The Portals are the central, terrifying reality of Ethoria. They are not merely doorways to other places, but “Dungeons of the Rift”—unstable, shifting pocket dimensions that defy the laws of physics. Manifesting as jagged tears in the air, deep glowing abysses in caves, or shimmering distortions in ancient ruins, they are the source of both the world’s greatest threats and its most valuable resources. Monsters, known as “Egresses,” regularly spill from these wounds, forcing the Empire to maintain constant vigilance. Yet, the Portals are also the only place to find Aether-glass, ancient artifacts, and magical catalysts required for survival, creating a grim industry of “Delvers” who risk sanity and life to harvest them.
Anomalies are the lingering scars left on the world by the Shattering’s chaotic energies. Unlike the contained danger of a Portal, an Anomaly is a localized corruption of reality itself. In one forest, gravity might be reversed; in a ruined city, time might loop endlessly, trapping inhabitants in a single moment of their death. Some anomalies are visible—floating rocks, bleeding trees, or silence so heavy it deafens—while others are subtle and psychological. They are not enemies to be fought, but environmental hazards to be navigated, serving as a constant reminder that the world is fundamentally broken and that the laws of nature are no longer absolute.
Together, Portals and Anomalies define the rhythm of life in Ethoria. To live near a Portal is to live in a state of siege; to travel through an Anomaly is to risk losing oneself to the void. The Empire attempts to map and classify them, but their unpredictable nature makes true control impossible. They are the open wounds of a dying universe, bleeding magic and madness into a world that is struggling simply to endure.