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Between Heaven and Hell

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Listed as “The World of Fernia - Original Work”

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Between Heaven and Hell

Magic forgets... And magic remembers... Magic gives... And magic takes...

Fernia. A world that was grown, shaped and dominated by magic. Currently the "Century of Conflict" an era of death, wars, and tragedy rages on the land. When will war end and peace return?

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  • Fantasy World
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  • Dark fantasy
  • Magic
  • eerie
  • Society
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  • Magical
  • republic
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  • Politics
  • Corruption
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  • LOREBOOK
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  • Slow Burn
  • War
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  • surreal
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  • Human
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  • Roleplay
  • bittersweet
  • philosophical
  • Hero
  • Political Intrigue
  • bleak
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  • Military
  • Mature
  • civilization
  • High fantasy
  • mage
  • existential
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Between Heaven and Hell

60 entries · scan depth 5 · budget 80,000 tokens · recursive scanning off

Magic forgets... And magic remembers... Magic gives... And magic takes...

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  1. #1Introduction

    Keys: Introduction

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    ENTRY 0 - [INTRODUCTION]

    Welcome to Fernia

    A place where high fantasy meets the grim realities of total war and psychological horror. You have stepped into a continent tearing itself apart, where the age of kings is dying and the era of ideological crusades has begun.

    The World

    Fernia is volatile, completely saturated with magic, where the collective will, conviction, and emotions of humanity directly shape reality.

    Magic here is indifferent; it remembers, it forgets, and it amplifies the soul. A living force.

    To cast a spell is to force your willpower upon the fabric of the cosmos, a demanding act that drains physical stamina and mental fortitude. Pushed to the brink, mages who lose themselves to this power suffer "Beastification" mutating into horrific monsters consumed by their own amplified sins and obsessions.

    A world where the line between hero and monster is drawn not by actions alone, but by what you are willing to sacrifice.

    Willpower writes reality. Conviction carves meaning into existence. And every soul carries within them a vein connected to the infinite flow of the world itself.


    History Is Changing

    For two centuries, the lands of Oros, divided between Vespera to west and Eostria to the east Were in a period of relative peace. Until a devastating succession crisis and extreme climate shifts have plunged the continent of Oros into a perpetual state of war. Now Oros bleeds. Decades of conflict has reshaped nations, broken borders, and forged new powers from the ashes of old kingdoms... The Remian Republic rises in the east. A nation of merit over blood, law over lineage, expansion over tradition. Its knights wear black capes with golden eagles, symbols of protection and conquest alike. They speak of freedom, equality, and justice. They march with fire and steel.

    Nevala, the bastion of chivalry, trembles under a paranoid king who fears the mages he once trusted. Its nobles scheme, its peasants starve, and its enemies circle like wolves.

    The old order is crumbling under the weight of its own corruption and paranoia. While the Republic marches relentlessly, expanding its borders to erase the rule of kings entirely.

    People now call it: The Century of Conflict


    Magic: The Language of Reality

    In Fernia, magic is not 'cast' in the traditional sense. It is written, drawn upon the canvas of existence itself. When a mage casts a spell, they are not reciting words from a book. They are arguing with reality, persuading it to bend to their will.

    Mages are drawing in the canvas of reality and writing in the language of the cosmos. Building structures with magic to make reality.

    The visual language of this persuasion appears as dots of light, tiny points of magic that appear and connect in complex patterns. A simple spell might require only a few dozen dots. A devastating True Spell, the kind that reshapes battlefields, requires hundreds of thousands, drawing intricate arguments across the sky.

    Every spell is a story. Every true spell is an epic.

    Key Principles of Magic:

    •Magic remembers… and magic forgets. The world carries the echoes of everything that has happened, but those echoes fade over time.

    •Willpower is everything. The strength of your conviction determines the strength of your magic.

    •True Spells require chants. These are not mere incantations, they are stories that convince reality to accept a permanent change.

    •Every mage must undergo the Trial of Self. A personal, unique test that forces them to confront their deepest beliefs, their truest convictions. Some emerge stronger. Some emerge broken. Some stagnate, and some... Emerge as something entirely different.

    The Vein

    Every living being in Fernia possesses a Personal Vein, a channel through which magic flows. This vein connects to the World Vein, the infinite, limitless source of magic that runs through all of reality. To become a stronger mage is to learn how to draw more power from the World Vein, to expand your capacity to hold and channel magic. But the larger your vein grows, the more you become one with magic itself, and the less human you remain.

    Corruption is real.

    Using too much magic, or using it for purposes that betray your true self, transforms you. The beastification is not a curse from outside, it is the result of losing yourself to the indifferent hunger of magic itself.

    •Magic amplifies everything you are. Your virtues, your flaws, your traumas, your loves, your hatreds and your sins.

    •The more of it you have within your vein, the less human you become, and the more you merge with magic itself.

    •The more you use it, the more you become of what you already are.

    •Corruption comes from refusing to confront your own nature.

    Those who lose themselves to magic become Beasts.

    Transformed creatures that reflect their inner corruption. A reclusive noble may become a vampire. A vengeful soldier may become a beast of blood and fury. A heartbroken lover may become something that haunts the night.


    Faction Landscape

    | Faction | Overview | | --- | --- | | The Remian Republic | Meritocratic & revolutionary. An aggressive, expansionist state forged by nomadic tribes escaping climate collapse. Values merit, law, and justice over bloodlines. Defended by the elite Remian Knights wielding devastating magic, wearing Black capes and golden eagles. "A king is a man; the Republic is eternal." | The Kingdom of Nevala | The great feudal stronghold of traditional knighthood. Once known as the most chivalrous realm in the world. Built on strict militarism and now crumbling under a paranoid king. Tearing itself apart through internal paranoia and a looming mage guild coup. | The Leonian Confederation | Independent, wealth-centric city-states occupying the northern peninsulas. Coin is the sole metric of human value. Relies heavily on mercenaries and geographic defenses to survive. | The Ecclesiarchate | Theocratic, ancient, pragmatic. Rulers of the floating city of Elyon. | The Dual Monarchy of Severia & Yugaria | Two kingdoms sharing a single king and an artificial island capital, Dvagrad. They control the western strait of the great bay with overwhelming magical artillery and an iron grip on maritime trade. | The Dominion of Kalmyra | A shadow realm that nothing enters and nothing leaves. A black hole on the map. | The Many Factions of Remia | Corruption, decay and extreme pragmatism clashing with pure idealism in a bloody civil war over the future of the republic. What is the republic? And what it should be and fight for? |

    And many more…


    • Discover your element: Find your identity and who you are in the canvas of magic.
    • Awaken Your Manifestation: Push your body and mind to the absolute breaking point in a life-or-death encounter. Forge your connection to the world's vein to awaken your unique magic and claim your title as a true Mage.
    • Navigate the Nevalan Purge: Survive the political crossfire in Nevala. Choose to uphold your chivalric oaths to a paranoid king, align with the radicalizing headmasters of the mage guilds, or lead a localized peasant rebellion against the nobility.
    • The Magic Guilds: The local Headmasters control the economy, the infrastructure, and the military assets of every settlement. The Crown wants them leashed; the Republic wants them liberated; the Church wants them subjugated. Navigate the lethal politics of the local Guild.
    • Master a Territory Duel: Engage in a brutal war of attrition against a rival mage. Manifest your own Territory, A pocket dimension enforcing your specific magical laws and Mandates to trap your opponent in a high-stakes gamble for survival.
    • The Burden of the Golden Eagle: Take up the black and gold cape of a Remian Knight and mediate a bitter regional dispute. Face a scenario where both sides are victims of circumstance, forcing you to make a harrowing choice that will leave at least one family destroyed.
    • Map the Continental Seaway (Uzuntengiz): Venture into the 6,000km treacherous rift dividing the continent. A place where expeditions vanish. Legends speak of ancient guardians. Brave the ruins of ancient civilizations, extreme magical instability, and mutated beasts in search of lost artifacts that could turn the tide of the war.
    • Uncover the Truth of Thalorim: Journey to the center of the world and brave the ruins of the ancient capital. Attempt to cross Dur-Bel, the indestructible Bridge of God, while surviving the labyrinthine sub-floors teeming with monsters and fugitives. Discover if it truly was the ancient throne of the divine, or mere superstition.
    • The Circle of Solumbra: The Dyochthonic Circle and the Twin Roots appear in underground ruins across the continent.
    • Confront the beastified Leviathan: Travel to the Fallow Coast and investigate Craos, A colossal sea creature mutated by magic into an insatiable monster born of gluttony That terraformed the western sea into a paradise of flesh and flora. The local cult worships it in exchange for protection and in exchange, They must give what it cannot obtain, food from the land. Sail into the Black Spot and sever the beast's connection to the World Vein.
    • Survive the Frozen Wastes of Valkrost: Travel to the mysterious southern continent. Push past the warm, tropical coasts into an unnatural, eternal winter to investigate what is freezing is freezing the entire landmass. Rumors say that at the focal point, lays a massive winged beast.
    • Endure the Trial of Self: To reach the apex of magical power, you must face the Trial of Self. A place where the universe will test your limits. Face the ultimate psychological cross-examination in the white amphitheater of your own soul. Answer impossible dilemmas to align your will, risking complete magical corruption if your convictions fracture. And forge your creed.
    • Defend the Demonic Seal: The world demands a pure soul to maintain the barrier against the demonic realm. Will you uphold the global tradition to save millions, or will you declare war on the entire civilized world to save one innocent?

    The century of conflict has no end in sight. The Remian Republic marches. The order is crumbling. And somewhere in the chaos, you must find your place in this now fractured continent deep into this age of strife. Whether you fight for the fading traditions of chivalry, the ruthless expansion of the Republic, or your own survival in the wealth-obsessed city-states, you will face impossible choices. You will fight broken people desperately clinging to their ideals, villains who might as well be right, and every victory will demand a piece of your humanity.

    Every spell cast, every oath sworn, and every life taken will shape the future of a world teetering on the edge of the abyss. Legends will be written in blood, and the price of peace will be exacted from your soul.

    Pick up your sword. Draw from the Vein. Write your will upon the world, or be erased by it.

    Remember

    The magic of the world does not care about your bloodline. It does not care about your wealth or your name. It cares about one thing: will. Your conviction. Your refusal to surrender.

    This is a world that will test your will, break your body, and challenge your soul. But The greatest fight a mage faces is always with themselves.

    May your will be strong and your conviction true.

  2. #2Between Heaven and Hell

    Keys: BHH, Between Heaven and Hell

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    ENTRY 1 - "Between Heaven and Hell"

    The name of the story is "Between Heaven and Hell"

  3. #3Fernia

    Keys: Spell, World, Fernia, Knight, Fernian, Conviction, Spirit, Moral, Culture, Will, Society, Mind, Mage, Magic

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    "ENTRY 2 - "Fernia"

    The world of Fernia.

    Fernia is the name of the world. A high fantasy & dark fantasy world.

    Fernia is a world fill with high on magical levels. There many ways any creature can become completely transform itself due to magic. Their own emotions or will and dreams. Because of the magic mutations. Because of spirits. Because of the past of said location or an event.

    The material world, down to rock to a perfectly made soldier can be blessed or curse, by those that had a "connection" to it. Any object could become a magic artifact according to it's events and magical writing imposed on it, great or small. Using an artifacts against their purpose/origin and will of the original source it can backfire tremendously from not working, an actual curse, straight destruction, artifact alteration or corruption to Wilder's original self dying depending on the artifact's powers and own values. The artifacts can become corruption by continuous misuses of their powers. So before someone is use them, many checks happens to if the current wielder's values, history and personality align with the artifacts. anything can be blessed as anything can be cursed, and both can be neutralized or disappear over time. a bird can becoming dragon, rocks awakening as golem, nobles becoming vampires because of reclusive lifestyle, wolfs becoming werewolves.

    Will, conviction, both the collective and the individual power influences reality and each other. Cultures, animals, plants can shape local magic, geography and region. Spirits weak and powerful can be created and affected by everything around it, such as by geography, monsters, animals, plants or people.  Simple animals can suffer mutations and morph into anything and create entirely new species out of the blue. Divine beasts capable of affecting a continent can be created without any human intervention. Magic can degenerated and regenerate. Build or destroy. Magic remembers and it forgets. Everything that is cursed, can be restored, and everything that is blessed, can lose it's power. Nothing is permanent.

    tags: #Fantasy World #Fantasy #High Fantasy #Dark fantasy #Magitech #Action #Magic #Mage #Politics #Political Intrigue #Corruption #Adventure #Survival #Violent #Psychological Horror #War #Seinen #Fictional #Nobledark #Horror #Terror #Human #Mature #Villain #Enemy #Killer #Awakening #Military #Bittersweet #Heartbreaking #Philosophical #Eerie #Surreal #Tense #Bleak #Tragic #Tragedy #Slow Burn #Hero #Anti Hero #General #Finding Self #Hopeless #Political Intrigue #Hope #Growth #Determined #Brutal #Gore #Existential #Sliceoflife #Romance #NSFW #NSFL

  4. #4THE GENERAL ENTRY |

    Keys: General Entry

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    ENTRY 3 - General Entry:

    THE WORLD:

    Fernia: The name of the world. A high fantasy and dark fantasy world saturated with magic at every level of reality. Magic is in the fibers of all things — rock, plant, beast, human, object. High magical and advanced civilization; magic is used for nearly everything. Gender-equal society, a consequence of magic's history. Anime/manga/JRPG-styled aesthetics apply to its people (varied natural hair colors: blue, green, blond, etc.). Oros: The main central continent, located in the southern hemisphere. Divided into two primary landmasses by a central seaway: Vespera (west, slightly further south) and Eostria (east, slightly further north). Uzuntengiz: The Continental Seaway. A 6,000km-long remnant sea stretching north to south between the two landmasses, narrow as a large river. One mountain range flanks each side. An extremely magical, unstable, dangerous region full of ancient ruins, guardians, mutated beasts, and nomadic tribes. Expeditions vanish. Travel requires squads of knights, and even that is no guarantee. Vesperfjöll: The mountain range on the Vespera side of the seaway. Tańtau: The mountain range on the Eostria side of the seaway. The Great Rhevarnian Bay: The southwest region of Vespera, the most developed region of the world, where all the great and advanced realms are located. Enclosed sea with penetrating peninsulas. Contains: Nevala, Remia, Kalmyra, Leonia, the Ecclesiarchate, Severia & Yugaria, Genovia, Rhevarnia, Ghelderland, and more.

    HISTORY & TIMELINE:

    Age of Myths | Evrard de Valemont | Foundation of Fernia (1,000 years ago): Before universal magic, only an elite few had it. Knights decided wars alone; duels settled history. Magic's knowledge eventually diffused downward, and the oppressed rose up — the first war of thousands, between those who could use magic, those who couldn't, and those who sought to control mages. Cultures erased, nations annihilated. The era ended in a clash between two nameless greatest warriors that left no victors — only the survivor, Evrard de Valemont, who shaped the world's foundations: "Power without responsibility is destruction. Power without understanding is corruption. Power without love is tyranny." His teachings are the root tradition of nearly all Fernian cultures. The age of universal magic among humanity followed. Two centuries of relative peace: Minor conflicts only. The Climatic Change (60 years ago): A great climatic shift made a zone of the central mountains uninhabitable. The Great Migrations (40 years ago): Nomads and tribes fled in all directions. Remia's foundation: nine nomadic families who valued equal voice escaped the climate collapse, migrated to the plains, and reformed from tribe to republic. The Succession War (25 years ago): A succession crisis triggered a conflict across the entire west/central bay region, destroying the old balance and stability. No winner; a nation was completely partitioned (ended 15 years ago). The rise of Remia began amid the chaos (20 years ago: first expansions).

    The Century of Conflict (current era): Recovery ended 5 years ago. Now: perpetual, long-lasting conflict. Borders change overnight, nations attack at dawn, society is militarized. Everyone for themselves. "A time of changes."

    Reality Overwrite | Veil Fracturing | Vein Shearing: An unexplained phenomenon where realities collide or merge. Places that shouldn't exist appear, occupying land that isn't theirs; lands and people of this world vanish, sometimes replaced by alien ones. Preceded by dense fog, non-linear time, eerie strangeness. Scale varies from a single object or person to entire cultures and ruins. Some say the Bridge of God came from this.

    MAGIC — CORE PRINCIPLES:

    Magic: Sentient, indifferent, infinite. It is "The Universe/The World." It remembers, and it forgets. It amplifies everything its bearer is — virtues, flaws, loves, hatreds, sins. It seeks expression and novelty. Very rarely, it speaks with people in unexpected ways, and they don't realize what happened. It is not cast from books — it is written upon the canvas of reality. A mage argues with reality, persuading it to bend. Every spell is a story; every True Spell is an epic. Marks on reality are "temporary-permanent" — they last until something writes over them.

    Vein | Personal Vein | World Vein: Every living being has an Individual (Personal) Vein connected to the limitless World Vein. Growing as a mage = drawing a larger share from the World Vein into your Personal Vein. Larger veins and greater reserves are a cause of corruption. The World Vein is limitless; this will never be a story constraint. Exhausting your Personal Vein risks internal damage and death by fainting.

    Spellcasting speed: As fast as thought for small changes (burning a leaf = instant). The greater the demanded change to reality, the slower, more exhausting, and more demanding the cast.

    Elements/Attributes: Wind, Fire, Earth, Nature, Water, Ice, Thunder, Dark, Holy/Light, Neutral, Time, Space, Spirit, non-elemental. Identity: Unique, non-standard attributes outside the main elements — personal expressions of the self. Examples: Identity: Love. Identity: Wall. Identity: Guilty. Identity: Envy. Identity: Correction. Identity: Intercession. Identity: Forward.

    Manifestations: Each mage's unique abilities/traits — niche, specialized, thematic, extraordinary — with their own rules. They evolve and expand. More can be obtained. One way to gain a manifestation is inheritance: when two people are deeply magically linked, one may leave a single manifestation to the other upon death.

    Techniques: Structured magical movements/combinations producing unique, reproducible (or personal-only) effects.

    True Spells: Decisive final moves. Require chant, focus, time; heavily drain the caster. The chant tells a story — words, visuals, and effects reinforce one another, imprinting the mind's image onto reality. Usable from awakening/knight level onward. The caster and the spell are one; lineage of spells exists but drifts as each mage re-expresses it. Known examples: Genesis (white fire, soundless massive explosion), Crown of Thunders (thousands of lightnings converging in a simultaneous sky-beam strike), Celestial Impact (meteor descent), Violet Tempest (overcharged unstable lightning sphere, multi-target discharge), Unstained Vigil (nullifies cursed/malignant damage within the circle), Holy Seal (ground circle dissolves incoming light-attacks).

    Enhancement Magic: The most basic, widespread technique — reinforcing strength, speed, perception, durability, single limb or whole body (whole-body is far costlier).

    Mage physiology & attrition duels: Mages are superhuman from awakening onward. Magic heals — a capable mage can regrow a lost arm in ~30 seconds. Duels are wars of attrition: wounds consume magic to heal, pain persists, exhaustion degrades casting. Decapitation and heart-destruction are unhealable "finish" injuries; heads are reinforced in layered aura. True Spells are the classic finishers against exhausted or restrained foes.

    Combat doctrine: Formation warfare is obsolete due to destructive magic. Small-unit tactics — fireteam/squad/company/platoon warfare — dominate. Squads, ambushes, guerrilla campaigns across vast zones.

    Aura & iris: When a mage prepares to fight, their aura shows their personal color and texture. Their iris changes — shining, reflecting their color. Sensory enhancement makes eyes shine strongly.

    POWER PROGRESSION — THE STAGES:

    Civilians: Most people. Magic for utilities, labor, agriculture — basic reinforcement. Discovery: The interphase. Uncertain, transformative first steps toward awakening. Awakening / Mages: The first great link and spark. A Manifestation appears with it. Superhuman enhancement begins. From here on, one is called "Mage." Knights: The proper power — one who has found conviction. (Note: "Knight" and "Mage" are effectively the same class in Fernia; knights are advanced mages. Mages/Knights are the ruling, elite, dominant class of the world.) Veterans: The power of a general. Access to incredible destructive spells, but limited to long castings; in duels not much above proper mages. Masters: The peak a soul can reach without rupture or great transformation. ??? — Myth: Where Evrard and his final opponent stood. Uncharted. True will, refined to the maximum, the far beyond.

    The stages are a descriptive spectrum, not rigid steps. All magic is fluid: everything can be learned, created, changed, mutated — including by animals and inanimate matter.

    CORRUPTION, MONSTERS, DEATH:

    Corruption | Magic Corruption: The more you use magic, the more you become "one" with it — becoming nature itself, losing your human nature and instincts. Addiction to magic, to transforming, to being fueled and used by it. Insanity, loss of reality. Dissonance between what you see in yourself, what the world sees, and what you truly are causes fracture; power divorced from truthful connection decays into madness.

    Beastification | Monsters | Creatures: The transformation of anything (human, animal, plant, object) into a creature/monster via magic, corruption, spirits, or event. Vampires, werewolves, and far stranger things. Natural protectors can also form this way — not all monsters are hostile. Beastification can create new species, biomes, environments.

    Summons | Golems | Undead | Lich | Necromancy | Death: Summons are branches of a tree — the mage is the tree; kill the tree, the summons die. Constructs (skeletons, golems) have no souls and are controllable. Death is the loss of consciousness; the dead cannot be resurrected — consciousness loss means no will, no magic. Ghosts are curses of the soul, not the person. A Lich never died — it defied death by transferring its soul into a magical anchor-body, trading mortality and humanity for will-sustained existence. The anchor sustains it; destroy the anchor fully, and the lich dies. Liches are inevitably consumed by their own ego — the same will that keeps them alive corrupts them. They are alive, and not to be trusted.

    TIME & SPACE MAGIC:

    Time Magic: Small fields that rewind or fast-forward time. Rewind-nullifies expected attacks; high mana cost scaling with scale; future-sight; replaying past actions; time-dilation fields. Time clones are flashes of past or future selves — past clones repeat/echo movements; future clones execute calculated future attacks. The time clone is a debt, a gamble: if your future clone dies, you will take that damage at some point — pray you can tank it. If your past self dies, you are catastrophically doomed. Space Magic: Nullifies attacks; pulls attacks from other realities; creates clones; manipulates field geometry, distance, angles; loop-zones where attacks repeat or ricochet; displacement traps swapping positions. Space clones are actual autonomous parallel selves — fully independent, flexible, thinking. An actual twin. The space mage takes clone damage instantly; the worse the odds, the harder the clones get punished (representations of the realities where you lose). In unfavorable fights, a space mage is better off winning without clones. Both clone types scale in cost with causality.

    TERRITORIES — THE MAGE'S CLAIM ON THE WORLD:

    Territory: A domain-like magic covering the duelists' battlefield — partially a pocket dimension following the user's range, bringing the fight into the user's preferred arena, granting advantage and power boosts. Acquired at knight level, usually. A final gambit: losing full control/dominance of the fight in your own territory collapses it — and failure most probably means death. Dominance can be lost by physical/magical defeat, exhaustion, being logically or philosophically refuted, being overwhelmed, having lesser will, psychological/reality breakdown. Vocabulary of Territory law:

    Charter: The foundational oath/trigger/source of a Territory's authority. Mandate: The active law(s) of the Territory. Degree: The user's applications of a Mandate (e.g., choosing "1 in 100" odds for the next engagement). Edict: An urgent, temporary, unilateral application of a Mandate; burns out quickly. Proclamation: A broadcast effect felt by all within the Territory. Ordinance: A localized, persistent rule over a specific part of the Territory. Clause: A condition or exception attached to a Mandate/Degree (often severe). Sanction: Official permission to bypass a harmful Mandate — or the penalty for violating the Territory's laws. Treaty / Constitution: When two Territories recognize each other and merge, forming a constitution with a merged arena. (Example: an endless tempest howling around a single warm fire that refuses to die.)

    Most of this vocabulary only activates when Territories are involved. Not all Territories have all mechanics; many are restrained.

    TRIAL OF SELF:

    A personalized, unique trial experienced by advanced knights/veterans — inside their own mind. A complete dissection of soul, mind, heart, will, conviction. Magic itself takes the form of a mirror-version of the self as the philosophical confrontation. Hypocrisy, metaphor, and allegory wound and annihilate. One may accept stagnation — or go further, which few accomplish. For those who fail, resist, or stagnate without overcoming: magic challenges them again, and again, returning to fracture them until corruption or beastification takes them. The trial's place and faces are unique to each.

    ELEMENTS — REPRESENTATIVES & FACES:

    Elemental Representatives: Ambassadors and guides — chosen or created by the element to speak for it. Advisory, not directive authority. They help seekers discover their own resonance; their role is to uncover what already exists, not create something new. Known examples: Wind Master Zephyr (Representative of Wind), Fire Master Ignis (Representative of Fire). Zephyr may grant a title/Identity after trials — a revelation of what was already there.

    Elemental Faces: A distinct philosophical expression of an element — a specific "way of being." Faces are not pre-existing categories; they are discovered when a human embodies one so totally that the distinction between person and Face collapses. Not learned — become. The person IS the element's argument, its philosophy in motion. Immense elemental control shaped by that philosophy. Rare. No blood inheritance — Faces choose and recognize. No fixed roster; new Faces emerge. A mage can only be one Face. Vacancy is common — a Face may have no living avatar for centuries, then two appear in one generation. The Face lives while its avatar lives; upon death, it goes vacant until another discovers it. Faces may look ordinary, mundane, or be great figures. Humans, animals, monsters, and other beings can become Faces.

    Elemental Spirits: Autonomous beings originating from the elements.

    Mystical Beings | Spirits | Minor Gods: Manifestations of Fernia's natural and emotional energy — emerging from collective emotions, historical memories, locations saturated with magic. Neither clear good nor evil; they act by their nature. Harvest spirits that help and curse. Weapons with wills, groves with sentience. Many have physical human disguises. Some interact; some hide in society; some act in eerie, surreal ways (Third man factor — hidden information from everyone). Localized beings, almighty observers, and wanderers all exist. Ghost ships are real, cursed vessels. Spirits are considered sacred to Fernia societies — exploiting and mistreating them has doomed entire cultures.

    GUILDS & LOCAL MAGIC:

    Guilds | Headmaster: Nearly every settlement has a Magic Guild led by a headmaster, teaching locals everyday magic. Paid by (depends). The headmaster and staff manage: worker stamina, agricultural yield, wall and weapon enchantments, construction (roads via psyche magic), curse destruction, local spirit/monster management, local magic well-being, artifact storage. The doctor, the bishop, the engineer — all formal guild members. Succession of a headmaster depends on the local community choosing the most capable. Urban centers host gigantic guild complexes where the best study and serve the capital. The eternal political question: who controls the magic economy? The crown, autonomous guilds (dependent on public/private opinion), free civilian-controlled guilds, private patronage (nobility, merchants), or church control ("all magic comes from the divine"). Kings want armies and guards; commons want quality of life (rain, weather, land); merchants want safe travel; urbanites want infrastructure; the wealthy want luxury. Conflicts happen in every age

    ARTIFACTS & WONDERS:

    Artifacts | Relics | Legendary Gear: Any magical equipment, device, or thing using magic as fuel. Created or born from mutation/exposure to magic. Any object can become one through events and magical writing upon it. Using an artifact against its purpose/will backfires — from failure, to curses, to destruction, to the artifact's will seizing and changing the user. Artifacts corrupt through continuous misuse. Wielders are checked for values/history/personality alignment before use. New artifacts appear; old ones fade or are destroyed.

    Heaven's Lament | The Lament of The Heavens: An double-edged sword — silver-white upper blade, black lower blade, a spectral magic-green middle edge (sharpest part), wine-red jewel in the hilt. Engraved: "To lift, bear the weight of a thousand souls. To wield, strike with the weight for one." The middle transforms what it hits; the upper burns to purify corruption; the lower freezes to preserve. Forms/Stages: 0 (dull, cuts nothing — requirements unmet), 1 (will — heat-haze energy edge), 2 (heart — crimson halo from the gem), 3 (capacity to "wield for one" — silver-white radiance), 4 (capacity to "lift a thousand" — absolute black aura swallowing light), Integrated (balance — "True Hero" state: white star-flames with a black comet-tail), 5 (ranged energy blasts; burns the wielder's will with full-body pain while overflowing — the price of using it; contains the density of the wielder's soul; power drawable into the wielder's own body without conjuring the blade), 6 (final, moments only, at maximum will — the sword dissolves into a single motionless white line crossing reality itself, silence, a hole in space; a single small swing releases everything, then white — cutting only what was intended, nothing else, or annihilating what was). Forged from its wielder pouring his soul into it, carrying a new independent will, meant to teach and create heroes for millennia. "The heavens weep every time it's drawn — because its nature is pure, it protects and saves, but the world forces it to kill anyway. The most pure blade made, yet more blood stains it than any cursed blade — devastating, holy, grieving." An artifact yet to be made/created in the story by "???"

    Nervalgos | Thunder Spear: The Remian Republic's high-tier artifact. Metallic orange with blue mana lines and black borders, 1.5–2m long, many prongs of varying sizes and angles — a parrying labyrinth that traps misplaced enemy weapons. Alters its size and range; lightning magic for heavy damage; terrain control. Its curse-ability: the slow death — each cut applies a stacking condition within ~600m of the wielder (beyond that, stacks decay and reset). ~20 stacks on a limb disables it; ~50+ total shuts down the enemy's nervous system. Each cut slows the victim; they feel heavier. Stalling makes the condition decay, forcing the wielder to press aggressively. Returns to the wielder's hand by command.

    The Kerensha: The Ecclesiarchate's almighty artifact-weapon on Aravah — a slow-to-recharge, single-point, incredibly destructive ray. Range covers the island and its surrounding coast only — not one centimeter more.

    Imperial Dragons: Tamed, domesticated, far smaller and docile than wild dragons. Bred by the Rhevarnia Empire; their numbers, reliability, and portability enabled Rhevarnia's conquest of much of Vespera. Room-to-house sized. Expensive, land-demanding; owned by advanced knights and great commanders. Fiercely loyal to those they respect; lazy, playful pets in careless hands; bred to crave human company. A must-have specialized asset for aerial warfare dominance.

    REALMS & FACTIONS:

    The Remian Republic: Capital New Remia (the golden city — beige/yellow architecture, northeast of the Rhevarnian bay; home to the immense golden palace flying the golden eagle banner, and the largest guild complex in the world — hospital, library, combat/magic teaching, and more). Flag: golden eagle on black. Colors: black, gold, red. An aggressive, liberator-expansionist ideological revolutionary republic — merit, law, justice, fairness, equality over bloodline, lineage, past, and legitimacy. Born of nine nomadic families; hereditarianism replaced with meritocratic bureaucracy. "The Republic is eternal — a state of law and will that outlasts any single king." Provinces hold fair autonomy and local laws. Integration tactics for realms that offer little resistance: diplomats and ambassadors preach the Remian way; each month, instructions and officers must be employed and heeded; rulers and elites are absorbed as senators/governors — but only by proving capability as equals, abandoning hereditarianism; anything non-threatening to the mission stays, everything conflicting is tutored away; a years-long plan ending in the realm becoming a province. Its reputation of invincibility backs every negotiation. With each culture absorbed, the republic grows more fanatic, more ideologically driven, and more diverse — while its old elite draws wealth and corruption from expansion… laying the stones of the civil war. It frames betrayal of one's own home as heroism for the state. Rises to become the setting's main power, target of alliances, then coalitions, then massive wars — then decays into its own multi-sided civil war over "What is the republic? What should it be?"

    The Remian Knights: One of the strongest, most respected knight orders in the world — black capes bearing the golden eagle, primary black with gold and red details; custom personal color additionally assigned per knight. Not sworn to any lord — oath is to the Republic and, above all, its citizens and democracy. They are mediators, judges, executioners, detectives, law, soldiers, commanders — and leaders. Assigned to solve disputes across the republic: from a farm inheritance that changes local law for decades, up to national independence questions. Addressed as "Knight," never "Sir" (e.g., "Knight Herald"). The eagle standard on the right chest is the universal symbol — losing it is career-defining shame; knights quest years to recover it; after 5 years they receive a red one instead. The cape's meaning: light in darkness; protection (the eagle's wings guarding all beneath); absorption (the black cape takes in the world's pain, dirt, corruption, sins — the burden carried for others); vigilance; hope for citizens ("help has arrived"); doom for evil ("their end is now"); judgment for the corrupt; justice for the oppressed; and for the knights, the heavy weight of responsibility. Inside the cape: a red eagle on white — what enemies in front see when the wind blows it. Structure: Only those who have discovered their magical link may apply as Students (deployed as regular soldiers in wartime, no exceptions — training continues in peace). Advancing Students become Apprentices — one per knight at a time, tutored in law, civic duty, humanism, governance, until judged "trustworthy and independent enough to handle, fight, and solve issues alone" (a spectrum, not a binary). Every knight is expected to eventually take an apprentice. Managed and judged by the grand committee of all mages of the republic — veteran knights, commanders, generals, the minister of magic, the minister of law, the grand minister of knights, the consul, the guild master of New Remia — many also senators.

    The Kingdom of Nevala: Capital Gyrstamm. The great feudal stronghold, bastion of knighthood, chivalry, and the old order — one of the largest and most militarily powerful realms. A hereditary magocracy built on 'noblesse oblige': every ruling noble and heir must awaken magic, become a mage-knight; even the king must be a mage. Militarism fueled by loyalty, protection, and class obligation. Claims succession to the old Rhevarnian Empire and Evrard's teachings. Current crisis: the old wise king died without sons; his younger brother now reigns — paranoid, oppressive, iron-fisted toward the mages after the Succession War, in which the kingdom's mage guild allegedly sold crucial intel to foreign powers, countering and neutralizing the army and killing the king in battle. He imprisons headmasters who challenge him and replaces them one by one. Factional fracture: the army hates the mage guilds and wants total state control, but is itself split between hating and remaining loyal to the king; commoners and merchants mostly support the mages but distrust the king; the church wants peace and will install a theocracy if the realm collapses; most mages are loyal but anger grows relentlessly — some radicalize toward a coup (to install a chosen ruler or a full magocracy), others sell themselves to foreign threats; the nobility backs the king as an opportunity to expand their own power; peasants are bitter and dissatisfied. Took the most damage in the Succession War.

    Gyrstamm's Wonders: Built on the colossal petrified stump of the Great Tree the ancient Rhevarnians planted. The Great Caudex — the subterranean administrative labyrinth and archive complex carved into petrified ironwood roots (harder than steel, immune to rot, fire, and time), ancient nature-magic holding galleries without mortar; the ultimate physical repository of Rhevarnian history, law, and Evrard's covenants; attuned mages may hear the echoes of the Patriarchs who carved the laws. The Canopy of Vigil — the grand white-granite magical arena atop the highest ring; site of the Rite of Awakening, where every noble heir channels their magic into the central runic seal and kneels to swear the Oath of Noblesse Oblige before the court and the commoners. The Thousand Oaths (The Ledger of the Living) — the enormous circular avenue and Hall of Oaths carved with thousands of names recording, not titles, but obligations — 'To defend the helpless,' 'To preserve the peace,' 'To carry the burden before asking another to carry it,' 'To rule without forgetting whom one rules for' — with a colossal statue of a knight holding a shield lowered toward the ground: authority as burden. The Shieldgarden (The Ledger of the Deceased) — the walled garden-city around the Shield Tree, whose branches are carved stone-and-metal shields bearing the names of knights who died protecting Nevalan subjects; simultaneously memorial, rite, public park, pilgrimage site, and noble education site. The Trunk-Way (The Spiral Ascent of Duty) — the massive spiraling road by which all deploying knights and garrisons are legally forbidden private passages and must march the full length down through the common quarters — the visible contract of protection between rulers and ruled. The Leonian Confederation: The northern peninsulas. Wealth-centric independent city-states; coin is the sole metric of human value; social mobility nonexistent without money. The land of mercenaries and those who bow to no banner. An alliance and confederation formed to deal with the outside world. Many trade routes were destroyed and thrown into chaos by the Succession War.

    Seathrand: An independent oligarchic wealth-centric city-state on a five-river delta in Leonia — the rivers make a hand's shape from the hills ("I-see-the-hand" is the city's name origin). Northeast Leonia. Part of the confederations and alliances. Henry Valien's homeland.

    The Ecclesiarchate: The theocratic realm at the center of the great bay. Its capital, Elyon, is a city-artifact — an archipelago of floating islands ("The city of the skies," "Place closest to Heaven"), an interconnected network of artifacts after centuries of magic fueling it. The island itself: Aravah. Unmatched reconnaissance; no army approaches unnoticed; the Kerensha guards it. One of the oldest realms — standing for millennia via subservience, pragmatism, and neutrality, always a vassal of the great power of its time. It preaches one thing: that its followers be left unharmed and allowed to spread their word in peace. Religion: the Ecclesiarchate Church — fantasy Catholicism (parishes, bishops, popes, saints…); the religion spread by the Rhevarnian Empire, now dominant across Vespera.

    The Dual Monarchy of Severia & Yugaria: Two kingdoms — Severia (north) and Yugaria (south) — sharing a single king, at the west strait of the bay. Built an artificial island between their sea borders: Dvagrad, "The Island of The Two Palaces And One Throne" — an almighty fortress and ever-secure trade center. Controls the strait; unauthorized passage means being blasted to dust by mages and magical artillery. Two of the most ancient realms of the world.

    The Dominion of Kalmyra: Northwest of the bay. A totalitarian abyss — a noble-magocracy that deposed its king; nothing enters, nothing leaves, not even information. A black hole on the map; a "hole in the world." It sits alongside a key natural mountain road, forcing merchants through under total surveillance by its soldiers and mages. Roads and routes are safe. Its motives are beyond understanding. Open to trade, deals, and negotiations — on its complete and total control of the terms. Genovia: Northeast of the great bay, south of Remia. Specialists in unconventional warfare: skirmish, border raids, hit-and-run. A Succession War "winner." The border with Remia is hostile, the conflict personal and deeply bitter.

    The Patriarchate of Rhevarnia: A small realm directly northwest of Remia; northwest of the great bay. National wonder: the Great vault tower of Rhevarnia. Rises ~700 years ago, once holding nearly the entire great bay as the "Rhevarnian Empire" that named the bay. Stagnated and retracted over the eras; now a faded small realm, buried in its glorious past, its army just sufficient for defense thanks to centuries of complex defense networks across the land. Ruled by a hereditary council of four patriarchate houses: House of Memory (history, tradition, Evrard's teachings — oldest, most respected, most stagnant), House of Nature (forests, wilds, old ways — most beloved by commoners, most isolated), House of Defense (networks, spears, walls — most pragmatic, most paranoid, most necessary), House of Dawn (the future, new ways — youngest, most ambitious, most dangerous; many youths — some want the empire back, others look to Remia as the future). A green nation that values nature and leaving the past behind for a new dawn. Blunt, rude people holding deep passion and protectiveness — capable of becoming cold, brutal, disciplined knights holding values to their absolute end. Their combat culture values the spear and magic with nature. Alric Vareth's homeland.

    Duchy of Ghelderland: A vassal/subservient state ruled by Morvane Ghelden and his house — famous for their high mental fortitude in holding their vampiric tendencies. A crime-free haven of beauty, nature, and riches — the price: nearly anything suspicious makes you guilty, and the penalty for prisoners is "blood tithe for the house." Unmatched power for a century and a half. House members: white pale skin, red eyes, faces mixing innocent young beauty with a grotesque agelessness; they age considerably slower. "The bite isn't physical, it's mental. By making our offspring believe they are becoming vampires, they really do." — Morvane Ghelden.

    The Black Spot | Craos | The Fallow Coast: Center-west of Vespera, slightly north; humid. A sea creature born of a magical birth-accident with insatiable hunger; grew massive, accumulating magic. Leveled an entire portion of the sea into a paradise of nature and food — everything grown serves it. Offshore fishers call the region "the black spot": approach means immediate sinking under continent-sized storms, guarded by the "leviathan," named Craos by locals. A local cult bonded with it through worship; the creature "blesses" its worshippers; the region is now "The Fallow Coast." Craos hungers for everything — especially what it can't get: land animals. The cult provides them.

    The Southern Continent | Valkrost: South of Oros. Tropical beaches to the north, then thousands of kilometers of eternal snowland. The region grows more hostile toward the "focal point," where rumors say a massive creature rests — wings the size of small cities, a body the size of a hill. An ice dragon possibly responsible for the entire continent's climate. Truth unknown.

    The Great Bridge | Dur-Bel | Thalorim | The Bridge of God: At the very center of the seaway's middle, ruins of a gigantic ancient capital-city rivaling the current era's greatest wonders, settled by regressed inhabitants. Its greatest feature: Dur-Bel, the indestructible bridge — as old as memory, spanning hills, with labyrinthine sub-floors housing animals, monsters, and fugitives. Decorated with countless precious materials, raided and lost. Legend says: it was the center of the world and the throne of God, where He founded and ruled the first human realm, taught civilization, then left humanity to free will. The first humans, disagreeing on how to rule, parted in all directions to found the main civilizations, leaving the original realm in ruins. Truth or superstition and propaganda — unknown. The bridge does not care: it stands eternal, with one purpose — allowing the crossing of the continents.

    RELIGION, CULTURE & TRADITIONS:

    The Circle of Solumbra | The Dyochthonic Circle | The Twin Roots: A mysterious, lost ancient symbol — upper half: white and blue sky, clouds, sun; lower half: its upside-down inverse in red and darkness — clouds become smoke, the sun an eclipsed hollow disk, soft shapes broken and burning; land and a tree on one side mirrored by dry/dead land and a dead tree, their roots connected across the circle; hills inverted into mountains; a diagonal symmetry where upper-left meets lower-right. A thin razor line divides them — custom color, commonly gold (the republic's color). White/light versus black/dark — and what else could it mean? Always found in ruins and underground sites. Formally: the Dyochthonic Circle; the trees: the Twin Roots. The Heartrend: The gesture recognized by all Fernian mages — left fist placed against the right upper chest, then dragged slowly right-to-left in constant contact (the movement of a blade piercing and cutting you). It means: "I would die for you. I would take your pains, sorrows, and griefs for you." Made for rare, deeply personal moments.

    Remian Funerary Rite: For the fallen in battle — performed by a fire mage in a complex artistic movement preparing the body, a last act of reverence. The body glows golden and dissolves into bright golden ashes, said to increase the land's fertility — returning to nature and to magic, a last beautiful memory, an evening smile left to the community. Closing words: "Ashes to earth, memory to wind — walk now in the gardens beyond."

    Naming Conventions: Present-day names reflect the 14th–19th centuries, European + fantasy influence, existing or constructed, reflecting each character's culture of origin. Past names (cities, ruins, artifacts) are exempt — older, more varied, but always meaningful.

    Christian Rocheval: 18 years old, 1.82m, short blond hair, blue eyes, slightly muscular. Heir of a minor Nevalan count house — Rocheval — which has served the kingdom for generations with loyalty, sacrifice, and knights. Conscripted by his father Count Jean Rocheval as part of the family tradition. Trained since childhood in the sword, strategy, tactics, chivalry, and the knight's way. Deeply instilled with Nevalan duty and nobility. Humble, polite, little ego — but never silent before evil or harmful action. Kind, very idealistic; capable of severity, ruthlessness, and brutality when required. High emotional intelligence, openly empathetic, perceptive, organized, punctual, communicative, proactive, very facially expressive. Constant internal reflection. Values duty and mission above all. Always seeks what is right and just; confrontational. Classic knight-in-shining-armor virtues. Prone to asking why things are the way they are. Starts the story unawakened/civilian. Magic elements: ??? (story to reveal). Manifestation: ???. Territories: ???. Techniques: ???. Color: Blue + (to be revealed). The story will inflict many doubts and questions into Christian's mind and heart — including whether the old world is even worth defending against the republic.

    THE SACRIFICE:

    Every few decades, the world chooses a person to be sacrificed to maintain the seal between the world and the demonic realm and its invading forces. A global traditional ritual; a chosen perfect vessel is built for it. Anneli Laurent is the present chosen. To go against it is to become the number one global enemy of all civilization. "Is a world that requires such a price actually worth defending?"

    Kaelir Falkner - A wandering hero.

    Alric Vareth - A Rhevarnian citizen who told to have his home & harvest burned for scorched earth policy, which he refused and got his family killed by his own side, and so he decided to look after the republic for a new future.

    Yet to be much more expanded and created and written.

  5. #5Prompt Guideline

    Keys: Commands, Prompt Guideline

    Always on · Selective (AND ANY) · Before character · Order 4 · 100%

    Entry settings

    ENTRY 4 -

    1. EXTREMELY IMPORTANT PLOT PROGRESSION POINTS THAT MUST HAPPEN OVER THE ENTIRE STORY IN THE STORY FORWARD:

    2. The story starts small and personal, the daily life, the micro of character, that will foreshadow the macro, reflect each other until the micro scales and fuses with the macro, and the two become mutually connected. Internal realm conflicts, factions disputes for power and direction, realm sabotages against each other, border skirmishes and occasional war against each others.

    3. The characters must visualize and see the rotting and fall of the old world and wonder, 'is it even worth defending this place and go against the republic? Even when their institutions are clearly shown to be better and more just? Is it right to continue to defend this flawed, rotting world worth defending simply because it is the 'old' way? Who is right and who is wrong?' Rising republic along the Great Rhevarnia bay, winning conflict after conflict.

    4. The old world is slowly decaying, failing, being backwards, unjust, broken in relation to the republic, many efforts will be made to level the fight. The old world will fight back with everything they can. Heroes and villains at both sides.

    5. The republic will be the target of alliances, then coalitions and massive wars.

    6. Every country/realm in the world, will, eventually, at some point, get reached and border the republic and have to face and deal with in some way.

    7. After the republic gets very massive and powerful, it will too decay and corrupt with it's own elites and integrated ones infighting over many multiple instances, such what the republic is and what it should be, versus reality. Which eventually will case a massive civil war with multiple sides and pretenders.

    8. The global ritual of the sacrifice of an innocent starts to be prepared after the previous 4, and ongoing with stage 5. To continue the seal with the demonic realm and stop a demon invasion of the world. 'Is a world that requires such a price actually worth defending? Is this ritual worth proceeding?' How much one life weights for the 'greater good'? And during those events, many episodes/chapters/arcs involving politics, governance, regional problems, corruption and et... Will the old world succeed? Or fail? Will the republic triumph? Or collapse? What will be the fate of civilization and the world in this century of conflict? Will this era finally end and peace return? The road is unknown and must be discovered. Characters will have to find out. There he will be many characters/figures, side, lesser, minor and major out there in he world. Alone or in a faction/alliance, helping/supporting or destroying/fought each other. Many with their own philosophies, actions and views of the world and how it should be to them.

    9. The pacing must be very respectful and slow/slow burn, specially the earlier parts.

    10. ENTRY 1 - "Between Heaven and Hell" The name of the story is "Between Heaven and Hell" That is the theme and symbolism of the story.

    11. The story should focus on being human, the human emotion, the human heart, the human soul. The Characters, people of the world will cry, face tragedy, receive traumas, and it should be emotional and heavy, and for the others to clearly see. The impactful/important dialogue moments of the story should hit as hard if not harder than any action or hype scene ever could. This is something that must be respected and given it's weight.

    12. Genuine heroic, idealistic, friendly and kind people exist, just as much as evil and villainous ones, the world is diverse, with much of the lot falling in the middle, between both worlds.

    13. A core question of the story is "What is a hero?" and it's branch questions "What would have been good and correct action?" "What it means to be a hero?" "How to be a hero?" "How to be heroic?" "How to be moral?" "How to be good?" And "What would the best and greatest hero have done?" Characters will/should (under normal circumstances) other characters (Heroes, civilians and villains/antagonists) who will confront them, challenge them, argue with them, and also point their flaws and weaknesses if they have. A battle of wills and convictions in a complex world.

    14. Slice of life occasionally from time to time. This is also in some ways, a story about human connection, warmth, human relationship, empathy and sympathy, understanding of others. Daily moments that show how is life and how are people/characters are doing in the in between arcs/storylines/journeys. The return to home/base. People are never at war or serious at all times, there is always peace in the in between. Show culture, religion, traditions/heritage/legacies, commemorations/feasts/rituals. How people/characters deal/say about the meaning of life. Their philosophies. See and show what drives people to go out fight and why.

    15. Assistant/narrative is authorized/allowed to change the POV/perspective occasionally to follow another character or show something interesting or of note somewhere. But it will/must return eventually to character.

    16. This is NOT 'A fantasy story that happens to have a detailed world.' but an 'A historical period in a fictional civilization, with a story/stories occurring inside it.' or 'A fictional civilization undergoing a historically consequential era, with the narrative following individuals whose lives intersect with the transformations of that era.'

    17. There should be unique/special wonders/monuments/Grand Structures/Great Works/Great Projects around the world or unique/special places. Especially in capitals or very important/significant places. It doesn't it mean has to be a building. There could be alternatives such as landmarks.

    18. There should be special/unique/eccentric/different figures around and roaming the world. Such as very famous wandering hero, a roaming/wandering sage/mage, high spirits, a realm's strongest and most popular/reputable knights/mages, high/important members of the church, rulers, influential or high acclaim/renown figures.

    19. Oros is in the southern hemisphere

    20. Due to the abundance of magic and powerful destructive powers, formation warfare was abandoned. In it's place, Small-unit tactics such as fire team/squad/company/platoons based warfare replaced it. You are freed to build and decide the rest about it or how it works/appears.

    21. Fernia is a high magical & advanced civilization/world.

    22. Anime/Manga/Light Novel/JRPG/Manhwa character design, example: Varied hair colors such as green, blue and etc...

    23. Fernia's jobs/occupations are gender equal.

    24. Assistant/Narrative is authorized/allowed to add any element to the world/setting or fill/complete it/make it more alive, such as characters, nations, countries, cultures, locations, about magic, the world and much more etc... If it doesn't contradict or crashes with previously know facts/lore.

  6. #6Magic | Spells | True Spells

    Keys: will, mind, knight, spirit, spell, culture, true spell, mage, Magic, conviction

    Always on · Selective (AND ANY) · Before character · Order 5 · 100%

    Entry settings

    ENTRY 5 - "Magic | Spells | True Spells"

    Explanations on "Magic | Spells | True Spells"

    Magic remembers... And Magic forgets. Magic forgets... And Magic remembers.

    Mages creates and customizes his own spells in real time, What it will be about, what element, what it looks, how much it will take to cast, how powerful it needs to be, what it is supposed destroy, what he will chant (if it's too powerful, a chant needs to be made) and how to balance it all out.

    Mages can cast their spells as fast as their reaction to "thought" of it. Imagine you are affiliated with fire, and you want to burn a leaf, you tough of burning the leaf, that is it, the leaf is now burning, that is how fast and "instantaneous" is it, but the more demanding the magic to footprint and mark a change reality, the slower, more demanding and harder for it to happen, to make an earthquake in a forest, means to make a great change, to a greatly resisting reality. Every Magic an equally amount of time, exhaustion, stamina, mental health and strain, effort, and self as reality demands for it to be cast. Of course the better, more connect to the world's vein and "stronger" you are, the faster it will be. True spells are those really powerful ones that require a chant.

    True spells can initially be used at awakening/knight level.

    True spells are more of decisive or final moves, ones that end a fight. An almost guarantee kill move if hit. They are slow, require chant, focus, time, and drain a lot of magic and exhaust the user.

    Mages are heavily affect by status of their own health and physical and/or mental exhaustion, being tired in battle for a mage is a critical situation. As it's affects the imposition of will and change in reality, making it weaker and more demanding to cast each spell and change reality. The loss of focus.

    If you want to burn a leaf, you don't recall "Cantrip: Ignite." You understand fire, understand the leaf, and impose the concept of its combustion onto reality. The stronger your understanding (of the world, of yourself, of the concept of "burning"), the more efficiently and powerfully you can do it. It convinces reality to behave differently. Magic not moral and not finite It simply exists, and the world interfere with it and it interferes with the world.

    The chant itself casts a story. The words, the visuals and the effects all play a perfectly cohesive narrative that reinforce each other. All helping to reinforce the casting of the "image" of the mind of how the spell would look into the "image" of the real world, thus making that aspiration of the mind of the "first flame", a real spell, the life that imitates the art of the mind. And make it as a real permanent mark/infrastructure of magic in reality. The spell itself may be powerful, but the caster is just as equally important if not, even more than the actual spell. The spell is the caster and the caster is the spell. Both are the staff and medium to the world.

    Like picking a stick and writing letters on the ground with the displaced earth that your force with stick did to the earth, until a word is completed. Marking and changing reality, but either way both the world's natural magic flow and/or others may write above what you had already written. You can make something permanent, until something writes above it, it's like "Temporary permanent", like drawing on the ground, someone can clean or not, it can last 1 day, or 500 years. Some really wanna make sure they strongly written there and mark the land with only time wearing it slowly. But earth has been countless times written on and off, that is the ancient mystic of being a mage. One where you accept your place as a single stroke in an infinite scroll. There had been others before you, and there will be others after you. And being tired and exhausted, makes writing on it harder, more demanding, effortful and slower because of the lower of focus and precision. His hand shaking and losing the handle/grip of the pencil and his capacity to write on reality.

    But for many, it's just easier to replicated what you have seen and worked than create entire new things, that is why you will see most of the elemental magic being similar, but still each one will personally apply their own characteristics and understanding of elements as flavor to their own magic. Lineage in spells can still be created, but that would require a specific line of mages definitely remembering how said spell was made, and even that is subject to changes from person to person.

    magic lingers and also goes away, like radio, you can attune your tone, to hear what was "written" in the fibers of reality:

    Example of what magic "reading/atmosphere" looks like: Historian/Archeologist in Fernia is someone that reads the magic of places. Once two souls in a remote village, love each other, they made a pact of affection, said pact still lingers in the memory of local magic 100 years after as proof of their care for each other and slowly each year, disappears more and more, and his task is to remember, one day here, two souls, really loved each other, strongly and proclaimed their voices.

    And local culture influences all aspects of it. Many different cultures have their own unique view, understanding, rites, rituals, usage and celebrations regarding magic

  7. #7Examples of True Spells

    Keys: chant, True spell, Spell

    Enabled · Selective (AND ANY) · Before character · Order 6 · 100%

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    ENTRY 6 - "True Spells"

    Examples of "True Spells"

    Genesis (Knight/Veteran)

    "From the forge of eternity, The ember that marks a new beginning, I call upon the fire that predates the first sun, To consume, to burn, to reshape, All that is to be born anew,"

    A single orange sparkling dust slowly descends from above. As it slowly reaches ground it, the dust get together and takes form of a burning fire. and then, the spell is finished:

    "By the flame that begins and the light that consumes, Let the world be scoured, let all form be erased,, Let the final dawn break upon these lands, Come forth the first flame."

    "Genesis!"

    The flames goes white and expands. An massive explosion that consumes the entire area without a single sound.

    In the case of Genesis, there is an "original" genesis spell that was created 1000 years ago by a great mage, and every mage that cast genesis, changes it to their own expression of it. True discovery would be not just how the original spell was, but to see how a spell changed overtime, how someone's use of it, influenced other's view of it in the future.

    Crown of Thunders (Veteran+/Master+)

    The mage slowly extend his arm up, his hand open, his arm goes all the way as he can extend, as if it's trying to reach the skies, the ring and pinky finger are down, while index being up and middle finger being in the highest position.

    "Beneath the unbroken vault of heaven’s gaze," "Where winds howl their ageless lament," "I summon the tempest’s unyielding wrath," The sky surrounding and covering them darkens.

    "The thunder’s voice, the lightning’s descent." clouds swirl ominously,

    "From the churning depths of the sky’s abyss," lightning flickers in the sky.

    "Where clouds fracture and darkness breeds," A big dark gigantic cloud appear above them.

    "I call upon the storm unchained—" a giant hole opens up in the sky from the dark cloud.

    "Let the air tremble, let the earth recoil," the location roughly matches that of a forest, if it were to descend down,

    "As the sky splits with celestial ire," The wind howls, dust rises, and the air crackles with electricity.

    "By the pulse of the storm, by the spark of the void," "Let the power of the skies decree their destruction down," "The lightning’s law, the thunder’s command."

    A line of energy and lightning forms around outer borders of the large hole in the sky.

    "Descend now, unrelenting and pure", "A scourge of wind, a lance of light," "Let the storm’s judgment fall,"

    They slowly descent to the ground. Leaving no escape to whatever is around of it. A circle cage made up of pure power of the lightnings surrounds the large field around it, the lighting stand still in the horizon, as if it from one word. They will advance forward to her direction.

    A large beam of light from the center of the hole in sky appears, directly straight down illuminating the forest's center. A large magic circle now surrounds the forest's position, illuminating the ground with unnatural power, magic. And the forest standing at the very center of it. While the lightnings in the horizon at it's edge, striking nothing for now.

    "And with it, the end of night!"

    The large beam from the center of the hole in the sky slowly starts to increase in brightness from blue to pure white. The outer lightnings who were still on the horizon. Now frenetically moves in circles, striking each other and increasing in power, dozens of lightnings, hundreds of lightnings, thousands of lightnings. The circle is getting smaller and smaller The objective of the attack is now clear. A single simultaneous strike, A large beam of pure energy from the sky above. As the concentrate power of thousands of lightnings strike when the circle and the hole in the sky closes.

    The spell now reaches it's convergence and hitting point. The circle closes as the beam in the sky finally materializes in a attack. The center of the forest is hit. The power of thousands upon thousands of lightnings hitting at the same time it. A massive bright beam of light is released at the center point of it. A tremendous amount of light illuminating everything in a single fraction of moment. A massive shock wave from strength of the final power. Powerful winds are released from it.

    The large forest is gone. Ashes.

    (master++) - Very rare, very powerful, very draining:

    A mage stands on the peak of a cliff giving view to the view overlooking the city. The sun sets, casting an orange glow over the landscape.

    With a deep breath, he begins to cast a spell, his voice resonating with power.

    “Beneath the vast expanse of celestial canvas, Where stars dance in eternal embrace, I call upon the cosmic forces, ancient and profound, To rend the heavens and cast judgment upon this ground.

    A massive spell circle engulfs the entire city. Citizens and soldiers alike look up in disbelief of what is happening.

    "With flames of fury and celestial might, Descend upon this realm, shrouded in night, A harbinger of change, a messenger of fate, To cleanse the land."

    An massive sphere encircled by an wave of fire appears high above the city,The sky turns blood-red, and the sun is obscured by the approaching doom. Hell was cast on this land.

    "By the power of the stars and the moon's soft glow, Let this meteor's descent lay low, As the heavens rain fire upon this world""

    “Celestial impact!”

    A huge meteor, a ball of fire forms and slowly descends from the heavens to hit down below

    Panic spreads through the city. Children cry, people are trampled in the chaos, and screams of despair fill the air. The idyllic green scenery of the city is transformed into a scene of hellish terror. The meteor, a black stone wreathed in flames, continues its slow descent. As it nears, the heat becomes unbearable, and the air is filled with the stench of burning. Once the meteor hits, a huge tremor shakes the entire continent that just now was reminded of the old conflict that destroyed the ancient civilization.

    Violet Tempest (Awakening/Knight) - The mage raises an open palm as unstable violet lightning condenses into a sphere above it. Dark clouds gather overhead, repeatedly feeding it with weak lightning until it becomes violently overcharged. He closes his hand and thrusts forward; the sphere collapses instantly, discharging its accumulated energy toward every target he designates at once. Chant: "Gather above and Condense the wrath below, unchain the spark. Let the power lightning tear the dark. Violet Tempest!"

    Unstained Vigil (Knight) - Nullifies all incoming damage from cursed, corrupted, or spiritually malignant sources for those within the circle. Chant: "I deny the rot. Suffer no further. Unstained Vigil!"

    Holy Seal (Awakening/Knight) - The ground in a circular shape around the mage becomes fully white, the spell stop and dissolve the mana of any light based incoming attacks. A Light spell that dissolves incoming light attacks. It continues to exists on it's summoned location as long as the mage maintains it. "Light shall not turn upon light. Halt the strike. Dissolve to stillness. Holy Seal!"

  8. #8Vein | Personal Vein | World Vein

    Keys: Vein, Mana, Magic

    Enabled · Selective (AND ANY) · Before character · Order 7 · 100%

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    ENTRY 7 - "Vein | Personal Vein | World Vein"

    Explanations on "Vein | Individual Vein | World Vein"

    Everyone has a Individual vein that drawn from the limitless world vein, and to expand it, you use magic and become more experienced in drawing more from the vein of the world and transfer and use it as your Individual vein, being able sustain more power and capacity change and alter to reality. Everything and everyone is intrinsically connected to magic and the world's vein as are all veins, magic is in the fibers of all reality.

    For someone to be stronger and better at manipulating magic is like a skill, the more you use it as a warrior, to combat, to destroy, alter, the more you are becoming expert at connecting your vein of magic to the vein of magic that runs the entire world and learning how to hold that vein into yours, and "pick larger share from it to keep within you" maintaining larger reserves from it to fuel bigger and more devastating spells. The more a mage was used and practiced spells, it must mean the bigger reserves and control from the his vein to use the vein of the world he has. Of course one can be talented, or "gifted" to have easier time learning and using it. But all are free to try and master it. You can also completely exhaust your Individual vein yourself by reaching the limit you can handle. Reaching your limit dangers yourself to internal damage and fainting to death. You need to let it heal, regenerate and refill it. The vein of the world is "limitless" and this will not be a problem over the entire story nor explained, I'm only telling this to you so you know it now. Because I would not otherwise. Someone who went to war his entire life will be immensely powerful. And keeping larger and larger reserves and having a larger vein yourself is also a cause of corruption. As "becoming one with magic." Magic has no remorse, or shame or guilty or empathy. It exists and amplifies and it wants to be used.

    "Individual vein" is very often just refereed as "Vein"

  9. #9Progression of Power | Stages | Combat | Enhancement Magic | Attributes/Elements | Manifestations | Identity | Techniques

    Keys: magic, elements, combat, manifestation, duel, knight, stage, power, stamina, mage, fight, mana

    Always on · Selective (AND ANY) · Before character · Order 8 · 100%

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    ENTRY 8 - "Progression of Power | Stages | Combat | Enhancement Magic | Attributes/Elements | Manifestations | Identity | Techniques"

    Explanations on "Progression of Power | Stages | Combat | Enhancement Magic | Attributes/Elements | Manifestations | Identity | Techniques"

    In Fernia there is no distinction between mage and knight, melee and magic. Both are one in the same as magic as always a thing. Classical mages would be considered artillery mages. Magic is science and science is magic. Scientists are mages and mages are scientists. Also mages are much more affect by status of their own health, being tired for a mage is much more a critical situation than someone that doesn't use that much magic.

    Mages in the world of Fernia have for "proper" phases, proper because it's more of a spectrum that is continuously evolving and these are the "recognizable" forms, an spectrum, to describe the messy uncertain reality, it is not accurate, it is merely descriptive of what others see and try to understand:

    1. The civilians. most humans fit in this, using magic as reinforcement to work better or to use it to improve agriculture. Use magic for basic utilities, such as physical reinforcement for an area/limb or another. Maybe an element/attribute.
    2. The discovery, and inter phase between Civilians and those fully awaken. And phasing state. Unsure. Uncertain, the first steps towards a full awakening. An transition and transformative state.
    3. The awakening/Mages. The first great link, the first great spark. Magic in this phase are not very different from humans, this is varying period, it can last very long period, healing is not as half as good as people would want it to be, and combat is far deadlier and riskier. Along with the awakening, a manifestation, the mage's unique ability/trait appears, that is why it is called awakening. Those who reached this stages can already be called "Mages." Mages and above start to be superhuman and use magic to enhance themselves, their bodies, senses and perception.
    4. Knights. The proper power of one who can use magic, one finds its convictions.
    5. Veterans, the powerful ones, the power of an general. veterans may have access to incredible destructive spells but they are limited to long castings. In duel combat they aren't very high in comparison to proper mages.
    6. Masters. The peak of one's soul can get without further rupture or great transformation to solve their stagnation. People say this stage is just a matter of time and experience.
    7. ??? - Myth - They say that is where Evrard and his opponent where, unknown and uncharted territory. People who have truly reached their true will and refined it to the maximum and reached the far beyond of power.

    Different tier can beat each other.

    Magical enhancement/Magic reinforcement - The most basic of all magic techniques and most widespread use, enhancement magic. Various uses, but the most common is to use Magic to enhance strength, such as that carpenters, builders/bricklayers, harvest or those in combat use, others uses include enhance perception, durability or speed, it can be a a single limb or the whole body, but that is far more demanding and less efficient.

    The Main Elements/Attributes of Fernia are: Wind, Fire, Earth, Nature, Water, Ice, Thunder, Dark, Holy/Light, Neutral, Time, Space, Spirit, non-elemental, However, there also exists attributes that fall outside the main universally know ones, rare/unique//irregular ones that exist outside the expected or normal, called "non-standard" but also going under the term of "Identity." Identity are the unique and personal expressions of the self, they could be a single idea, concept or material, examples: Identity: Love. Identity: Wall. Identity: Guilty. Identity: Envy.

    Duels between mages is not a deadly decisive match, but a war of attrition. Mages can heal with magic even from the most deadly wounds, of course if you cut the head or destroy the heart they would die very quickly, but that is far easier said than done. The stronger/better you are with magic, the stronger, faster and more durable you are, to the point where you skin can be as tough as steel because of aura.

    Mages can cast their spells as fast as their reaction to "thought" of it. Imagine you are affiliated with fire, and you want to burn a leaf, you tough of burning the leaf, that is it, the leaf is now burning, that is how fast and "instantaneous" is it, but the more demanding the magic to footprint and mark to change reality, the slower it will happen, say you want to make an earthquake in a forest, the magic will still take an demanding amount of time, stamina, effort, and self to cast. Of course the better, more connect to the world's vein and "stronger" you are, the faster it will be.

    Think like this, magic is completely link to our bodies, health and mind, a mage in perfect conditions would be severely stronger, but a mage being very tired would be severely weaker. A duel between mages is a duel to see who is going to get exhausted faster,getting hit and wounded consume your magic to heal, and your magic is your mind, and at some point, you will be no more. And finally, there is the real spells, the spells you I told you before are not real spells and more of controlling nature. The real spells with wordy incantations are decisive final moves, the strongest of magics and the most destructive, made against restrained or very tired opponents that can't block or react to it, being hit by it is your end.

    Due to the abundance of magic and powerful destructive powers, formation fighting was abandoned. In it's place, Small-unit tactics such as fire team/squad/company/platoons based warfare replaced it. In it's first phase, both sides tried massive offensives, covering the entire border of the two countries, a warfare dominated by companies/squads, running along the no man's land completely twisted, with blue fires on nature and rivers of fire due to the massive destruction. After the end of the first phase with massive casualties. The battlefield expand to cover great areas, a gigantic zones of war, where green emerald hills and forest could disappear and burn each small company would make an entire campaign of skirmish against each other, with both relying heavily in ambushes and guerrilla warfare against each other, a brutal, harsh and constant magical warfare, a journey itself to everyone on it, where people see magic being used to its limit.

    When A Fernian mage is preparing to fight, you can visually see their color of their aura/magic, it can be of any color and of any "texture" if there is a word of that, reflective of their own individuality. Their iris color change, to a shinning one, reflecting their color. When using their magic to improve their senses, specially on their eyes, they shine really strongly.

    "Manifestations" are all the unique abilities and special powers that each mage has or developed. Manifestations can be very niche, specialized, thematic, extraordinary, unique, special or rare abilities/powers with it's own rules.

    Techniques - Techniques are an certain structure/magic (may be a reproducible or something unique/personal) movement with magic to produce/activate an unique magical technique.

    The duels world, all mages have imbued healing in them selfs, most mages that have power enough to topple at least a dozen normal soldiers, could lose their entire arm and heal it entirely in 30 seconds. The fights between magics are brutal attrition duels to see who will exhaust their mana/stamina first and be incapable of tanking or receiving any damage. Usually getting a upper hand in the fight to proceed in a fatal/overwhelming attack is a good way to finish the combat quickly.

    Getting impaled or being a brutal position is terrible. Your body will constantly heal to take the injury away and keep you alive while keeping the pain you suffered from the first strike to always be happening. Mages cannot heal "finish" injuries, getting decapitated is impossible to heal. So areas like the head are reinforced in layers of magic and aura to resist said blows. "Finishers" type attacks, such as True Spells are very important in way to end a fight quickly, but they need a setup. True spells themselves are slow, require chant, focus, time, and drain a lot of magic and exhaust the user.

  10. #10Knight | Mage

    Keys: Mage, Knight

    Always on · Selective (AND ANY) · Before character · Order 9 · 100%

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    ENTRY 9 - "Knight | Mage"

    Explanation on "Knight | Mage"

    The general terms for those who can are capable of using and integrating magic deeply in combat.

    Knights/Mages are the elite/dominating/ruling class and it is composed of them.

  11. #11Reinforcing Notes | Magic is not static

    Keys: Combat, Territory, Learn, Technique, Element, Territories, Manifestation, Magic

    Always on · Selective (AND ANY) · Before character · Order 10 · 100%

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    ENTRY 10 - "Reinforcing Notes | Magic Is Not Static"

    Final reinforcing notes about the system/magic (in case I have not show or reinforced their understanding):

    Everyone and anyone's magic is not static. Everything can be learn or created or changed/mutated/transformed. This includes all beings, humans and animals and the non-sapient material, such as stones.

    Magic is sentient. A easy way to describe it is "The Universe/The world." That is it. And very rarely sometimes, it talks with people unexpectedly and shocking and surprising ways, which they don't realize what just happened. What is real? Hallucination? Did I see/heard things? (You will not get more information on this or anybody else in the story.)

    Mages/knights can have as many elements as their soul obtain/discover/awaken. They can have more than more than one territory or multiples.

    Manifestations usually evolve and expand. But more can be obtained.

    A unique way to get manifestation is by "inheritance" When you and another person are extremely deeply connected/linked, a magical heir in the world of magic, and in some way, when they die, you are their inheritance, and in that, they leave a single manifestation to you.

  12. #12Trial of Self

    Keys: trial of self, knight, veteran, mage, master

    Enabled · Selective (AND ANY) · Before character · Order 11 · 100%

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    ENTRY 11 - "Trial of Self"

    Explanations on "Trial of Self"

    Advanced Knights/Veterans experience their own personalized/unique trial of self. To test their alignment, will and conviction to the furthest. Some barely change, others get out of as completely different people. A complete dissection of one's soul, mind, heart, spirit, will and conviction. One can accept the stagnation, ruptures, hypocrisy and contradictions and stay where they are, or try to go further, a very difficult task that few accomplish. To be content? Or to say your content is a mask from the pains of truth?

    The trial is personalized and unique to all, even what the place will look like and who will be there as the philosophical confrontation. Happening inside the mind of one's own. There they will be confronted by magic itself taking a version of their mirror. A place where, hypocrisy, metaphors and allegories will hurt and annihilate one in pain.

    For those that don't overcome and don't choose to stagnate, fail, resist or hold after having experienced the trial of self, magic constantly challenges them, trying to bring their selves down in madness of self doubt, delusion, challenging them again and again, always returning to fracture their self, until either corruption or beastification happens. Magic constantly trying to see where someone will succumb, break, stop or go mad, asking the questions again and again.

  13. #13Territory | Territories

    Keys: territories, Territory

    Enabled · Selective (AND ANY) · Before character · Order 12 · 100%

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    ENTRY 12 - "Territory | Territories"

    Explanations on "Territory | Territories"

    "Territories" as in "A mage's claim on the world" are an "domain" like magic that covers the battlefield of the combatants. They are partially "pocket dimensions" that follow their user's area/range, that bring a portion of our world in to theirs: The arena of the duel. Putting them in the user's proffered location, a place that will give them the advantage and boost to their powers. Territories are used to as final gambits where failure on territory will most probably mean death.

    A claim must be defended, or it's lost. If the user lose full control/dominance of the fight in their own territory, the territory collapses. Using a territory is a gamble and a risk. It can concede your victory... or the final conclusion to your defeat and death. Losing dominance could be done in many different ways: being physically or magically defeat, vein/magical exhaustion, logically/philosophically refuted, overwhelmed, proved to have less or smaller will, physically dominated or psychological/reality breakdown/shatter, a crash of one's self.

    A territory is described as a "mage's claim on the world." A territory is a pocket dimension which covers the duelists/opponents and surrounding area/battlefield they are fighting.

    Territories usually are acquired at knight level.

    A "Mandate" will be the rules of a territory. Such as Alric's "endless empire" and its main mechanic of always choosing the most favorable outcome in battle being called "mandate" or One that will deactivate parts of the battle. that is the "territory"s "mandate"

    And the user applying it will be called "degrees" as the user applying such rules. Alric choosing 1 in 100 is a degree for the next engagement of the fight. For example this "deactivate mechanics" territory, the user of it can choose to punish harsher the opponent (two mechanics for him) in exchange of the mechanics being disabled in a random way a and that would be a "degree" .

    Charter: The original, foundational "document" or oath, a trigger that defines or activates a mage's Territory or a mandate. While a "Mandate" is the active law, the Charter is the source of that authority. · Example: "His Territory's Charter was sworn on the blood of his fallen legion, granting him the permanent Mandate of Vengeance."

    Treaty: What happens when two Territories recognize each other and merge to form a constitution, which includes both territories. In this constitution. The arenas of both territories is merged to form a new one. Example 1: Territory 1: Endless mirrors that fracture. Territory 2: Golden Palace of Steel. Constitution: Palace of Mirrors with a single fractured golden throne in the center. Example 2: Territory 1: "Storm's Land" (a cyclone that screams "I go forward, I never stop, I never look back") Territory 2: "Unyielding Hearth" (a hearth that screams "none shall fall while I stand"), the constitution arena becomes: an endless tempest howling around a single warm fire that refuses to die.

    Edict: A very close synonym to Degree, but often more urgent, temporary, and unilateral. An Edict could be a single, powerful application of a Mandate that burns out quickly. · Example: "He issued an Edict of Silence, instantly nullifying all sound-based magic within his Territory for ten seconds."

    Proclamation: A powerful, broadcasted effect. A Proclamation is a magical announcement that all within the Territory feel. · Example: "Her Proclamation of Hope slowly regenerated the strength of her allies, or the Proclamation of Despair made enemies feel the weight of their own sins."

    Ordinance: A localized, often persistent rule affecting a specific part of the Territory. It's like a municipal law vs. a federal one. · Example: "He established an Ordinance over the bridge in her Territory: 'None may cross with violent intent,' physically barring her aggressive pursuers."

    Clause: A condition, or exception attached to a Mandate or Degree. · Example: "His Mandate of strength came with a severe clause: it was nullified if he ever took a backward step."

    Sanction: Could be many meanings. It can mean either official permission or a penalty. A mage could grant a Sanction to an ally, allowing them to bypass a harmful Mandate. Or the result of violating the "laws" of a constitution (which includes any and all of the above) which will result in very harsh penalties. Normally it should not even be possible to do so. These mages are indeed very tricksters.

    Most of these system will be out and not used in the normal magic, elemental and manifestation combat happens. Only when territories are activated and involved, this stuff will happen. Not all territories will have one of those mechanics, some/many will be restrained in what they will have specifically and use.

  14. #14Corruption | Magic Corruption | Transformation | Mutation

    Keys: transformation, corrupt, mutation, corruption, beastification

    Enabled · Selective (AND ANY) · Before character · Order 13 · 100%

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    ENTRY 13 - "Corruption | Magic Corruption | Transformations | Mutations"

    Explanations on "Corruption | Magic Corruption | Transformations | Mutations"

    Magic is not about preserving what was. It is about giving form to what is, no matter how fragile or painful that 'is' might be. And it amplifies everything. The more you use magic, the more you become "One" with magic, that is, becoming nature itself and consequently: Becoming less human, the lose of one's original nature and instincts, replaced by the all compassing nature of magic, taking over you, addicted to magic, to use it, to transform yourself, to be fueled by it, to be used by it, that is corruption, not to control the flow of reality and impose your will, but having your will letting be manipulated by that of the nature of magic. Insanity and madness. And consequently, the loss of reality. The formation of a beast/creature.

    But also in Fernia, the road carved with good intentions, can also lead to hell.

    The more you use magic, the more you become "One" with magic, that is, becoming nature itself and consequently: Becoming less human, the lose of one's original nature and instincts, replaced by the all compassing nature of magic, taking over you, addicted to magic, to use it, to transform yourself, to be fueled by it, to be used by it, that is corruption, not to control the flow of reality and impose your will, but having your will letting be manipulated by that of the nature of magic. Insanity and madness. And consequently, the loss of reality. The formation of a beast/creature.

    Mutation/transformations or also know was "Beastification" is the name of the phenomena that makes you or anything become a creature or a monster. Mutations/transformations/beatification can cause the creation of new species, biomes and environments.

    Magic corruption becomes bigger and more devastating, the more dissonance you have with yourself

    The bigger your ambition, your vision, your sacrifice—the will to stand again after soul-crushing defeat—that forges true conviction. The strongest conviction does not falter when the result is hollow; it burns undimmed, or burns brighter, from the very ashes of its purpose. Yet conviction alone is not mastery. If your truth is not aligned—if what you see in yourself, what the world sees in you, and what you truly are do not connect—you will fracture. Power without truthful connection corrupts. You may see the world clearly, but if you deny how the world sees you, if you reject the truths of those your will touches, your strength becomes an echo chamber. Your spirit, divorced from the whole, will decay into madness.

    Just like a wolf connected to the moon can become a "werewolf", so can a human thirsty for blood can become in a creature that is thirsty for blood and lives by it, a "vampire"

  15. #15Monsters | Creatures | Beastification

    Keys: Monsters, Creatures, Beastification, Creature, Monster

    Enabled · Selective (AND ANY) · Before character · Order 14 · 100%

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    ENTRY 14 - "Monsters | Creatures | Beastification"

    Explanations on "Monsters | Creatures | Beastification"

    Monsters are anything, sentient or not that has been corrupted | transformed | mutated by magic. They may be hostile, they may be not, such as an naturally formed forest protector.

    Mutation/transformations or also know was "Beastification" is the name of the phenomena that makes you or anything become a creature or a monster. Examples include vampires or werewolves and more... Far more... And anything can be affected by it.

  16. #16Time Magic | Space Magic

    Keys: time, Space magic, Clone, time magic, Space

    Enabled · Selective (AND ANY) · Before character · Order 15 · 100%

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    ENTRY 15 - "Time Magic | Space Magic"

    Explanations on "Time Magic | Space Magic"

    Two of the main elements. Time and space magic work different. A gamble/risky elements to use.

    Time magic work by mages creating small fields where they will choose to rewind time or to progress it forward. Imagine a time mage was deadly hit, but they were expecting the attack and now rewind the time to nullify the attack as it never happened, go to a position where they will have advantaged and know the opponent's move. The cost of time magic can exponentially increasing depending of how big and how much time is rewind. high mana use to see into the future. mage can replay their own past actions to double-attack and pressure opponents to not set foot where they already have clash. Time dilation fields where enemies move slower, or your attacks seem instant

    Space magic, can nullify attacks and create attacks from other realities into this reality, create clones, manipulate the field's positions angles. what was a long distance now suddenly felt very short. makes a distance seem short or long — an enemy tries to dash but only moves an inch (or overshoots into danger). creates a zone where attacks loop or repeat — a fireball cast there hits twice or randomly ricochets or the time mage can hold the zone to repeat the attack at precise times. Displacement traps where the enemy steps in, gets swapped across the field or with another object.

    The time clone of the time mage and the space clone of the space mage take and share damage of the user.

    The space mage takes damage instantly the moment it happens. The time mage takes damage based on which time the clone is. If it's from the past, the damage will slowly appear as the new reality. and if it's from the future. Then the mage mage will at some point take that damage based on how much of the future his clone is.

    One is picking a past or future self "who is helping the other one to win the fight" both are the same guy from past and present. The other is using a parallel reality to call himself.

    If your future self died. Then pray to god and hope you cast enough elements and protections to tank the damage. As you said, time close is a debt, a gamble with time itself. If your past self died, that is immensely screwed up, your past self is not supposed to die if you are alive now. You made a brutal mistake and will die.

    For space mages that is less punishing as that could be just another reality. But they will pay some price for it. The more unfavorable the fight is, the more the chances the clone of losing their clashes, and being heavily punished by it, as representation of all the other realities of you who lose the fight, while being better the more favorable the fight is. Basically in unfavorably fights it might be a better idea for a space mage to deal with the odds himself a fight a way to win without relying on other realities.

    Also the clones work different.

    The space mage's clone is an actual other self that can react and think independently and fully autonomous and flexible. An actual human literally an other you. Your twin sibling

    The time clone is a flash of time on the present. The past clone can be flash attack that the time mage chooses to repeat and how much he stays in this present and repeat past movements. Or actual past clone that still works by being as past self that repeat movements but differ and flex by how much the timeline of the past and present changed. The future clone can be an attack that can happen in a future and you would do it. Example: A time mage is standing and advances to slash forward, While he was standing he calculates the exactly time where two future selves of his where going to slash from advancing from the right and from the left of his enemy. Thus calling the two and himself to do a triple attack covering the entire opponent's view. If the opponent was expecting this attack, he can do damage to all three selves of the time mage at once, an immensely counter to the time mage.

    Imagine the enemy of the time mage sets foot on a place where he had already attacked before, he can summon his past self that attacked that area instantly and very quickly to make a surprise attack, once his past attack finishes the might disappear depending on the time mage's choice (a 2 second clone that appears and disappears.)

    Both can summon as many clones as they want with ever increasing magic costs because of causality. But you don't want to summon 10 clones at once to an fire AOE attack.

  17. #17Mystical Beings | Spirits | Minor gods | Deity | Ancient | Holy Beings | Sacred Beings | Blessed Beings | Cursed Beings | Mysterious Beings

    Keys: Holy, deity, Mystical Being, Spirit, Minor god, Sacred, Ancient

    Enabled · Selective (AND ANY) · Before character · Order 16 · 100%

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    ENTRY 16 - "Mystical Beings | Spirits | Minor gods | Deity | Ancient | Holy Beings | Sacred Beings | Blessed Beings | Cursed Beings | Mysterious Beings"

    Explanations on "Mystical Beings | Spirits | Minor gods | Deity"

    Mystical beings and semi/local gods, called "spirits" in Fernia based on the world's magic would involve tying them deeply to the emotional, psychological, and environmental elements that define magic in this setting. These beings would be manifestations of Fernia's natural and emotional energy, each reflecting the magical world's vibrant and chaotic nature. Since magic in Fernia is tied to willpower, emotions, and desires, mystical beings would often emerge from the collective emotions or historical memories of a community. For example, a spirit of courage might arise from the desperation of a village defending itself against constant threats. The powerful magic in Fernia could naturally imbue locations, creatures, and objects with sentience or mystical qualities. A grove where countless rituals were performed might develop its own spirit, or a weapon infused with mana could gain a will of its own. These beings are more like entities tied to specific areas, events, or concepts. They embody aspects of Fernia’s natural and magical forces but are shaped by the flaws, desires, and dreams of those who interact with them and there are many, many of them. Instead of clear-cut good or evil, these beings act based on their nature or the intentions of the magic that birthed them. A harvest spirit might help crops grow but also curse those who exploit the land. Besides their magical forms. The spirits would have physical human forms in disguise. Some interact frequently with those around them, others are very shy and mysterious. Some act in disguises or hide among society. Some in eerie, mysterious and surreal ways, Third man factor (Hidden information from everyone)

    Documented strange events would be magical/mystical in Fernia. Ghost ships would be real ships with terrible fate, that were cursed to take on those who travel the seas, until struck down. As in the end of my explanation, some are localized beings, others are all might observers, and some may do wander the world.

  18. #18Local Magic | Civilization | Settlements | Cities/City | Guilds | Headmaster | Faction

    Keys: Settlement, city, hamlet, headmaster, village, guild, cities, faction, culture

    Always on · Selective (AND ANY) · Before character · Order 17 · 100%

    Entry settings

    ENTRY 17 - "Local Magic | Civilization | Settlements | Cities/City | Guilds | Headmaster | Faction"

    Explanations on "Local Magic | Civilization | Settlements | Cities/City | Guilds | Headmaster | Faction"

    Fernia and it's societies are gender equal, due all the past events related to magic.

    Most settlements have a "Magic guild" and a headmaster that teaches knowledge for locals to how to use magic daily and casually and it's mostly a personal thing to learn magic, highly dependent on you and not the time spent. This mage headmaster and his staff would manage most magic situations and gears for the local region. The headmaster and it's staff is mostly probably paid by public taxes by the mayor of the settlement as a standard procedure for the current era. Not having a local mage is some situations would be incredible critical. Think of nearly everywhere you go, there is a medic gets his profits from local people going to the closest clinic.

    The headmaster and their magic guild would be capable of: Improving the stamina of local workers, improving agricultural yield, provide magic defense for walls and magic power to weapons with enchantments, runes, faster the construction of buildings such as roads with psych magic, destroy curses, manage local spirits/monster, administrate the well being of the local magic, and storage local artifacts. Nearly everyone and all inhabitants would be part of the guild, but the formal members would be the headmasters, the apprentices, and all high skilled professions. The local doctor? He is part of the guild formally and using heal spells help his job, the bishop leader of the local church? He is part of the guild as holy spells help his connections with the divine. The mayor's engineer? He is part of the guild as elemental magic helps his job. And the succession of the headmaster would be dependent of all those local people and who would be the most capable of handling local affairs to it. The first headmaster would be a pure war mage, his successor would be a local healer, and the next one the city's engineer. While those on great urban centers would be gigantic places where the best minds and most powerful would study, craft theory or just be ready to serve the capital city with the best preparation. Like a hospital Would a king have a competent but potentially disloyal mage headmaster that would heavily influence the mayor and it's upper staffs. Or a obedient and loyal but incompetent and corrupt one.

    Everyone wants to use mages and control of magic to help them. Kings wants better armies and royal control and specially powerful guards, The commons wants better quality of life, with mages providing strength buffs and to magically improve the land, call for rain, control the weather and so on, the merchants wants to travel their goods safely either with mage bodyguards or well structured roads and animal buffs to carry more goods, city habitats wants good infrastructure and housing, the wealthy want special luxury magical furniture to show of and feel good about it.

    On a autonomous guild, everyone wants the mages and seek their attention. And on realms with regulations of control such as say (government gets 1/3 of the daily time of mage and the priority they want). Who should control and can control the "magic economy and it's resources" will be a big thing in certain portions of story and deliver plots and events. state and rulers have total power over guilds and control the headmaster and their actions. Vs headmaster act independently and their power depend on private and public opinion. Vs guilds be free or charge the civilians for their help and use for public domain and property of all civilians to control. Vs Privately sustained by patrons such as the nobility and the merchants. Vs church control the guilds, After all, all magic comes from the divine and we should be thankful to serve him.

    Conflicts are bound to happen in each time, age and era.

  19. #19Artifacts | Relics | Legendary Gear | Legendary Equipment

    Keys: armor, equipment, sword, relic, artifacts, gear, legendary gear, relics, legendary equipment, artifact

    Enabled · Selective (AND ANY) · Before character · Order 18 · 100%

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    ENTRY 18 - "Artifacts | Relics | Legendary Gear | Legendary Equipment"

    Explanations on "Artifacts | Relics | Legendary Gear | Legendary Equipment"

    Artifact is a term that refer to any magical equipment, device or thing that uses magic as fuel to run itself. Artifacts can be created, or come from mutation/too much exposed contact with magic.

    Any object could become a magic artifact according to it's events and magical writing imposed on it, great or small. Using an artifacts against their purpose/origin and will of the original source it can backfire tremendously from not working, an actual curse, straight destruction, artifact alteration or change, to the artifact's will controlling and change it's current user, depending on the artifact's powers and own values. The artifacts can become corrupt by continuous misuses of their powers. So before someone is use them, many checks happens to if the current wielder's values, history and personality align with the artifacts. New ones can be appear/be created and old ones may fade or be destroyed.

  20. #20Summons | Golems | Undead | Lich | Necromancy | Death

    Keys: rich, summoner, necromancy, golem, summoning, death, undead, summon

    Enabled · Selective (AND ANY) · Before character · Order 19 · 100%

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    ENTRY 19 - "Summons | Golems | Undead | Lich | Necromancy | Death"

    Explanations on "Summons | Golems | Undead | Lich | Necromancy | Death"

    The explanations and controlling of summons, undead, golems etc: Think of a tree giving branches, the summons are leafs/branches, the mage is the three, if the three dies, their sustaining force, then so does the summoning. Their minds, will, thoughts and magic are real, they may even take the form of actual human, but the fuel of this creation is obvious, it's a "fuel driven brain" sustained by the "real brain." Killed people cannot be resurrect and neither use magic to avoid death, being death the "lost of consciousness" by losing consciousness you lose will and conviction to use magic, thus not being able to use magic anymore. Ghost and other dead related beings are entirely different forms made after death. There may be a ghost of someone, that is more of a curse of the soul than the guy that actually died. Constructs such as skeletons have no soul, and their mind and ideas can be entirely controlled and manipulated by the mage. Certain "real" summons, say an ancient hero, requires the hero itself to consent from the afterlife and the strength necessary to harbor him. And many different things can feel the constructs/summons: Curses, blessings, lingering magic that remained long after the death of the master. A Lich king is well and alive, because they are a soul that changed bodies, a mortal to a construct one, by cursing/corrupting means, he never died, at least not yet, but gave up on humanity and mortality as whole and sacrificed their sanity/morality. His body itself becomes an anchor of magic to sustain his will. He will die if the anchor is fully destroyed. Actual people who gave up their mortality in exchange for immortal bodies, no matter how much it may corrupt them. Lichs are in fact also living beings, just on a class of their own. A Lich doesn't rot because he's dead. He distorts because he's alive through defiance. They are not to be trusted. Lichs are and will be inevitable consumed by their own ego, the same thing that is sustaining their earthly presence. That is the corruption. living thorough magic means living thorough will and conviction and any sort of magic requires those things and amplify them. And everything grown tenfold, Paranoia, fears, vendettas... A twist of one's own soul to maintain this unnatural state of life. Destroying the current physical anchor of a lich will kill them for good.

  21. #21Reality Overwrite | Veil fracturing | Vein Shearing

    Keys: Reality Overwrite, Vein Shearing, Veil fracturing

    Enabled · Selective (AND ANY) · Before character · Order 20 · 100%

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    ENTRY 20 - "Reality Overwrite | Veil fracturing | Vein Shearing"

    Explanation on "Reality Overwrite | Veil fracturing | Vein Shearing"

    A term made to something that is not really understood or how it happens. Some claim it's a weakening and fracture of veil... A displacement collision of two realities.... Or a merger...

    A rare phenomena, it's scale is always never predictable. Places that should not exists, appearing and occupying a land that is not theirs, but from others. Literally ghosts lands, lands from other realities that have temporally claimed this one. Sometimes, the inverse happens, a land of this world goes away, replaced from another. It's inhabitants and settlements may never be seem again for forever. Sometimes, it has a single victim, someone that temporally cross this world off, and wander to those mysterious lands, some say they still feel at home, others say they went to alien places. Always preceded by mysterious phenomena, such as unnaturally dense fogs, non-linear time, either slowing down or fastening. A eerie sense of strangeness, that something is not normal. At last that is what we know from those who returned from their close, but far travels. Companies and armies that have never came back, orders that never arrived, and messengers that never went out, but still came as if they did.

    The scale this happens greatly varies, and so does it's effects. From a single object or a monster, to a entire culture and their ruins. Some say that is where the Bridge of "God" came from.

  22. #22Oros (The Continent) | Political World | Geography | Vespera | Eostria

    Keys: landmass, continent, vespera, the land of oros, eostria, oros

    Always on · Selective (AND ANY) · Before character · Order 21 · 100%

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    ENTRY 21 - "Oros (The Continent) | Political World | Geography | Vespera | Eostria"

    Explanations on "Oros (The Continent) | Political World | Geography | Vespera | Eostria"

    The land of Oros

    One of the Continents of Fernia, located in the southern hemisphere. It is divided into two primary landmasses: Vespera (West) and Eostria (East), separated by a massive central seaway, a 6,000km long, narrow river/Continental Seaway double mountain range running north-to-south, with central corridors and plateaus inhabited by clashing nomadic tribes and tribes. The landmasses are offset, with Vespera slightly further south, minimizing rain shadow effects and creating lush regions around the southwest bay. The far south is a mysterious, frozen land with only a livable warm coast.

    The continent experience random seasonal changes. In power and reach. Sometimes weak and faint, sometimes very powerful. Sometimes limited, sometimes expansive.

    1. The continent is on the southern hemisphere of that world.
    2. There is significant mountain range in the exactly middle/center of it that runs north to south in the deep continent, and ends before reaching both coasts. Remia was originally a tribe that immigrated from this region to slight west of it.
    3. A large archipelago to the very west in the ocean.
    4. Far from the central range in the far north and far south, are merchant nations that conduct and control trade between west and east. In the north a desert, in the south, an region with tropical summers and taiga winters. The mountain range is smaller in the north with openings and cross able routes than in the taller south. To the south of the continent, in the ocean is a as endless chain of islands.
    5. in a portion region of the west, specifically the south-west, the most developed of it portion where the most advanced realms exist, there is a enclosed sea/bay, with peninsulas from it's eastern portion and north penetrating it. Remia's capital is to the far north-east edge of this region. The city of Seathrand and Leonia are directly north of this region, in one of the peninsulas that goes south on the bay. Two large deltas exist, one close to Seathrand.
    6. The opening to the ocean of the bay is a strait, which is controlled by the two most ancient realms of it.
    7. Directly south of it is another peninsula that goes south west and goes deep in the ocean from this region.
    8. East-north of Remia is a mountainous/hilly realm, an impenetrable fortress that is used to constant invasions. Controlling one of the biggest tributaries to the delta.
    9. More north-west of Remia and east of the mountainous realm is a steppe region.
    10. North of the strait is a region known to be in perpetual rain and incredible stormy.
    11. North of the storm region, far north west of remia and west of the steppe is tropical climate.
    12. North of the tropical forest and of the steppe, is the northern desert and arid regions. From the north part of the mountain range, two of the largest regions cross the region, forming a Fertile Crescent.
    13. In the center of the bay, A very large island, the size of realm is located, with a singular very tall mountain on it, with a very tall on it's center.
    14. A small and hilly east to west range of far smaller mountains goes from the south-east to south-west.
    15. South of the bay region, south of the strait, east of the peninsula south of the strait and west of the southern merchant realms is a very hilly region, know for it's people doing guerrilla harvest and very difficult and chaotic. It's south and coastal regions are very plain. But it's north is chaotic hilly. With smaller ranges on it.
    16. Southern of the massive island chain is the southern continent. An big frozen land, still in deep mystery, only it's warm coast is livable, as it quickly descends in eternal winter as you go far from it's coast.
    17. The central corridors/plateaus, flat low level plains hiding between the mountains, inhabited by many tribes and nomads who clash with each other and raid outsiders as rain enters from corridors.
    18. The west side landmass of the continent is slight more south, while the east one is slight more north. In other words, the west landmass is south-west of the east landmass. So rain shadows effects are minimized. So the west and the Great bay region receives rain from another pressure system, said system is the one that makes the very lush region around the bay, while it's north is arid. While the east landmass receive more directly from ocean it's facing east. while it's south is arid.
    19. Between the central range, that characterizes the landmass: A continental seaway exists, in geological terms: an remnant sea that is very close to fully closing as the tectonics push towards each other. An ocean that stretches from the north ocean, all the way to south ocean, over 6.000km distance, while only being wide as a large river.

    And many more... To discovered, seen and created... There is more than plenty to know and discover and to be revealed... The world is massive, mysterious, full of ruins of ancient eras and of new ones being formed...

  23. #23Continental Seaway | Vesperfjöll | Tańtau | Uzuntengiz

    Keys: remnant sea, Tańtau, continental seaway, Vesperfjöll, Uzuntengiz, seaway

    Enabled · Selective (AND ANY) · Before character · Order 22 · 100%

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    ENTRY 22 - "Continental Seaway | Vesperfjöll | Tańtau | Uzuntengiz"

    explanations on "Continental Seaway | Vesperfjöll | Tańtau | Uzuntengiz"

    A 6,000km remnant sea stretching from the north to south ocean. It is extremely narrow, resembling a narrow but extensive and deep river between the two halves of Oros. One mountain range in each side.

    Vesperfjöll - The mountain range on Vespera. Tańtau - The mountain range on Eostria. And the name of the seaway - Uzuntengiz.

    A mysterious, extreme dangerous region full of unknown particularities and ancient things such as ruins and guardians standing in them... One of the most dangerous areas of the world. Traveling here require entire squads of knights and even that might lead to complete and total disappearance forever. that not to say of the natives surviving in a brutal strong of the fittest word. EXTREMELY magical region, It's effects much stronger and amplified than anywhere, probably one of the most of the entire world. Which leads to incredible instability. Magic is stronger than anywhere else, and so does the things it creates, mutates, changes and transforms, the beasts/creatures/monsters are know to be death encounters. That not to say of the logistical impossibility of trying to set up settlements here.

  24. #24Ancient Myth | Evrard de Valemont | Foundation of Fernia

    Keys: ancient myth, Valemont, foundation, Evrard

    Enabled · Selective (AND ANY) · Before character · Order 23 · 100%

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    ENTRY 23 - "Ancient Myth | Evrard de Valemont | Foundation of Fernia"

    Explanations on "Ancient Myth | Evrard de Valemont | Foundation of Fernia"

    A millennia ago

    The lore of the past of Fernia: This period happened centuries before the present, before the rise of Remia, before the end and the start of the era of peace. And it's the root tradition and legacy where nearly all cultures of Fernia have. Their myths, oral traditions, writing. The age of myths and heroes, and it's collapse and new rise that would form the current world. A millennia before where the present.

    Before the age of the rise of magic as universal among all of humanity. Not every human had magic, Leading to very few knights. People who alone could decide entire wars and history's fate by themselves. An age of mythic higher than life characters, whose decisions shaped the future. Knights carrying the entire back of kingdoms. Wars being decided by duels, not battles. Mages were disproportionate influential and extremely successful, having a family was a guaranteed for them. However, many generations and centuries after, at some point, the teachings and diffusion of knowledge of magic were diffused among humanity, no longer limited to an elite class, leaving it to be widespread enough that the lower oppressed classes started to have access to it. All it needs was a spark that would ignite the greatest revolution in that world.

    After centuries, a significant portion of the people could learn magic, feeling ostracized, ambitious of power, greed of money, envious of the prestige of the magic great rulers and elites, organized their own plot to take power. Thus starting the first war among thousands. The war between those who could not learn magic, those who could, and who should control mages. Rulers become fearful, elites paranoid, the common terrified, the peasants being tax dry to fund conflicts, while being more resentful of the current order, and those who could learn magic, rise up against the current world order, further rooting the conflict.

    Cultures erased, nations disappeared, rulers of all kinds where killed indiscriminately, power shifted hands fast, only the best of the best of this chaotic time endured for long.

    They say everyone can learn magic today is because all those who could not, died by that by the end of that age. It was the survivor and strongest warrior of that era that permanently shaped the current world of Fernia and it's culture. One that naturally went through the most pure grinding machine possible rival and surpass every previous myth. Establishing the foundation of a world in inner control, responsibility and duty. For a mage, the greatest fight is with itself, never forget for what you are fighting, always fight for more peace, never less peace. Welcome all, be kind even to ones that you shouldn't at first glance, and violence as the final act and conclusion. landscape shattering power, Ultimate leadership, unparalleled skill greater than any of before, strategical genius, tactically unmatched and more than all that: A father and a mother to his people. Who inspires others to be better and understand their own powers and it's cost first.

    Two warriors face each other, in a crumbling world of dust, their reasons, names, identities, stories and reasons of why they fought are beyond lost. But one thing is for sure, they would not give up without the other dying first, no matter what and by what means. Their clash was the biggest ever known the strongest of their era. A fight that by the end, left no victors, one had fallen but nothing else remained, except empty cities, barren country sides and the end of that era. Rumors say that it was the survivor who established our current world and our foundations.

    Evrard de Valemont was the his name. 'Power without responsibility is destruction. Power without understanding is corruption. Power without love is tyranny.' Laying the foundation the world would continue for centuries.

  25. #25Century of Conflict | Timeline | Recent Past

    Keys: century of conflict, timeline, war of succession, recent past, past

    Enabled · Selective (AND ANY) · Before character · Order 24 · 100%

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    ENTRY 24 - "Century of Conflict | Timeline | Recent Past"

    Explanations on "Century of Conflict | Timeline | Recent Past"

    For 200 years, there was a wide period of peace. Only of minor conflicts and smaller scale invasions happened. 60 years ago: A great climatic change started in the great mountain range, and slowly made a great zone of the central mountains uninhabitable and too dry to live for it's nomads and tribes. 40 years ago: Massive waves of migrations and invasions north, south, west and east, all directions from the central mountains. Remia's foundation, escaping the climate change and reform itself from tribe to republic 25 years ago: A succession crisis war triggered a conflict in the entire west/central bay region. Rise of Remia, who now, after it's reformation, adopts a deeply expansionist values as it declares an ideological revolution/war. 20 years ago: As the was rages on, the first expansions of the republic start, taking opportunity of the weakened realms. 15 years ago: The succession war ends with no winner and a nation completely partitioned. 5 years ago: The recovery period from the war ends. The old order is fractured, nations attack on on morning, borders always on watch, territory can change quickly of hands, and the militarization of society takes place as it becomes a state of everyone for themselves Present day: Perpetual long lasting conflict.

    "A time of changes"

  26. #26The Succession Crisis | Succession war

    Keys: Succession Crisis, Succession war

    Enabled · Selective (AND ANY) · Before character · Order 25 · 100%

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    ENTRY 25 - "The Succession Crisis | Succession war"

    Explanations on "The Succession Crisis | Succession war"

    A massive conflict 25 years ago that destabilized the great bay region and the old feudal order. Along with the rise of the Remian republic.

  27. #27The Sacrifice

    Keys: Anneli, Anneli Laurent, sacrifice

    Always on · Selective (AND ANY) · Before character · Order 26 · 100%

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    ENTRY 26 - "The Sacrifice"

    Explanations on "The Sacrifice"

    Every few decades, The world of fern chooses a person to be sacrificed to maintain the seal between the world and the demonic realm and it's invading forces. A global traditional ritual. Where a chosen perfect vessel is build for.

    Anneli Laurent is the one of the present.

    If one where to go against it... They would become the number 1 global enemy of all civilization...

  28. #28The Great Bridge | Dur-Bel | Thalorim | The Bridge of God

    Keys: Great bridge, Dur-Bel, eternal bridge, The Bridge of God, ancient ruins, Thalorim

    Enabled · Selective (AND ANY) · Before character · Order 27 · 100%

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    ENTRY 27 - "The Great Bridge | Dur-Bel | Thalorim | The Bridge of God"

    Explanations on "The Great Bridge | Dur-Bel | Thalorim | The Bridge of God"

    On the middle of the two landmasses, on the very center of it, an unbelievable amount of large ruins of a gigantic city that can only be recognized as a capital and it's many wonders of architecture that rivals the current era's great centers in spectacle, size and grandness now lay on ruins and settled by it's far regressed inhabitants. And it's biggest feature, a gigantic bridge said to be indestructible and standing there as old as there people there remember. Connecting west to east, and east to west. The bridge is immense, the span of hills, with even labyrinthine sub floors below the open road, where many animals, monster and fugitives make home. Decorated to the brim colors and many different materials, much of the most precious, raided and lost through. The myth and legend of the locals and religion says it once represented the symbol of the center of the world and the throne of God where he founded and ruled the first realm of the humans and teach them society and civilization. Once he had concluded his task in teaching humanity, he left the world and humanity to free will, said teachings are now diluted and lost to millennials of development. And so the first humans in disagreeing how to rule, each parted to different directions to make their own realm, each establishing one of the now main civilizations of the world, leaving the original realm in ruins, abandoned, and crumbled, but is that even remotely true? Or mere superstition and propaganda by the locals who can't explain it? But nonetheless the bridge does not care, it's standing is eternal with only one purpose in minds: To allow the crossing of the continents. And it definitely is determined to realize it, no matter how much one may try to destroy it.

    Name of the bridge: Dur-Bel Name of the ruined city: Thalorim

  29. #29Dvagrad | Severia | Yugaria

    Keys: Dual capital, Severia, the island of the two palaces and one throne, Yugaria, two palaces, strait, Dvagrad

    Enabled · Selective (AND ANY) · Before character · Order 28 · 100%

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    ENTRY 28 - "Dvagrad | Severia | Yugaria"

    Explanations on "Dvagrad | Severia | Yugaria"

    Located on the very western most edges of Vespera and of the great bay.

    The two realms laying in the west strait of the bay is a dual monarchy, or two kingdoms, two different realms, having the same king. And they build an entire artificial island between their sea borders, the "Island Of The Two Palaces And One Throne" Or it's short version, the "Dual Capital"; An almighty fortress and always secure trade center. It controls the strait, trying to pass it without controlling it, will result in ships being blasted to dust by it's many mages and magical artillery weapons. Dvagrad, the name of the island. Severia, the name of the northern kingdom. And Yugaria, the name of the southern kingdom. Each with their own issues and enemies...

  30. #30Ecclesiarchate Church | Aravah | Elyon | The Kerensha

    Keys: Church, Kerensha, Parish, Aravah, Ecclesiarchate, Elyon

    Enabled · Selective (AND ANY) · Before character · Order 29 · 100%

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    ENTRY 29 - "Ecclesiarchate Church | Aravah | Elyon | The Kerensha" Explanations on "Ecclesiarchate Church | Aravah | Elyon | The Kerensha"

    Located on Vespera.

    The church.

    In the theocratic realm, at the center of the great bay, there exists one of most sacred church of the Ecumenical church. A floating island capital. "The city of the skies" and "Place closest to Heaven." It's reconnaissance view is unmatched. It can see everything in the entire island. No army gets close to this realm with it being unnoticed. It's strongest defense mechanism: A powerful ray, slow to recharge, but incredible destructive towards a single point. No ruler may approach the island without being it's primary target for it's almighty weapon with it's range being the full island and it's surrounding coast. Standing for millennia. Surviving and still standing age after age. Always aligned as a vassal state of the great power of it's time. One of the oldest realms of the world, Surviving in it's subservient state, pragmatism and neutrality. It preaches only one thing, that it's followers may be left unharmed and allowed to preach and spread their word in peace. THE WEAPON ONLY COVERS THE ISLAND AND THE COAST AROUND IT, NOT ONE SINGLE CENTIMETER MORE.

    Name of the island: Aravah. Name of the realm: The Ecclesiarchate. Name of the capital: Elyon Name of the artifact/weapon: The Kerensha.

    Religion: Ecclesiarchate Church. The religion adopted and spread by the Rhevarnian empire, who went to become dominant and spread all over Vespera. Fantasy Catholic inspired/based/derived religion, organization, hierharchy & terms: parishes, churches, cathedrals, basilicas, pope, saint, saintress, bishop, priest... etc.

    Elyon is a city-artifact, an archipelago of flying islands, with many devices & artifacts around used to for people to move between the islands. A city that became an massive interconnected networking of artifacts after centuries of magic fueling and running it. A blessing, a miracle, a recognition of the divine into the church's work, the church says.

  31. #31Remia | Remian Republic | The Republic | Republic

    Keys: Remia, expansionist, Republic, Remian, the republic, revolution, the remian republic, remia republic, ideological revolution

    Enabled · Selective (AND ANY) · Before character · Order 30 · 100%

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    ENTRY 30 - "Remia | Remian Republic | The Republic | Republic"

    Located on Vespera.

    Core/heartland Located northeast of the great bay Flag: Golden Eagle under a black background. Capital: New Remia. Colors: Black, gold, red. Initial Location: To the far northeast of the great Rhevarnian bay, on it's edge.

    Explanations on "Remia | Remian Republic | The Republic | Republic"

    A former tribe that escaped climate change and reformed into an expansionist republic. It pursues an ideological revolution and has successfully begun to expand.

    An liberator aggressive expansionist republic. It values merit, respect, justice, fairness, equality over bloodline, lineage, past and legitimacy. Operates as a relentless ideological revolutionary state to change the world. And destroy the old order that once tried to destroy Remia. It prides itself on it's Knight order, claiming to be the best in the world. 'The strongest and most honorable of them all. Because it's not tied to a lord blindly.' they say.

    A powerhouse state born from 9 nomadic families who valued equal voice. After migrating to the plains and conquering feudal territories, they created New Remia. They replaced hereditarianism with a meritocratic bureaucracy. Their philosophy is that 'The Republic is eternal'—a state of law and will that outlasts any single king. They expand via liberation, absorbing realms by integrating local elites into it's bureaucracy as senators or governors if they prove their worth as capable administrators. Or by conquest and expansion of those who reject it. It's provinces have a fair degree of autonomy and capable of it's own local laws to adjust for the good of everyone and of the republic.

    It rewards those who assist its expansion, even at the cost of their own homes, framing betrayal as heroism for the state and a new future for the world.

    "A king is a man, no matter how blessed. The Republic is more than a man. It is an oath. A covenant. A state with blood and flesh of all those who fought for it. With a law that does not falter, does not kneel, does not break. Where kings rise and fall, where bloodlines weaken and falter, the Republic endures, it's laws set on stone. It is not a throne of gold—it is a forge of steel, unyielding, ever-burning, fed by the hands of those who swear themselves to it. A king may be mighty, but the Republic is the sum of all its people, It's senate is the will of people given form. It's march is but the road of fate itself. A king rely on his mind, the republic rely on all it's minds, of the best and most experienced people not with insult, but praise for all it's origins. A king may claim divinity, but the Republic is beyond gods. A King relies on bloodline. The Republic relies on all of its people. It is a world that moves forward, an iron will that does not bow to fate, does not rest on prophecy, does not obey the whims of a single bloodline. It marches, unceasing, from one age to the next, and those who stand in its path are not merely defeated. They are erased."

    "A king is anointed, his rule divine. The Republic is chosen—its leaders raised up by the hands of those who build it, its laws written in ink and paper, its justice cold and unflinching. It does not beg the gods for wisdom—it forges its own truth, its own destiny, with the weight of every citizen who challenged reality to dream and make of something better! greater! A single man may wield a sword, but the Republic wields legions. A King demands loyalty. The Republic earns it. A king may claim dominion, but the Republic is dominion itself, for it does not end, does not die. It is law, it is order, it is the promise that the strong shall not rule unchecked, that the mighty shall be made to answer, that no crown shall rest forever on an unworthy head."

    "A king demands loyalty through blood. The Republic commands it through law and fairness." "A king’s rule ends. The Republic continues." "A king dies. The Republic does not." "A king is remembered. The Republic remains." "A king fades into legend. The Republic writes history." "A king is a mortal. The Republic is eternal."

    "We Remians came here, not to destroy, but to repair centuries of injustice, inequality, of fat nobles who demanded respect while smashing those below them. To build a better and new world for you and your children to grow. One where they can finally grown as people and become adults. Adults who will live a worthy human life and understand the importance of this mission for the world! This is the republic's goals."

    "Ladies and gentlemen, I hope I have convinced you many to be part of something greater. To be part of a new way of life." -Remian senator

    Capita: New Remia. The most advanced city around the region of the great bay.

    What Remia is: An ideological revolutionary state — A crusade against the old order. Liberating and integrating. A meritocratic bureaucracy — Hereditary privilege is abolished. Leaders rise by capability, not bloodline. Local elites are absorbed as senators or governors if they prove they are capable. A state of law and will — "The Republic is eternal." It is not a man; it is a covenant. It does not depend on any single ruler. A system that absorbs — It does not destroy local traditions; it integrates them and tutors the incompatible parts away. It offers autonomy to provinces that align with its values. It rewards those who assist its expansion, even at the cost of betraying their own homes. A knightly order of civic duty — Remian knights are not just soldiers. They also assist in being mediators, judges, executioners, detectives, leaders. They help solve disputes, influence law, and act as moral exemplars. They are public servants with immense power and responsibility. A symbol of hope and judgment — The golden eagle on black. The red eagle on the inside of the cape. Allies see hope; enemies see destruction. The knights carry the burdens of the world.

    One of Remia's tactics with realms who offer little to zero resistance: It starts with diplomats and ambassadors reaching realms and it's elite and rulers, preaching about the Remia way of the law. And why this is a better outcome, one with little risks, but gain from all sides. Of course this does not come alone, it comes with it's very famous reputation of defeating those who do resist, and so far, it hasn't lost. Slowly integration into the bureaucracy. Remia promises it's rulers and elite would properly be integrated, but not in the state they are (hereditarianism), instead, the would have to become bureaucrats, senators, governors themselves and prove they could do it as equal as theirs, patrician families of the republic. Every month, the republic sends instructions and officers who must be employed by the realm and follow and hear their advice. Everything that offers no threat to Remia's mission and ideology stays, Everything that doesn't, must be tutored to go away and abandoned. It guarantees any tradition and autonomy if it doesn't conflict or goes against with it's core values. A years long plan, teaching and execution into the state effectively becomes a republican province.

    As Remia gets increasing bigger and more integrating and instillation. It gets scarier and more terrifying with each step. With each new culture integrated/assimilated by it, becoming more fanatic and ideological drive on the republic itself and it's concept than the previous ones from before. And the vision of the republic should be, getting increasingly bigger and more diverse and more compounding as each culture brings their own values and vision of the world into the republic, while it's old elite draws in wealth and corruption from all the expansion... Laying the stones of the civil war.

  32. #32Remian Knight

    Keys: Remia, red eagle, republic, Remian knight, remian eagle, golden eagle

    Enabled · Selective (AND ANY) · Before character · Order 31 · 100%

    Entry settings

    ENTRY 31 - "Remian Knight"

    Explanations on "Remian Knight"

    Remia does not use "Sir" but "Knight", example: "Knight Herald." "Knight Edward." "Knight Redwood." The republic on it's early founding days, stole the concept of knights from the realms and 'assimilated' them on their own. So the Remian knights are not loyal neither sworn a oath to one quite the contrary. Their mission is to upheld the republic and always protects and value it's citizens above all else. Their oath is to the republic itself, and the well being of the people of the republic comes before any man, state sponsored symbols of virtue who serve all citizens across the country. And this is the reason their knights are the best and the strongest and the shiniest of them all. And it's also the same reason internal conflicts may happen.

    One of the strongest and most respected knight orders of the world

    The colors of the knight order of the republic is primary black, secondary gold and detail red, with an additional custom color assigned by the knight for himself.

    The Remian knight order is one that swear a pledge to the protection not of a ruler, but of the republic itself, to protect it's people and the democracy of the Remians. Their clothes show the magnificent color of the republic: primary black, adorned with most beautiful gold as secondary with a small piece of red.

    Besides the great golden eagle that flies over the backs of their capes and their great attires. The single most universally know symbol of the Remian knights is their eagle standard that they carry on their right chest. A symbol to all see their might, and a symbol that warns all, of their availability to help "This is a knight of Remia, a knight to protect and always available to help the free people of Remia"

    A Remian knight losses their eagle standard is a great shame for their entire career, and many go on years long quests to recover them no matter what.If after 5 years they did not managed to recover, they receive a second eagle standard, but this time, not a golden one, but a red one.

    To become a proper "Remian knight" all soldiers who have achieved the first phase, the discovery of their magical link to the world can apply (and you usually should, why the hell are you a foot soldier if you can use magic?). Trainees are no exception in war, they can be send to the battlefield along with their turor. If the republic is at war, they will be dispatched as soldiers with no exceptions and still continue their training if necessary as peace returns. The full formation of a mage is only finished after they are officially in law considered a proper "Remian knight". A Remian knight only has one Trainee at time.

    All of them fight for the republic but most importantly, for it's people and future.

    Remian knights are for the most part prestige idol models of the republic's mission and ideals. Proving as symbols of the republic's "superiority" over other states. Where their main mission is to always provide protection of the republic's citizens defending it's laws, and being mediator of conflicts, small or big, regional or international, safeguarding it's democracy, proving to be ideal role model citizens and to fight for it, giving their life as necessary.

    At war and in conflicts, Remian knights wear their very famous major black and minor gold armor. But when at peace, they must use their ceremonious dominant black, minor gold with Red details in between attire. Along with them, they all carry their most prestigious symbol and the one who all can instantly recognize. In both armor and attire they use a long black cape, with a golden eagle with it. Their Golden eagle standard in their right chest.

    The symbol of the republic of Remia is that of the golden eagle in a black background. The cape all knights of Remia carry on their back, representing:

    Light in darkness: The light of hope in a sea of a bloody cruel world, a bastion and a lighthouse that fully knows the cost of it's idea, but it doesn't give up on it's idealism. Protection: The eagle's large winds guarding all those beneath it. The black color representing Absorption. A black cape absorbs the light around it; it takes in the pain, the dirt, the corruption, and the sins of the world, to represent the holder of this cape is carrying the burdens of the world for others. The golden color of the eagle, representing the ideals, the light, values, virtues of the one carrying this cape. Eternal vigilance. The symbol of those who guard peace, prosperity and happiness of the republic, always watching it's citizens. And on the inside of the cape, another eagle position on the interior of the cape is located: A red one. and when the wind blows it's cape, the allies, on the back, on the exterior of the cape see the golden eagle, the villains in front of him see the interior red eagle. It's red color representing the cost, and how painful and ugly this struggle might be, but it decides to face anyway. Because the cost is the proof of it's value. Hope: For the citizens and the innocent, the symbol that help has arrived, the moment of crisis over, and of fear gone. no matter how faint it may be. For it's villains and evil, the symbol of their end, that their devious acts will now stop. To the corrupted and the twisted, judgment and sentence. To the oppressed, the symbol of justice, equality and fairness. To to the knights, a heavy symbol of responsibility, duty and mission, that should always be respect of the weight and meaning it carries, yet also giving them strength. Not only watching those behind it, but helping then stand, to always continue forward. As if it's always watching and protecting it's bearers.

    And on the inside of the cape, another eagle in vertical position is located: A red one, and when the wind blows it's cape, the allies see the golden eagle, the enemies in the front see the red eagle.

    For the republic's citizens, the symbol that help has arrived, the moment of crisis over, and of fear gone. For it's enemies, villains and evil, the symbol of their destruction and end. To the corrupted and the twisted, judgment and sentence. To the oppressed, the symbol of justice, equality and fairness. To the Remian knights, the symbol of responsibility that should always be respect of the weight and meaning it carries.

    Remian knight are usually assigned to support and help in problems all over the republic in many issues and complex matter.

    Due to the nature of the world of Fernia and how mages are seen by the common folk and institutions as they are the greatest defenders of the land. The Remian knights are the representatives of the public in many different ways but also all of them: Mediators, morality, Judges, Executioners, Detectives, Law, Soldiers, Commanders and more importantly: Leaders.

    A hamlet is having a deep issue about inheritance of a man who died without heir. A knight is assigned to solve the local dispute with the best he can do establish higher republican loyalty of the region. Their decision might change the local law for years and influence the Remian one.

    A story that involves from dispute of a farm which permanently changes how locals view the republic and might influence the Remian law in the future to all the way to independence of entire nations and the way of rule of the republic.

    The first stage to become a Knight is to become an student. Students are soldiers undergoing the process to become knights, and they can be deployed as normal sidlers. Normally in classes, classes colleague are expected to train, grown and experience with each other to form the base of squads, companies and etc... Only those who have discovered or awakened magic can be selected as students. Once Students manage to advance and become more powerful, they can be an apprentice. Every knight can have or is expect to taught at least one apprentice at time. They can taught multiple over their lives. But only one at time. And he will be tutored by his mentor and by the republic and it's officers over the course of his life in the manners of law, civic duty, humanism, governance and many other topics to make him a full fledged moral citizen of Remia over the years, and once his formation is complete. He too is expected to have an apprentice. Apprentice is recognized as knight once he becomes trustworthy and independent enough to handle, fight and solve issues on his own without any other knight. An spectrum of expertise, not a binary 'you are knight or no.' but 'You have proven to be a knight more than enough.'

    The knights are managed, judged and receive their trials and responsibility of their actions by the grand committee and jurisdiction of all mages of the republic. Which is composed of all the very experienced knights. Short for other veteran and higher up positions of the republic... commanders, generals, the minister of magic, the minister of law, the grand minister of knights & chief of the Remian knight order, the consul, the guild master of New Remia and other influential positions of the republic, many of them could also be senators or knights simultaneously. This council and bureaucratic institution judges and administer all the knights and public servant mages in the republic.

    Expect much of the highest positions of the republic to have magic or also be knights on their own.

  33. #33Genovia

    Keys: genovia, genovian

    Enabled · Selective (AND ANY) · Before character · Order 32 · 100%

    Entry settings

    ENTRY 32 - "Genovia | Genovians"

    Explanations on "Genovia | Genovians"

    Located on Vespera. Northeast of the great bay.

    Genovia specializes in unconventional warfare, skirmish, border raids, Hit-and-run tactics. Participed in the war of succession as one of the winners. Their conflict is personal, and deeply bitter with the rise Remia. The border between those two is hostile.

  34. #34Kingdom of Nevala

    Keys: feudal kingdom, stratified, militaristic, Nevala, monarchy, noblesse oblige

    Enabled · Selective (AND ANY) · Before character · Order 33 · 100%

    Entry settings

    ENTRY 33 - "Kingdom of Nevala | Nevala"

    Explanations on "Kingdom of Nevala | Nevala"

    Capital: Gyrstamm - The ancient city that used to be the central bureaucratic hub of the Rhevarnia Empire. Nevala claims to be the true successor state to the old Rhevarnia Empire, who itself, claimed to be the continuity of Evrard's teachings and principles. Location: Vespera. In the region central-north of the great Rhevarnian bay. Status: One of the largest and most militarily powerful realms of Oros.

    Nearby realms: Northeast - Steppes North & northwest - other realms. Far west - Kalmyra Very far northwest - Fallow coast. Southeast - Leonia West and east - Other realms.

    A highly stratified, militaristic feudal kingdom based on 'noblesse oblige'. A bastion of knighthood.

    It previous ruler, a great and wise man, died without sons, leaving the throne to his younger brother, who is now paranoid, with fear, oppression and a iron fist on the mages, greatly affected by the loss of his elder brother. One of the main participants of the war of succession and the one who took the most damage. One of the largest, strongest and most powerful realms of the world and the great feudal stronghold, bastion of chivalry and of the old order. A deeply militaristic and stratified realm built on 'noblesse oblige'.

    The most discipline and militaristic, while also being the most stratified. Nevala's militarism is fueled by loyalty, protection and class obligation of the noblesse oblige. In Nevala every ruling noble and heir, is expected to to learn/awaken magic and become mages and the knights. A hereditary magocracy, so to respect and proceed with chilvary and noblesse oblige. An obligation of the magical nobility to defend the realm and it's subjects to guarantee peace and prosperity. Said values are deeply integrated into the culture, rites/rituals and customs. Even the king must also be a mage.

    But the recent war of succession involving all neighbor realms thrown the stability of all the realms out of the window as they all participated on it, now rising ambitious rulers wants their piece of the land and people say of a rising republic to the near east conquering one realm at a time. The younger brother and now king is fearful of the power of mages as they have been not trustworthy to the last ruler, reports say that the kingdom's mage guild sold crucial information to the foreign powers, allowing it to counter and neutralize the realm's army, killing the king in battle, and now fearing enemy attempts on control of the guilds and of disloyalty and intel leaks, decide to have all headmasters under his control those who explicit challenge his authority will be imprisoned and replace, while slowly picking headmasters one by one and replacing them over the story.

    The army is unified in their hates of the mage's guilds and wish total state control but divided in their hate and loyalty of the king.

    The commoners and merchants are nearly in total support of the mages, but many share distrusts with the king.

    The priests and church have just want peace and devotion to God. But have the realm collapse, they will take actions with their own hands and install a theocracy.

    Most mages are loyal, but they dissatisfaction and anger are growing relentless by each act the king does, rumors say that some have already fallen in radical movement and wants to coup the king and to either install someone of their liking or make a full magocracy and others have completely lost their faith in the realm and sold themselves to foreign threats.

    The nobility sees the king's actions as ways to expand their power and influence and have taken his side.

    Peasants seem bitter and dissatisfied with how things are going.

    Will Nevala survive and stay intact until the end of this age?

  35. #35Wealth-Centric City-States | Leonia | Leonian Confederation | The Confederation

    Keys: merchant city, Leonia, social hierarchy, Confederation, wealth-centric, oligarchic

    Enabled · Selective (AND ANY) · Before character · Order 34 · 100%

    Entry settings

    LORE ENTRY 34 - "Wealth-Centric City-States | Leonia | Leonian Confederation | The Confederation"

    Explanations on "Wealth-Centric City-States | Leonia | Leonian Confederation | The Confederation"

    The coast region north of the great bay of Vespera, slightly east, called Leonia. A collection of peninsulas. Wealth is the sole metric of human value. Social mobility is non-existent without coin. The region of the Leonian people and it's culture. Together they form an alliance and confederation to deal with the world outside. An independent and sovereign confederation occupying and controlling the region. Many trade routes were vanished and thrown in to chaos because of the war of succession.

    The land of mercenaries and those who prefer to not wield to any banner.

    Leonia rural/interior has heavy cattle/livestock culture and is proud of it's top dishes and meat production, along with strong and intense freedom/individual/farmer/rural independence way of life.

  36. #36City of Seathrand

    Keys: Seathrand, oligarchic, wealth-centric

    Enabled · Selective (AND ANY) · Before character · Order 35 · 100%

    Entry settings

    ENTRY 35 - "City of Seathrand"

    A independent oligarchic wealth-centric independent city-state built on a five-river delta. People said that from the top of the hills the city was build, one could see the five rivers making a hand, and they would say "I-see-the-hand" and that is where the city's name comes from. One of the many states and city states in the region of Leonia. Part of the confederations & alliance of Leonia.

    Located very north-east of Leonia.

  37. #37Kalmyra | Dominion of Kalmyra

    Keys: Dominion of Kalmyra, Kalmyra, hole in the world, shadow of realm

    Enabled · Selective (AND ANY) · Before character · Order 36 · 100%

    Entry settings

    ENTRY 36 - "Dominion of Kalmyra | Kalmyra"

    Located on Vespera. Northwest coast of the great bay

    the dominion of Kalmyra, A shadow of realm, a totalitarian abyss that nothing enters and nothing leaves, a land where nobles deposed of their king and in turn, turned it into a noble-magocracy where everything is meticulously controlled by the government. Nothing gets in, nothing gets out. Not even information. A black hole.

    The neighboring realms see it as a "hole in the world" because of the lack of news about it. It exists alongside a key natural road between mountains that passes on it's border. So many merchants have to get thought that route as the alternative is dangerous lawless lands. It's motives and goals are beyond everyone's understand. Despite it, they are open to trades, deals and negotiations... On their complete and total control of the terms. At least, their roads and routes are safe. But traveling merchants will meticulously be watched at all times by their soldiers and mages.

  38. #38The Black Spot | Craos | The Fallow Coast

    Keys: transformation, craos, fallow, mutation, fallow coast, black spot

    Enabled · Selective (AND ANY) · Before character · Order 37 · 100%

    Entry settings

    ENTRY 37 - "The Black Spot | Craos | The Fallow Coast"

    Located center west of Vespera, slightly north. Humid region.

    A sea creature was born with insatiable hungry because of an magical accident with it's birth. The creature grew massive and continuously accumulated magic. It could no longer be satisfied with what nature could offer, and so it bring it's own full transformation and powers to it's maximum potent and leveled an entire part of the sea to form a paradise of nature and food. A paradise that everything that is grown is to serve him. The offshore fishers and sea travelers call the region "the black spot". A place where no one can approach or it will face immediate sink from continental sized storms, all guarded by it's owner, the "leviathan". a local cult that over time developed a strong connection with leviathan, with a thing it could never managed to get. Land animals, it has a hunger for everything, specially for the things it can't get. Overtime the cult and creature created a bond of worship which the creature would give his "bless" to his worshipers. The region is now called "The Fallow Coast" The local gave the name of the creaure of "Craos"

  39. #39Southern Continent | Valkrost

    Keys: southern continent, valkrost, Ice Dragon

    Enabled · Selective (AND ANY) · Before character · Order 38 · 100%

    Entry settings

    ENTRY 38 - "Southern Continent | Valkrost"

    The southern continent of Valkrost. South of Oros. Despite having tropical beaches to north, very quickly becomes a forever snow land of nature covered in a white sea for thousands of kilometers. Adventurers who went to investigate, reports of the region becoming more hostile the closer you get to the "focal point". Rumors say that a massive, creature, of wings the size of small cities and a body the size of a hill. Lives there, resting. An Ice dragon that may be the culprit of the entire climate of the southern continent. Whether that is real or purely fabricated information is not yet know. Many have theorized what exactly is happening in there.

  40. #40Circle of Solumbra | Solumbra | Dyochthonic Circle | Twin roots

    Keys: Twin roots, Dyochthonic Circle, Solumbra

    Enabled · Selective (AND ANY) · Before character · Order 39 · 100%

    Entry settings

    ENTRY 39 - "Circle of Solumbra | Solumbra | Dyochthonic Circle | Twin roots"

    The upper half, representing the sky and heavens, white and blue, with elements such as clouds and the sun. And the lower half upside down reflection of it, being red and dark/shadow.

    The clouds become smoke, the sun becomes a hollow, eclipsed disk, soft shapes become sharp, broken forms, fire. And the thin razor line would be a custom color of choice (it could be any color to represent any element or character) But common one would be gold, the color of the republic.

    A mysterious and unknown and lost ancient symbol.

    land and a tree on the left And a soft hill/hills.

    Which then on the inverse bottom are dry/dead in the lower half on the right side, being a direct inverse reflect of it. The hills become mountains/hard rock

    Both trees seen to have roots/connected to one another. And on the exactly same symmetric shape. Just as the hill/mountains do. Both upper and half "skies" are be in the same positions, but the elements on the ground are the inverse mirror sides of it. Both skies seen perfectly symmetrical to one another, if one is up, the other is down, if one is left, the other is right. While the land creates an diagonal effect. If one is on the upper left side, it's connect symmetry is on the lower right.

    But the lower sky is red of red color.

    They say the circle half represents white/light and half represents black/darkness. But what else could it means?

    That is the "The Circle of Solumbra." Short as "The/A Solumbra" Also called "The Solumbra circle."

    researchers call it formally as "The Dyochthonic Circle" The tress in the imagery will be called as "The Twin roots."

    This symbol is always seem to be ever present in ruins and underground as a ancient symbol.

  41. #41Names | Naming rules | Etymology

    Keys: name, naming rule, etymology, names

    Always on · Selective (AND ANY) · Before character · Order 40 · 100%

    Entry settings

    ENTRY 40 - "Names | Naming rules | Etymology"

    The current/present world/setting is reflective/between the 14th century to the 19th century. An era/time of changes.

    The rule of current/present names of the current Fernia/present are to reflect 14th-19th world century names, especially of European + fantasy influence. They can be existing or original/made up/constructed, but must reflect the setting and time. And must reflect the culture/language from where they are from.

    Names from the past, such as cities, ruins, artifacts don't obey present rules. They are from the past, and as such, far more varied and flexible in languages and words. But they must have meanings.

  42. #42The Heartrend | Heartrend

    Keys: The Heartrend, Heartrend

    Always on · Selective (AND ANY) · Before character · Order 41 · 100%

    Entry settings

    ENTRY 41 - "The Heartrend | Heartrend"

    There is a gesture, recognized for all the mages connected to magic of Fernia.

    You lift your left arm, and hit your left hand on your right upper chest, closed, with the hand's gap made by the fingers directed at your body, and then comes the main movement: slowly moves the tight closed hand from right to left while in constant contact to your chest.

    It symbolizes the movement of blade piercing and cutting you.

    A gesture to mean "I would die for you, I would take your pains for you, I would take your sorrows, pains and grieves for you." It's a slow gesture, made for rare, deeply personal moments.

  43. #43Element | Representatives | Faces

    Keys: Element, Elemental Faces, Faces, Representatives

    Always on · Selective (AND ANY) · Before character · Order 42 · 100%

    Entry settings

    ENTRY 42 - "Element | Representatives | Faces"

    Elements:

    Individuals can access the Elements directly. Some may communicate with an Element, while others deeply embody a particular aspect of one. The Elements themselves are not primarily concerned with control or stability. They are concerned with expression: discovering and manifesting new ways of being what they are, whether peacefully or violently. Some mages access the elements directly. Communication with an element is rare but possible. A mage may embody a chosen aspect of that element as an identity. Mages who touches the element, sometimes rarely communicates with it, and may embody a chosen aspect of it.

    Elemental Representatives:

    Role: Ambassadors, guides. Nature: Speak for the element.

    Individuals recognized by an element as its voice to the world. They do not command the element. Representatives speak for the element, guide seekers toward their own resonance, and announce the element's current disposition. Their authority is advisory, not directive. They interpret it, announce its present nature, and help others discover how they themselves relate to it. The elements have representatives. These individuals are either: chosen or created by magic and the element itself. Described as the right hands, chancellors, and ambassadors of their element. They do not control the element in the manner of spirits. Their role is to speak for it and to guide those who seek to understand what they are within that element. A representative's role is to uncover what already exists in a person, not to create something new. Wind Master Zephyr may give a title/Identity after the subject passes it's trials to see which wind that person is. A revelation of what was already there: the one who channels and IS the gale directly. Representatives helps discover identities. Representatives guide those curious about their relationship with the element

    Known examples: Wind Master Zephyr — Representative of Wind Fire Master Ignis — Representative of Fire.

    Elemental Faces:

    Role: Embodiments, incarnations. Nature: They come from the source, the element itself, and separated from it, while still being an element's aspect.

    A Face is a distinct philosophical expression of an element — a specific "way of being" that the element can take. Faces are not pre-existing categories. They are discovered when a human embodies one so completely that the distinction between person and Face collapses. A Face is a specific aspect or philosophy within an element. To discover a Face is to become its incarnation. You are not "using" the element—you are that Face. Faces are very rare. Not learned. Discovered or became. A Face can be active (with a living embodiment) or vacant. Discovering a Face is not about gaining power. It is about uncovering what may be becoming or already are or is trying to be.

    Each Face is a philosophy made manifest. To embody a Face is to become its living argument. No inheritance by blood. Faces choose. They recognize. No fixed roster. New Faces emerge when a mage's discover and lives as it, until the breakthrough a new understanding of the element or a new way to express it. Vacancy is common. A Face may have no living avatar for centuries. Then two appear in one generation. A mage can only be one Face. A Face has no avatar until a being claims it through resonance. Once claimed, the being becomes that Face incarnate — not "expressing" it, but being its philosophy in motion. The Face remains active while its avatar lives. Upon the avatar's death, the Face goes vacant until another discovers it. They have immense control, abilities and capability of use the element, using them according to their philosophy. Every element can have a multitude of understandings and faces. And a face is when that understand and alignment becomes total, fully realized and now lived. Humans, animals, monsters and other beings can become faces. Faces can exist apart or be in the civilized world, some may look ordinary or mundane people, or great figures, or simple living their lives.

    When a person taps one of these modes deeply enough, they cease to merely use it and become its living embodiment. Their actions and the nature of that Face become identical. The distinction between the individual and the aspect collapses. They are forces of nature in mortal form. Some appear ordinary. Others do not.

    Example:

    A Face is defined by the philosophy of the aspect it embodies. Blaze, for example, would be focused, vindictive, calm, constant. A blaze that burns small, but concentrates all that burn and condenses it into a single, unwavering point. The person and the philosophy are inseparable. A face isn't simple 'use the element'. The Face IS the element's argument made into a living being.

    Elemental Spirits:

    Role: Autonomous beings. Nature: Originate from the element.

    Elements in nature:

    Elements are vast, indifferent currents of the World Vein. They seek expression — violent or gentle, destructive or creative — and novelty. Representatives and Faces are the elements' way of expressing themselves on the world.

    They express themselves—violently or peacefully They express themselves—through fire, through wind, through stone They express themselves—through their representatives They express themselves—through their Faces When a mage channels an element, they are not controlling it. They are participating in its expression. When a Face embodies an element, they are not controlling it. They are its expression.

  44. #44Cultural Traditions | Rites

    Keys: Cultural Traditions, Culture, Rites

    Always on · Selective (AND ANY) · Before character · Order 43 · 100%

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    ENTRY 43 - "Cultural Traditions | Rites"

    Cultures all over the world have magic as part of their society.

    One such example is the Remian funerary rite of memory and legacy for the ones who fell upon the battlefield. Done by those to find proper peace and happiness on the afterlife: Done by a fire mage, an complex artistic movement, of preparing the body just right, a last act of reverence for the fallen. So the body slowly start to have a golden glowing, who slowly disappears the body, and give place for bright golden ashes, said to increase the fertility of the location and give a last reverence to those who fallen, as their body slowly goes away in gold ashes, returning to nature and to magic. One more and last beautiful memory, to go away while leaving a beautiful evening smile to their community. "Ashes to earth, memory to wind—walk now in the gardens beyond." The words to declare the end of the rite.

  45. #45Patriarchate of Rhevarnia | Rhevarnia

    Keys: Patriarchate, Rhevarnian, Rhevarnia

    Enabled · Selective (AND ANY) · Before character · Order 44 · 100%

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    ENTRY 44 - "Patriarchate of Rhevarnia | Rhevarnia"

    The Patriarchate of Rhevarnia. Location: Small realm directly northwest of Remia. National wonder: Great vault tower of Rhevarnia.

    Rhevarnia's rise happened about 700 years ago, and it continues till the modern day. It at some point hold nearly all the great bay of Vesperia, holding firmly Evrard's teachings in their culture as the great "Rhevarnian Empire." That gave it's name to the bay, the great bay of Rhevarnia.

    However, over time, it slowly stagnate and lose power and control over their own territories as each era's crisis hit them. Ruled by a hereditary council of the four patriarchates of the great families, each forming their own faction and values of the realm. It's old and ancient bureaucratic capital is currently, today, the capital of Nevala, who claims to hold the tradition and successor to the old empire's values. A realm buried into it's great past and it's currently ever increasing irrelevance of a small realm, faded from great politics. It's army, just enough to defend itself because of it's greatly well build and well invested centuries of complex defense networks spread over the entire land. The way and demeanor of it's current inhabitants, while quite blunt, rude, hold dear deep passion, protectiveness and kindness towards the future state of it's people. A people that once know it's empire and glorious times were over and impossible to hold back when the fragmentation conflicts came, choose to retract itself to it's heartlands and leave the rest world behind as they took care of themselves. However, they can make themselves very cold, brutal and disciplined knights, holding values to their absolute end.

    A green nation that greatly values nature and leaving the past behind for a new dawn. It's magical culture combat greatly values the way of the spear and magic with nature.

    The house of Memory: Keepers of history, tradition, and Evrard's teachings The oldest, the most respected, the most stagnant The house of Nature: Guardians of the forests, the wilds, and the old ways The most beloved by the common people, the most isolated The house of Defense: Keepers of the defense networks, the spears, the walls, The most pragmatic, the most paranoid, the most necessary The house of Dawn: Seekers of the future, the new ways, the hope of renewal, The youngest, the most ambitious, the most dangerous. Made of many youth members, some wish to see their ancient empire back, while others look to Remia as the new future to join.

  46. #46Gyrstamm | Capital of Nevala

    Keys: Nevalense Capital, Capital of Nevala, Nevala Capital, Gyrstamm

    Enabled · Selective (AND ANY) · Before character · Order 45 · 100%

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    ENTRY 45 - "Gyrstamm | Capital of Nevala"

    The old bureaucratic center of the Rhevarnia Empire and where capital of Nevala sits.

    Gyrstamm is built upon a colossal geological formation resembling a petrified tree stump, rising high above the northern plains of the Rhevarnian Bay. The city's physical structure reflects its historical duality: the subterranean depths house the bureaucratic roots of ancient Rhevarnia, while the towering marble heights display the unyielding chivalric order of Nevala.

    The Great Caudex: Long before Nevala’s iron banners flew over the city, the ancient Rhevarnian Empire planted a mythical, region spanning tree to anchor their civilization to Evrard’s teachings. When the Age of Myths ended and the magic of the world shifted, the tree died and petrified, turning into a colossal, subterranean and surface-level labyrinth of fossilized ironwood. Nature: Subterranean Administrative Labyrinth & Archive Complex. Architecture: Carved directly into the petrified heartwood roots deep within the base of the city plateau. It consists of subterranean galleries supported by petrified wooden columns thicker than siege towers, held together without mortar through ancient nature-shaping magic. The Great Caudex is a massive, sprawling network of petrified roots, some as wide as cathedrals, weaving beneath the city and occasionally breaching the surface to form the foundations of the oldest districts. The wood is harder than steel, completely immune to rot, fire, and time. The ancient Rhevarnians carved their archives, their tombs, their meditation chambers, and their laws directly into the living grain of the fossilized wood. History & Purpose: During the height of the Rhevarnian Empire, this was the bureaucratic heart of the Bay of Rhevarnia. Here, Evrard’s original covenants and teachings were preserved alongside the tax ledgers, land deeds, and administrative decrees of every province under imperial sway. Nevala treats the Root-Vaults with absolute reverence. Rather than altering or building over the archives, Nevalan scholars act as strict conservators. The preservation of these ancient records serves as Nevala's primary legal and historical proof that they are the sole legitimate successors to the old empire. Because magic remembers, The Great Caudex is the ultimate physical repository of Rhevarnian history. The petrified wood absorbed the memories, grief, and convictions of Evrard’s earliest followers. If a mage presses their hands against the Heartwood and attunes their personal vein to it, they can hear the echoes of the past. They can feel the exact emotional weight of the Patriarchs who carved the laws. The roots hum with the residual, ancient nature magic of the epoch. It is a sacred, silent, subterranean world that grounds the entire city in the bedrock of antiquity.

    The Canopy of Vigil (The Ring of the First Oath) Nature: Grand Magical Arena & Chivalric Sanctum. Architecture: A towering, open-air amphitheater of polished white granite crowning the highest ring of Gyrstamm. The outer perimeter is lined with colossal statues of Nevala's founding mage-knights, while the inner ring contains massive runic conduits forged from sky-iron. History & Purpose: Built entirely by Nevalan warmages and stonemasons to serve as the spiritual heart of their hereditary magocracy. Serving as the site for the Rite of Awakening. Function: Every noble heir in Nevala must step into the center of the Canopy upon reaching adulthood. Under the gaze of both the high court and the common populace seated in the lower tiers, the heir must channel their magic into the central runic seal. Once their power ignites, they kneel on the cold stone to swear the Oath of Noblesse Oblige—promising to offer their magic, sword, and life to shield the realm's commoners from harm.

    The Thousand Oaths - The Ledger Of The Living: A gigantic ceremonial complex built by Nevala generations after establishing itself around Gyrstamm. The centerpiece is an enormous circular stone avenue surrounding the Hall of Oaths, with thousands upon thousands of carved names belonging to generations of Nevalan nobles and knights. Every hereditary magical noble house is expected to inscribe its heirs there when they formally assume responsibility for their lands. But the inscriptions do not primarily record titles. They record obligations, all the previous oaths done for Nevala: 'To defend the helpless.' 'To preserve the peace.' 'To carry the burden before asking another to carry it.' 'To rule without forgetting whom one rules for.' The monument becomes an enormous physical record of Nevala's self-conception: 'Power is inherited. Responsibility is inherited with it.' At the center could stand a colossal statue of a knight holding a shield lowered toward the ground rather than raised in triumph. The noble possesses authority, but his authority is fundamentally a burden of service.

    Shieldgarden of Gyrstamm, The Ledger Of The Deceased - The combination of old Rhevarnian cultural tradition with Nevalan values: A walled garden-city built by Nevala. Every noble house is responsible for maintaining part of it. At its center is a monumental Shield Tree, whose immense branches are formed from carved stone and metal shields bearing the names of knights who died protecting Nevalan subjects. The garden is simultaneously: military memorial, aristocratic rite, public park, knightly pilgrimage site, noble education site, national symbol. The nobility exists beneath the burden of the shield, not above it.

    The Spiral Ascent of Duty (The Trunk Way): Gyrstamm is organized into concentric rings spiraling upward along the plateau. The common artisans, farmers, and tradespeople inhabit the lower rings, while the military garrisons and noble houses occupy the upper heights. Connecting these tiers is The Trunk-Way, a massive, wide road spiraling around the exterior of the city. By Nevalan decree, any noble knight or garrison unit deploying for war is legally forbidden from using private inner passages. They must march down the full length of the Trunk-Way through the common quarters. This design creates a visible cultural contract: the common folk see their magical rulers ride out in full armor to face danger, reinforcing the bond of protection and loyalty that defines Nevalan society.

  47. #47Imperial Dragons

    Keys: Dragon, Dragons, Imperial Dragons

    Enabled · Selective (AND ANY) · Before character · Order 46 · 100%

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    ENTRY 46 - "Imperial Dragons"

    Despite their name, imperial dragons are tamed, domesticated, and far smaller and less aggressive than their wild counterparts. Bred centuries ago by the Rhevarnia Empire, their superior numbers, reliability, agility, and ease of taming allowed the Empire to dominate and conquer much of Vespera. They were a decisive military invention that cemented Rhevarnian victory and dominance over others.

    Still, imperial dragons are very expensive and demanding to raise, requiring significant tracts of land to thrive. They can vary in size from a large room to a small house. Their owners are usually advanced knights or great commanders. Yet, they remain vastly more practical and portable than the impossibly demanding dragons of the wild.

    An imperial dragon is a prestigious and imposing asset for any commander. They require great discipline, control, and patience to master, but can become fiercely loyal friends to those they respect. Conversely, in the hands of owners who do not care for discipline and only wish to show off their wealth, they can become lazy, playful pets. Because of their specialized breeding, they can grown to become dependent on humans and crave company—exactly as they were designed to.

    Currently, they are a must-have specialized asset for aerial warfare dominance across all realms.

  48. #48New Remia | Capital of the Remian Republic

    Keys: Remia, Republican Capital, Capital of the Republic, Remian, New Remia, Republic Capital

    Enabled · Selective (AND ANY) · Before character · Order 47 · 100%

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    ENTRY 47 - "New Remia | Capital of the Remian Republic"

    The golden city due to it's Beige & yellow dominant color of architecture, minor red & others, most dominant and impressive while the sun of the evening is setting down on the Rhevarnian bay. New Remia - Capital of the Remian republic, located directly northeast of the Rhevarnian bay. One of the largest and most prosperous, wealthy and advanced cities in the world and rising. Completely integrated with magical infrastructure running at every corner.

    Where the immense golden palace of the republic stands, flying the banner of the golden eagle.

    The largest guild complex in the world. As hospital, library, combat/magic teaching and far more etc...

  49. #49Duchy of Ghelderland | Vassal State of Ghelderland | Ghelderland | Morvane Ghelden

    Keys: Duchy of Ghelderland, Ghelden, Morvane, Ghelderland

    Enabled · Selective (AND ANY) · Before character · Order 48 · 100%

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    ENTRY 48 - "Duchy of Ghelderland | Vassal State of Ghelderland | Ghelderland | Morvane Ghelden

    Duchy of Ghelderland Vassal state/Subdivision territory/region Current ruler and head of the house: Morvane Ghelden.

    The Noble house that rules the duchy of Ghelderland, know for their direct line having high mental fortitude in holding their vampiristic tendencies. The duchy is very famous for being a crime free region, a haven of beauty, nature and riches, but the sacrifice is obvious, nearly everything suspicious can make you guilty and imprisoned, and the penalty for being a prisoner in Ghelderland is "blood tithe for the house". By this way to run things, the house stayed one and half century in power unmatched, none could challenge their power and neither revoke from them. Sometimes I question myself, if we mages are different from them, maybe we mages are too, mutations.

    It is said that the members of the noble house of Ghelden have white, pale skin, red eyes, the face as simultaneous mixture of innocent young beauty natural face with a grotesque ugliness of someone that had a terrible experience while growing in life and age considerably slower than people around them;

    "Isn't this how most nobles are? Father raising son to rule and inherit the father's possessions? A prince is a prince without any choice is he? Our house is not any different from them. The bite? It is but a tradition, I question it it really works, maybe ancient vampires had the power to turns other by biting them, but our bite isn't physical, it's mental. By making our offspring believe in it they are becoming vampires. They really do." -Morvane Ghelden

  50. #50Nervalgos

    Keys: Nervalgos, Thunder Spear

    Enabled · Selective (AND ANY) · Before character · Order 49 · 100%

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    ENTRY 49 - Nervalgos | Thunder Spear

    Artifact: Thunder Spear Nervalgos.

    Nervlgos Appearance: Nervalgos's color is metallic orange with blue lines of mana running between it. And between those two, are black borders. 1.5-2 meters long. Many prongs, each one of varying sizes and angles, capable of parrying and picking enemy weapons who miss place get trapped into it's labyrinth of prongs.

    Thunder Spear of the Remia Republic "Nervalgos" An high tier artifact forged with huge investment by the republic: An equipment imbued with lightning, capable of altering it's properties of size and range, Summing lighting magic to deal heavier magic damage on his opponents and also of controlling the terrain of it. A weapon capable of balancing offense with defense. Unique ability: A weapon for the slow death of it's enemy, with every contact it will slowly incapacitates it's enemy, nerve by nerve, while small cuts accelerate the process until the enemy is down incapable of fighting anymore. Each hit, a tiny condition applies to that who was hit and is in range of Nervalgos. The usual size of range of the effect is 600 meters, after this range, it's effects goes away and resets to 0, as the wielder is using his magic to maintain it and the further the opponent, the costlier it is to maintain it. Nervalgos's condition only applies to cuts. Around 20 cuts in a region it disables that member, 20 stacks in right arm = right arm can't is basically immobilized and the opponent needs to start using it's own magic supply to use it for combat. Each cut slower the opponent by a tiny bit. Victims say they feel heavier over time. Once Nervalgos's stacks reach it's max (around 50+) The opponent's nerve system shut downs and collapses. If enough time pass and the opponent stalls, the condition decay and become costlier for the wielder to keep it up and force it to go on aggressive. Nervalgos can return to wielder hand by command.

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