
Welcome to the Soul Atlas
Foreword
Magical fantasy worlds like the "Star Wars" Galaxy and "The Lord of the Rings'" Middle-earth captured our hearts and imagination when we were young. This is our attempt to build on their legacy and recreate the sense of excitement, discovery, and meaning we found there with a completely unique setting.
Right now, we are a group of 180+ independent creators making games, films, comics, art, music, and more in this fantasy world. We may not be as rich as Disney and Ubisoft or have access to A-List talent like Universal or Warner Bros but what we do have is complete freedom to create something exciting! Welcome to our world of magic and meaning! Welcome to the Soul Atlas!
Enjoy! - Jonas David, Creative Director

World Map
The Soul Atlas is home to 34 "Airworldler" countries (this excludes underground and underwater realms). Spanning about 10,000km (roughly the size of Africa), it takes even the most experienced Aeriumcraft captain (Aeriumcraft = horse-powered airships) many weeks to travel from one end to the other. Below, you can see the central regions of which some will feature prominently in Season 1 (more on Seasons further down).

- Click on the image to magnify -
The Laws of the Atlas
In the Atlas, those who are dying turn into Radiant Souls upon their death. The process is called "Coalescence" or colloquially "The Final Test". The emergence of a Radiant Soul signals victory of the light over the shadow. The size of one's hand, a Soul is the most powerful object known to mankind. (Below: Different states from young to old Soul)

Souls occur in different colors. Some scholars (the Ethinian Theory) believe that the shade of a Radiant Soul suggests the manner in which the ancestor found meaning in life. (Below: The Wheel of Meaning)

Souls - upon completing coalescence - begin to grow a tree around themselves. Soultree forests - also known as "groveyards" - are places of healing. As the dormant Souls silently hum from the Ancestor Realm, those seeking peace of mind do well to meditate in the shadows of the soultrees. (Below: A soultree with approaching mages)

Soultrees are known to be dangerous to those who try to take out the Soul entombed within. However, with the right song for the Soul at hand, the tree can be sung open and the Soul extracted.
(Left: Mage apprentice "Leilani" carries a new Soul, the "Covenant Ritual" that will transform her from a mage initiate into a mage apprentice)
(Right: Depiction of an Umbral known for roaming the Atlas in search of a Soul to consume)


Now the Soul can be used for one of the four "Radiant Magic" disciplines:
(Below: The Radiant Mages of Morou (more on the place below) belong to the "Chapter of the Mistvail" - one of the most ancient and prestigious mage chapters. Our upcoming movie "Leilani" will show you more)

But not all Souls get to be Radiant. Some see their light lose against their shadow during the Coalescence. Such shadow Souls are believed to go to the Shadow Realm, which is inaccessible as it is deep in the ground and protected by "the Haunting" - a place so dangerous that few ever return from it. It is a place that warps the mind and is crawling with demonic entities.
(Below: Akio of Westfire getting trapped in the Haunting in "Tomorrow to Morou" Episode 3)

Shadow-fearing people thus concern themselves with philosophy and creeds in the hope of not just surviving but perfecting the soul. This is a task that is not always easily managed. As plans fall apart and the hour of death draws near, we are challenged to keep the light!
(Below: Akio of Westfire in Valor Gang Territory in "Tomorrow to Morou" Episode 4)

The last five ages have turned many places in the Atlas into realms of conscience: Places of philosophy, empathy, and trust.
(Below: A king and a farmer greet each other on the rolling meadows of Morou)

Yet not all of us have been dealt such cards. These are the stories of those who work to gain or reclaim hope. Those who, when the thousand flames of the world go out, must attempt to keep the light!
(Below: The ancient flying city of Sanctor in "Journey to Agaiatar")

Seasons
The Story of the Soul Atlas unfolds in Seasons.
This Season is called "Origins of Light" and is planned to reveal 4 regions:
Find them on the map above.
Season 1 includes 3x 30min shortfilms, 1x animatic, multiple music albums, 9x comics, and 2x games.

Watch the "Origins of Light" (Runtime 3 min) trailer teasing the 5 major storylines:
Regions and Characters
Our heroes begin their journeys apart from each other, each fighting their own battle and demons.

The Dukedoms is a decaying old world that has turned into a realm of chaos. Survival chances are slim, and hope is a matter of existential courage.

Morou is an ancient kingdom with a history reaching deep into the Age of Honor. It is a nostalgic realm of wandering poets and radiant mages.

Norus is a mountain jungle domain roamed by giant wolves and mysterious spirits. But will the local clans survive the nearby Empire's rise?

Castodia is ruled by a powerful priesthood, inventors of the "Imperial Truth". Its power is growing, but it has to fight the rebels called "Apostacy".
The Dukedoms

Cassius Valeo, the mortal warrior.
Appears in: "Journey to Agaiatar" (Animatic)

Amity Belle, the true companion.
Appears in: "Journey to Agaiatar" (Animatic)
Norus

Naresh Yatlow, the haunted explorer.
Appears in: "The Conference" (Lore Reveal)
Morou

Akio Westfire, the aspiring pilot.
Appears in: "Tomorrow to Morou" (YouTube Series)

Leilani Revere, the mystery mage apprentice.
Appears in: "Leilani" (upcoming) (Shortfilm)

Albert of Castirheim, the radiant magic master.
Appears in: "Leilani" (upcoming) (Shortfilm)
Castodia
Currently, all heroes and villains here remain unrevealed.
Did you know ...
Temples in Agaiatar, the capital of the Dukedoms, fly above the ground. This is because it is the capital of the Edany creed. Edanists believe that the evil goddess Akash lives in the Haunting. Thus, the purest and most illuminated thought can only occur when far away from the ground. (Below: Cassius' statue with flying temples in the background)

Husks are machines powered by a Gaist (the mind of a Demon) trapped inside a rune tablet. Whilst dangerous to create and volatile in use, they still function as formidable war machines (Below: Early Age of Aristocrats model of a Husk)

Vawks are giant winged creatures that occur in different forms across the entire Atlas. During the Animur revolution of the Age of Honor (roughly 800 years ago), the taming of these beasts became possible, and they have been used ever since, from racing and combat to transport, and sending urgent messages. (Below: Vawk of the Raptor type. Genus: Leuda, Species: Blaka. Origin: Vondo)

The fashion style common in The Dukedoms is called "Narunnad Rondell". With ancient roots in the Edany creed, it uses a lot of rope work in an homage to the ropes used to tie flying temples to the ground. It also commonly features blue - the color of the sky, where at night the souls of the ancestors look down upon us as stars.

Ariumcraft are used for transport and military operations. They rely on the material "Fegaerium" to lift themselves off the ground and are then pushed by horse-powered propellers. When they were first created in the early Age of Aristocrats (roughly 400 years ago) the invention changed the wealth of nations - as well as their military. Today, all major militaries possess aeriumfleets with carriers, battleships, legion ships (fly low and guns pointed to the ground), vawk squadrons, aeriumhusks (husks filled with Fegaerium so that they fly) and flying fortresses.

Ariumcraft are such an extensive topic; we made another page covering them in much more detail: How do they stay afloat? How does propulsion work?
We will also look at three different examples of aeriumcraft from different ages to spot key developments. If you want to know more, sign up with the button above.
Thank you ...
for having granted us some of your limited time. All the best on your journeys, friend! Keep the light!



















