The stories in Song of Daybreak are set in an European-inspired low fantasy world that is anachronistic in nature. It blends elements from different eras while not being representative of any in specific.
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Nature is the same as in our world, with the same animal and plant species. Geography may differ; nations within this world are not meant to mirror any real place or culture.
Cultural norms vary from place to place. As a rule, men and women have the same status and choice of roles in society. There is no widespread discrimination based on skin color/race, but xenophobia is not uncommon in some places. Aesthetics values, art, architecture, and fashion are based on different eras and styles; intricacy and detail is usually valued over minimalism.
Medicine is considered a subdiscipline of Alchemy, and treatment of illnesses is at a level close to our current reality. Simple surgeries are possible. Modern hygiene practices apply, and sewage systems and indoor plumbing are the norm.
Technology is less advanced. Electricity for the purposes of illumination and industrial machinery is commonplace. Ordinary electric appliances include fridges, ovens, and radios. Phones are rudimentary and rare. Vehicles consist of boats, ships, airships, and old-fashioned electric trams; horseback traveling is not uncommon. Gunpowder is employed in mining and industry, but firearms do not exist. Weapons consist of swords, polearms, and crossbows, among others.
Magic
Magic is the ability to create and control energy. The source of magic is pain and suffering - the greater the suffering, the more powerful the mage. To discourage people from hurting themselves or others in its pursuit, magic is heavily restricted, or even outright forbidden in some places.
Alchemy
Alchemy is a discipline that can be studied and learned, and its core concept is the manipulation nature. There are two main uses of alchemy: one consists of researching different substances and producing medicine or poisons, while the other is about learning to use one's energy to manipulate energy or matter. Manipulating souls through alchemy is also possible, but this discipline is poorly understood and used almost exclusively for binding familiars.
Unlike magic, alchemy cannot create energy (or anything else) from nothing.
Familiars
Alchemists can bind an animal's soul to their own, making it into a familiar. The alchemist will then be able to channel some of the animal's energy to use in alchemical practice. The familiar's life is bound to its alchemist’s - it will remain alive, without aging, as long as the alchemist is alive, and die upon the alchemist's death.
Binding another human as a familiar is possible, but almost always forbidden. Catfolk are sometimes the exception to this, officially or unofficially.
Catfolk
Catfolk are humans with a pair of cat-like ears on their head and a tail. They have heightened hearing and better night vision compared to normal humans, but tend to be physically weak.
Although their origin is not well-known, it is generally believed that Catfolk descend from people who were cursed. Maybe due to this belief, they are considered by many to be inferior to normal humans.
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