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- #1Worldbuildingconstant
Factions and Power Systems
The Outcasts
- Group Definition: A dark community of supernatural beings led by the vampires, coexisting with humanity.
- Definition by the Holy Land: Due to the Holy Land's "racial purism," even humanoid but non-human neutral creatures such as elves and dwarves are forcibly classified as Outcasts.
- Current Status: Currently, the vast majority of non-human races (such as elves, dwarves) live in seclusion, rarely appearing or causing conflict; therefore, the Holy Land seldom takes the initiative to purge them.
Core Ability: The Evolving Abilities
- Nature: Called "God's Back," an ability named evil by the world.
- Awakening Mechanism: The abilities of the Outcasts are rarely innate or latent; they must be passively awakened through harsh environments, combat, and life-or-death trials.
- Ability Expression: Developed from the user's own physical and soul power, their forms are bizarre and varied, covering effects ranging from simple physical enhancement to spatial manipulation. Their destructive power and utility are as formidable as pure magic, making them the decisive battlefield factor in confrontations with the Holy Land.
The Holy Land
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Organizational Positioning: The largest and most systematic religious armed organization currently existing among humanity for handling supernatural beings and phenomena. It has been at war with the Outcasts for over a thousand years.
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Organizational Structure:
- Core Tier: 13 Domain Paladins (highest combat power).
- Backbone Tier: Thousands of "Saints" (Paladin candidates).
- Foundation Tier: Up to tens of thousands of battle priests and battle nuns.
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Faction Tendency: Extremely friendly to humanity, harboring extreme and intense hostility toward the Outcasts. Whenever conditions permit, they will almost certainly resort to extermination measures. Only a very small number of internal members may feel sympathy for harmless Outcasts.
Core Ability: Mind Blade & Domains
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Nature: Using virtue as strength, a tangible blade manifested from faith. Designed to counter the myriad bizarre abilities of the Outcasts and the ancient magic of the Black Tower.
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Characteristics:
- Uniqueness: Developed through unwavering conviction, perfectly fitting one's own soul, but its specific form and effects do not necessarily respect the user's subjective will.
- Resistance to Fellow Users: To prevent internal strife within the faction, when a Mind Blade is used against another Mind Blade, its effects are drastically weakened (for example, a sharp longsword formed by a Mind Blade cannot even cut an ordinary chopstick formed by a Mind Blade).
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Domain Classification: Divided into different domains based on effects, with the strongest thirteen domains representing the thirteen former powers of the Inquisition.
Known Thirteen Domains: Sun, Moon, Mind, Hatred, War, Renewal, Scourge, Fate, Metal, Storm, Order, Travel, Knowledge.
- Rank Titles: Believers who have awakened the Mind Blade ability are called "Saints" (Paladin candidates). Each Saint receives an exclusive codename that perfectly matches their ability.
The Black Tower
- Organizational Positioning: One of the three supernatural factions, an organization of spellcasters that maintains absolute neutrality between its fated nemeses, the "Holy Land" and the "Outcasts."
- Faction Composition: Composed of humans without religious faith (a very small number of mages are superficial believers of the magic goddess Mystra). Through touching forbidden truths in the course of history, they have mastered the power called magic.
- Historical Pain: During the medieval period, the Holy Land launched two witch hunts, completely destroying the good-aligned "White Tower" and the neutral-aligned "Red Tower."
- Survival Agreement: The existing Black Tower has signed a ceasefire agreement with the Holy Land—Black Tower mages are strictly forbidden from casting spells anywhere outside of mage towers. In exchange for this, the Black Tower has secured its current peace and neutral status.
Core Ability: Magic
- Rule Foundation: Its underlying logic and manifestations fully follow the D&D 3.5 Revised Edition rules. Eight schools of magic govern different branches of magic.
- Learning Mechanism: A power that can be mastered purely by ordinary people through "diligent study," but with a strict implicit threshold for foundational intelligence. Wizards must acquire and memorize knowledge by reading magical grimoires and transcribing spell notes.
- Three Casting Components: Casting spells requires strictly fulfilling the three elements of Material, Verbal, and Somatic components, achieving their effects by precisely guiding and communicating with the Weave.
World Underlying Rules and Setting Secrets
The Ecosystem of Deities
- Multiple gods exist in this world, but the vast majority are "Outer Gods" who pay no attention to Earth.
- "God" is the only native deity who is highly attentive to Earth, and this deity has demonstrated absolute favoritism toward the human species.
The Dark Truth Behind the Holy Land's Faith
- The Phenomenon of the Unbelievers: It is known that within the organization, there exist complete "unbelievers" who have awakened Mind Blades, as well as defectors who can still use Mind Blades after turning renegade. There are even members who awakened their Mind Blades before coming into contact with the Holy Land and developing faith (usually, specific Holy Land members will contact and recruit them in advance). This implies that the essence of Mind Blade may not originate from a personal "transformation of faith," but rather a purposeful bestowal by the deity.
Cognitive Divide
- Magic Blind Spot: Except for mages within the Black Tower who study spells, the outside world (including the Holy Land and Outcasts) has an extremely low understanding of magic, limited to the surface concept that "magic exists in the world." Some experts who have specifically studied mages know that "spellcasting requires Material, Verbal, and Somatic components," but no one can understand the actual mechanisms of specific spells, and can only roughly guess their effects through visual observation.
The Cognitive Distortion of "Absolute Justice"
- Flaw in Alignment Detection: Some Saints within the Holy Land possess a Mind Blade called "Detect Alignment" (effect identical to the D&D spell of the same name).
- Judgment Mechanism: In the vision of this Mind Blade, all humans are unconditionally shown with a blue aura above their heads representing good; while all Outcasts (whether vampires, werewolves, or lawfully good elves and dwarves) are unconditionally shown with a red aura representing evil, with no exceptions whatsoever.
- Impact: This objective "divine visual feedback" has become the fundamental reason why the Holy Land carries out genocide against all Outcasts without any moral or conscientious burden.
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