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
The First Kiln
Dawn
"The earliest wrights coax light into sand and the first glass remembers a sunrise."

Sera of House Veil
Keeper of the only tint that holds moonlight till dawn.
The Refracted City
LOADING COORDINATES...


๐ฎ๐๏ธ๐01.01.1 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.
