Celus—a world where lightning rails cut through smog-choked cities, where arcane engines power towering factories, and where the gods' ancient magic flows through copper wires and crystal conduits. The continent of Elarion stands as the industrial heart of the explored world, its skyline dominated by smokestacks and spell-towers, its streets alive with the hum of magitech and the whisper of conspiracy.
The world has weathered three tumultuous ages, each leaving its mark on the gleaming brass and tarnished steel of modern civilization
When gods walked the foundries of creation, shaping Celus with divine hammer and arcane forge. They wove the fundamental laws of magic into reality itself—the Weave that would power civilizations yet unborn. Then, in their wisdom (or folly), they ascended beyond the mortal realm, leaving behind only their gifts: magic, prophecy, and the seeds of industry.
The continent of Arnaxia tore itself apart in cataclysmic upheaval. Whether divine punishment or natural disaster, none can say—the records burned with the old world. From the rubble rose Elarion and scattered territories, and mortals learned a bitter lesson: the gods were gone, and survival meant mastering the tools they'd left behind. Magic became science. Faith became engineering.
The great Mage-Industrialists saw the Weave as the ultimate resource—something to be refined, harnessed, and mass-produced. Their Arcane Syndicates built gleaming metropolises powered by spell-engines and bound elementals, where magic flowed like electricity through magitech grids.
The faithful saw blasphemy. The Holy Orders—churches, temples, and divine militant organizations—preached that the Weave was sacred, the gods' final gift, not to be industrialized and commodified. For seven centuries, this cold war simmered.
Then came the Seventh Seal Prophecy (717 SC). Every oracle, every divine conduit, every god-touched prophet from every faith—good, evil, lawful, chaotic—received the same vision: A great corrupting force rises to seize the Weave itself. If unopposed, it will strangle all of Celus in its coils.
The Holy Orders united for the first time in history—a crusade to cleanse Celus of the prophesied threat. They were certain: the Mage-Industrialists and their arcane exploitation had summoned this doom. Cities burned. Spell-factories were razed. Thousands died in the divine purges.
The desperate masses turned to darker powers. Covenant Syndicates—organized groups pledging service to powerful extraplanar entities—offered protection in exchange for influence. Devils made contracts. Fey lords granted boons. Ancient things stirred in forgotten places. The Arcane Syndicates and Covenant forces formed an alliance of necessity.
By 724 SC, Elarion was a wasteland of shattered spell-towers and bombed-out factories. Then came the terrible realization among the more thoughtful crusaders: What if WE are the threat? The prophecy spoke of a force that would grip the Weave in destruction—and nothing had devastated Celus like the Holy Orders' righteous war.
The crusade collapsed. The last divine fortress—the Radiant City—fell to siege.
Elarion has rebuilt itself as a world of soaring ambition and frontier opportunity—a golden age of exploration powered by the greatest achievement of the post-war era: elemental airships.
The sky is no longer the limit—it's the highway.
Majestic vessels held aloft by bound air elementals and arcane engines cruise through cloud-highways, connecting distant cities in days rather than months. Sky-ports bustle with activity—merchant captains haggling over cargo manifests, adventurers booking passage to uncharted territories, privateers eyeing potential prizes. The distinctive hum of elemental cores and the snap of arcane-charged sails have become the sounds of progress.
The Covenant cities have transformed from desperate wartime alliances into thriving metropolises, each with its own character:
The Holy Orders still hide in the margins, whispering that the Covenants' patrons will demand their price
Some Burn Zones are "haunted" by things the war awoke
Whispers persist about the prophecy—was it truly fulfilled, or merely... postponed?
Not every airship returns from the frontier. Some vanish into storm-clouds and mystery
But these are concerns for another day. Right now, the sky-lanes are open, adventure calls from every horizon, and anyone with courage and a bit of coin can book passage to destiny.
Dungeons & Dragons 2024 (D&D)