For readers who study maps, love family trees, and want to know what lies beyond the horizon. Wetherid is not a stage – it is a world.
The World of Wetherid: Hard Facts
Many fantasy books claim to have an "epic world" but often offer only a few villages and a castle. The Chronicles of Wetherid are designed differently. Geography, history, and cultures were meticulously developed before the first line of the plot was ever written.
Peoples and Creatures: Lines of Conflict, Not Decoration
In Wetherid, Elves, Dwarves, or Orcs are not monolithic blocks. There are the proud Frost Elves of the North, distinct from the mystic Mist Elves. There are the Gray Dwarves with their own agenda, and the fragmented Orc clans that can only be united through force. Each race has its own history, its own gods, and above all: its own reasons for war.
Places: Centers of Power, Borders, War Zones
A vast world must be traveled. The plot takes you from courtly intrigues in the Great Empire of Wetherid to the hostile expanses of the Kahroska Steppe and the volcanic fortresses of Fallgar. Geography dictates politics: passes are defended, ports are blockaded, and resources are fought over.
Explore the visual atmosphere of our diverse settings:
Which Series Fits: Classic Entry or Wetherid II?
You can enter the world in two ways. Both cycles take place in the same massive world but at different times.
- Classic Entry (The Legacy of the Elves): Ideal if you want to discover the geography and peoples through a journey. The world unfolds step by step.
- The Deep Plunge (Guardians of the Seven Artifacts): If you want to feel the full political complexity of the world immediately. Here, the world is already established and stands on the brink of an abyss.