SunderweaveNINETAIL REALMS ↗

The chronicle / Begin with the world

The world remembers the claws.
It has forgotten the hands
that held it together.

Seven wounds. Seven Anchors.
A war inherited by people who never saw its beginning.

Begin the chronicle ↓

01 / Before the wounds

The world was already alive.

Peoples, creatures, settlements, and histories existed before the Sundering. It was not the creation of all existence. It reshaped the present world and the draconic inheritances known today.

Ananke, the First Wyrm, embodied the Cosmic Weaver. Malakor ruled a universe already conquered and warped by his will. Their opposing purposes would collide within a world that could not endure the pressure.

02 / The Seven Scars

An invasion rooted in reality.

The Blight-Will crossed weak boundaries and opened great breaches. Matter, creatures, and the foundations of a world could be remade by its influence.

Pride, Envy, Wrath, Sloth, Greed, Gluttony, and Lust took sovereign form. The Seven Scars became more than battlefronts: they were wounds bound into the structure of existence.

03 / The Sundering & the Mending

The world remembers the claws.

Ananke anchored herself to the breaking land and drew its frayed foundations together with celestial life essence. Her living sacrifice mended the world and sundered her own being.

Magic scattered through land, sea, sky, and living flesh. Some remained pure; some mingled with the Blight-Will. Continents changed. Dragonkin were transformed or newly born. Humanoids called the catastrophe the Shattering; Dragonkin remembered the Sundering.

04 / Seven Anchors

The aura must not fade.

Seven Ley-Line Anchors restrain the wounds. Seven primal children inherited duties to sustain reality, and temples rose around the places that kept the world intact.

Guardians preserved oaths, rituals, and warnings long after explanations were lost. The gateways remained rooted in the foundations. The great corruption was contained, but lesser flows continued to escape.

05 / The inherited war

Fourteen powers. Generations of consequences.

Flights, courts, disciples, rival houses, and cults grew around the primal inheritances. Their conflicts spread across territory, succession, resources, faith, and competing visions of survival.

The seven counterpart pairings shape the war, but neither side is free of internal divisions. Descendants retain agency. Their choices can honor, distort, or defy the power they inherit.

06 / The age of awakening

Your story begins inside an unfinished rescue.

The Anchors are under strain. The Blight-Will adapts. Familiar routes become hostile, defenders lose knowledge, and old rulers cling to histories that serve them.

You were raised beneath a banner older than your kingdom. You know the names of your ancestors and the shape of your enemy. Then something within you answers a power you were taught to hate.

07 / The Nameless

Above every crown, a silence.

Even the oldest powers acknowledge the one known as The Nameless. Its nature, motives, and the meaning of that submission remain unresolved.

The story turns toward missing truths: what survives in a ritual after its meaning is forgotten, what a ruler conceals, and why a power older than memory still commands a bow.

Fourteen primal powers

The seven opposing inheritances.

All-Mother / Ley-WeaverPrincipleAll-Father / SovereignPrinciple
ValeriusAlabaster FlightHumilityAurelionthe Burning PrincePride
KaelenObsidian FlightContentmentVrykolasthe Daughter of SpiteEnvy
SeraphinaEmerald FlightPatienceIgnis-Vanethe Maiden of RageWrath
ZephyrusBronze FlightDiligenceAkediathe PlaguebringerSloth
LyraSapphire FlightCharityMidas-Korethe Mad CollectorGreed
Ignis-SolRuby FlightTemperanceBeelze-GorgonLord of ExcessGluttony
MichaelPlatinum FlightPuritySalaciathe King of ThievesLust

Thematic counterparts, not automatic victories in competitive play.

Beyond the veil / Major story spoilers

Some truths change
the story you thought you knew.

Open these entries only if you want the deeper ancestry reveal and proposed campaign direction.

The Twins & the third bloodline

The Twins are the brother and sister of Ananke and Malakor—not their children. Players descend from the Twins, a third bloodline dispersed among the opposing civilizations.

The Twins seek to conquer both sides and impose what they call balance. Their descendants can discover one another and choose an independent future. Shared ancestry does not require obedience.

Their personal names and the exact creation of their children remain open. The story bible proposes “Wyrmheirs” as a later name for these dual heirs; that usage remains separate from this site’s Wyrmheir presentation of the draconic inheritance.

The presence within the Anchors

A fraction of Ananke’s spirit remains at the heart of each Scar. The rescue is still being sustained. Whether these fragments share a continuous consciousness is unresolved.

Discovering what the temples truly protect reframes the old accusation that a dragon broke the world. The marks remembered as violence were part of an act of salvation.

Proposed campaign / Three movements

01

I / The inherited war

Begin among a chosen people and inheritance. A breach crisis reveals an impossible second power. Players from opposing backgrounds are forced to cooperate near an Anchor.

02

II / The divided inheritance

Establish an independent refuge. Investigate the Twins, the Anchors, and conflicting histories. Former allies question whether the awakened descendants are salvation or weapons.

03

III / The war beneath the war

Resist the Twins’ proposed attempt to redirect the Anchor network. Protect the containment, secure the refuge, and confront evidence of an authority beyond the primordial family.

Campaign incidents and the mechanism of the Twins’ takeover are development proposals.

The Nameless & the limits of forgetting

All ultimately bow: Ananke, Malakor, their fourteen primal children, and the Twins. That does not mean they share motives or submit willingly.

The causal link between The Nameless and memory loss remains a proposal. Its identity, purpose, and role in the future story are deliberately unresolved. It is not established as the cause of the invasion or a final boss.

Heroes & witnesses / In development

People at the edge of the truth.

01

Tessa Vey / Scar Cartographer

A proposed mortal guide who records changes around the wounds and discovers discrepancies between maps made only weeks apart.

02

Orun Hearthbound / Temple Custodian

A proposed Obsidian veteran who protects the aura without knowing its full identity: duty preserved after explanation is lost.

03

Nemeh / The Uncrowned

A proposed sphinx-line exile opposing Aurelion while retaining a formidable pride of his own.

Supporting cast concepts. The Two Envoys and the Keeper of the Unwritten belong to the developing deeper campaign.

Myths / In development

Legends waiting to be uncovered.

The Battle of the Lowered Crowns

Enemies stopped fighting and bowed at once. Both sides later claimed victory. Neither explains the missing hour.

The River That Returned

A healer restored a poisoned river and vanished upstream. Was it Lyra’s answer, or a mortal’s sacrifice?

The Feast Beneath the Mountain

Excavations reveal successive dining halls beneath a settlement, each larger and less human than the last.

The Blind King

An Alabaster disciple relinquished a throne to protect an Anchor. Later monarchs claim descent from a dynasty that supposedly ended with him.

The Child of Two Shadows

An old warning tells of a child whose shadows take different ancestral forms. Both sides teach it without understanding its subject.

The Eighth Silence

Seven bells sound in an ancient ritual, followed by a pause. No tradition agrees why that silence is sacred.

Proposed myth seeds for future stories, quests, and conflicting cultural accounts.