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History

    In the realm of Nova, a planet ten times the size of Earth, the sun rose over an expansive landscape illuminated by two suns and framed by four moons. The world was a tapestry of contrasts, with eight continents sprawling across its surface. Seven of these continents were inhabited, while the eighth lay shrouded in a relentless desert of snow and ice in the far south. The western continent, known as Verenthia, mirrored the burgeoning spirit of America in the 1800s. Steam-powered machines began to emerge, and towns sprang up amidst the untamed wilderness. Yet, beneath this veneer of progress, tensions simmered, threatening to ignite into conflict.


    Continents of Nova


    1. Verenthia – The land of innovation and conflict.


    2. Elaris – A continent of lush forests and ancient magic.


    3. Drakara – A militaristic realm seeking expansion.


    4. Sundar – A land of endless deserts and nomadic tribes.


    5. Vespera – A continent shrouded in mist, known for its mysteries.


    This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere.


    6. Frosthaven – A harsh land of ice and snow, home to resilient creatures.


    7. Aetheris – A skyward continent floating among the clouds, rich in elemental energy.


    8. Nivara – The uninhabited frozen wasteland in the south.


    The Divine Pantheon


    Valeron – The Creator God, whose vision birthed the world.


    Sylara – The Mother of Nature, nurturing life and growth.


    Pyron – The God of Fire, embodying destruction and passion.


    Aquaris – The God of Water, representing fluidity and adaptability.


    Terran – The God of Earth, symbolizing stability and strength.


    Zephyra – The Goddess of Wind, bringing change and freedom.


    Umbra – The God of Darkness, embodying mystery and the unknown.


    Lumos – The Goddess of Light, illuminating paths and hope.


    At the age of ten, children in Nova would visit the churches to assess their elemental affinities. The priests would mark their skin, granting them a symbol of their power. Those without affinities became outcasts, relying solely on Life Magic, a form of non-elemental magic that allowed them to manipulate the energies of life itself. As the balance of power shifted, the kingdom of Drakara sought to expand its grip over Verenthia, igniting rumors of war. With the protector family of Verenthia wiped out, the tension in the air was palpable, setting the stage for a conflict that could reshape the fate of the continent.
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