The Glasswright Codex: A Field Guide to Aerthys

By Steph110
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The Glasswright Codex

Aerthys is a world lit from within. Its mages, the Glasswrights, shape living glass that bends and stores light the way our world stores heat. A single page from their codex follows, the kind a travelling scholar would carry to name what they met on the road and survive it.

journeyยท6 Ages

The Glasswar Saga

Wonder

/

Age

12345
The First Kiln
Dawn
"The earliest wrights coax light into sand and the first glass remembers a sunrise."
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Sera of House Veil

Keeper of the only tint that holds moonlight till dawn.

The Refracted City
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Travel photo 1
Travel photo 2
๐Ÿ”ฎ๐Ÿ›๏ธ๐ŸŒˆ01.01.1 โ€“ 01.01.900
01.01.1The First Age. Light is wild and glass is born. The kilns are lit and never let go cold.
01.01.1
01.01.420The Second Age. The Seven Houses war over colour and the Great Lens is shattered.
01.01.420
01.01.900The Third Age. The Clear Accord holds and the first panes begin to grow without a wright.
01.01.900
"

Glass forgets nothing. Cut it and it keeps the shape of the blade. Be careful what light you let it learn.

"

a proverb of the Glasswrights

7noble houses still hold a working kiln

A scholar's warning. Never thank a Glasswright for their light. To name the gift is to owe it, and the living panes keep a longer memory of debts than any ledger.