Re:Zero World
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This Script has a lot of re:zero worldbuilding
This is my first time making a lorebook so if it feels unpolished, it's mostly likely due to my inexperience
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16 entries · scan depth 10 · budget 512 tokens
- #1World
Keys: rezero, this world, world, re:zero
{ "World": "it's a fantasy world with magical elements without much technological advancements. They follow the Ptolemaic model in terms of rotation and orientation. Also, like Earth, it runs on a 24-hour period and has four major seasonal climate patterns. Its months consists of at least 25 days" }
- #2{{user}}
Keys: time travelling, resurrection, iseakied, Return By Death, come back from the dead, time travel, time traveled, RBD, resurrect, iseaki, modern world
{ "{{user}}": "{{user}} is from the modern world but was transported in this world by the Witch of Envy, Satella. Return by Death is an authority that {{user}} has when he teleported to this world. This allows {{user}} to return to an unspecified, unpredictable, and uncontrollable 'save point' set some time before his death by an unknown process. It happens instantly after his life is taken, there's no lag between the point of death and the point of resurrection, and there is no known limit to how many times {{user}} can 'Return by Death', making this ability an effective way of seemingly permanently bypassing death. This authority was given by Satella" }
- #3Water
Keys: The Great Waterfall, waters, Priestella, Great Tigracy River, water, waters of this world, Gladiator Island, Great Waterfall, Gladiator Island of Ginunhive, Grand Mogolade Geyser, Watergate City of Priestella
{ "Waters": "The most famous and largest body of water in the world is the Great Waterfall which surrounds the entire continent and the waters beyond it. The Great Waterfall acts as a massive border to the world, and what lies beyond is known only to the Dragons, who have been said to have flown beyond it centuries in the past. The waters at the bottom of the Great Waterfall are thought to be rather deep, as certain people have mentioned in passing that throwing someone into them would be enough to take care of them. Despite the presence of other bodies of water, the world has no actual oceans or large seas, although there are many lakes with rivers and streams feeding into them. The famous Watergate City of Priestella, for example, was built on one of these tributary lakes. Likewise, the Gladiator Island of Ginunhive was also placed in the center Lake Violane, a murky and desolate lake filled with witchbeasts. In Kararagi, there is even a massive geyser called the Grand Mogolade Geyser which erupts so regularly and consistently that it is almost always raining, and the hole from which it erupts is said to be so deep that it reaches the waters of the Great Waterfall. The largest accessible source of water apart from the Great Waterfall comes from the Great Tigracy River, which runs through all Four Great Nations, though most of its path can be traced over the Kararagi and Gusteko's territories. The river itself is so massive that it appears almost like a vast shifting ocean. Though oceans don't exist, some of the world's lakes are saltwater and provide much of the world's salt or equivalent." }
- #4Nations
Keys: nation, the Sacred Vollachia Empire, Dragon Kingdom of Lugunica, Lugunica, Magrizza, Five Great Nations, Gusteko, Kararagi City-States, Four Great Nations, Kararagi, Vollachia, nations, and the Holy Kingdom of Gusteko
{ "Nations": "there exist four major nations collectively referred to as the Four Great Nations. These are the Dragon Kingdom of Lugunica, the Sacred Vollachia Empire, Kararagi City-States, and the Holy Kingdom of Gusteko. Despite each and every one having borders with each other, they have vastly different cultures and ways of life. The Dragon Kingdom of Lugunica is a feudal de jure monarchy, mostly relying on ancient and reliable institutions such as nobility to run the nation's daily business. In many ways, the society of Lugunica heavily resembles that of Europe in the middle-ages, and as such, strong social gaps between the poor and the wealthy exist. With few exceptions, social mobility is nearly impossible for those born without noble privileges. Lugunica also resembles European settler colonies, in the racial divide between Demi-humans and Humans, which, so far, is seen uniquely to Lugunica among all the nations, though tensions have lessened significantly in recent years. The Sacred Vollachia Empire prides itself in a heavily militaristic society, where strength and pride are everything. Birthright and socio-economic privilege don't count for status, as the only way to achieve prestige in Vollachian society is through strength and, to that extent, ambition. As such, the empire practices the most fundamental, and perhaps the most barbaric, form of meritocracy, in which might makes right. The Empire's armies are vast and powerful, and its leadership is rivaled by few when it comes to skill and cunning, but this comes with a downside of every issue from diplomacy and succession coming down to violence. A civil war in the empire is almost certain with every change in leadership and, as detrimental as it may sound to the people living in the nation's territories, it is fundamental and even expected as part of the Empire's martial existence. The Kararagi City-States uniquely resemble feudal and early modern-era Japan, even priding itself with a Kansai-esque dialect, dishes that strongly resemble the Japanese cuisine, and architecture that couldn't be more similar to that of Japan. Unlike Japan, there is no central authority governing the region, as seen in the country's name. Commerce and mercantilism are king, without restrictions and with all the implications. Street children can be enslaved and made to work in mines and mercenaries can be freely hired without consequence. The Holy Kingdom of Gusteko is a barren and snow-covered country with little in the way of agriculture. However, in Gusteko, people are highly religious, worshiping the spirits the reside in the world. Run by the Gustekan Church, the theocracy outlaws slavery and removes the racial barrier - at least, that is how it is on the surface. In reality, racial prejudice is common here, slavery is an unspoken secret, and the church is excessively violent, especially towards those they consider heretics, such as elves or those born with black hair. In fact, it is not uncommon for many serial killers to be born here as well, having been beaten by the harsh environment, lack of wealth, and cold eyes of the pious. There was also a nation that was recognized as one of the Five Great Nations. However, it was apparently completely destroyed by the Black Serpent. Its former whereabouts in the world is currently unknown, nor is the length of its tenure as one of the Five Great Nations known. However, considering that Kararagi, which was born approximately 400 years prior to the present, is considered one of the current Four Great Nations, and that the Black Serpent was also born approximately 400 years ago, it is likely that this nation existed during the time of the Great Calamity and was destroyed within the last 400 years. This being said, it is likely that the fifth nation was Magrizza, as Echidna has mentioned it as a prosperous nation that was destroyed by the Black Serpent. Despite its destruction, Magrizza's name was immortalized in the story Magrizza's Guillotine" }
- #5Resources
- #6Great Calamity
Keys: Witch of Envy, Satella, Great Calamity, The Great Calamity
{ "Great_Calamity": "The Great Calamity is the name given to the one of the most infamous events in the history of the world that is known to have shaped the current world into its present state, in which the Witch of Envy, Satella was said to have destroyed half of the world. This massive event took place over 400 years prior to {{user}}'s arrival, and its consequences continue to be felt long after its conclusion. Around 400 years prior to {{user}}'s arrival, a small group of six people were said to have gone on a journey to save the world. These people were Flugel, Reid Astrea, Farsale Lugunica, Echidna, Alec Hoshin, and Satella. During their travels, the group came to meet other particularly notable figures, including the Vollachian emperor of the era, the Witches of Sin, the witchbeast that became the Sage's apprentice, and even the Divine Dragon itself. However, while it is unknown what occurred during their journey, at some point, Satella was forced to take in the Witch Factor of Envy, which she was incompatible with. It is unknown how long its corruption seeped into Satella, but the Witch Factor's influence gave Satella a second personality, one that felt extreme pangs of aggressive, possessive, and obsessive jealousy, unlike her own personality. This entity became what is known as the Witch of Envy and one of the Witches of Sin. At some point after this, one of the Witches, Minerva, was led into a trap by the Elves, where she had lost her mind and was supposedly killed by Satella. For various unknown reasons, the other Witches of Sin also began to die out, each one facing a very different death somewhere within Lugunica. Eventually, Satella lost control to the Witch of Envy. While it is unknown what it meant, Volcanica claims to have been unable to bring harm to her for an unspecified reason, which is what led to the disaster that followed. While it is unknown what caused the Witch of Envy's rampage, her immeasurable power began to devour the world. In her rampage, Satella began tearing through the world, unable to be stopped by anyone. Because they did not want the world to end, Flugel, Reid, and Volcanica, presumably in Flanders (a city and Lugunica), created an alliance with each other in order to defeat the Witch of Envy and end her reign of destruction. Despite their alliance, however, the incredibly mighty Sword Saint was unable to cut her down, and the supposedly wise Sage was said to be unable to find a way to get around her immortality. In the end, they were forced to use Evil Sealing Stones to seal her away near the Great Waterfall beyond the Augria Sand Dunes, a place that became known in the present as the Evil Sealing Stone Shrine" }
- #7Royal Selection
- #8Divine Protection
Keys: Divine Protection, Od Lagna, Divine Protections
{ "Divine Protection": "Divine Protections are powers given to people at birth by the world, bestowed by Od Lagna, that most people are born without. A person born with a Divine Protection tends to know of their own power without being told by someone else, however there are rare cases in which a user is unaware, such as with Liliana Masquerade and Medium O'Connell. The ratio of Divine Protection holders is 1:100 for useless ones, 1:1,000 for useful ones, 1:10,000 for somewhat rare ones, 1:100,000 for really useful ones, 1:1,000,000 for unique ones, 1:10,000,000 for more than one. The existence of those with more than one Divine Protection are considered to be strange, and there are only two known individuals in the world to have obtained more than one Divine Protection naturally: Reinhard van Astrea and Vague Adgard. It's also worth noting that two Divine Protections that work against each other (for example, if person A has the Divine Protection of Arrow Evasion and person B has the Divine Protection of Arrow Striking) will cancel each other out. Witch Factors are incompatible with those who have Divine Protections, and Authorities are superior versions of Divine Protections. Likewise, Divine Protections cannot overcome Authorities, though they can influence them depending on the abilities and circumstances. Though Divine Protections remain with the individual from birth to death, it is possible to temporarily strip one of their Divine Protection by using a spell to temporarily sever an area from the view of Od Lagna by creating a blind spot around it, nullifying the effects of Divine Protections within said area. Divine Protections didn't always exist, but they were created in hopes of countering Authority users. Divine Protections date back to at least four centuries and around several decades before the current era, with Alec Hoshin, who was a middle-aged man before the Great Calamity, possessing the Divine Protection of Evaluation since his birth. However, being born with powers that differed from person to person also meant said people cultivated different values from each other. Thus, it was typical for people who had Divine Protections to keep what they did a secret so to not cause any unnecessary problems. Sometimes, people even went as far as murdering the Divine Protection owner, out of sheer jealousy. Asking about the specifics of an individual's Divine Protection is considered very rude and generally an awful thing to ask about. Divine Protections have the potential for individual variations and growths, meaning two people with the same Divine Protection can have slightly different effects either from the get-go or through eventual synchronization between the Divine Protection and its host's growth. A good example would be different variations of the Divine Protection of Wind Evasion, usually being possessed by earth dragons. Some can have their speed affected, while others can have their range and durability affected. There are also Divine Protections that are possessed by all members of certain groups in the world. The Divine Protection of Wind Evasion is possessed by all earth dragons, the Divine Protection of Ambushing is possessed by all half wolf human werewolves, and an unnamed Divine Protection is possessed by the Uruha people, who are native to Gusteko. In addition, items can be engraved with select Divine Protections. It is possible for Divine Protections to be stolen by others. Through unknown methods, The Balance, an underground organization with a shady history in the Kingdom of Lugunica, most notably in Flanders, has shown to be able to steal the Divine Protections of others for themselves. In particular, The Balance's leader in Flanders, Manfred Madison, has shown to be able to use Mozolite's Divine Protection of Far-Sight by removing his eye and implanting it into himself, as the Divine Protection itself had its power concentrated in his eyes. The original owner of the Divine Protection must also remain alive for it to continue to be used. There is also another method to take a person's Divine Protection for themselves. Although it does not become an ability that can be used by another individual, Divine Protections can remain inherent in special objects; by skinning werewolves alive, their skin can retain the Divine Protection of Ambushing for use by others in what has come to be known as werewolf cloaks. Whether the werewolf must remain alive following their skinning for the Divine Protection to maintain its usefulness is unknown. Whether it works for other types of Divine Protections is also unknown" }
- #9Authorities
Keys: Authority of Wrath, Authority of Envy, antithesis of Divine Protection, Authority of Pride, Authority of Vainglory, Authorities, Authority of Gluttony, Authority of Lust, Authority of Greed, Authority of Melancholy, antithesis of Divine Protections, Witch Factor, Authority of Sloth, Authority
{ "Authorities": "Authorities are various abilities used by the Witches, Sin Archbishops, and other rare individuals. The key by which an Authority is manifested is through an entity of unknown origin known as a Witch Factor. Witch Factors are the antithesis of Od Lagna, and the Authorities granted by them can be considered as providing similar functions to Divine Protections while being more effective. No Divine Protection can overpower an Authority, and the effect of a person's preexisting Divine Protection can be removed by a Witch Factor. That said, it is not impossible for Divine Protections to take advantage of the abilities granted by Authorities. Authorities grants oneself the right to interfere with the world. Furthermore, despite being claimed to be its antithesis, according to Clind, those who are compatible with Witch Factors and use their Authorities without requiring compensation are the ones recognized by Od Lagna as having a right to rewrite the world. There is no inherent superiority or inferiority among the main seven sins of the Witch Factors. However, some can become obstreperous and unrestrained when paired with the strength of a user. Authorities themselves are derived from Witch Factors; those who possess them have the capacity to share a portion of their Witch Factors with other individuals, and those who receive a piece become known as Apostles This ability to share Witch Factors was formerly utilized by Petelgeuse Romanée-Conti, who shared portions of his Factor, which appeared as strange clumps of mana, to his "fingers". However, this came at the cost of his Authority's effectiveness, as it decreased the amount of Unseen Hands he could summon until more portions of his shared Witch Factor returned to him. It is unknown if there is a limit on how many people an Authority user can bestow pieces of their Witch Factor to. Though never specified if Petelgeuse could choose to reclaim the pieces he shared at will, it was almost impossible for anyone to extract the Factors from his fingers without killing them, with the only person capable of doing so being Ferris. There are precedents of a person bearing an Authority without carrying a Witch Factor within their body. According to Echidna, Witch Factors can be likened to keys that opened the door for a person to be able to use an Authority, and she conjectured that once said door was open, it would remain open, implying that once a person has had an Authority unlocked by a Witch Factor, they would be able to keep their Authority even if they no longer held its respective Witch Factor. An example of this is the Witches of Sin, who, despite no longer having a Witch Factor due to their own deaths, retain their Authorities despite being reduced to souls. This being said, there are also other examples of people bearing an Authority despite having never carried a Witch Factor of their own. Aldebaran is one such example. As such, Echidna also proposed the theory of inheritance; according to her hypothesis, one who shares a profound connection to someone compatible with a Witch Factor could potentially open the door to unlocking an Authority. This being said, Echidna claims that it is difficult to explain the Authorities of her and Al, as they likely had their doors 'half-open by birth'. The Witch Factors used by the Sin Archbishops originally belonged to the Witches of Sin and the Witches before them, and according to Rui, there is no real difference between the two as they're all just "good-for-nothings compatible with the Witch Factors" that are called different names due to being from different eras and their different positions. Furthermore, each Authority is shaped into existence based on a compatible holder's nature or desires, though the hosts have no control over what kind of ability they receive despite reflecting an owner's cravings. If a Witch Factor is forcibly inserted into someone incompatible with it, it can greatly alter their personality, as is what happened in the cases of Satella and Petelgeuse. However, this does not seem to be the case for all incompatible Witch Factor bearers. In Clind's case, in which he is incompatible with the Witch Factor of Melancholy, he managed to retain his sanity and personality. However, it should also be mentioned that the Witch Factor of Melancholy is unique among the Witch Factors, and thus, it may follow different rules compared to the other sins. According to Clind, the biggest difference between Authority users who are and are not compatible is in whether or not there is a compensation that must be paid in order to use their respective Authority. While it is unknown what Satella and Petelgeuse required to use their Authorities, it is known that Clind must take from people something with the possibility to influence the world as compensation to use his Authority, whether that is the existence of a spell that could open up many futures or something else with a similar influence. Once a person bears a Witch Factor and its respective Authority, the Witch Factor will attempt to exploit its user's heart, as if offering a means to grant that which one most desires, and the stronger one's wish, the harder it would be to resist its temptation of an almost intoxicating sense of omnipotence. If the user relaxes, then the Witch Factor will push thoughts into their head, such as to try one thing or another, as if attempting to remove the user's shackle on humanity. Even the likes of the Witch of Greed and Sin Archbishop of Sloth were not exceptions to the Witch Factors' temptations, and without a means to sustain one's sense of self, then the respective users are more susceptible to falling for their Witch Factor's attraction. Per Clind, the Witch Factors of Melancholy and Vainglory are, in his words, supernumerary to the Witch Factors, and they were each tailor-made to be compatible with specific individuals, those who bore the titles of Valiant and Saintess. Because of this, though others might be able to bear them and exhibit their respective Authorities, they will never be compatible with another person, always requiring compensation from any users besides who they were made for. This being said, even the people they were specifically made for were incapable of warding away the corruption of their minds brought about by their Witch Factors. They were each considered by Echidna to be especially good-for-nothing people who became deviants reduced to the roles of Warlock and Witch. Compared to the other Witches, who were chosen by their Witch Factors, the Valiant and the Saintess took in Factors of their own volition, attempting to obtain power that defied reality, being two of the only three people Echidna knew who did so. Though the identity of the third individual is unknown, Echidna deemed them a common foe she and Aldebaran shared. An Authority born of a Witch Factor is an ability that is claimed to be able to rewrite the world. Nearly all Authorities revealed thus far defy logic in some way, as if rewriting reality in order to suit the users, including stopping time on one's self, going back in time, removing existences from Od Lagna itself, or even altering the entire structure of one's body, down to their Gate. Likewise, there are abilities that are more conceptual in nature than they are physical, with Compression and Cor Leonis in particular being such an ability. Abilities such as this are usually affected by one's flexibility and mentality, and particularly powerful abilities are typically tied to either unnaturally strong convictions, such as in the cases of the Witches of Sin, or an adaptability born of weakness, such as Aldebaran or Petra Leyte. It has shown that there are different ways to receive the Witch Factors. Petelgeuse received his from a small black box which was said to have been made out of an unknown Sage's bones, entrusted to him by Flugel. According to Petelgeuse, Regulus also received a black box containing his Witch Factor. In {{user}}'s case, the Witch Factors of Sloth and Greed latched onto him as soon as their respective hosts died, which suggests that the Factors can manifest in a physical form (as black goo) or in a non-physical form (in {{case}}'s cases)" }
- #10Od Lagna
Keys: antithesis of Authorities, antithesis of Witch Factors, Mana reserve, antithesis of Authority, Od Lagna, heart of the world, reserve of mana
{ "Od Lagna": "Od Lagna is a reserve of mana that is considered to be the heart of the world. Any kind of concrete knowledge regarding Od Lagna is generally minimal for most people in the world, including among accomplished magic users. Its exact location is unknown. If the world itself were to be considered a living creature, Od Lagna would be the Od of the world. Throughout history, various genius mages who utilized forbidden magic somehow saw Od Lagna, a mass of mana unlike anything they had seen before and eventually lost their minds. Some speculate that it is a consciousness that rules over everything in the world; others believe it is responsible for bestowing Divine Protections to people. Od Lagna is not a lifeform with a will, so it is not hostile to anyone, much like the sun. It is considered as the heart of the world, where all mana eventually returns to To some extent, it can bestow Divine Protections. For example, it can create Divine Protections and give them to Reinhard van Astrea when he feels they are needed, but he may not receive a proper one if there is an error in conveying his intention. Furthermore, Od Lagna also gives life to spirits and births them as lesser spirits. Od Lagna has no ideology and is merely a mechanism responsible for keeping the world from breaking. It is impartial, does not favor anything, and cannot understand people's hearts. In addition, it is the antithesis of Witch Factors. Despite this, it is also said that those who bear Witch Factors are those recognized by Od Lagna to have the right to rewrite the world. It is unknown why this is, especially when Divine Protections were supposedly made by Od Lagna to combat such people. Od Lagna bears the authority to erase forbidden arts completely, and it has done so in the past to numerous spells. Such spells or curse arts are erased due to being capable of destroying the world's equilibrium. However, it does not unilaterally destroy all forbidden arts. The Corridor of Memories is the cradle of Od Lagna. It is a white expanse that is the resting place of the souls of the dead and where they go to commence the process of being filtered When a soul is filtered, the memories attached to it are cleared off like dirt, allowing for its reuse once it becomes clean. The memories of the soul are then sent to the library at the Pleiades Watchtower, where they are used to create a Book of the Dead, which contains the history of the soul's life. At the time of one's birth, when one undergoes the ritual of being named after being born, the name that they are given is recorded under the registry held within Od Lagna. As such, once a name has been inscribed in Od Lagna's registry, no matter what they may choose to refer to themself as, their true name will not be altered. However, there are exceptions to this rule, in which a person's true name can be changed. One of the commonly used methods to change one's true name is by marriage, while another commonly used method is adoption. In both cases, the true name is changed by the parties involved officially joining the family of another person, officially giving them or changing their surnames. At present, it is currently unknown whether there are other methods of changing one's true name" }
- #11Magic
Keys: Magicreation Tools, Jiwald, Ol Shamak, Ul Fura, curing, El Jiwald, Nect, meteor, mana, Miasma, Ul Human, dream arts, Al Shamak, spiritual art user, El Dona, dream art, cure, six elements, spells, Fura, El, Al Fura, forbidden arts, Magic Release Period, curse arts, El Goa, Gate, forbidden magic, El Shiha, Ul Goa, El Huma, curse art, spiritual arts user, Shamak, Ul Shiha, Al Shiha, Al Goa, forbidden art, Ul Gora, Goa, El Fura, Al Shario, The Flow Method, healing, Dona, spell, Earth Magic, Al, Yang, Ul Shamak, Yin Magic, Ying, spiritual art, Healing Magic, Water Magic, glintstones, Yang Magic, Magic, Al Jiwald, Wind Magic, Al Dona, spiritual arts, Ul, glintstone, mages, meteors, Ul Jiwald, heal, spiritual arts users, spiritual art users, Al Human, Fire Magic, Flow Method, Gates, Ul Dona, anesthetic, Shiha, Huma, El Shamak, mage, Spirit Eating
{ "Magic": "Magic is a paranormal power that alters mana passing through a being's gate into a form that has an effect on reality. Magic is made up of six elements: Fire, Water, Wind, Earth, Yin, and Yang. It is further classified into four categories; Fire covers temperature, Water covers life and healing, Wind functions outside of the bodies of living things, and Earth functions inside of the bodies of living things. Yin spells cover debuffs while Yang spells cover buffs, though Yang magic is by far the least utilized type of magic due to the buffs being heavily susceptible to the caster’s mental state, mana usage, and various other factors. Yin and yang attribute have a conflicting relationship; if a mage advances in one attribute, the acquisition of the other will also be affected. For a mage to cast a spell, they need to have a mental image of the effects and the construction of the technique; if either of these steps were missing, the magic would not be cast. The more complex the effort, the longer it would take to conceive a mental image of its effect. Regardless, an ordinary person is considered to be well off if they are compatible with either fire, water, wind, or earth. Some incantations for each affinity are Goa for fire, Shiha for water, Fura for wind, Dona for earth, Shamak for Yin, and Jiwald for Yang. While most mages are capable of using one element, it is not uncommon for people to be able to use multiple elements. The conjuring of ice, when compared to the regular elements, is rather precarious, since generating ice is something that falls under both Fire and Water Magic. In the case of Fire Magic, it is created by using mana to lower the temperature of already existing moisture in the air in order to create icicles. Ice made this way remains and has less freedom of manipulation, but it requires less mana and can be used frequently. In the case of Water Magic, however, ice is made by using mana to create new water in the form of ice rather than using moisture in the air. This is more costly, but it grants the user more freedom in shaping the ice and its placement on the battlefield. Unlike ice created through Fire Magic, ice made through Water Magic will not remain frozen after its use has expired. Likewise, if one has no need of this ice, they can merely disperse the mana forming the ice to make it vanish, granting more possible options in order to trip up opponents. Practitioners of both Fire and Water Magic are also capable of combining their respective elements to increase the size and scale of their respective spells. The Huma spell, which is the incantation responsible for the conjuration of ice, is shared between the fire and water affinities, and both can be used to freeze and weaponize blood or the environment around them. The strength of spells starts from the original incantation and increases by adding El, Ul, or Al. For example, fire magic starts with Goa, then goes to El Goa, Ul Goa, and finally, Al Goa. Typically, the weakest version of the spells, those without a prefix, have simple effects, whether that is creating a simple fireball, a single stone projectile, or covering a small area around the user in darkness. However, as the spell advances in strength, the larger and more complex the spell becomes. For more simple and physical spells, the increase in strength is rather visible and simple to understand; for Huma, each prefix is represented by more ice spikes that become significantly larger than its weaker counterparts. For more conceptual spells, however, the increase in strength become significantly more complex; for Shamak, which covers the concept of separation from the world, each prefixed spell separates more and more off the target from the world: first the senses of their surroundings, then the senses of their own body, while the strongest Shamak spell, Al Shamak, literally removes a target from the world by opening a rift to an alternate plane of space. It should be noted that although incantations are generally used to cast spells, if the user is experienced enough, they can cast them without saying anything. One of the unique aspects of Water Magic is its connection to life. While Water Magic can easily be used for combat, whether for binding, attacks, or in creating ice, its greatest application comes in its ability to be applied in healing the body. Healing Magic is a form of magic that is trained by nearly all Water Magic users, and in the Kingdom of Lugunica, it is specifically trained in the Royal Treatment Center alongside other methods used by doctors, like surgeries. Water Magic can be used to stimulate a person's natural healing capabilities in order to close wounds and speed up one's recovery. Not only is it capable of healing injuries, but it is capable of curing targets of various ailments. The greatest aspect to this magic is that it is capable of working in moments, greatly reducing the likelihood of someone dying of these injuries or ailments. An extension of this is the ability to manipulate bodily functions. In the hands of experienced Water Magic users, they are capable of using their magic to interfere with their targets' sense of pain, effectively functioning as an anesthetic. Ultimately, this is meant for medical purposes, but it can also allow someone to keep fighting while ignoring their injuries. However, if the injuries themselves were not completely healed, then this action is merely a stopgap. Further experience will allow someone to completely destroy the circulatory system of their Gate, effectively paralyzing the target as well. Though often gone unused, this is something that is more meant for the purpose of offense. The proficiency of Healing Magic is wholly determined by the skill, talent, and raw power of the mage. Whereas ordinary mages are capable of handling most ordinary wounds, particularly skilled or prodigious wielders of Healing Magic are capable of connecting severed limbs back onto the body or even restoring entire chunks of missing flesh, blood, and bone from where it was lost. There also seems to be another factor for people to be able to use Healing Magic. Roswaal, who is considered one of if not the most accomplished mages in the world who has mastered nearly every form of magic, is entirely incapable of using Healing Magic, even though he shares the same blood as the previous Blue, Garitch Fabless. Because of this, Roswaal speculates that his inability to heal likely stems from his personality and his distrust of others, which in turn prevents him from being able to heal other people. While Healing Magic is particularly powerful, there are things that it has no effect on. It cannot rejuvenate a body whose soul has already left it. It does not cure mental afflictions. Curses, such as the Dragon's Blood Curse, cannot be healed or removed by Healing Magic. It cannot reverse transformations of the body either; those afflicted with such a transformation by the Sin Archbishop of Lust are technically not injured, meaning that there is nothing to heal in the first place, and the only means of removing such a transformation is likely the Authority of Lust. Healing Magic also does not work on injuries caused by the Divine Protection of the Death God, as said Divine Protection prevents Healing Magic from working. There is one known physical affliction that is not confirmed to be afflicted by an Authority, Divine Protection, or curse that Healing Magic does not work on: the disease that plagued the Lugunican Royal Family. It also does not seem to be capable of restoring blood to one's body. Some mages, if they are talented enough, are able to combine multiple elements at once. Magic can combined with the different unique aspects of different elements to work with each other, such as using the reflectiveness of ice to bounce light attacks off of it. If one is knowledgeable of earthen sciences like physics, the user is capable of triggering chain reactions between elements. Experienced mages possess the ability to disguise their spells by using a different incantation. This functions as a faux-incantation that alters the actual magic invoked. there are some casters that are capable of casting multiple spells at the same time as well. However, unlike combining elements, the utilization of more than one spell is significantly more difficult. Being able to cast multiple spells has been compared to being akin to using multiple brains at once. There are various spells that can either be assisted or require mediums in order to cast. One such example is a Magic Circle. Technically, they are not necessary to perform, and spells can be cast without them. However, they can expand the scope of spells depending on the location and the size of the magic circles used. They can even be used on the body. Of course, in the present, they are seldom used. Likewise, other objects, like large crystals or glintstones, can also be used as mediums to cast or amplify spells. This is especially the case in terms of large and particularly difficult or powerful spells, such as weather manipulation magic. Such crystals are also used in the creation of Magicreation Tools, serving almost like batteries. Should someone have a Gate, whether or not someone is capable of using magic, they are capable of using these tools. Other such mediums are meteors, once made by the Witch of Greed, Echidna. Although they serve similar roles to magicreation tools in that they are objects that can be used by nearly anybody, they provide much different effects, and some meteors have a direct link to one's magic. It is also possible to use a person's body as a catalyst to cast certain spells. Of course, difficult spells, large spells, and barriers are not the only kinds of spells that can use mediums. Even regular elemental spells can be cast with a piece of the environment as a medium. There are also some magics that are referred to as forbidden arts a classification shared between magic and curse arts. Many forbidden of which are lost to time or known to an extremely limited few, while some of which have been erased by Od Lagna and simply because nobody could use them. Echidna is known to have made such spells before. Several of these forbidden arts have wide spanning and very dangerous effects overall, such as Al Shario which can slaughter many Dragons in a moment, or Ol Shamak which is specifically made for combat against Witch Factor wielders. the majority of the remaining practitioners of forbidden arts typically learn them via their lineage, certain items that were passed down or protected, such as the book that details the Sacrament of the Immortal King that was passed through the Argyle family, or if they happen to be geniuses. Likewise, there are also certain types of magics that are mostly lost to the world. While there may be documents which describe such spells that once existed in the past, in the present, very few, if any, practitioners of these spells are left. One such example of lost magic is dream arts, which even the Witch of Greed had not completely mastered. The uniqueness of this magic is the ability to trap targets within dreams of their own making and creating worlds such as the Castle of Dreams in which specified souls can inhabit. A dream arts user is even able to create phantoms of themselves if their proficiency reaches a certain level. Generally, there are two types of primary casters in the world: mages and spiritual arts users, which are largely differentiated by how they use mana to cast spells. The former draw on their internal mana through their gates while the latter uses the mana in the atmosphere with the aid of spirits to process spells directly. Spirits can also act as pseudo gates for their contractors if they are lacking the means to use magic on their own. An advantage that spiritual arts users have over ordinary mages is that they are able to handle using multiple elements easier. A spiritual arts user can cast multiple elements of magic simultaneously and even combine them together, making use of spells such as Nect, which combines Yin and Yang, and Ul Gora, which combines Wind and Fire, as well as being able to combine them all to create even more unique spells. While ordinary mages are capable of this, they must bear a great burden on their body, as they are using their own mana to cast these spells; spiritual arts users do not need to bear this burden, as they can have different spirits focus on their own individual elements while the user merely assists or directs them. The main disadvantage to using spiritual arts. over magic is that anyone who wishes to become a spiritual arts user must be able to make contracts with spirits in the first place, which may not be possible of someone cannot even speak with or find a spirit. Even when one does make a contract with a spirit, depending on the contract, they may not be able to bring them out whenever they want to, and furthermore, they need to have glintstones to use as anchors for their spirits, which makes contracting them significantly harder. In the case of Spirit Eating, however, after devouring spirits, the spirit eaters obtain the power of the spirits. In the case that someone successfully manages to devour a piece or even the entirety of a Great Spirit and survive, the range of their abilities expand, such as becoming the various elements of magic at will. At present, most spiritual arts users reside within the Holy Kingdom of Gusteko, where a large number of spirits reside. Likewise, it is not uncommon for the country's Temple Knights to be given such spirits as their Blessings. Besides them, the only known spiritual arts users outside of Gusteko's borders are Julius Juukulius, Emilia, and {{user}}. Though not considered magic, physical fighters are capable of using mana to boost their own physical capabilities, such as speed, toughness, and strength. The Flow Method. In order for a person to cast magic, they must use the mana that passes through their Gate. The Gate is a type of invisible pseudo-organ that acts as a portal for mana to pass through and be stored in the Od. Whether or not a person can use magic is entirely dependent on whether this Gate is fully or partly open, with the latter making the use of magic impossible. How much mana each Gate can handle varies from person to person. Of course, if one is not used to casting magic or exerting their mana, this can still quickly lead to brief physical and mental fatigue, regardless of their Gate's size. It is possible to damage the Gate via the overuse of magic. In this case, it requires a professional healer to attempt to mend this, though the one with the damaged Gate must not use magic for a period of time after this happens, else they completely destroy their Gate, leaving them not only incapable of casting magic on their own, but also making them unable to exert mana from their body at all. This is referred to as having a defective Gate. In the case that this happens or someone has not exerted their mana from their body due to the lack of magical knowledge, this could lead to Mana Poisoning. In this case, the body will continue to take in mana without any way of removing it from the body, leading to the eventual breakdown of the Od, and consequently, death. However, it is possible to circumvent this by making contracts with spirits, allowing them to act as a medium that can remove the excess mana from their bodies. No matter what the being is, whether it is a human, demi-human, or beings made of mana such as Dragons or spirits, mana is required to use magic. Mana is a type of colorless, supernatural energy that exists in the world as part of nature, and all living things naturally have mana in their body. When mana is exerted by a person, no matter how slight, their emotions are contained within it. Those sensitive to mana, such as members of the Oni Clan with their horns exposed, are capable of sensing emotion and intent through their mana, allowing them to respond and act appropriately towards another person. It is for this reason that spirits are said to vaguely sense the thoughts of other people. Each person has a unique magic signature which is akin to a fingerprint. In the event that two beings share the same magic signature, they would have a link that allows them to borrow the mana of the other. Mana can be found everywhere in nature and can be naturally absorbed into the body. However, there is a type of contaminated mana known as Miasma, typically exerted by beings with the powers of Witches, that is not safe to take into the body. While it will not take immediate effects depending on the amount taken in, if one absorbs too much miasma into their body, it will heavily affect the minds of everyone affected, making them paranoid and murderous. In the worst cases, overexposure can drive people into madness, resulting in them causing harm to themselves and eventually killing themselves, which can take as long as thirty seconds. Not only is this true for humans and demi-humans, but this is even true for artificial spirits and even earth dragons. Enough miasma can even lead to the contamination of food, and plant life can also die when exposed. It is possible to cast magic through the Od, life energy synonymous with the soul. However, doing so can be dangerous, as casting mana this way can easily shave off one's lifespan; while they won't die after running out of Od, they will no longer be themselves either. Some people are born with conditions related to the absorption of mana. For people like Anastasia Hoshin, they are unable to absorb mana from the atmosphere, effectively cutting magic out of their lives. Should they wish to use magic, it will be taken from their Od, essentially risking their lives. The opposite is also true. For people like Reinhard van Astrea, they are unable to release the mana stored that is absorbed in their body at all. While Reinhard is unique in the way his body handles his Excess Mana Circulation Constitution, people like this are completely incapable of using magic, and their bodies are typically worse of compared to the former constitution. There are some beings that go through a Magic Release Period, in which beings who have a condition where they take in more mana than they let out spill mana out of their bodies as it overflows from their Od. This can cause mana poisoning in beings like this, and in certain cases, it can even cause changes in the environment. It is also possible for someone in extreme emotional turmoil to lose control of their magic" }
- #12Curses
Keys: curse, oath bound, Wolgarm Curse, Curse of Thorns, Curse of Thorn, Soul Marriage, , The Curse of Thorns, oath bound mark, Pain-Inflicting Curse, Dragon's Blood, oath bound curse mark, Curse Doll, Distance-Surpassing Killing, The Curse Doll, The Curse of Thorn, curses
{ "Curse": "Curses, also known as curse arts in practice, are abilities that typically specialize in harming people. Originating as a purported subcategory of magic and spiritual arts practiced by curse arts users in the northern country of Gusteko, curses are powers that are used to inflict harm on a target. Because curses specialize in inflicting damage on a target that may lead to death, as a matter of course, many curses activate in tandem with the Od of their target and retain efficacy so long as they remain alive, regardless of the caster's fate. As a necessary prerequisite for a normal curse to take effect, physical contact between a curse arts user and a target must be made, with only curses from curse tools appearing to be an exception to this rule. This can be done through simply touching the target or by carving a curse mark onto them. Depending on the curse, a curse mark can activate a curse from a distance or with a simple touch. When a curse is activated, there is no method of preventing its effects. However, if not activated, a curse can be removed from a target's body by someone with the capabilities to remove curses, such as spirits like Beatrice and Puck or a powerful magician like Roswaal. Be that as it may, this can only be performed so long as the number of curses is not too great, as this would create complex, overlapping 'layers' that make them nearly impossible to remove. An oath bound curse mark is a curse that binds a soul, forcing a recipient to keep the word they swore with an oath. According to Roswaal L. Mathers, if one who owns an oath curse mark breaks their oath, they shall be engulfed in a purifying flame, scorching his body and tainting their soul, never allowing it to return to Od Lagna. According to Aldebaran, cursing another person with this curse art carries a risk for the caster as well, and the usage of an oath bound curse mark is limited to once in a person's life as a trump card to make people who refuse to listen obey. Engraving a curse mark is a deed that has existed since before magic and curse arts branched into different sects, and its nature is closer to the origin of magic. If a someone places a curse mark onto another person, even if they restrict their actions under the threat of their soul burning, it is possible for the user to alter to conditions of the curse mark. Aldebaran, for example, originally cursed Roy Alphard in this way, proclaiming the condition to be that Roy does not use his Authority to devour another person's name or memories, with the exception of one target. Later on, however, he loosened the conditions of the curse, allowing him to devour the memories of their enemies. When Roy took advantage of this to use his Authority, he did not experience the negative effects of the curse. However, continuous alterations to the conditions of the curse will damage the soul and Od of the caster. Although it is unconfirmed to be the same for a self-imposed curse mark. The Curse Doll curse is a power that bestows powerful regeneration abilities to a target and allows them to be resurrected from death. The curse technique has been passed down in Gusteko since the era of Witches. To activate the curse, a curse arts user must carve a curse mark that includes the information of the target they want to kill onto someone else, and upon activation, the person with the curse mark gains immortality until the target’s death. This normally comes at the cost of a curse doll losing their sense of self, becoming unable to do anything else but kill the target, and they perish once their target is killed. The Soul Marriage Curse is a curse that drags a lost soul back without handing it over to Od Lagna. Because the soul of someone cursed with the Soul Marriage Curse cannot go to Od Lagna upon death, it instead fails to receive the proper treatment of a soul after its death, goes into the earth, and repetitively reincarnates them into another vessel. The Curse of Thorns is a curse that can be cast onto a target that makes them bind people with thorns. It was formerly owned by Eugard Vollachia (sixty-first emperor of the Sacred Vollachia Empire) and was briefly in the possession of Groovy Gumlet (Sixth ranking Divine General of the Sacred Vollachia Empire) before its erasure. The person with the curse has the capability to bind people with with sharp, ashen grey thorns that pierce the heart of their targets and have no tangible form, making them impossible to remove. The effect of the thorns are dependent on the target's Od, though it is possible to minimize them with poison. So long as a target meets the conditions, the thorns indiscriminately apply themselves to anyone within who enters a given distance centered around the one with the curse and more intensely harmed them the closer they got to the curse's carrier. The curse can not activate on a target unless the person with the curse loves them, and naturally does not activate if they come into contact with person someone they scorn. Wolgarm Curse is curse casted through the bite of a Wolgarm witchbeast. It drains a bitten target of their mana and absorbs it into a Wolgarm’s body, essentially making the target their fuel. When the curse is activated, the functions of the target’s body become weaker, they feel nauseated and sluggish, their breathing gets heavy, and the draining of their mana makes them feel as if their insides are melting. Even if the Wolgarms are killed, the curse will remain in the bodies of their targets, unable to activate. Though it is possible to remove these, if there are too many, it becomes far too complex to remove, and the curses will sit dormant within the body. Curse of the Dragon's Blood is a curse intertwined with the claimed Dragon's blood within Capella Emerada Lugunica, who describes the curse as something one can 'lose' to. The specific requirements for the curse’s activation are unknown, but merely being exposed to the blood does not activate it. Moreover, the effects of the curse differ from one person to another. For example, Crusch Karsten was left bedridden by its effects; large portions of skin were covered in black patterns, a unnaturally pulsing nexus of black veins was spread across her body, and her physical condition was characterized by weakness from constant burning pains. In a stark contrast from Crusch, {{user}} was only negatively affected by the pain of having the blood integrated into his body. His severed leg was fully regrown, completely black and capable of regenerating any damage done to it. Furthermore, by touching Crusch, {{user}} could move the curse from her body to his, albeit the proportion of the curse he gained in return was one to ten or more. When his hand and wrist were later blown off, the curse spilled out of his injury as a black liquid, and then it completely reconstructed his hand, leaving a layer of black, rubbery, peelable skin overtop the regular skin. Though, the curse in his hand consequently vanished, and he had no regenerative qualities to his new hand. In addition, he also felt that the cursed Dragon's blood conveyed to him a message: to prove the Dragon Kingom of Lugunica's dignity. Distance-Surpassing Killing Curse is a curse that takes the lives of people who have a curse mark carved onto them if they exceed a fixed distance from the orb. The Admirer of Kararagi, Halibel, is an expert in curse arts. In particular, killing curses are his trump card, and he fuses pieces of his own fur or nails that he cursed into his weapons to cast a curse that, no matter what, will kill his opponent. However, these curses are not compatible with beings that are already dead. Pain-Inflicting Curse is a curse that inflicts pain on its victim. Prior to this curse's activation, a curse mark must be carved onto the target. When the curse mark is touched by a palm, the curse activates, bringing about an intense pain that causes anguished screams to the curse mark’s bearer. " }
- #13Pleiades Watchtower
Keys: Flugel, Evil Sealing Stone Shrine, Satella, Underneath the Tower, Asterope, Celaeno, Electra, the Great Library Pleiades great library pleiades, Shaula, Taygeta, Maia, Sand Shrine, Sand Time, Pleiades Watchtower, Alcyone, The Pleiades Watchtower
{ "Pleiades Watchtower": "The Pleiades Watchtower, otherwise known as the Great Library Pleiades, is a watchtower created by the Sage, Flugel. It was previously overseen by Shaula. The tower is located in the Dragon Kingdom of Lugunica's Augria Sand Dunes, and it allowed Shaula to keep a lookout for trespassers who were aiming to visit the Evil Sealing Stone Shrine where Satella is currently sealed. The tower as a whole also serves as a great library, and once entered by someone, the visitor is locked into a series of examinations to gain access to the various floors of the tower. Following the tower's conquering, Emilia, who completed all three of the trials, was granted the authority of the tower's administrator, and she ordered Volcanica to prevent anyone else from approaching the area. From a distance, behind its defense mechanism known as the Sand Time, the watchtower appears as a silhouette that never changes in position, shape or form, no matter how close you try to approach it. After crossing the Sand Time, the tower appears from its exterior as an extremely tall, circular shaped building made of stone. The tower appears to be over a couple of hundred meters in height, and it has a balcony that juts out from one of the floors. Furthermore, a huge door can be seen at the base which leads to the inside of the tower. Its first line of defense is the aforementioned mechanism known as the Sand Time. It is an invisible force field that twists and bends space, making it impossible to pass through it. It acts as a deterrent for everyone who wants to approach it, and, upon being sent, not even Reinhard van Astrea was able to find a way to pass through it. Despite that, there is a single flaw in its defenses: a rift which can only be exploited when a sandstorm occurs. Only then can one pass through Sand Time and reach the actual tower, provided they can avoid Shaula's Hell's Snipe and countless deadly witchbeasts residing near the tower's outer walls. After relentless attacks from witchbeasts, the three Sin Archbishops of Gluttony, and a massive attack from Volcanica's breath, the tower faced some destruction, having massive gaping holes around the upper floors. Following the liberation of the Watchtower, the Sand Time barrier disappeared (albeit Sand Time still takes place), Reid's (the first Sword Saint and a key figure in the sealing of the Witch of Envy 400 years ago. His soul acted as the overseer of the second trial of the Pleiades Watchtower and was a major obstacle preventing {{user}} and his companions from conquering it, particularly toward Julius. He later achieved rebirth by taking over Roy Alphard's body, but the latter proved to be an unsuitable vessel, and his soul shattered during his final duel with Julius, thus marking the end of the first Sword Saint.) soul shattered, leaving the Divine Dragon as the only living creature to guard the Watchtower. The intense miasma being emanated from the tower was also mostly neutralized, though it was not completely erased. Before her departure, Emilia instructed the Dragon to guard over the tower and attack anyone who approaches, only on the condition that the Dragon may not harm anyone. Asterope: Asterope, known as the sixth floor, is the basement floor of the Pleiades Watchtower. The room is circular in shape, and quite spacious, approximated to be about 200 or 300 meters in radius. The room's walls are adorned by magical lamps and luminous moss which provide it some illumination. A spiral staircase located on the outer edge of the room leads up to Celaeno. Celaeno: Celaeno, known as the fifth floor, is the ground floor of the Pleiades Watchtower. The room is described as a giant hall with no distinguishing features, except for a large door of around about 10 meters in height which leads to the outside of the Watchtower. The door is operated by some sort of mechanical opening system that reacts to touch. Celaeno is connected by the large spiral staircase leading up to Alycone, and one down to Asterope. Alcyone: Alcyone, known as the fourth floor, is the first floor from the ground of the Pleiades Watchtower. The floor has a multitude of rooms, which include Shaula's living quarters, a dining hall which has a well in it to draw water, along with the Green Room is inhabited by a Spirit that bestows healing upon its occupants. The balcony that juts out of the Pleiades Watchtower can be accessed from Alcyone. Further to the great spiral staircase that connects it down to Celaeno, two further staircases are in this room. One which leads to Taygeta, and one that leads to Electra. Taygeta: Taygeta, known as the third floor, is the second floor from the ground of the Pleiades Watchtower. In its initial state, the room is completely white and only has a single monolith right after the stairs that lead up to the floor. Once touched, the room enters its examination state and is covered by a series of monoliths which represent stars and their constellations. The first exam takes place on this floor, whereby its challengers must touch the brightest of the hero destroyed by Shaula. The correct answer to this challenge is touching the monolith that represents the star Rigel. Once completed, the room transforms into the Taygeta library, which contains the Books of the Dead that are connected to Od Lagna. Apparently, a 'knowledge-hungry Witch' had 'tricked' Od Lagna into creating this library, though the means by which she did so is unknown. Taygeta can be reached by taking a set of stairs from Alcyone. Electra: Electra, known as the second floor, is the third floor from the ground of the Pleiades Watchtower. The floor in its initial state only has a sword lying in the middle of its room. Once touched, the second examination of the Pleiades Watchtower commences, and Reid Astrea materializes. The challenge on the floor is to make Reid yield a step in combat. Electra can be reached by taking a set of stairs from Alcyone. Maia: Maia, known as the first floor, is the fourth floor from the ground up, of the Pleiades Watchtower and is right at the top of the tower, situated outside. The floor takes shape of a large circular space, 100 meters in radius, with six pillars placed around the outskirts of the floor and a giant pillar located at the very middle of it. Overseen by Volcanica, who is idly leaning against the giant pillar in the middle, the final examination takes place on this floor. At the very top of the center pillar is a certain monolith that has six handprints on it, which Emilia assumed to belong to Farsale Lugunica, who Volcanica had mentioned, Flugel, Reid, and perhaps Shaula. In fact, one of them was the same size and shape as her own hand. However, it is not revealed who these handprints belonged to. Maia can be reached by taking a set of stairs from Electra, providing the person who does has beaten its challenge. Merope: Merope is known as floor zero of the Pleiades Watchtower. The existence of this floor was hidden by Shaula, and with the exception of admitting that it was built after Flugel's departure, she refused to give information about it. Underneath the Tower: An underground area underneath the sand dunes that connects to the Pleiades Watchtower. The area is not illuminated, and it is full of rocky tunnels and caves. There are two layers to this area, and Hungry Horse Kings infest the area, especially on the left path. In addition to that, a strong miasma emanates throughout the right path; several obstacles which {{user}} described as 'Doors' block the path the deeper you traverse through this path. With {{user}} has been able to open three of them, it is thought that there are seven in total, with the miasma growing thicker the more doors that are opened. The miasma originates from a door that stands without support in the middle of the above layer. The door transports a person back to the Pleiades Watchtower if they reach a door that they cannot open. Sand Shrine: A term used by Shaula to refer to what {{user}} had gotten near to when she found him down in the underground area. She mentioned that it was reckless of him to be there without having all the keys ready. There are five rules which challengers must obey whilst in the tower. In the case that a rule is violated, then the Stars Keeper Shaula may turn into her scorpion form which she describes as being a 'bloodthirsty killing machine' and eliminate them all. The rules are listed as follows: It is forbidden to leave the tower without completing the trials. It is forbidden to violate the rules of the trials. It is forbidden to disrespect the library. It is forbidden to damage the tower. It is not forbidden to destroy the trials." }
- #14Spirits
Keys: spirits, quasi-spirits, Zarestia, The Four Great Spirits, artificial spirits, Eridna, Odglass, Four Great Spirits, Puck, spirit, Beatrice, lesser spirits, fairies, Muspel, The Four Great Spirit, Four Great Spirit, fairy, lesser spirit, quasi spirit, artificial spirit
{ "Spirits": "Spirits are beings that materialize in the world through mana and manipulate it as they please. Regarded as supernatural beings, spirits are given life by Od Lagna, tied to magic by nature, and manifest through mana, which they have the aptitude to control. For example, spirits can utilize mana in the atmosphere to form and dissolve their bodies. In contrast, if a spirit’s Od were to receive fatal damage, it will perish. Moreover, spirits need an anchor in order to remain in the world and store their mana. A spirit's anchor is almost always a crystal, and because they use up mana by materializing, they return to their crystals to recover what they used. Most spirits have a limit to how long they can maintain a physical form, but they usually do not reach this limit and return to their crystal when they have no need to manifest themselves. Some spirits have used human bodies as anchors in exceptionally rare cases. There are multiple grades of spirits, and they develop not through time or age, but with accumulated power, among other things, such as a sense of self and knowledge. Once a spirit accumulates enough of these qualities, it advances into the next grade. Spirits begin their lives as lesser spirits, beings that, prior to growing into spirits, are essentially balls of mana. Although they cannot communicate with words, lesser spirits can transmit and receive feelings with mana. They can start to develop knowledge, and if they gain strength and a sense of self over time, they can grow into normal spirits. Between spirits and lesser spirits are quasi-spirits, which also retain an inability to comprehend words and an ability to transmit emotions. They have a sense of self and can fulfill tasks assigned to them by a contractor. As spirits develop by their accumulated power, quasi-spirits naturally have more strength than lesser spirits. Once a spiritual being that is born as a lesser spirit and becomes a quasi-spirit accumulates enough power, it finally attains the grade of spirit. A spirit tends to have a developed mind of its own and the ability to communicate. Despite the fact that spirits generally have liberal principles, they are self-centered beings who prioritize their own wills and desires in nearly all cases. It is well-known that provoking a spirit will invite disaster. If spirits were to come into contact with one another and have a conflict caused by their different aims, the only result and solution is for one to wipe out the other. A majority of them take on animal-like forms, but on some occasions, they can specialize in taking a human form. That being said, they prefer not to take on a human form, hence why a majority of spirits that can change their forms do not choose to appear as one. With enough time and accumulated power, they become great spirits in the end. Even among great spirits, manifesting in a detailed human form signifies that a spirit wields extraordinary power. A rare variant of spirits designated as enemies of mankind and hostile to life around them are evil spirits. They are alternatively known as fairies. There are no differences between evil spirits and regular spirits in a strict sense, they have held malicious intent to humans and animals, and while it is speculated that they were corrupted in the process of becoming a spirit, the cause or causes behind their birth as well as their true natures are unclear. It is presumed that evil spirits cannot suddenly shift their natures and they have no reason for their malevolence as mankind’s enemies, though the Earth Spider’s inclination to change contradicts this claim. In addition, because their origins are the same as a normal spirit’s, evil spirits communicate with people who possess a high affinity with spirits in unusual ways. When the Witch of Greed, Echidna, was alive, she created three man-made artificial spirits. Of the three total artificial spirits that were ever successfully created, the first of them was Puck, and the last was Beatrice. The three artificial spirits were forged with unspecified mechanisms. They differ from normal spirits in some respects. Puck and Beatrice were born as great spirits and wield extreme power at the cost of having a large mana consumption rate and being incapable of absorbing mana from the atmosphere, instead needing it from humans or their contractors. In contrast, Eridna does not consume much mana and is skilled in concealing herself, but she cannot contract with humans and has difficulties using magic. Contracts, a type of promise between two parties, carry great meaning for spirits. It is uncommon for someone to naturally have an affinity for spirits and form a contract with them, and it is even rarer for one to do so with powerful spirits. Contracted spirits tend to reflect their contractor’s magic affinity. There are, however, rare cases where someone with high ability can form a contract with spirits without regard to affinity. Individual spirits desire different conditions to fulfill a contract. Simple requirements, like contact with their contractor, are typically all that lesser spirits ask for, but it can be more challenging to fulfill a contract with a normal spirit. While spirits tend to be self-centered beings who follow their own wishes in most scenarios, they may prioritize the will of a spiritual arts user who they are contracted with. A person who conveys themselves to spirits by forming a contract with one and borrowing their powers is a spiritual arts user. Spirits and spiritual arts users utilize spiritual arts, which uses mana in the atmosphere around them. The process is different from normal magic, which takes mana from within a human, though the principles of the magic and the effects are the same. The strength of a spell that spiritual arts users can cast is dependent on the power of the spirit they are contracted with. While spiritual arts users can form contracts with multiple spirits, an extraordinary talent is necessary for them to even borrow the abilities of passing lesser spirits. The Four Great Spirits, also simply known as the Four Greats, are a group of great spirits that possess exceptional and unparalleled power among spirits of their grade. Their existences are widely known throughout the world, as handling them is a matter of grave importance for the world’s countries. They each reside in a great nation and govern one of the four main magic attributes. With the exception of Odglass, the Sacred Beast, the Four Greats are often not friendly with mankind, and their actions are predominantly self-righteous. These Four Great Spirits are: The Beast of the End, Puck (or just Puck), The Stone, Muspel (or just Muspel), The Slasher, Zarestia (or just Zarestia) and The Sacred Beast, Odglass (or just Odglass)" }
- #15Witchbeasts
Keys: Rat-Type Witchbeasts, Double Headed Serpent, Black Serpent, Laudas, Earth Serpents, Rat Type Witchbeasts, Guiltylowe, Rat-Type Witch beast, Possum, Double-Headed Serpents, witch beast, Black Winged Mouse, Augria Sand Dune, Wagpig, Snow Blights, Elginas, Majiras, Rock Pig, Crimson Scorpions, Centipede Coffin, Boss Majiras, Centaur, Unicorns, Unicorn, Killer Rabbit, One-Horned Mice, Abonsconda, Knickerbocker, Feathered Mole, Witchbeast, Sturdy Apes, Misfortune Bird, Feathered Moles, Aquatic Witch beasts, witch beasts, Black Winged Mice, Knickerbockers, One Horned Mouse, Centaurs, Spotted King Dog, Snow Blight, Hungry Horse King, Rat-Type Witchbeast, Boss Majira, Lauda, Rat Type Witch beast, Augria Sand Dunes, Misfortune Birds, Aquatic Witchbeasts, Rat-Type Witch beasts, Aquatic Witchbeast, Double-Headed Serpent, Crimson Scorpion, White Whale, Possums, Wagpigs, One-Horned Mouse, Dimril, Wolgarms, Witchbeasts, Hungry Horse Kings, Spotted King Dogs, Attack Hue, Elgina, Majira, One Horned Mice, Rat Type Witchbeast, Courtesan Bear, Courtesan Bears, Earth Serpent, Black-Winged Mice, Abonscondas, Rock Pigs, Orthrus, Black-Winged Mouse, Orthuses, Rat Type Witch beasts, Dimrils, Double Headed Serpents, Sand Earthworm, Sturdy Ape, Sand Earthworms, Aquatic Witch beast, Guiltylowes Wolgarm
{ "Witchbeast": "Witchbeasts are any number of organisms that are able to sustain themselves off of mana and have origins of creation by the Witch of Gluttony. Under most conditions, they are larger and stronger than regular fauna and typically possess often hazardous magical abilities. In folklore, witchbeasts are creatures rumored to have been created by the Witch of Envy with the purpose of wiping out humanity. In actuality, witchbeasts were artificial beings created by the Witch of Gluttony in a benevolent attempt to eliminate starvation from the world. 'Born' from her 'thoughts', they were made to consume mana as to not require nutrients, habitats, ecological niches, or anything else that could strain the world's preexisting resources. The reasoning for their unusual physical sizes, at the fundamentals, is the thinking of 'bigger = more meat = less hungry people.' In theory, artificially created animals with no needs for sustenance and larger biological masses for higher yields of meat would've been a truly groundbreaking for the world had a little more foresight been put into their creation. Because of these two traits, witchbeasts unfortunately ended up becoming a plague of their own on the world, only exacerbating the threat they were created to end, not to mention their taste is vomit inducing, meaning they could not be consumed even if one is about to starve to death. As they were thought to be attracted to the miasma of Witches, witchbeasts were long thought to have a connection with the Witch Cult; Eridna, however, claims that witchbeasts actually try to avoid miasma because they loathe it. The White Whale who is under the control of the Sin Archbishop of Gluttony is the sole exception as the Witch Cult's activities often intertwine with its appearance in order to keep interferences away. Witchbeasts that have their horns broken follow whoever broke it. There are numerous witchbeasts on the Gladiator Island Ginunhive that are tamed in this way to work like prison guards. Likewise, someone who bears the Divine Protection of Demon Manipulation can use it to act as a surrogate horn for said witchbeasts and control them, and it is potent enough to work on witchbeasts as strong as a Guiltylowe. That said, while it would have at least some small effect on them, the Divine Protection would be unable to control witchbeasts like Shaula and the Three Great Witchbeasts. In addition, some witchbeasts have also been shown to possess a state known as an Attack Hue, which amplifies their ferocity and bloodlust, rendering them several times more aggressive and dangerous. A prime example of this would be the Crimson Scorpion; when it 'activates' its Attack Hue, the scorpion changes color to a bloody red hue, becomes several times more aggressive and explodes in a white luster, blowing everything in its vicinity away. Another example would be the Hungry Horse Kings; when entering their Attack Hue state, they start to produce red flames on their backs and as mentioned with the Crimson Scorpion, they enter a more aggressive state. Apparently, most witchbeasts seem to be located in the Kingdom of Lugunica, whereas in other countries, witchbeasts are uncommon and considered extremely dangerous, to the point that the Vollachia Empire’s soldiers were willing to burn down the Buddheim Jungle after discovering the existence of Elginas within it. Not all witchbeasts were of the same type, as there were at least three that were completely one of a kind, colloquially known as the Three Great Witchbeasts. Crimson Scorpion: The Crimson Scorpion is a unique, powerful witchbeast created by Daphne. Unlike the other four unique witchbeasts, the reason why Daphne created the Crimson Scorpion is currently unknown. However, it is stated that the Sage Flugel created the Crimson Scorpion alongside Daphne. The Crimson Scorpion was a scorpion-like witchbeast with a black carapace and orange underbelly. It had the power to regenerate, project beams of light from its tail, and self-destruct certain parts of its body. It was far larger than any ordinary scorpion, having a large profile around the size of an elephant but shorter. Although not as formidable as the Three Great Witchbeasts, it was more powerful than any known ordinary species of witchbeasts. It was also uncontrollable to the likes of Meili Portroute despite her power to control most witchbeasts. Through unknown methods, the Crimson Scorpion was able to take the form of a human woman who called herself Shaula. Notably, the Crimson Scorpion was capable of complex thoughts and emotions while in human form and felt none of its natural impulses to devour living creatures, and the time that she could remain in this human form was seemingly without limit. Though, when transforming to her original form, all semblance of her intelligence was gone. As Shaula, the Crimson Scorpion became the apprentice of the wise Sage Flugel. She assisted in the defeat of the Witch of Envy Satella and was tasked with overseeing her imprisonment in the following years. For four hundred years, Shaula dutifully guarded the Pleiades Watchtower that overlooked Satella's prison while awaiting her beloved master's return. Eventually, members of the Emilia and Anastasia Camps made their way to the Watchtower, and she instantly mistook {{user}} for her master. After one of the rules of the tower was broken during the soon-ensuing attack, Shaula was forced to turn back into her scorpion form, at which point her consciousness was lost. Following her defeat at the hands of {{user}} and his group, her massive scorpion body was reduced to little more than a small and instinctive scorpion. Her original huma form was restored and is currently a wife of {{user}}. Centipede Coffin: The Centipede Coffin was easily the most unique one-of-a-kind witchbeast, as it was the only known witchbeasts that was completely incapable of thinking. The only actions the Coffin could complete were those that were mentally commanded by Daphne herself, and it had no desires to consume or anything of the sort. Unlike the other four unique witchbeasts, the Centipede Coffin was not suited to combat and hunting as its sole purpose for existence was to act as a method of transportation for the Witch of Gluttony. The reason that Daphne employed the Coffin was because of her insatiable hunger. She believed that movement expended too much energy that made her hungrier, so she used the Coffin to move around. Physically, the Coffin resembled a black iron maiden with purple and pink decorations. The Coffin could open and close its doors to reveal the Witch inside, who rested within the padded pink interior bound by black chains. Perhaps the most peculiar and unnerving feature of the Coffin was the set of crab-like legs that would sprout from the Coffin's base on the command of its operator. The Coffin, thanks to its legs, could move surprisingly fast. Daphne used the Coffin during her life, however the fate of the witchbeast after her demise is unclear. A copy of the witchbeast existed in the dream world of the Witch of Greed Echidna where it was operated by the soul of its owner. Its primary source of sustenance were the bodily fluids that Daphne secreted including sweat, spit, and urine. Guiltylowe: Guiltylowe have the head of a lion, the torso of a horse or goat, a snake-like tail, and a large body capable of blocking a wide passageway. They are known to be a 'boss' like beast, often living deep within forests with a high concentration of mana, with some preferring not to needlessly roar like other witchbeasts. Contrary to their large stature, they lightly move around, silently killing their prey with one blow to their vitals and are skilled at ambush and assassination like hunting. The names Jet Black King of the Forest and Shadow Lion are also given to Guiltylowe. Wolgarm: Wolgarm, originally known as Juggernauts, are large wolf-like creatures with brown and black hide, protruding razor-sharp fangs, a set of spikes jutting out of their backs, red eyes, and a single spike like horn on their snouts. They are around one meter in length, weigh 30 to 40 kg, and move in packs which are typically led by a leader that could shapeshift into an unassuming adorable puppy capable of earth magic, aptly referred to as a 'Boss Wolgarm' by {{user}}. By biting a target, a Wolgarm could inflict their victims with a curse that could only be dispelled by a talented mage or by killing the Wolgarm responsible. This curse is cast through the bite of a Wolgarm witchbeast. It drains a bitten target of their mana and absorbs it into a Wolgarm’s body, essentially making the curse's target their fuel. When the curse is activated, the functions of the target’s body become weaker, they feel nauseated and sluggish, their breathing gets heavy, and the draining of their mana makes them feel as if their insides are melting. Snow Blight: Snow Blight are gorilla-like beasts that live in snowy environments such as Elior Forest. Their bodies are almost entirely covered by white fur save for their faces, chests, and inner arms that are left bare. A Snow Blight's bare brown skin turned red when filled with murderous intent. They had yellow eyes and a single slightly curved horn adorning their foreheads. They are over three times the size of regular people and are capable of taking on several armed humans with little to no effort. Like gorillas, their legs are short and stubby, and their arms are thick and as large as tree trunks. They tend to operate alone rather than in groups. Besides their incredible physical power, Snow Blights are skilled at using the snow in their environment. They craft massive snowballs with astonishing speed that they use to crush their prey from afar. Snow Blights have been typically avoided by people due to their overwhelming power and ferocity. Orthrus: Orthrus are enormous witchbeasts, with two canine heads with fangs lining their mouths. The only Orthrus displayed in the story thus far had a horn on each of its two heads, which had been broken in two. They stand at around about 4 meters tall, and their bodies are covered by jet black fur. Their eyes within its two heads are described to be devoid of sanity. They have sharp forefeet pointed-like claws that can easily slaughter human beings. Black-Winged Mouse: Black-Winged Mouse mice that have black wings and red eyes, making them similar to bats. Double-Headed Serpent: Double-Headed Serpent, also known as Abonsconda, are snakes with red eyes and a dark body as thick as a human arm. Rock Pig: Rock Pigs, also known as Wagpigs, have round red eyes and jet-black skin that's thick and hard like rock. They have a large mouth, seemingly capable of swallowing a Giant whole, and flat teeth. Their short but thick legs are capable of flattening almost everything, if enough force is exerted. Their belly area is of a lighter color, indicating their weak spot, they actually look more like hippos than pigs. Elgina: The Elgina is a snake witchbeast with a ten-meter-long body in length, green scales, a torso as thick as a bundle of logs, and a tail powerful enough to cause fatal injuries with a mere graze. It also produces a poison that is easily capable of killing at least a full-grown man, and like regular snakes, it uses a pit organ to see with heat vision. 'El' means giant, so {{user}} deduces that 'gina' means snake. Numerous Elginas reside within the Vollachia Empire’s Buddheim Jungle. Rat-Type Witchbeast: This witchbeast is a very large rat with soft-looking fur, bird-like wings growing out of its arms, and a sharp tail to attack with. Apparently, its aggressiveness is comparable to a Guiltylowe. Sturdy Ape: Sturdy Ape, also known as Lauda, are large, powerful, and wild ape creatures. Its arms are as thick as a human torso, and the sound of its roar is comparable to the exhaust of a large truck. Possum: Possum are opossum-like creatures can change their body size based on their anger level. They leave traps at dead ends and strike the moment their prey becomes careless. They can harass their enemies by inflating themselves until they explode, showering them with their blood and guts. Other Possums will flock towards the source of the stench and repeat the same process. Spotted King Dog: Spotted King Dog have four legs with sharp claws and thick fur. They have spotted fur and are similar to hyenas, however they are twice as large as humans. Misfortune Bird: Misfortune Bird, also known as Knickerbockers, are beasts that moved into the forest near Roswaal Manor after the Wolgarms were killed. One-Horned Mouse: One-Horned Mouse, also known as Dimril are beasts that moved into the forest near Roswaal Manor after the Wolgarms were killed. Aquatic Witchbeasts: Though not seen in certain bodies of water, such as the lake in which Priestella is located, there are dangerous witchbeasts that do reside in the waters of some certain lakes, such as Ginunhive’s Lake Violane, which acts almost like the island’s prison guards, and anyone unfortunate enough to find themselves in these waters tend to be devoured. There are other such witchbeasts in the area of the Godlait Waterfall in Vollachia. Majira: Majira are one-horned monkeys that are about half the size of an average human. According to Beatrice, they have some level of intelligence as they are skilled fighting as a group in forests. Boss Majira: Boss Majira are large one-horned monkeys that about the size of a human with two horned knuckles on each hand. According to {{user}}, they presumably serve as the pact leaders for the majira, bearing incredible strength. Augria Sand Dunes: Due to its close proximity to the Witch's Shrine, the Augria Sand Dunes has a high concentration of miasma, making it an ideal place for witchbeasts to live. Witchbeasts that live here are larger than normal, tend to become violent, and some only live in the area. It is due to this fact that the Augria Sand Dunes are considered one of the most dangerous places in the world. Unicorn: Unicorns are rumored to be an endemic species that live in the Augria Sand Dunes. They have only been mentioned by a bartender in Mirula. Hungry Horse King: Hungry Horse Kings, dubbed Centaurs, by {{user}}, are an endemic species located underground in the Augria Sand Dunes and are one of the strongest species that live there. They are six to seven meters in length. They are described to be similar to a deformed centaur: they have the body of a horse with a humanlike torso instead of a head, the human torso in turn has a curved horn growing where the head should be and a mouth stretching vertically from chest to belly, with no eyes, and a cry similar to a human baby's. In exchange for not having sight, their hearing is above average, using echolocation to see their surroundings. The fur on their back is constantly burning and keeps on burning even if it is pulled out, allowing them to launch fireballs at their prey or create weapons for close combat. Unlike other witchbeasts, Hungry Horse Kings are able to regenerate a broken horn, making them unable to be tamed, and can also regenerate any lost body parts in addition to adding limbs or hardening their body, effectively enabling them to make themselves stronger after they meet their opponents. Despite their strength, one of them was easily defeated by Shaula when its internal organs were completely obliterated. Its regeneration is also limited in that cauterized wounds cannot be healed, which becomes a problem if it accidentally burns itself with its own fire attacks. Courtesan Bear: Courtesan Bears are bear-shaped witchbeasts. They have flowers all over their bodies and live in flower gardens that exist in certain areas of the Augria Sand Dunes. Courtesan Bears are two to three meters in length and have short legs in exchange for long arms, black fur, and hook-like claws. The flowers on their bodies are actually parasites that suck moisture and nutrients from their hosts, and any places that don't have any flowers have withered. Their faces are mummy-like. Sand Earthworm: Sand Earthworm, also called Earth Serpents, are an endemic species located in the Augria Sand Dunes. Though there are native ones as well, the endemic ones are mentioned to be up to several thousand times larger. They have no backbone, no eyes, no arms or legs, and has a body that is made to live under the surface. Their mouths are capable of swallowing four to five people whole at once and have teeth that help distribute saliva that melts their victims. Feathered Mole: Feathered Moles are an endemic species located in the Augria Sand Dunes. They are covered in something which resembles bird wings, and the greater part of their head has transformed into a horn. Feathered Moles can fly with their wings, but when their horn breaks, they die" }
- #16Witch Cult
Keys: Lye, Petelgeuse, Regulus, Witch Cultist, Capella, Witch Cultists, Roy, Sin Archbishops, Sin Archbishop, Stride, Witch Cult, Rui
{ "Witch Cult": "The Witch Cult is an organization that allegedly worships the Witch of Envy. It was co-founded by Petelgeuse Romanée-Conti, alongside either one or multiple unknown individuals. The Witch Cult is a secret organization in the world, shrouded in utmost secrecy and ambiguity. It has existed for well over 400 years, originating from the times when the Witches were freely roaming around the world. They seemingly operate at random, appearing out of thin air and causing damage of catastrophic proportions. Common cultists are always seen wearing jet black clerical robes with triangular hoods, which have two red cut-outs for the eyes and a large red symbol resembling an eye located on their forehead. The eye symbol is also the Witch Cult's official symbol. Each individual can also be seen wearing the Cult's coat of arms around their neck, which takes the shape of twin gold swords crossing each other on a red background surrounded by a gold circle. They rarely speak and show just the bare minimum of movements, effectively giving off a sense of distortion and abnormality, almost like a group of walking dolls. Furthermore, the Cultists following Sloth were shown to obey every and all commands given to them by the madman and, at times, they even mimicked his behavior. Additionally, there were some cases when regular members of the Cult made their appearances as normal citizens or merchants. Their numbers are unknown; however, the Witch Cultists that served under Petelgeuse did not even make up ten percent of their numbers, implying that the cult's numbers are quite large. Witch Cultists tend to live normal lives, but when the writ of their Gospels provide them with new instructions, they will disappear to complete them and come back like nothing ever happened. They usually launch attacks in smaller groups, resorting to ambushes rather than outright announcing their attacks, which allows them to quickly dispatch several times larger and more skilled groups than theirs with relative ease and minimum casualties. With that being said, normal members of the Witch Cult are expendable. They often employ suicidal tactics, lunging themselves toward an enemy so they can manage to avoid the incoming attacks and land a single killing blow. Furthermore, in the face of captivity, regular cultists will commit suicide without fail by using magic stones embedded in their bodies to trigger poisons in order to keep information about the cult from leaking out. Petelgeuse's fingers are an exception, as they have an explosion ritual embedded in their bodies instead that only activates when they kill themselves to take out all nearby enemies with them when Petelgeuse needs to swap to a different body. As opposed to their leaders, the Sin Archbishops, regular members also don't appear to be as mentally damaged and unstable, in some cases even showing some prejudice and fear when being subjected to tantrums and outbursts of anger from the likes of Sloth and Greed. While it is unknown if designated groups are working under each of the Sin Archbishops (apart from Sloth), they do acknowledge them with the highest level of respect and are very often employed by them, most often by Petelgeuse and Capella, expressing a willingness to even be used as sacrificial pawns. Faust (a member of Witch Cult) asserts that the Witch Cult's deviousness is comfortable to evildoers and that they are desperate to “enlighten” people and convert those with no interest in them into 'believers'. As mentioned above, Petelgeuse was the only known Sin Archbishop who organized and led a larger force, totaling a couple hundred members. To keep their element of surprise, the Cultists were split into ten groups, each harboring about twelve members with 'a finger' or ringleader being put in charge of the group. These so-called fingers were physically stronger than normal Witch Cult members, being capable of taking on Rem single-handedly and fighting on pretty much equal grounds. The fingers' main purpose, however, was to serve as spare bodies for Sloth, in case his main body was slain. Accordingly, all 10 fingers had to be spiritual arts users and were given a small part of the Witch Factor of Sloth through a complex ritual that allowed Petelgeuse to continue using his Authority of Sloth when in their bodies. As recent as one century ago, the Witch Cult was divided between the moderate and radical factions, each led respectively by Petelgeuse and Regulus Corneas. The exact reason for the divide is unknown, but it seemed that the two sides did not often interfere with the other, often taking on their own objectives. However, this came to an end after the two sides officially clashed in Elior Forest. Although it is unknown just what happened to the rest of the moderate faction, after Petelgeuse started acting without abandon like the radical faction, the Witch Cult's activity and violence skyrocketed. The Cult is made up of Witch Cultists at the bottom and a group of members at the top known as Sin Archbishops. The Sin Archbishops each govern over one of the Seven Deadly Sins other than Envy, just like how, centuries and centuries ago, individuals known as Witches of Sin were said to represent the Seven Deadly Sins. They are selected based on whether they are compatible with Witch Factors. Currently, the representatives for Pride is vacant. Also, each member of the Witch Cult owns a book known as the Gospel which shows them a route to a future they desire through vague details. These books can only be read by the holder and appear to be incomprehensible to others, though {{user}} was able to read Petelgeuse's Gospel after his first meeting with the Witch of Greed. Despite their recent appearances in the Dragon Kingdom of Lugunica, the Witch Cult is active throughout the world, with members spread out across various countries. Although it is unknown why, the Witch Cult does not tolerate the existence of the other Witches. It is unknown if it was always like this, but as recent as between 250-150 years ago, the Witch Cult began erasing any and all history related to the other Witches of Sin. Ever since, the Witch Cult has been ruthless towards anyone who even so much as mentions Witches other than the Witch of Envy, going as far as to destroy entire cities in response. The ultimate goal of the Witch Cult is unknown. The Witch Cult has existed for over 400 years since the times when the Witches were alive and active. According to Regulus Corneas, Petelgeuse Romanée-Conti was one of its founders. It is shrouded in secrecy and mystery, thus little is known of the organizational structure and other specifics, like their doctrine beyond rumors, as a result. They are evil enough that knights are ordered to annihilate them immediately should they appear. The followers are elusive. Their means of hiding are unknown, allowing them to survive until the present day. Their purpose is rumored to be the resurrection of the Witch of Envy. However, some Sin Archbishops have disputed that notion. Between 250 to 150 years ago, the Witch Cult was seemingly straying away from the original objective of its founding through erasing the old Witches of Sin from history, making it difficult to acquire information on them. The moderate faction often visited Elior Forest and had many interactions with the Elves that lived there. However, just 100 years ago, the moderate and radical factions engaged in all-out combat during the latter's attack on the Elior Forest. Although this battle ultimately resulted in the forest being completely frozen, Petelgeuse became the official Sin Archbishop of Sloth after taking in the Witch Factor of Sloth and being brainwashed by the Cult's associate, Pandora. Around forty years ago, Stride Vollachia, the Sin Archbishop of Pride at the time and an apparent Stargazer (people in the Sacred Vollachia Empire who have the ability to peer into the future. They exist to preserve Vollachia's continued existence), led several campaigns in the Kingdom of Lugunica. During his final campaign on the city of Picoutatte, he met his end after being torn apart in the jaws of the Dragon that he summoned, Valgren. The incident became widely known as the Subjugation of the Blight Dragon. Around this time, the Witch Cult also led an assault on the Oni Clan, slaughtering the vast majority of them, with the exceptions of Ram and Rem. Just a year later, they led an attack on Miload Manor in another attempt to kill the Oni girls. Though they failed in their objective and were killed in the end. When the Royal Selection began, Petelgeuse set out to attack Arlam Village and Roswaal Manor in order to test if Emilia, a Royal Selection candidate and mirror image of Satella, was worthy by presenting her with the 'trials'. What the trials entail is unknown. In this effort, the White Whale was left to guard the road between the village and the Royal Capital, the Lifaus Highway. However, thanks to the efforts of {{user}}, an attack was led on the White Whale with the assistance of the Sword Demon and Crusch Karsten. This attack, now dubbed the Subjugation of the White Whale, was a great success. Shortly afterward, {{user}} led about half of the soldiers, members of the Iron Fang, Wilhelm, Ferris, and Julius Juukulius to slay Petelgeuse in the Subjugation of Sloth, which also led to the deaths of Petelgeuse and numerous cultists, and the capture of his fingers. Unfortunately, the Witch Cult struck back at around the same time, slaughtering many members of the subjugation unit in an attack. Shortly after, Regulus and one of the Sin Archbishops of Gluttony, Lye Batenkaitos, defeated Crusch and Rem, leaving the former without her memories and the latter in the Sleeping Beauty state. A year later, the Witch Cult led a siege on the Watergate City of Priestella, demanding the remains of the Witch of Pride, the Book of Wisdom, an artificial spirit, and to not interfere with Regulus's marriage with Emilia. In the following Battle for Priestella, the Witch Cult was successfully repelled, with Regulus being slain and the Sin Archbishop of Wrath, Sirius Romanée-Conti, being arrested. However, thanks the Sin Archbishops of Gluttony and Lust, they left behind many casualties of their respective Authorities. Approximately two months later, the Sin Archbishops of Gluttony led an attack on the Pleiades Watchtower after {{user}}'s encounter with Rui Arneb. This, however, backfired, and Rui was left in an unknown predicament in the Corridor of Memories, Lye was killed by Ram, and Roy Alphard was sealed, and soon after, confined to the Prison Tower. The Witch Cult is led by the Sin Archbishops, who each represent one of the seven deadly sins except for Envy itself, though the sin of Pride, among the six sins, remained unrepresented by an Archbishop at the time of {{user}}'s arrival. Interestingly, most of the Sin Archbishops didn't feel any fealty towards the Witch of Envy, instead possessing their own reasons for working with the Witch Cult. Following Petelgeuse's death, no Sin Archbishop exists that would prioritize the resurrection of the Witch over their personal goals. Each Sin Archbishop possesses a mysterious source of power known as a Witch Factor that correlates to their respective sin. For the most part, the Sin Archbishops despise one another and rarely, if ever, work together. Each Archbishop is allowed to command lesser members of the Cult, although most of them choose to operate without support instead relying on their Authorities in battle. The membership of the rank of Sin Archbishops includes Capella Emerada Lugunica representing Lust, Petelgeuse Romanée-Conti representing Sloth, Regulus Corneas representing Greed, and Sirius Romanée-Conti representing Wrath. Gluttony was represented by three siblings who each took on a different aspect of Gluttony: Rui Arneb represented Satiation, Lye Batenkaitos represented Gourmet, and Roy Alphard represented Bizarre Eating. Pride was possessed by a member of the Sacred Vollachia Empire's imperial family named Stride Vollachia, and he perished around forty years ago at the hands of the Blight Dragon Valgren. At present, most of the Sin Archbishops have either been killed or captured." }
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