Galdra

Gehe zur deutschen Version: Galdra

The Academy of Ice and Magic

Those who travel north from Skipti to reach the hidden city of Rune Magicians quickly notice an eerie silence along the way. The trade route stretches through a snow-covered expanse that feels unnaturally empty—no inhabited buildings break the solitude. Only a few protective shelters stand along the path, small ice-compacted refuges where travelers can find safety during snowstorms. But they remain vacant, silent places meant for passage, never for life.   Then, Galdra rises—not as a singular city, but as a bastion of ice and knowledge, encircled by five massive walls drawn like frozen rings over the land. The first wall is low, barely higher than a chest plate, but each subsequent barrier grows taller until the fifth one reaches an imposing 15 meters into the sky. There are no bones, no leather in Galdra—the entire city is shaped from ice, stabilized by magic, harder than stone, and preserved for eternity.  

The Five Rings of Galdra

Beyond the first wall begins the outer zone—a settlement for beasts that serve the magicians as transport and guardians. Unlike ordinary Frost People, who cannot tame animals, the Rune Magicians use their powers to control mighty creatures. Ice worms, snow beasts, and other beings are kept here—not merely as livestock, but as extensions of magic—creatures that would otherwise be formidable foes.   The second ring houses the servants’ quarters. These are not magicians but Frost People who keep Galdra running—cooking, tending garments, managing supplies. The high magicians waste no time on worldly tasks; their attendants ensure they can fully devote themselves to their studies. Here, families live, children are born—but Galdra is not a place of upbringing, only of learning. The birth rate is lower here than in any other city in Nyrian.   The third ring is an open arena, a space for magical experimentation. Here, magicians shape ice, manipulate the weather, and test their ability to control creatures. The vast area between the third and fourth walls allows for immense runes to be cast without damaging the ice itself.   The fourth ring serves as residential quarters for the magicians, embedded within the wall itself:   • Above, the masters reside—those who have completed their training and now dedicate themselves entirely to research. • Below, the scholars live—still in training, sharing communal spaces until they approach their final trials. Those near graduation receive their first private quarters—not grand, but isolated, to focus in silence on their studies.   Beyond the fifth and final wall stands the heart of Galdra—a vast structure of ice formed from multiple hemispheres, interconnected like a frozen bloom.  

The Center of Magic

The largest dome houses the Great Assembly Hall, where trials are held and magicians earn their titles. Here, masters from all disciplines convene to discuss knowledge, warfare, and the future of their craft.   Smaller adjoining domes are dedicated to specialized fields:   • The Hall of Dominion, where magicians master control over thoughts and creatures. • The Hall of Battle Magic, a place for warcraft and defense. • The Hall of Healing and Transformation, where life is shaped and mutations are studied.   Each of these halls has its own library—a treasury of knowledge and research where magicians study runes, develop theories, and refine their abilities.  

The Eternal Barrier Ismurna

Far in the north, at the border between land and sea, stands Ismurna—a colossal ice wall that has grown for millennia, compressing into an impenetrable shield. Deep within these frozen walls, magicians harvest Frost Glass, a substance of exceptional clarity, stabilized only through runes. It is the raw material for magical artifacts—amulets, blades, relics highly sought after across Nyrian.  

The Secrets of Galdra

A small, hidden dome preserves name-etched frost glass, an archive of those born in Galdra. The city has an extraordinarily low birth rate—most magicians do not originate from here but are recruited from Skipti or other cities. A trial in the trade city determines their eligibility before they are sent here.   The magicians have cultivated another peculiar creation—Ice Berries, a rare form of living magic behaving like a frozen plant. Their fruits are processed into Ice Water, a potent, high-proof beverage used for healing but equally enjoyed. It is precious—sometimes affectionately called "little water," though no one underestimates its strength.
Created by Selibaque 2025


Cover image: by Microsoft Copilot.

Kommentare

Please Login in order to comment!