Post your loglines. Get and give feedback.
In the aftermath of a devastating war, seven realms unite under living accords designed to enforce peace—but as control tightens and ideological divisions deepen, the systems meant to prevent catastrophe begin quietly creating the next one.
SYNOPSIS:
Age of Glass Treaties begins immediately after the Sealing.
The Golden Era is over.
Shapeshifters are nearly extinct.
The Lost Army lies buried beneath the Veil.
The Dark Alchemist has become myth.
But myth does not stabilize civilization.
Survivors flood Asterion from across the multiverse — displaced beings, shattered bloodlines, entire cultures without homeland. The Seven Realms gather in Celestara not to fight, but to codify.
The Glass Treaties are born.
Crystalline accords record truth in living glass.
Portal travel is outlawed.
Dark magic is criminalized.
Bloodline registries are mandated.
Veil access becomes council-controlled.
Light is regulated.
The Grand Council forms as a permanent governing authority.
The Great Houses are formalized as political pillars of the new order.
But unity is surface-deep.
Ava searches for surviving shapeshifters and forms a hidden covenant of secrecy and restraint. Some follow her. Others disappear into myth — abandoning their true forms entirely.
Lyssara’s lineage rises as guardians of the Pyrelands, publicly loyal to the Treaties — privately hardened by trauma.
The Houses fracture internally:
• Radiant purity vs regulated Light
• Shadow suspicion vs full prohibition
• Trade expansion vs containment
• Militarization under “defense”
The War Artisan Accords are drafted — introducing state-sanctioned weaponized Light.
Peace holds.
But it holds because power has been centralized.
And centralized systems create imbalance.
Centuries later, that imbalance will produce Nova.
Rated this logline
Rated this logline
Rated this logline