game, for example, could let players enjoy its changing world as a researcher like Esme, documenting species, solving puzzles, and using magic. It could focus on peaceful exploration, with elements like sketching observations for a bestiary, making choices that impact the drawing (e.g. How they do it in Life is Strange 2), or blend action and investigation (e.g. The Witcher).

Already, I’m thinking of Thaumaturgia as prose. The fantasy-romance community is voracious, especially online (e.g. BookTok), where authors share their writing journeys and fans engage with visuals and concepts and talk amongst themselves about books. As both a writer and visual artist, I could leverage this to connect with readers. Many successful books and series (Fourth Wing, Shadow and Bone) gained momentum this way.

Thaumaturgia is a world and a story relevant to our time—tackling themes of change, technology, inequality, and climate change through a fantastical lens of magic, beauty and romance. It’s exactly the kind of story I and many others crave.

development

Thisworld and story have been a long time in the making. The first seed of the idea was planted in the winter of 2018, when I stumbled upon the Animation Workshop and Graphic Storytelling, spontaneously deciding to apply (spoiler alert: I did not get in)—but what I did get was:

a) The firm decision that I wanted to become a professional artist, and the way I wanted to do so was by getting into Graphic Storytelling

b) The world of Thaumaturgia

Believe it or not, this all started as a project for the worldbuilding section of my first application to Graphic Storytelling. Starting out as an alternative history of our world, the core idea was simply:

‘’What if magical abilities were a recessive gene, an inherited trait? What if, in our world, that ability had been eradicated during witch hunts throughout the centuries? And finally, what if, in a different world, instead of embracing Christianity, the Roman emperor Constantine I, instead embraced magic? Creating an institution that became the world superpower, instead of the Catholic church in our world. What would that world look like? What would development in that world look like? Would there even be a need for a technological evolution like the Industrial revolution, when magic reigns supreme? What if instead of technology, it was magic that went through an evolution?’’

That was the idea that formed all these years ago. And although my visual art skills have evidently improved a great deal since then—I would wonder if my ideas had gotten better at all. Why? Because every now and then I would look back at this idea that I had six years ago, thinking that it was one of the best ones I’ve had. Eventually—for my ego’s sake—I decided that my new ideas were good too, this idea was just simply too good to leave at stick figure drawings. When I first thought of this concept and was working on it—I was utterly unable to properly spill the visions in my head onto the page. I simply lacked the skill to do so.

Later, after getting into Graphic Storytelling in 2021, when doing my first exam, I thought ‘’This is it! I can work on Thaumaturgia!’’ —It was not ‘’it’’. It was a one week comic assignment, and the painterly visions I longed to materialize are way too time-consuming for the comics medium.

A year later, I gave it another go. Much better….but ah…I wish I had more time.

Then, once facing the question of what to do as my final project of this education, this darling project itched the back of my head (Goodness, do I really have no other good ideas?)

If I lacked the time and skill to tackle it then, what about now? Only one way to find out:

First, although the core idea was good, I had learned a thing or two from this education in regards to worldbuilding and storytelling—and so, it was time to pull everything apart and put it back together, better than before.

One of the first things I decided to do was to drop the ‘’alternative history’’ aspect of my world. After reading books within that genre, specifically historical fantasy, I learned that it was a tricky thing to pull off. I—and many other readers—can find it jarring to enter a fantastical world of magic, and then have the characters go to locations or encounter figures from our real world. Especially if it’s from modern history. With my era of focus being the Industrial Revolution, it is very recent. Having my characters studying in a magic school in Vienna or something, and making it not feel strange and off, felt like an uphill battle that I was not prepared to face.

And so, what started as an alternative history of our world. Became a simple fantasy world, with the headache of naming countries, cities, etc. just something. Thankfully, I was not shy about the fact that elements in my story were obvious allegories for real-world equivalents. The Thaumaturgy Revolution being the Industrial Revolution. The wild rhé being unleashed due to the developing technology…you guessed it! Climate change! The Thaumaturgia being the Catholic church equivalent and the Judrua Empire the Roman Empire—pushing its religion onto its diverse, conquered populace, forcing them to conform etc. etc.

Thanks to those obvious correlations, I could happily name things as fun references to the original inspiration. The gods and the Dyeus mountains are references to Proto-Indo-European mythology. A lot of the older names of people and locations within the world-building—and even the project’s title ‘Thaumaturgia’—derive from ancient greek. Places of power such as Ceoceannberg, taken from gaelic.

So, although I decided against slapping our real world-map into my project and making the story happen in Austria or something, I maintained a great deal of the Indo-European influences and real world elements.

Knowing that I really wanted to challenge myself in my background design, as I would like to enter that part of the creative industries, I gave my first go at quickly sketching a Victorian-esque, art nouveau, witchcraft and dreamy architecture. Digitally slapping on colour on top of my traditional sketch, I settled on the Thaumaturgia’s domineering colour, ultramarine blue. (See Figure 2 on page 84)

I dove into research into all-things Victorian as that is the era I wanted to draw most inspiration from. It was a time of rapid transformation, had prevalent themes of the occult, and a big cultural gap between the classes—all things relevant to my story and world. More importantly, it was the era of the Industrial Revolution, the mirror to my Thaumaturgy Revolution. My notebooks filled up with notes, as the bulk of my early developments and explorations were written and the visuals stayed vivid in my head, ready for me to pull out. Creating mood boards helped develop that vision. (Fig.1)

Fig. I

In my early sketches I focused on simply exploring the character designs, writing down notes about their personalities and clothing. While working on those designs I researched Victorian fashion, and tried to explore how I could mystify it and diverge it into my own thing.

While exploring what the Elite would look like, I made this drawing of Vivian. (Fig.3)

Until then, the protagonist—the character we know as ‘’Esme’’—was originally called Lily and looked basically like the finalized design for the ‘’childhood best friend’’ Lily (Fig. 6 and 7). The visual design for Esme, was originally for the character ‘’Vivian’’. (Fig. 4, 6 and 7). But upon making this drawing I suddenly felt very strongly that she should be the badass love interest, and that Esme (the then love interest) should adopt Lily’s original personality and become the knowledge-seeking protagonist.

Vivian simply looked more ‘’Elite’’, her sharp, stunning features and the way she carried impressive looking garments just looked dangerous and elegant.

Esme, visually, could more easily switch between a soft, innocent country girl —to the more confident and hardened individual that she later becomes. Her original design (which looked almost exactly like Lily) was simply too soft and sweet. Esme’s current design can more easily dance the moral line— which is important, seeing where her arc takes her.

Fig. 2
Fig. 3

…That left Lily as…the thing that I was missing in my writing at the time: the main reason for the protagonist’s resistance to leaving. Lily was the tether that kept Esme rooted to the spot. And so in the end, these ‘’switcheroos’’ all worked out in the end.

I can spend forever in these early stages, writing and researching my days away, but eventually, I had to start creating actual artwork for this book. And as I wrote more and more, the book became longer and longer. So, to fill these pages, most of what I drew ended up in the book, in some way.

And so, there is not much more development left to show. As most of what I wrote, sketched and mapped out has been cleaned up, polished, and presented to you, here, in this very book.

I hope it all worked out in the end, and that you enjoyed this world that I have created. I know I did. In fact, I am going to echo the Wandering Scribe here and say that this book is my pride and joy. I put my heart and soul into it and I too would like to think Esme would be proud.

I know I am.

Fig. 4
Fig. 5
Fig. 6
Fig. 7

ACKNOWLEDGEMENTS

A book such as this does not get made without any help. I absolutely would not have made it without the lovely people in my life!

I would like to thank my teachers, Martin Rauff, Cecil Castellucci, Magnus Merklin and Cecilie ‘’Q’’ Maintz Thorsen for guiding and helping me throughout this journey. Thank you for being enthusiastic about my project and cheering me on. I also want to thank my lovely coordinators, Thomas Vium and Thorbjorn Petersen for being my supportive mentors and cheerleaders.

I want to thank my family for always nurturing my passion for art and storytelling. I would not have made it here without you, your love and undying support. Ég elska ykkur.

I want to thank my other family—my roomies—for keeping me alive, body and soul. Thank you for feeding me, for the hugs, the shared tears and laughs, and the time shared in our lovely home on Sct. Mathias Gade. I will forever cherish these times.

Thank you my dearest classmates and friends of GS21, this has been a ride and I am so happy that I shared it with you all. A very special thanks to my sweet studiomates; Ida, Erland, Sara, Ronna and Oskar, for your loving support and friendship. Thank you for cheering every time that I came into the studio and patiently enduring my stress working from home. I love you all so much.

And to the people I have the most to thank; my sweetest, ‘bestest’ editors; my brother Binni–editor in chief–and my roomie Yuval. You two are the best. It is thanks to you that this behemoth of a book is legible. I owe you two so much and I love you dearly.

Rhé is the force of change and the creative energy of the world–everything and everyone possesses rhé within them.

In Rhé’s world, nothing can remain unchanged, and so just as it has risen, the world of man must also fall.

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