The Labyrinth of Magic 🧞
LorebookA detailed lorebook for Magi: The Labyrinth of Magic features 105 in-depth entries with excellent tagging! from Chub
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A detailed lorebook for Magi: The Labyrinth of Magic features 105 in-depth entries with excellent tagging!
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Here you guys go, a lorebook this fast? I know, thank you. But aside from that, I had a wonderful time reading! Still reading, in fact!
Currently, I’m on chapter 77 (not even halfway done, but still).
The wiki? Oh my goooood, y’all, it was so confusing. It wasn’t the most put-together wiki, but hey—I’ve dealt with worse! (SLF, cough cough.) So here you guys go, a Labyrinth of Magic lorebook!
(Check out my Botbooru creator wall, I’ve got a poll up if you want to help decide what I should do next!)
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The Labyrinth of Magic 🧞
The Labyrinth of Magic 🧞
105 entries · scan depth 4 · budget 10,000 tokens
The Labyrinth of Magic 🧞
- #1⚠️⛔READ THIS⛔⚠️selective
Keys: ™【shycat4】
™【shycat4】
- #2═══════[Setting]═══════constantselective
This takes place in the setting of Magi, created by Shinobu Ohtaka. Tags: #Action #Adventure #Comedy #Drama #Fantasy #Shounen
- #3[☰] World Setting [☰]constantselective
<world_setting> The world of Magi is an expansive, high-fantasy epic heavily inspired by ancient Silk Road cultures, classical Islamicate folklore, and Middle Eastern/South Asian mythology (such as the One Thousand and One Nights). Beneath its vibrant, historical facade lies a complex metaphysical framework governed by destiny, spiritual energy, and an overarching conflict between creation and entropic destruction. It is a world where grand geopolitical conflicts, ideological proxy wars, and divine intervention collide over the control of human destiny.
Geography & Major Locations The landscape is vast, spanning wealthy trading hubs, massive imperial expansionists, and ancient hidden continents.
- Sindria Kingdom: An island nation founded by Sinbad. It is a maritime powerhouse, a global hub of trade, and a multicultural refuge protected by powerful warriors.
- Kou Empire: A massive, highly militaristic nation inspired by imperial China. It relies on rapid expansion, aggressive assimilation, and dark magical backing to conquer neighboring territories.
- Reim Empire: A vast, long-standing superpower resembling the Roman Empire. It dominates through immense military discipline, advanced non-magical technology, and colosseum culture.
- Magnostadt: A strictly stratified city-state ruled entirely by Magicians. It is a pinnacle of magical research that segregates its population based on their capacity to use magic.
- Alma Torran: An ancient, alternate world that was destroyed long ago due to religious and ideological wars. It serves as the primordial birthplace of the current world's magic, species, and gods.
- Metaphysical Foundation: Rukh and Magoi The spiritual, physical, and historical progression of the world runs on the flow of souls and energy governed by a divine cycle.
- The Rukh: The fundamental spark of life and the "flow of destiny". They are golden, bird-like spiritual entities invisible to most regular humans. White Rukh guide people toward a collective, harmonious fate, while Black Rukh are generated when individuals fall into despair, hatred, or rebellion against their destiny.
- Magoi: The pure magical energy generated directly by a person's life force. Magicians manipulate internal or external Magoi to cast spells, while ordinary warriors utilize it to enhance physical traits or weapons.
- The Great Flow: The cycle of reincarnation where souls return to the Rukh upon death, merging back into a unified planetary consciousness.
Core Factions & Inhabitants Magi: Rare, miraculously powerful magicians beloved by the Rukh. They have the unique ability to draw infinite Magoi from the surrounding world and are responsible for raising Dungeons to choose candidates worthy of becoming Kings. King Vessels: Exceptional individuals chosen by a Magi to clear a Dungeon and obtain a Djinn. They are destined to lead nations and reshape the world. Al-Thamen: A secretive, malevolent organization operating from the shadows across multiple empires. They actively manipulate world leaders, distribute dark artifacts, and force individuals to fall into depravity to produce Black Rukh. Household Members: Loyal subordinates of a King Vessel who have earned a share of their leader's Djinn power, gaining specialized combat attributes.
- World Structure The world functions as a highly volatile ecosystem of mortal nations overseen by a hidden celestial administration. Dungeons—monumental, trap-filled towers containing vast treasures and magical entities—abruptly rise out of the earth via a Magi's will to test the worthiness of human ambition. The planet is split into nations torn between self-determination and the encroaching influence of ancient divine proxies.
A Society in Disguise Mortals believe their geopolitical struggles, economic rivalries, and structural revolutions are purely matters of mortal history. In reality, the entire world is built upon the remnants and lessons of the fallen world of Alma Torran. The global status quo is a delicate balancing act engineered by Ugo, the guardian of the Sacred Palace, who maintains the current universe's laws to protect humanity from the cosmic forces of the "Ill Ilah" (the absolute god of destruction).
Technology & Intervention The world predominantly features classical Antiquity and Middle Ages infrastructure—such as wooden sailing ships, camel caravans, swords, and armor. However, this traditional setting is dramatically warped by Magic Tools, devastating magi-tech batteries powering entire cities, and the absolute, city-leveling destruction of Djinn Equips.
History and the Calamity In the ancient past of Alma Torran, King Solomon overthrew a tyrannical, god-worshiping elite to unify all intelligent species. However, a tragic betrayal by the faction Al-Thamen caused the world to be thoroughly consumed by the destructive god, Ill Ilah. To preserve the survivors, Solomon's closest ally, Ugo, constructed a completely new world system, utilizing the Sacred Palace to filter souls and distribute magical Djinn to guide the new era of humanity. </world_setting> <important_to_world_setting> Important to the Setting: Magicians are a distinct biological minority born with the innate ability to perceive and manipulate the Rukh around them. Ordinary humans (termed "Goi") cannot naturally sense the Rukh, command external magic, or cast spells, regardless of how hard they train.
Magoi Manipulation is an advanced physical technique distinct from true spellcasting. While Goi cannot cast magic, exceptionally disciplined warriors can learn to channel their internal Magoi through their weapons or bodies to strike with incredible force, though overexertion can quickly lead to lethal exhaustion.
Djinn and Metal Vessels represent the pinnacle of military power. A conqueror who successfully clears a Dungeon binds the residing Djinn to a specific personal item, turning it into a Metal Vessel. Activating this item allows them to manipulate a specific element (such as fire, water, or lightning) or undergo a full "Djinn Equip," transforming their body into a hybrid entity capable of world-altering destruction.
The Sacred Palace is a localized, higher-dimensional space that acts as the core administrative mainframe of the world's reality. It handles the distribution of Djinn, tracks the alignment of global Rukh, and can rewrite the laws of the universe if an individual successfully claims ownership of its throne.
Falling into Depravity occurs when an individual experiences overwhelming despair, rejects their life's purpose, or curses their fate. This psychological collapse permanently stains their personal Rukh, turning them black and detaching them from the planet's natural cycle of reincarnation.
The existence of Alma Torran, the true identity of the Djinn as King Solomon's former generals, and the cosmic nature of Ill Ilah are classified as supreme, lost history. The average citizen, soldier, or king has absolutely no idea that their universe was artificially constructed to escape a primordial apocalypse.
Magical rules must remain grounded; spells require structural incantations, specific command formulas, and a matching supply of Magoi to manifest, rather than simply working through raw, thought-based wishes. </important_to_world_setting>
- #4[☰] Writing Style [☰]constantselective
<writing_style> <shinobu.ohtaka.writing_style> Shinobu Ohtaka's writing style in Magi: The Labyrinth of Magic is defined by an ambitious transition from a lighthearted, episodic dungeon-crawling adventure into a dense, sprawling geopolitical and metaphysical epic.
Narrative Structure and Expanding Scale
-
Shifting Scope: The narrative follows a flexible structure that broadens exponentially. It begins as an intimate, whimsical quest inspired by One Thousand and One Nights, but scales up into international diplomacy, economic theory, and total warfare between fictionalized world empires.
-
Macro vs. Micro Focus: Ohtaka frequently alternates between goofy, character-driven humor and heavy socio-political conflict, forcing her teenage protagonists to grapple with systemic corruption, slavery, and the realities of governance rather than just defeating a localized villain.
Thematic Complexity
Nuanced Morality: As noted by community consensus on r/manga, “The manga excels at portraying complex character relationships where disagreements do not necessarily destroy friendships, and even protagonists and antagonists maintain a level of understanding.” Villains often operate under logical, sympathetic ideologies rather than pure malice.
Philosophical Debates on Fate: The core of Ohtaka’s writing revolves around free will versus predetermined destiny, where characters must actively choose their path against cosmic hierarchies and manipulative orchestrators like David or Sinbad.
Visual and Tone Contrasts Juxtaposition of Light and Dark: Ohtaka pairs a deceptively bright, clean, and rounded character design aesthetic with sudden bursts of visceral, psychological, and abstract horror when characters undergo "the Fall" or experience profound despair. <shinobu.ohtaka.writing_style> </writing_style>
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- #5═══════[World]═══════constantselective
Keys: Civilization, Outer Space, Material World, Planet, Kingdom, Cosmos, Kingdoms, Nation, Planetary, World-Scale, Planes, Planets, Space, Domain, Plane, Worldwide, World Setting, Existence, Territory, Worlds, Natural World, Environment, Existences, Dimensions, Region, Locales, Across the World, Global Setting, Territories, Country, Physical World, World, Across the Planet, Geographic Location, Realm, Universe, Regions, Living World, Nations, Mortal World, Realities, Lands, Civilizations, Realms, Throughout the World, Planet-Scale, Physical Realm, Locations, Universes, Entire World, Dimension, Land, Domains, Countries, Around the World, Planet-Wide, Universal Scale, Global, Location, Whole World, Universal, Cosmic, Reality, Setting, Worldly, Locale
The World of Magi is the primary world in which Magi: The Labyrinth of Magic takes place. It was created by Solomon following the destruction of the previous world, Alma Torran.Origin The current world was created to preserve the surviving peoples and souls of Alma Torran.
- Alma Torran was the original world inhabited by humans and numerous other species.
- It was devastated by a catastrophic conflict involving Il Ilah.
- Solomon created the new world and transferred survivors into it.
Rukh Rukh forms the foundation of life, souls, destiny, and magical energy throughout the world.
- White Rukh follows the natural flow of destiny.
- Black Rukh is associated with hatred, despair, and falling into depravity.
- Magoi is energy derived from Rukh and is used to perform magic.
Geography The world contains numerous kingdoms, empires, islands, and largely unexplored regions.
Major Nations
- Kou Empire.
- Reim Empire.
- Sindria Kingdom.
- Magnostadt.
- Balbadd Republic.
- Heliohapt Kingdom.
- Kina Kingdom.
Dark Continent The Dark Continent is a vast southern region and the homeland associated with the Fanalis.
Dungeons Dungeons are enormous magical labyrinths that appear throughout the world.
- They are summoned by Magi to identify and test potential kings.
- Each contains traps, monsters, treasure, and a ruling Djinn.
- Successfully capturing a Dungeon allows a conqueror to obtain a Djinn and its Metal Vessel.
Magic Magic operates through the manipulation of Magoi and Rukh.
Eight Magic Types
- Flame.
- Water.
- Light.
- Wind.
- Lightning.
- Sound.
- Strength.
- Life.
Magicians Magicians can perceive Rukh and manipulate it to perform magic. Ordinary humans generally cannot directly use Rukh in the same manner and instead may rely on Magical Tools, Metal Vessels, or other supernatural implements.
Characteristics
- Created after the destruction of Alma Torran.
- Governed by Rukh and the flow of destiny.
- Divided among numerous nations and political powers.
- Contains magically created Dungeons.
- Magic is organized into eight principal types.
- Includes civilizations and species originating from Alma Torran.
- #6[🌍] Alma Torran [🌍]selective
Keys: Primordial World, Ancient World, World Before the Current World, Destroyed World, Alma Torran Era, Ancient Civilization, Prehistoric World, Original World, Pre-Solomon World, Old World, Alma Torran, First World, Lost World, Original Civilization, Alma Torran Civilization, Predecessor World, Former World, Previous World
<alma_torran> Definition Alma Torran is the original world that existed before the current world. It was home to humans, magicians, and numerous non-human species before being devastated by a catastrophic war.
Inhabitants Alma Torran contained many different intelligent species.
- Humans.
- Orthodox Magicians.
- Manticores.
- Hermits.
- Felines.
- Various other non-human species.
Society The Orthodox Council was the dominant magical authority of Alma Torran.
- Orthodox Magicians claimed authority through Illah.
- They possessed powerful magic and Divine Staves.
- Non-human species were suppressed and enslaved under their rule.
Solomon's Rebellion Solomon Jehoahaz Abraham rebelled against the Orthodox Council.
- He formed the Resistance.
- The Resistance liberated numerous non-human species.
- Solomon eventually redistributed the world's Rukh among its inhabitants.
Al-Thamen A faction opposed to Solomon's new order formed Al-Thamen.
- Included figures such as Ithnan and Arba.
- Turned toward Black Rukh.
- Sought to overturn the world created by Solomon.
Destruction Al-Thamen's actions eventually led to the summoning of Illah and the destruction of Alma Torran.
- Massive warfare devastated the world.
- Its surface and atmosphere were destroyed.
- Alma Torran became effectively uninhabitable.
Legacy Following Alma Torran's destruction, its surviving peoples were transferred to the new world. Its history, species, magic, and conflicts became the foundation for many aspects of the current world.
Characteristics
- Original world preceding the current world.
- Home to numerous human and non-human species.
- Formerly dominated by the Orthodox Council.
- Site of Solomon's rebellion and the rise of Al-Thamen.
- Destroyed during the conflict involving Illah.
- Origin of many peoples and magical systems found in the new world. </alma_torran>
- #7[🌍] New World [🌍]selective
Keys: Reconstructed World, The New World, Created World, New World, Remade World, Constructed Planet, Engineered World, Solomon's Rukh World, Artificial Planet, World Made from Solomon's Rukh, Post-Alma Torran World, Current World, New Human World, Ugo's World, Second World, Solomon's New World, Humanity's Second Chance, Recreated World, Rebuilt World, The Current World, Designed Planet, Artificial World, Second-Chance World, World After Alma Torran, New Planet
<new_world> Definition The New World is the current world of Magi, created after the destruction of Alma Torran as a new home for its surviving peoples.
Creation The world was established using Solomon's Rukh and structured through systems managed by Ugo.
Geography The New World contains several major regions and civilizations.
- Reim Empire dominates much of the west.
- Kou Empire dominates much of the east.
- Sindria Kingdom exists across the southern seas.
- The Dark Continent is a vast, largely untamed region associated with the Fanalis.
- The Great Rift forms a massive geographical divide.
Sacred Palace The Sacred Palace exists outside the ordinary physical world and functions as the central system governing major supernatural structures.
- Connected to the Rukh system.
- Oversees the system of Magi and Dungeons.
- Closely associated with Ugo.
Dungeons Dungeons are massive magical labyrinths created to test potential King Candidates.
- Contain traps, monsters, and treasure.
- Each is associated with a Djinn.
- Successful capturers can obtain a Djinn and Metal Vessel.
Rukh System Rukh flows throughout the world and governs life, magic, and destiny.
- White Rukh follows the natural flow of fate.
- Black Rukh is associated with falling into depravity.
Species Many peoples originating from Alma Torran were given human forms in the New World.
- This reduced the physical divisions that had separated species in Alma Torran.
- Fanalis descend from the Red Lions of Alma Torran and retain extraordinary physical abilities.
Characteristics
- Created after Alma Torran's destruction.
- Structured around Solomon's Rukh.
- Governed through systems connected to the Sacred Palace.
- Contains Dungeons designed to produce and guide King Candidates.
- Home to reconstructed descendants of Alma Torran's peoples.
- Uses Rukh as the foundation of life, magic, and destiny. </new_world>
- #8═══════[Location]═══════selective
- #9[⤹] Sacred Palace [⤸]selective
Keys: Sacred Palace Magic Tool, Sacred Palace, Il Ilah Magoi Palace, Palace of Magoi, World Energy Palace, Divine Library, Magoi Palace, Magi System Palace, Rukh System Palace, Il Ilah Energy Palace, Divine Palace, Gateway Palace, Palace of Rukh, Sacred Library, Protected Palace, Holy Palace, The Sacred Palace, Ugo's Sacred Palace, Rukh Palace, Ugo Sacred Palace
<sacred_palace> Definition The Sacred Palace is a powerful Magic Tool created by Ugo to harness the Magoi taken by Solomon from Il Ilah.
Purpose The Sacred Palace was designed to efficiently circulate the energy of Il Ilah's world and house the principles governing the Rukh System.
Appearance The Sacred Palace resembles an enormous library and is protected by a gateway that prevents unauthorized entry.
History
- Ugo originally controlled the Sacred Palace.
- Sinbad later gained control of the Palace.
- David subsequently took control.
Characteristics
- Created by Ugo.
- Functions as a Magic Tool.
- Circulates enormous quantities of Magoi.
- Houses the principles of the Rukh System.
- Exists behind a protected gateway. </sacred_palace>
- #10⚲────↓Countries↓────⚲selective
Keys: Countries, Independent Nations, Kingdom, Sovereign Nation, Nation, Nations, State, Kingdoms, Country, Empire, Independent Nation, Sovereign Nations, Empires, States
Definition Countries are sovereign nations, empires, kingdoms, republics, and independent territories distinguished by their governments, cultures, military power, and use of magic.Types
- Empires: Large expansionist powers such as the Kou Empire and Reim Empire.
- Allied Kingdoms: Independent nations that form political and economic alliances, including members of the Seven Seas Alliance.
- Magic States: Territories such as Magnostadt whose society and government are centered around magicians and magical development.
- Autonomous Lands: Independent cultures such as Imuchakk that maintain their own traditions and systems of governance.
Known Countries
- Aktia Kingdom.
- Artemyra.
- Balbadd Republic.
- Heliohapt Kingdom.
- Imuchakk.
- Kina Kingdom.
- Kou Empire.
- Magnostadt.
- Parthevia Empire.
- Reim Empire.
- Sasan Kingdom.
- Sindria Kingdom.
Characteristics
- Possess distinct political and cultural identities.
- Compete through warfare, diplomacy, trade, and alliances.
- Differ considerably in their access to magic and military resources.
- Form the foundation of the world's geopolitical balance.
- #11[🏯] Kou Empireselective
Keys: Kou Imperial State, Empire of Kou, Military Empire, 煌帝国, Dungeon Capturer Nation, Imperial Kou, Dungeon Capturer Empire, Kou Kingdom, Powerful Empire, Large Military Nation, Kou Imperial Nation, Kō Teikoku, Far East Empire, Military Nation, Eastern Empire, Kou Country, Far Eastern Empire, Kou, Kō Empire, Kou Empire, Aggressive Empire, Empire of Kō, The Kou Empire
<kou_empire> Definition The Kou Empire is a vast militaristic empire located in the Far East and ruled by the Ren Imperial Family. At its height, it is one of the world's foremost military and political superpowers.
Capital Rakushou serves as the imperial capital and center of government.
Government The Kou Empire is a centralized monarchy headed by an Emperor and the Ren Imperial Family.
- The Imperial Family has ruled the empire for generations.
- Imperial princes and princesses hold considerable political and military authority.
- Political marriages are used to strengthen diplomatic influence over other countries.
- Judar serves as the Empire's High Priest and Magi.
Military Kou possesses one of the largest and most powerful militaries in the world.
- Maintains enormous conventional armies.
- Uses Dungeon Capturers as major strategic weapons.
- Employs magicians throughout its military.
- Possesses a powerful naval fleet.
- Uses flying carpets for troop transportation.
- Incorporates Dungeon creatures into its forces.
- Uses long-range Clairvoyance Magic for military communication.
Dungeon Capturers The Empire possesses an exceptional concentration of Dungeon Capturers and King Vessels within its Imperial Family, giving it considerable supernatural military power.
Expansion Kou follows an aggressive expansionist policy.
- Invades and annexes neighboring territories.
- Uses military superiority and Dungeon Capturers to overwhelm opposing nations.
- Extends imperial laws and economic systems into conquered territories.
Economy The Empire uses Huang as its paper currency.
- Huang is used throughout Kou-controlled territories.
- Foreign nations can be pressured into using Huang for trade.
- Loans and interest can create economic dependence on the Empire.
Society Slavery is legal within Kou and territories under its control.
- Slaves are normally freed after five years of service.
- Mistreatment of slaves is prohibited by law.
Characteristics
- Major Far Eastern empire.
- Ruled by the Ren Imperial Family.
- Highly centralized and militaristic.
- Aggressive territorial expansion.
- Large armies and powerful naval forces.
- Exceptional number of Dungeon Capturers.
- Integrates magic extensively into warfare.
- Uses political, military, and economic influence to expand its power. </kou_empire>
- #12[🏯] Parthevia Empireselective
Keys: Empire of Parthevia, Birthplace of Drakon, Parthevia Imperial Nation, Parthevia Empire, Home Country of Sinbad, パルテビア帝国, Western Continent Empire, Birthplace of Sinbad, Parthevia Country, Parthevia Imperial State, Parutebia Teikoku, Home Country of Drakon, Drakon's Homeland, Parthevia, Parthevia Imperial Country, Parthevian Empire, Sinbad's Homeland, Parthevia Nation, Western Empire
<parthevia_empire> Definition The Parthevia Empire is a powerful nation located on the Western Continent, with Csitephon serving as its capital. At its height, it is a prosperous and influential imperial power.
Capital Csitephon serves as the capital of the Parthevia Empire.
Government Parthevia is an imperial monarchy ruled by an Emperor and its ruling family.
Military Parthevia maintains a large military used for warfare, territorial expansion, and Dungeon exploration.
- Young men can be drafted into military service.
- Soldiers are deployed in campaigns against foreign nations.
- Military forces may be sent to investigate and clear Dungeons.
Expansion Parthevia rose from a smaller country into an empire through military victory and conquest.
- Successfully broke free from a neighboring power.
- Conquered additional countries and territories.
- Became a major regional superpower.
Economy At its height, Parthevia prospered from its military victories and territorial expansion.
- Successful wars brought considerable wealth into the Empire.
- Soldiers and citizens benefited economically from victories.
- Conquered territories contributed to Parthevia's growing influence.
Geography Parthevia is located on the Western Continent and is described as relatively flat.
Known Areas
- Csitephon.
- Tison Village.
- Contastia Harbor.
Characteristics
- Major Western imperial power.
- Militaristic and expansionist.
- Prosperous at its height.
- Maintains compulsory military service.
- Historically competed with other major powers such as the Reim Empire. </parthevia_empire>
- #13[🏯] Reim Empireselective
Keys: Reim Nation, World's Largest Nation, レーム帝国, Strongest Country, Remu Teikoku, Western Continent Empire, Reim, Reim Country, Strongest Empire, Rēmu Teikoku, Largest Country, Largest Nation, Largest Empire, The Reim Empire, Western Continent Superpower, Reim Empire, World's Leading Superpower, Rēmu Empire, Western Empire
<reim_empire> Definition The Reim Empire is a vast western superpower and the largest nation in the world. At its height, it leads internationally in military strength, technology, trade, and economic influence.
Capital Remano serves as the imperial capital and political center.
Government Despite its name, Reim functions as a republic with an elected monarchy.
- The Emperor is selected by the Senate.
- The Great Priestess holds immense political and military influence.
- Scheherazade supported generations of Reim rulers and generals.
Territory Reim dominates much of the Western Continent and reached its greatest territorial expansion centuries after its founding.
Economy Reim is one of the world's foremost economic powers.
- Narpolia serves as its principal financial and international trading center.
- Its commercial influence extends far beyond its borders.
- Trade and diplomacy connect Reim with distant and otherwise isolated nations.
Military Reim possesses one of the largest and strongest militaries in the world.
- Maintains powerful land and naval forces.
- Uses Dungeon Capturers and King Vessels.
- Operates intelligence and espionage networks.
- Employs advanced military technology.
- Possesses gunpowder weapons and airships.
Fanalis Corps The Fanalis Corps is an elite military unit composed entirely of Fanalis and serves as one of Reim's strongest combat forces.
Dungeon Capturers Reim possesses several Dungeon Capturers who were guided by Scheherazade and serve as major strategic assets.
Culture Reim has a highly developed urban and entertainment culture.
- Amphitheaters and theatrical performances are widely popular.
- Colosseum combat and gladiators attract large audiences.
- Gambling halls are major entertainment businesses.
- Public bathhouses are common.
Characteristics
- Largest nation in the world.
- Dominant Western Continental power.
- Republic with an elected Emperor.
- Major military, technological, and economic superpower.
- Possesses Dungeon Capturers and the Fanalis Corps.
- Maintains powerful trade, intelligence, naval, and diplomatic networks. </reim_empire>
- #14[🏰] Heliohapt Kingdomselective
Keys: Eriohaputo Ōkoku, Dark Continent Kingdom, Heliohaptian Kingdom, Desert Kingdom, Heliohapt, エリオハプト王国, Heliohapt Nation, Monolithic Kingdom, Heliohapt Kingdom, Small Country of Heliohapt, Kingdom of Heliohapt, Heliohaptian Nation, Snake Kingdom, Heliohapt Country, Kingdom of Snakes, Eriohaputo Okoku, Heliohaptian Country, Northern Dark Continent Kingdom
<heliohapt_kingdom> Definition The Heliohapt Kingdom is a small nation located in the northern Dark Continent. It is a member of the Seven Seas Alliance and the homeland of Sharrkan and Sphintus Carmen.
Government Heliohapt is ruled by a king.
Culture Heliohaptian culture emphasizes imposing architecture, distinctive markets, and status symbols.
Architecture
- Known for massive monolithic structures designed to inspire awe.
- Major structures include the Gate of Happiness, a protective idol, and the royal palace.
Markets Local markets sell several native plants and materials.
- Mandrulu is boiled to relieve headaches.
- Toliri Helmet is used to help the eyes.
- Cypress Faces are also used for headaches.
- Murenia Baboon fangs are sold, though their purpose is unclear.
Snakes Keeping a pet snake around the neck is considered a symbol of high social status.
Affiliation
- Seven Seas Alliance. </heliohapt_kingdom>
- #15[🏰] Kina Kingdomselective
Keys: Kina Country, Kina Island, 鬼倭王国, Kina Ookoku, Kina Kingdom, Kina Nation, Kingdom of Kina, Kina Ōkoku, Kina
<kina_kingdom> Definition The Kina Kingdom is a small, isolated island nation located far east of the Kou Empire. It is ruled by King Takeruhiko Yamato.
Government Kina is a monarchy governed by its king.
Affiliation
- Seven Seas Alliance.
Culture Kina has a distinct warrior culture influenced by its isolated island environment.
- Many citizens wear horned half-face masks resembling Oni.
- The king wears an Oni-horned headdress.
- Warriors wear armor resembling Sengoku-period equipment.
- Magicians commonly wear cloth robes.
Cuisine Seafood and edible mountain plants are common due to the kingdom's geography.
Martial Tradition Kina emphasizes both wisdom and combat ability among its elite.
- Magoi Manipulation.
- Magic.
- Martial training.
- These skills help defend the kingdom from sea monsters, pirates, and other external threats.
Notable Power King Takeruhiko is a Dungeon Capturer and possesses the Djinn Caim. </kina_kingdom>
- #16[🏰] Aktia Kingdomselective
Keys: Akutia Coastal Kingdom, Akutia Ōkoku, Aktia Kingdom, Aktia Country, Akutia Country, Akutian Kingdom, Akutia Coastal Nation, Small Coastal Country, Aktian Kingdom, Akutia Kingdom, Kingdom of Aktia, Aktia Coastal Country, Aktia Coastal Nation, Kingdom of Akutia, Akutia Nation, Small Coastal Kingdom, Aktia, Aktia Nation, Akutia Coastal Country, アクティア王国, Akutia Ookoku, The Aktia Kingdom, Aktia Coastal Kingdom
<aktia_kingdom> Definition The Aktia Kingdom is a small coastal country situated along an important trade route between the Eastern and Western Continents.
Economy Its people primarily rely on fishing and maritime trade.
Port Aktia's port serves as an important point of contact for trade between the Eastern and Western Continents.
Military Aktia possesses a powerful navy and maintains forces for defending its borders.
Characteristics
- Small coastal kingdom.
- Important maritime trading location.
- Economy centered around fishing and trade.
- Possesses a strong navy. </aktia_kingdom>
- #17[🏰] Sasan Kingdomselective
Keys: Sasan Kingdom, Sasan Land, Mountain Kingdom, Sasan, ササン王国, Kingdom of Sasan, Sasan State, Religious Country, Landlocked Country, Sasan Ookoku, Sasan Nation, Sasan Country, Religious Kingdom, Sasan Ōkoku, Land of Sasan, Sasan Realm
<sasan_kingdom> Definition The Sasan Kingdom is a small, landlocked religious nation surrounded by mountains. Its capital is Babel, and it is a member of the Seven Seas Alliance.
Geography Sasan is enclosed by mountainous terrain and can only be reached by foot.
Resources The surrounding mountains contain high-quality deposits of:
- Iron.
- Gold.
- Silver.
- Other valuable metals.
Government Sasan is ruled by the Knight King, who also leads the Sasan Knights.
Religion Religion dominates Sasan society.
- The people follow beliefs derived from the Old Gods.
- Alcohol is forbidden.
- Clothing and hairstyles are regulated by religious teachings.
- Outsiders were traditionally viewed as impure.
- Citizens were historically discouraged or forbidden from traveling abroad.
Sasan Knights The Sasan Knights are both high-ranking clergy and the kingdom's governing military order.
- They enforce religious doctrine.
- They protect the country.
- Membership is highly restricted.
Torran Heritage The people of Sasan descend from the original humans of Alma Torran.
- Their traditions preserve elements of Torran culture.
- They worshiped Solomon as a divine figure, though his original name was eventually forgotten.
Military Sasan maintains an army of heavily armored knights and contributes forces to the Seven Seas Alliance.
Affiliation
- Seven Seas Alliance. </sasan_kingdom>
- #18[🏰] Sindria Kingdomselective
Keys: Sindria, Shindoria Ōkoku, シンドリア王国, King Sinbad's Kingdom, Kingdom of Sindria, Old Sindria, Seven Seas Alliance Kingdom, Leading Country of the Seven Seas Alliance, Sinbad's Kingdom, Southern Sea Island Kingdom, Southern Sea Kingdom, Drakon's Kingdom, New Sindria, First Sindria, Shindoria Ookoku, Shindoria Kingdom, Island Kingdom of Sindria, Sindria Kingdom
<sindria_kingdom> Definition The Sindria Kingdom is an island nation in the Southern Sea founded by Sinbad. It is a leading member of the Seven Seas Alliance.
Government Sindria was formerly ruled by Sinbad and is later governed by Drakon.
Location The current kingdom is located on an island in the Southern Sea after the destruction of the original Sindria.
Seven Seas Alliance Sindria serves as one of the central nations of the Seven Seas Alliance.
Economy Sindria benefits from maritime trade and maintains important commercial facilities, including a central bazaar, harbor, sea routes, orchards, and a state-operated mercantile house.
Culture Sindria holds the Mahrajan harvest festival several times a year.
- Southern creatures that attack the island are defeated by the kingdom's defenders.
- The battles are turned into public performances.
- The defeated creatures provide food for the population.
- The festival also attracts visitors and reduces public fear of the attacks.
Areas
- Urban Area.
- Central Market.
- Harbor and Sea Route.
- Orchard.
- State-Operated Mercantile House.
- Forest.
- Royal Palace. </sindria_kingdom>
- #19[🏛️] Magnostadtselective
Keys: Former Musta'sim Kingdom, Magician's Country, Country of Magicians, Second Level Authorization District, Magunoshutatto, Musutashimu Okoku, Magical Nation, Nation of Magicians, Magicians' Nation, 5th Level Authorization District, First Level Authorization District, Third Level Authorization District, Fifth Level Authorization District, Magic Academy Country, Wizard Country, Magnoshutatt, 4th Level Authorization District, Academy City Country, Magician Nation, Fourth Level Authorization District, Magnostadt, Magicians' Country, Musutashimu Ōkoku, Mage Country, Musta'sim Kingdom, ムスタシム王国, Magic Country, マグノシュタット, Musta'sim, Magic Nation, 3rd Level Authorization District, Sorcerer Country
Definition Magnostadt, formerly the Musta'sim Kingdom, is a nation ruled by magicians and commonly known as the "Magician's Country." Its capital is Academy City.Capital Academy City is a large walled city with a population of roughly 300,000.
- Some buildings float and are reached by flying carpets.
- Magical tools distribute water throughout the city.
- Life Magic is used to support agriculture.
- The city is protected by three powerful magical barriers.
Government Magnostadt is governed primarily by magicians associated with Magnostadt Academy.
Magic Magic is deeply integrated into the country's infrastructure.
- Magical tools provide water and transportation.
- Life Magic supports food production.
- Large quantities of Magoi power the city's barriers and magical systems.
Social System Magnostadt divides citizens into five levels based largely on magical ability, ancestry, occupation, and tax status.
- Magicians occupy the highest social positions.
- Non-magicians, called Goi, are placed in lower classes.
- Citizenship level affects residence, movement, marriage, and family restrictions.
- The lowest class consists largely of Goi unable to pay taxes.
5th Level Authorization District The lowest-ranked citizens live in the 5th Level Authorization District.
- Their Magoi is used to power the country's magical tools and barriers.
Entrance Restrictions Magnostadt normally permits only magicians to enter.
- Entrants must pass an examination.
- Casting the defensive spell Borg is used as proof of being a magician.
Military Magnostadt maintains magical defenses and has also used military force to annex smaller neighboring countries.
- #20[🏛️] Artemyraselective
Keys: Warrior Women Nation, Sky Nation, Aerial Country, Ravine Nation, Cliff Nation, City of the Sky, Ravine Country, Country of the Sky, Artemyra, Cliff Country, Bird Country, Sky Country, Nation of the Sky, Animal-Bonded Nation, Arutemyura, Giant Bird Country, Sky City, Artemyra Kingdom, アルテミュラ, Artemyra Country, Aerial Nation, Matriarchal Nation, Matriarchal Country
Definition Artemyra is a small matriarchal country located in the Unexplored Region and a member of the Seven Seas Alliance. It is known as the City of the Sky because its people live among cliffs and rely heavily on giant birds.Location Artemyra is situated within the world's largest ravine in a hot and humid region.
- Difficult terrain makes ordinary travel challenging.
- Giant birds allow Artemyra's people to travel within the country and abroad.
Government Artemyra is ruled by a queen and follows a matriarchal social structure.
Culture Women dominate warfare, politics, diplomacy, defense, and heavy labor, while men primarily manage households and children.
Giant Birds Artemyra has a close relationship with giant birds.
- Only women are able to control them.
- They are used for transportation, aerial defense, trade, and resource gathering.
- They allow the country to overcome its otherwise isolated geography.
Economy Artemyra is rich in precious gems.
- Giant birds are used to retrieve gems from dangerous valleys inhabited by poisonous snakes.
- International trade expanded after joining the Sindria Trading Company and Seven Seas Alliance.
Affiliation
- Seven Seas Alliance.
- #21[🏛️] Balbaddselective
Keys: Barubaddo Kyōwakoku, Barubaddo Ōkoku, Balbadd, Balbadd Kingdom, バルバッド共和国, バルバッド王国, Balbadd Republic
<balbadd_republic> Definition The Balbadd Republic is a small island nation located near the center of the world. Its position between major sea routes makes it an important maritime and trading country.
Capital Balbadd City serves as the nation's capital.
Geography Balbadd consists of several hundred small islands and is part of the Northern Oasis Countries.
Government Balbadd was formerly ruled as the Balbadd Kingdom by the Saluja royal family.
After becoming independent as a republic, citizens selected representatives and established a parliament.
Economy Balbadd historically prospered as a major maritime trading nation.
- Its central location connects Eastern and Western trade routes.
- It maintained important trade relations with nations such as Sindria and Parthevia.
- At its height, it possessed one of the world's largest trading centers, second only to Reim.
Maritime Importance Balbadd was known as a Great Oceanic Nation because of its extensive sea trade and strategic position.
History During the reign of Rashid Saluja, Balbadd was a major economic and maritime power and became an important trading partner of Sindria.
The country later transitioned from a monarchy into the Balbadd Republic. </balbadd_republic>
- #22[🏛️] Imuchakkselective
Keys: Extreme North Country, Imuchakk, Imuchakk Tribe, Unexplored Region of the Extreme North, Northern Warrior Nation, Imuchakk Country, Pirate Nation, Warrior Nation, Northern Lands Country, Far North Country, Warrior Country, Imuchakku, イムチャック, Imuchakk Federation, Imuchakk Nation
Definition Imuchakk is a northern warrior nation known as the Unexplored Region of the Extreme North. It is a member of the Seven Seas Alliance.Government Imuchakk is a federation of five autonomous clans.
- Each clan maintains its own laws.
- A nonaggression pact preserves peace between the clans.
- The National Chief coordinates the five clan chiefs.
- Patriarchs govern individual villages.
History Imuchakk was historically known for piracy and coastal raiding before developing into a powerful warrior nation. Its military reputation became strong enough that major powers such as Parthevia avoided unnecessary conflict with it.
People Imuchakk people possess distinctive physical traits adapted to their harsh northern environment.
- Extremely large physiques.
- Blue hair.
- Whale-like skin.
- Body hair that produces bubbles and reduces friction underwater.
- Dense musculature capable of storing large amounts of oxygen.
- Can remain underwater for over an hour.
- Highly effective in underwater combat.
- Naturally resistant to extreme cold.
- Capable of manipulating Magoi.
Culture Imuchakk society places great importance on strength, adulthood, and warrior status.
Warrior Title Individuals become recognized as warriors by proving themselves through battle, piracy, exploration, or other dangerous achievements.
Coming-of-Age Ritual Male children must complete a ritual before receiving their adult name.
- Requires defeating a Rampaging Unicorn.
- Tests swimming, underwater awareness, battle skill, strength, and judgment.
- Traditionally performed using a harpoon.
Mahrajan Festival A traditional naming festival honoring warriors who successfully complete the Coming-of-Age Ritual.
Horns Children receive a pair of reindeer horns at birth.
- Parents keep them until marriage.
- After marriage, one horn is retained and the other is given to the spouse.
Cup of Warriors A high-quality ceremonial drink offered to honored warriors and respected outsiders as a sign of gratitude.
Affiliation
- Seven Seas Alliance.
- #23⚲────↓Dark Continent↓────⚲selective
Keys: Red Lion Homeland, Slice of Alma Torran, Original World Continent, Dark Continent Lands, The Dark Continent, Origin Dragon Homeland, Ankoku Tairiku, Fanalis Homeland, Dark Continent, 暗黒大陸, Dark Continent Territory, Dark Continent Region, Original Continent, Southern Continent, Southern Lands, Other Side Continent, Homeland of the Fanalis, Alma Torran Slice, Torran Continent, Alma Torran Continent, Alma Torran Landmass, Great Rift Continent
<dark_continent> Definition The Dark Continent is a vast region south of Reim that contains a surviving portion of Alma Torran incorporated into Solomon's new world.
Structure The continent has two major sides separated by the Great Rift.
- One side contains human settlements, Torran peoples, wildlife, and territories controlled by nations such as Reim and Heliohapt.
- The other side preserves ecosystems and beings from Alma Torran in forms largely unaffected by the laws of the new world.
Fanalis The Dark Continent is considered the homeland of the Fanalis.
- Cathargo is reputed to be their homeland.
- Fanalis originating beyond the Great Rift can retain their original Red Lion form.
Great Rift The Great Rift is an enormous canyon separating the two sides of the continent.
- It is so wide that the opposite side cannot be seen.
- Sunlight does not properly reach its depths.
- Crossing it provides access to the preserved portion of Alma Torran.
Other Side The region beyond the Great Rift does not fully follow the laws established for Solomon's new world.
- Its original Alma Torran ecosystem remains intact.
- Concepts created for the new world, including the system of Magi, do not function normally there.
- Beings such as the Fanalis and Origin Dragon can exist in their original forms.
- The territory is extraordinarily vast and remains largely unexplored.
Travel The accessible regions of the Dark Continent can be reached by ship from places such as Reim and Balbadd. </dark_continent>
- #24[🗺] Great Riftselective
Keys: Lightless Rift, The Great Rift, Sunless Rift, Massive Rift, Enormous Rift, Great Rift Divide, Border Between Continents, Great Rift, Continental Divide, Great Rift Chasm, Dark Continent Border, Great Divide, Continental Rift, Great Chasm, Great Rift Border, Shadowed Rift, Rift Boundary, Vast Rift, Dark Rift, Great Rift Region, Continent-Separating Rift
<great_rift> Definition The Great Rift is an enormous anomalous canyon on the Dark Continent that separates the known side from the preserved lands of Alma Torran.
Environment
- The Rift is so wide that the opposite side cannot be seen.
- Sunlight does not reach its depths despite its immense width.
- Its scale and darkness make crossing extremely difficult.
Role The Great Rift acts as a natural and magical boundary between the two sides of the Dark Continent.
Fanalis Its isolation led to rumors that Fanalis still lived beyond the Rift, which was later connected to the preserved populations on the other side.
Yunan Yunan repeatedly reincarnates within the Great Rift and established a small home there.
Disappearance When the Great Rift disappeared alongside the Sacred Palace, the barrier between the regions vanished and travel into the deeper Dark Continent became possible. </great_rift>
- #25[🗺] The Other Sideselective
Keys: The 'Other' Side, Preserved Alma Torran, Other Side, Preserved Original World, Original Form of Alma Torran, Land Beyond the Great Rift, The Other Side, Dark Continent Other Side, Other Side of the Great Rift, Unassimilated World, Unassimilated Continent, Region Beyond the Great Rift, Alma Torran's Original Form, Original World Side, Alma Torran Ecosystem Side, World Beyond the Great Rift, Southern Dark Continent, Original Alma Torran Side
<other_side> Definition The Other Side is the region of the Dark Continent beyond the Great Rift, preserving the original conditions and ecosystems of Alma Torran.
Origin Ugo was unable to fully assimilate beings such as the Origin Dragon and Red Lions into Solomon's new world because of their immense life force. Their ecosystems were therefore brought over largely intact.
Environment
- The region is extremely vast and largely unexplored.
- Its southern reaches have a black sky and black Rukh.
- Crossing the entire area on foot is said to take around 40 years.
World Laws The laws established by Ugo for Solomon's new world do not fully apply here.
- The Magi system does not function normally.
- Magi cannot freely command surrounding Rukh in the same way as in the new world.
- Original Alma Torran species can retain their true forms.
Inhabitants
- Fanalis can exist in their original Red Lion form.
- The Origin Dragon can exist in her original form.
- Very few humans have reached the deeper southern regions.
Access The Other Side is separated from the rest of the Dark Continent by the Great Rift. </other_side>
- #26═══════[Terminology]═══════selective
- #27[🧿]────↓Rukh↓────[🧿]selective
Keys: Soul Realm, Rufu, Natural Phenomenon, World's Great Flow, Small Birds, Soul Country, The Home of Souls, World's Natural Phenomenon, The Flow of Life, Life Flow, Bird-Like Souls, Country of Souls, White Birds, World Flow, Life Current, Soul Current, Rukh, Source of Magoi, Flow of Energy, Main Source of Magoi, Soul Birds, Soul Flow, Home of Souls, Country of Soul, Flow of Life, The Country of Souls, Great Flow, ルフ, Rukhs
Definition Rukh is the home of souls, the source of Magoi, and the foundation of the world's natural phenomena.Souls When living beings die, their bodies return to the earth while their souls return to the Rukh.
Guidance Rukh follows a natural flow known as Rukh's Guidance, or Fate.
- Living within this flow means accepting the world's natural destiny.
- Rejecting it can lead to Falling into Depravity.
Black Rukh Black Rukh is created when someone rejects Rukh's Guidance and defies Fate.
- Fueled by hatred and malice.
- Associated with Falling into Depravity.
- Used by Al-Thamen and certain individuals to alter Fate and create Dark Metal Vessels.
Magoi Magoi is energy generated by Rukh.
- All living beings possess Magoi.
- Magicians, Metal Vessels, Household Vessels, and Magic Tools use it to produce magic.
- Excessive Magoi consumption can cause severe exhaustion, bleeding, collapse, or death.
Magic Magic is created by transforming Magoi into natural phenomena through commands given to the Rukh.
Magicians Magicians can communicate directly with Rukh and command it without requiring Metal Vessels or other special tools.
Magi Magi possess exceptional control over Rukh and are capable of shaping the world, summoning Dungeons, and guiding potential King Vessels.
Types Rukh is classified into eight major types:
- 1st: Flame — Red.
- 2nd: Water — Blue.
- 3rd: Light — Orange.
- 4th: Lightning — Yellow.
- 5th: Wind — White.
- 6th: Sound — Green.
- 7th: Power — Black.
- 8th: Life — Purple.
Each type corresponds to different natural phenomena and determines a magician's primary magical affinity.
- #28[«»] Guidance [«»]selective
Keys: Natural Destiny, Universal Fate, Path of Destiny, Flow of Fate, Guidance of Rukh, Rukh's Guidance, Destiny Flow, Universal Order, Predetermined Fate, Rukh Guidance, Universal Current, Natural Fate, Fate Guidance, Fate, Destiny Guidance, Guidance, Life-Force Current, Metaphysical Current, Rukh Fate, Universal Destiny, Spiritual Current, Fate Flow, Predetermined Destiny, Natural Order, Destiny, Path of Fate
Definition Rukh's Guidance, also known as Fate, is the natural flow of destiny that living beings normally follow throughout their lives.Fate Living within the flow of Rukh means accepting the path established by the world's natural order.
Defying Fate Going against Rukh's Guidance causes existence to become negative and can lead to Falling into Depravity.
- The individual's Rukh becomes black.
- Their eyes may also turn black.
- Hatred and despair are strongly associated with this state.
Fate Manipulation Certain individuals loved by the Rukh who become stained in Black Rukh can gain the power to alter Fate, potentially affecting even other Magi.
Miracle A "Miracle" can oppose this corruption of Fate and is associated with the Wisdom of Solomon.
- #29[🧿] Black Rukhselective
Keys: Dark Rukh, Omnious Rukh, Flowing Aura of Evil, Corrupted Rukh, Bad Rukh, Depraved Rukh, Dark-Rukh, Kuroi Rufu, Evil Energy, Black Rukh, Malicious Rukh, Evil Soul, Rukh Filled with Hatred, Flow of Evil, Dark Rukh Energy, Stained Rukh, Evil Aura, Root of Evil, Ominous Rukh, Black-Rukh, Malcious Rukh, Darkened Rukh, Evil Rukh, Blackened Rukh, 黒いジン, 黒いルフ, Rukh Filled With Malice, Negative Rukh, Fallen Rukh, Evil Soul Energy, Rukh Filled with Bad Intention
<black_rukh> Definition Black Rukh is the corrupted opposite of normal Rukh, created when someone rejects Rukh's Guidance and defies Fate.
Creation Black Rukh is produced and fueled by hatred, malice, and Falling into Depravity.
Effects
- Separates the individual from the normal flow of Fate.
- Rukh belonging to those who die in depravity cannot return to the Great White Flow.
- Can be used to alter Fate.
- Can create Dark Metal Vessels and Dark Djinn.
Origin Black Rukh originally belonged to Ill Ilah and carried its will. Solomon separated this Rukh from Ill Ilah and distributed it among the world's species, causing it to become White Rukh under his will.
Artificial Black Rukh Arba and other Magicians later discovered a method to dye Rukh black again.
- This Black Rukh carries the will of the Magicians using it rather than Ill Ilah.
- It grants fallen Magicians abilities normally associated with Magi.
- Such Magicians can borrow Magoi from external Rukh and perform abilities unavailable to ordinary Magicians.
Users Black Rukh can be controlled by individuals such as Judar and Gyokuen Ren and is extensively used by Al-Thamen. </black_rukh>
- #30[🧿] Types of Rukhselective
Keys: Rukh Nature, Rukh Affinity Type, Rukh Classifications, Rukh Traits, Life-Force Particle Traits, Rukh Type, Rukh Categories, Life-Force Particle Types, Rukh Specialization, Rukh Differentiation, Rukh Natures, Rukh Attributes, Rukh Variations, Rukh Attribute, Types and Traits of Rukh, Rukh Types, Rukh Trait, Rukh Specializations, Rukh Category, Energy Particle Traits, Rukh Characteristics, Rukh Affinity Types, Rukh Variation, Energy Particle Types, Rukh Typing, Rukh Properties, Rukh Classification
<types_and_traits_of_rukh> Definition Types and Traits of Rukh are the different natural properties carried by Rukh, with each type governing different phenomena in the world.
Variation Rukh is not completely uniform.
- Rukh that produces ocean waves differs from Rukh that creates wind.
- There are countless specialized variations associated with different natural phenomena.
Classification Magical institutions organize these variations into broader categories to make them easier to study and use.
- Magnostadt classifies Rukh into eight major types.
- These categories form the basis for elemental and specialized magic.
Affinity Magicians possess natural affinities toward particular types of Rukh.
- Their affinity influences which forms of magic they use most naturally.
- Understanding a Rukh type allows a magician to command it more effectively.
Use The different traits of Rukh allow magicians to reproduce specific natural phenomena such as fire, water, wind, lightning, and other effects. </types_and_traits_of_rukh>
- #31[›] [🧿] 1st Type Rukhselective
Keys: Fire-Manipulating Rukh, Flame Element Rukh, Fire Element Rukh, Type 1 Rukh, Fire Rukh, First Great Rukh Category, First Type Rukh, Red Attribute Rukh, Rukh That Manipulates Fire, Flame Attribute Rukh, Rukh Type 1, 1st Type Rukh, Red-Type Rukh, Fire Attribute Rukh, Flame-Manipulating Rukh, Flame Rukh, Red Rukh, First Rukh Type, Rukh That Manipulates Flames
<first_type_rukh> Definition The 1st Type is Rukh that manipulates flames.
Affinity Magicians with an affinity for this type are called Red Magicians.
Function
- Governs fire and heat-based phenomena.
- Used to create and control flames through magic.
- Commonly suited to offensive fire magic.
Color 1st Type Rukh appears red when producing natural phenomena. </first_type_rukh>
- #32[›] [🧿] 2nd Type Rukhselective
Keys: Rukh That Manipulates Water, Type 2 Rukh, 2nd Type Rukh, Water Element Rukh, Liquid Rukh, Second Rukh Type, Aquatic Rukh, Blue Attribute Rukh, Blue-Type Rukh, Water-Manipulating Rukh, Second Great Rukh Category, Blue Rukh, Water Attribute Rukh, Water Rukh, Second Type Rukh, Rukh Type 2
<second_type_rukh> Definition The 2nd Type is Rukh that manipulates water.
Affinity Magicians with an affinity for this type are called Blue Magicians.
Function
- Governs water-based phenomena.
- Used to create and control water through magic.
Color 2nd Type Rukh appears blue when producing natural phenomena. </second_type_rukh>
- #33[›] [🧿] 3rd Type Rukhselective
Keys: Orange Rukh, Orange-Type Rukh, Radiance Rukh, Light Element Rukh, Third Type Rukh, Light-Manipulating Rukh, Rukh Type 3, Third Rukh Type, Illumination Rukh, Light Rukh, Luminous Rukh, Rukh That Manipulates Light, Light Attribute Rukh, Third Great Rukh Category, Orange Attribute Rukh, Type 3 Rukh, 3rd Type Rukh
<third_type_rukh> Definition The 3rd Type is Rukh that manipulates light.
Affinity Magicians with an affinity for this type are called Orange Magicians.
Function
- Governs light-based phenomena.
- Used to create and manipulate light through magic.
Color 3rd Type Rukh appears orange when producing natural phenomena. </third_type_rukh>
- #34[›] [🧿] 4th Type Rukhselective
Keys: Lightning Element Rukh, Fourth Great Rukh Category, Thunder Element Rukh, Rukh That Manipulates Electricity, Thunder Rukh, Electric Attribute Rukh, Rukh Type 4, Thunder Attribute Rukh, Electricity-Manipulating Rukh, Rukh That Manipulates Thunder, 4th Type Rukh, Electrical Rukh, Type 4 Rukh, Yellow Rukh, Lightning Rukh, Fourth Type Rukh, Rukh That Manipulates Lightning, Electric Rukh, Thunder-Manipulating Rukh, Lightning Attribute Rukh, Lightning-Manipulating Rukh, Fourth Rukh Type, Yellow-Type Rukh, Yellow Attribute Rukh
<fourth_type_rukh> Definition The 4th Type is Rukh that manipulates lightning.
Affinity Magicians with an affinity for this type are called Yellow Magicians.
Function
- Governs lightning-based phenomena.
- Used to create and manipulate lightning through magic.
Color 4th Type Rukh appears yellow when producing natural phenomena. </fourth_type_rukh>
- #35[›] [🧿] 5th Type Rukhselective
Keys: Rukh That Manipulates Wind, Rukh Type 5, White-Type Rukh, Air-Manipulating Rukh, Rukh That Manipulates Air, Wind-Manipulating Rukh, Fifth Great Rukh Category, Wind Rukh, White Attribute Rukh, Wind Element Rukh, Fifth Type Rukh, Wind Attribute Rukh, Type 5 Rukh, Air Element Rukh, White Rukh, Fifth Rukh Type, 5th Type Rukh, Air Attribute Rukh
<fifth_type_rukh> Definition The 5th Type is Rukh that manipulates wind.
Affinity Magicians with an affinity for this type are called White Magicians.
Function
- Governs wind and air-based phenomena.
- Used to create and manipulate wind through magic.
Color 5th Type Rukh appears white when producing natural phenomena. </fifth_type_rukh>
- #36[›] [🧿] 6th Type Rukhselective
Keys: Sound Element Rukh, Sound-Manipulating Rukh, Sound Attribute Rukh, 6th Type Rukh, Sixth Type Rukh, Sonic Rukh, Rukh Type 6, Sixth Rukh Type, Sound Rukh, Green-Type Rukh, Green Attribute Rukh, Audio Rukh, Acoustic Rukh, Sixth Great Rukh Category, Green Rukh, Type 6 Rukh, Rukh That Manipulates Sound
<sixth_type_rukh> Definition The 6th Type is Rukh that manipulates sound.
Affinity Magicians with an affinity for this type are called Green Magicians.
Function
- Governs sound-based phenomena.
- Used to manipulate sound through magic.
Color 6th Type Rukh appears green when producing natural phenomena. </sixth_type_rukh>
- #37[›] [🧿] 7th Type Rukhselective
Keys: Power Rukh, Force Rukh, Rukh That Manipulates Strength, Strength-Manipulating Rukh, Power Element Rukh, Force-Manipulating Rukh, Seventh Type Rukh, Black Rukh Type, Force Attribute Rukh, Type 7 Rukh, Power Attribute Rukh, Black-Type Rukh, Black Attribute Rukh, 7th Type Rukh, Seventh Great Rukh Category, Rukh That Manipulates Force, Power-Manipulating Rukh, Rukh That Manipulates Power, Rukh Type 7, Seventh Rukh Type
<seventh_type_rukh> Definition The 7th Type is Rukh that manipulates power.
Affinity Magicians with an affinity for this type are called Black Magicians.
Function
- Governs physical force and power-based phenomena.
- Used for magic involving strength and force.
Color 7th Type Rukh appears black when producing natural phenomena. </seventh_type_rukh>
- #38[›] [🧿] 8th Type Rukhselective
Keys: Life Attribute Rukh, Eighth Great Rukh Category, Eighth Type Rukh, Life-Type Rukh, Life Rukh, Type 8 Rukh, Purple Attribute Rukh, Life-Force Rukh, 8th Type Rukh, Rukh That Manipulates Life, Eighth Rukh Type, Vital Rukh, Purple Rukh, Rukh Type 8, Life-Manipulating Rukh, Purple-Type Rukh, Life Element Rukh
<eighth_type_rukh> Definition The 8th Type is Rukh that manipulates life.
Affinity Magicians with an affinity for this type are called Purple Magicians.
Function
- Governs life-based phenomena.
- Used for magic that manipulates living organisms and biological processes.
Color 8th Type Rukh appears purple when producing natural phenomena. </eighth_type_rukh>
- #39[🌀]────↓Magoi↓────[🌀]selective
Keys: Magic Force, Rukh Energy, Magic Energy, Mana Force, Magoi, Rukh Generated Energy, Rukh-Generated Energy, M.P, Magical Energy, Mana, Energy Created by Rukh, Internal Magic Energy, Magical Force, Qi, Ki, 魔力マゴイ, Rukh-Created Energy, MP, M.P., Pure Power, Mana Essence, Magical Power, The Energy Rukh Creates, Internal Magic Power, 魔力, Maryoku, Magic Power
Definition Magoi is pure magical energy generated by Rukh and possessed by all living beings.Usage Magoi is used to create Magic.
- Magicians can use it directly.
- Metal Vessels, Household Vessels, and Magic Tools also consume Magoi.
- Concentrated Magoi alone is relatively weak and usually causes only minor injuries.
Recovery Magoi can be restored by recovering physical strength through rest and eating.
- Magoi stored in a Djinn Metal Vessel can recover after remaining close to its user.
- A Djinn Metal Vessel may also draw power from a matching natural element for a single attack.
Magi Magi can use both their own Magoi and Magoi from their surroundings, giving them access to far greater amounts of energy.
Overuse Excessive Magoi consumption places severe strain on the body and may cause:
- Exhaustion.
- Physical strain.
- Bleeding from the eyes or mouth.
- Coma.
- Reduced lifespan.
- Death.
- #40[🌀] Magoi Overuseselective
Keys: Overused Magoi, Life Energy Overuse, Magoi Drain, Magoi Collapse, Magoi Exhaustion, Magoi Fatigue, Excessive Magoi Use, Magoi Depletion, Magoi Overload, Overusing Magoi, Magoi Reserve Depletion, Magical Energy Overuse, Magoi Strain, Magoi Overuse, Internal Magoi Depletion, Magoi Burnout, Magoi Overexertion, Magoi Channeling Strain, Magoi Overconsumption, Excessive Magic Energy Use, Magoi Overuse Condition
<magoi_overuse> Definition Magoi Overuse occurs when a person consumes more Magoi than their body can safely sustain, causing severe exhaustion and potentially fatal physical damage.
Effects
- Extreme fatigue and physical collapse.
- Bleeding from the eyes, ears, and blood vessels.
- Loss of consciousness.
- Severe overuse can result in death.
Cause The condition develops when too much Magoi is expended without allowing the body to recover its internal reserves.
Magi Magi can draw large amounts of Magoi from surrounding Rukh, but their physical bodies still have limits on how much power they can safely channel at once. </magoi_overuse>
- #41[🧙]────↓Magi↓────[🧙]selective
Keys: Greatest Magician, Rukh-Loved Magicians, Strongest Magic User, Solomon's Magi, Greatest Magicians, Kingmaker Magicians, Dungeon-Summoning Magicians, Chosen Magician, マギ, Strongest Magic Users, World-Shaping Magicians, Magi, Royal Selectors, Royal Selector, World Builder, Rukh-Loved Magician, The Magi, Magi Magician, Magicians Loved by Solomon's Rukh, Solomon's Rukh Magicians, Chosen Magicians, Kingmaker Magician, Dungeon-Summoning Magician, Magi Magicians, Magicians That Shape the World, World Builders, Solomon's Rukh Magician
Definition Magi are exceptionally powerful magicians loved by Solomon's Rukh. They are known as "Magicians that shape the world" and are responsible for choosing King Vessels and guiding them toward kingship.Origin The title originated with Solomon's three advisers, who received Rukh from outside their own bodies. In the current world, Magi inherit the essence of those original Magi.
Duty A Magi selects a King Vessel and helps guide them toward becoming a ruler.
- Leads chosen candidates to Dungeons.
- Helps them obtain Djinn and Metal Vessels.
- Supports the creation and rise of kingdoms.
- Their greater mission is associated with creating a "Miracle" capable of opposing distortions in Fate.
Rukh Magi can use both their own Rukh and the Rukh surrounding them.
- This grants them access to enormous amounts of Magoi.
- Fallen Magi may also manipulate Black Rukh.
Magoi Magi can draw Magoi from surrounding Rukh rather than relying only on their personal reserves.
- Gives them extremely high magical output.
- Allows them to perform effects that ordinary magicians cannot sustain.
Dungeon Manipulation Magi can summon, remove, and manipulate Dungeons.
- Dungeons are used to test potential King Vessels.
- A Magi can remove a Dungeon even if another Magi originally summoned it.
Metal Vessel Sensing Magi can sense individuals who possess Metal Vessels.
Djinn Magi can use their enormous Magoi to manifest Djinn outside Dungeons. Certain Magi may also possess the ability to create Djinn.
Reincarnation When a Magi dies, their Rukh returns to the Sacred Palace and is eventually reborn into the world as another Magi rather than returning normally to the Great Flow.
- #42[🧙] Magi Dutyselective
Keys: Magi Calling, Magi Mission, Purpose of Magi, King Vessel Selection, King Selection, Magi Responsibility, Magi Purpose, Royalty Selector, Magi Obligation, Selector of Kings, Magi's Duty, Kingmaker Role, Magi Duty, Selecting Royalty, Choosing a King, Royal Selection, Magi's Mission, Magi's Job, Role of Magi, Duty of Magi, Kingmaker Duty, Magi Role, Magi Job, Magi's Responsibility
Definition A Magi's duty is to select a King Vessel and guide them toward becoming a king.King Selection Magi seek individuals capable of becoming exceptional rulers and lead chosen King Vessels to Dungeons.
Miracle When Fate is corrupted by those opposing Rukh's Guidance, a Magi's mission is to produce a "Miracle" capable of dispelling that darkness.
Solomon's Wisdom To fulfill this mission, a Magi may need to obtain Solomon's Wisdom.
- #43[🪄]────↓Magic↓────[🪄]selective
Keys: -Magic, Witchcraft, Witchery, Mystic Art, Magic-, Mystic Arts, Mage-Arts, Magic System, Wizardry, Mahō, Magical, Mage Arts, 魔法, Theurgy, Arcana, Thaumaturgy, Arcane, Mahou, Sorcery, Magic, Maho
Definition Magic is the transformation of Magoi into substances or natural phenomena by giving commands to the Rukh.Function Rukh produces the energy behind natural phenomena such as fire, storms, lightning, and wind. Magic reproduces these effects by directing the Rukh through specific commands.
Magic Users
- Magicians directly communicate with Rukh and can perform many forms of magic.
- Metal Vessel, Household Vessel, and Magic Tool users can perform specialized magic through their respective vessels or tools.
- A user's magical strength depends partly on how much Magoi they can draw and control.
Eight Types Magic is commonly classified into eight fundamental types:
- Heat Magic.
- Water Magic.
- Light Magic.
- Lightning Magic.
- Wind Magic.
- Sound Magic.
- Strength Magic.
- Life Magic.
Sub-Types More specialized forms of magic can develop from the eight types.
- Clairvoyance Magic.
- Curse Magic — Life Magic.
- Gravity Magic — Strength Magic.
- Healing Magic — Life Magic.
- Ice Magic — Water Magic.
- Space and Time Magic — Light Magic.
Magic Systems Magnostadt developed a formal system for studying the eight types of magic, while the Kou Empire created Eight Trigrams Talisman tools that allow non-magicians to use similar elemental powers.
Special Forms
- Aberrant Magic.
- Extreme Magic.
- #44[🪄] Types of Magicselective
Keys: Eight Magic Types, Eight Basic Magic Types, Magic Type, Types of Magic, Magic Typing, 8 Magic Types, Rukh Types, Types of Rukh, Type of Magic, Magic Types, Eight Types of Magic, Eight Basic Types, 8 Types of Magic
<types_of_magic> Definition The Types of Magic are a classification system that organizes the countless varieties of Rukh and magic into eight fundamental categories and numerous sub-types.
System Magnostadt uses this system to study and classify magic, while the Kou Empire applies a similar structure through its Eight Trigrams Talisman magic tools.
Eight Types
- 1st Type: Heat Magic — manipulates flames.
- 2nd Type: Water Magic — manipulates water.
- 3rd Type: Light Magic — manipulates light.
- 4th Type: Lightning Magic — manipulates lightning.
- 5th Type: Wind Magic — manipulates wind.
- 6th Type: Sound Magic — manipulates sound.
- 7th Type: Strength Magic — manipulates power.
- 8th Type: Life Magic — manipulates life.
Sub-Types Specialized forms of magic can branch from the eight main types.
- Clairvoyance Magic.
- Curse Magic — Life Magic.
- Gravity Magic — Strength Magic.
- Healing Magic — Life Magic.
- Ice Magic — Water Magic.
- Space and Time Magic — Light Magic.
Use The system allows institutions to identify magical affinities, organize magical study, and develop more specialized or combined forms of magic. </types_of_magic>
- #45[›] [🪄] Heat Magicselective
Keys: 熱魔法, First Type Magic, Temperature Magic, 1st-Type Magic, Heat Magic, Rukh Heat Magic, Flame Magic, Flame-Type Magic, Red Magician Magic, First-Type Magic, Netsu Mahou, Thermal Magic, Heat Element Magic, Red Magic, Fire Element Magic, 1st Type Magic, Netsu Mahō, Pyro Magic, Pyromancy, Fire-Type Magic, Combustion Magic, Flame Element Magic, Fire Magic, Burning Magic, Heat-Type Magic
<heat_magic> Definition Heat Magic is the first type of Magic, allowing the user to transform Magoi into heat and flames.
Affinity Magicians with an affinity for Heat Magic are known as Red Magicians.
- First-type magicians also have strong aptitude toward fifth-type magic.
Abilities
- Generate and manipulate flames.
- Use heat for offense and defense.
- Produce superheated fire in energy-like or solid forms.
- Burn targets with intensity based on the amount of Magoi used.
- Destroy terrain or reduce targets to ashes with sufficient heat.
- Alter the shape and color of flames.
- Combine with Water Magic to create boiling steam.
Magic
- Har-Har.
- Har-Har Infigar.
- Har-Har Rasas.
Composite Magic
- Destruction — Water Magic and Strength Magic.
- Shallal Raqi — Water Magic.
- Har-Har Raqi — Water Magic.
Metal Vessel Magic
- Amol Saiqa.
- Amol Dherrsaiqa.
- Amol Berka.
- Cerbero Hadisa.
- Cerbero Jairu Ranquesa.
Household Vessel Magic
- Amol Ahmor-Ghameq.
- Amol Selseila.
Extreme Magic
- Amol Al-Bador Saiqa.
- Astor Inqerad.
- Cerbero Kalb Volquesa. </heat_magic>
- #46[›] [🪄] Water Magicselective
Keys: Water-Type Magic, Second-Type Magic, Blue Magician Magic, Rukh Water Magic, 水魔法, Water-Based Magic, Blue Magic, Hydromancy, 2nd Type Magic, Mizu Mahō, Water Magic, Second Rukh Magic, Second Type Magic, Aquatic Magic, Water Rukh Magic, 2nd-Type Magic, Water Element Magic, Second-Type Rukh Magic, Mizu Mahou, Hydro Magic, Liquid Magic
<water_magic> Definition Water Magic is the second type of Magic, allowing the user to transform Magoi into water and manipulate it.
Affinity Magicians with an affinity for Water Magic are known as Blue Magicians.
- Second-type magicians also have strong aptitude toward sixth-type magic.
Abilities
- Generate water by gathering moisture from the air.
- Use water for offense and defense.
- Form water into spheres, spears, dragons, and other shapes.
- Create steam that can disperse or reflect Light Magic.
- Combine with Heat Magic to create boiling steam.
- Evaporate water or other bodily fluids within a nearby target.
Magic
- Shallal.
- Shallal Baraq.
- Shallal Magd.
- Shallal Merra.
- Shallal Sarab.
Composite Magic
- Destruction — Strength Magic and Heat Magic.
- Har-Har Raqi — Heat Magic.
- Shallal Raqi — Heat Magic.
- Shallal Raqesa — Clairvoyance Magic.
Metal Vessel Magic
- Vainel Arros.
- Vainel Al-Salos.
Household Vessel Magic
- Koubun Ka's Household Vessel.
Extreme Magic
- Vainel Ganezza. </water_magic>
- #47[›] [🪄] Light Magicselective
Keys: Radiant Magic, Illumination Magic, Luminous Magic, Hikari Mahō, Radiance Magic, Third Type Magic, Orange Magician Magic, Light Elemental Magic, Rukh Light Magic, Optical Magic, Orange Magic, Hikari Mahou, Light-Type Magic, Light Element Magic, Third-Type Magic, 3rd-Type Magic, Beam Magic, Light Magic, Flash Magic, 光魔法, 3rd Type Magic
<light_magic> Definition Light Magic is the third type of Magic, allowing the user to transform Magoi into light.
Affinity Magicians with an affinity for Light Magic are known as Orange Magicians.
- Third-type magicians also have strong aptitude toward seventh-type magic.
Abilities
- Generate and manipulate light.
- Fire light beams that burn or damage opponents.
- Create illusions.
- Alter a person's apparent appearance.
- Implant images into the minds of others.
- Produce protective barriers of light.
- Can be dispersed by steam or reflected by mirrors.
Magic
- Flash.
- Flash Ajola.
Dark Metal Vessel Magic
- Al-Flash.
- Al-Flash Habaheb.
Extreme Magic
- Flash Al-Alaf. </light_magic>
- #48[›] [🪄] Lightning Magicselective
Keys: Electrical Magic, Thunder Magic, 4th Type Magic, Lightning Element Magic, Kaminari Mahō, Magoi Lightning Magic, Yellow Magic, Thunder Element Magic, Rukh Lightning Magic, Kaminari Mahou, Thunder-Type Magic, Electricity Element Magic, 雷魔法, Electric Magic, Electro Magic, Lightning-Type Magic, Yellow Magician Magic, Fourth Type Magic, 4th-Type Magic, Lightning Magic, Fourth-Type Magic, Electricity Magic, Electromancy
<lightning_magic> Definition Lightning Magic is the fourth type of Magic, allowing the user to transform Magoi into electricity and lightning.
Affinity Magicians with an affinity for Lightning Magic are known as Yellow Magicians.
- Fourth-type magicians also have strong aptitude toward eighth-type magic.
Abilities
- Generate and manipulate lightning.
- Use electricity for offense and defense.
- Summon natural lightning from the sky.
- Electrocute or burn targets depending on the Magoi used.
- Manipulate magnetism and magnetic materials such as iron sand.
- Lightning may appear in different colors depending on the user.
- Can be dispersed by air walls created through Wind Magic.
Magic
- Ill-Ramz Al-Salos.
- Ramz.
- Ramz Al-Salos.
- Thunder Whip.
Metal Vessel Magic
- Bararaq.
- Bararaq Saiqa.
Household Vessel Magic
- Bararaq Barasikh.
- Bararaq Kauza.
- Bararaq Sei.
Dark Metal Vessel Magic
- Al-Qaus.
- Rock Dragons.
- Sand Drill.
Dark Household Vessel Magic
- Al-Qaus Kauza.
Extreme Magic
- Bararaq Inqerad-Saiqa.
- Cerbero Kalb Volquesa.
- Rea Bard. </lightning_magic>
- #49[›] [🪄] Wind Magicselective
Keys: Air Magic, Fifth Type Magic, Kaze Mahō, Wind Magic, 風魔法, 5th Type Magic, White Magic, Hurricane Magic, Wind Rukh Magic, Wind-Type Magic, Wind Element Magic, Air Blade Magic, Kaze Mahou, Fifth-Type Magic, 5th-Type Magic, Air Element Magic, Air-Type Magic, Gale Magic, White Magician Magic, Cutting Wind Magic, Gust Magic, Air Rukh Magic
<wind_magic> Definition Wind Magic is the fifth type of Magic, allowing the user to transform Magoi into wind and manipulate surrounding air.
Affinity Magicians with an affinity for Wind Magic are known as White Magicians.
- Fifth-type magicians also have strong aptitude toward first-type magic.
Abilities
- Generate and manipulate wind.
- Use wind for offense and defense.
- Create cutting air blades for mid-to-long range attacks.
- Produce powerful gusts that deal blunt force and knock enemies away.
- Form hurricanes of varying size.
- Enhance other magic by manipulating air, including cold, fire, and vibrations.
- Levitate people and move them across short distances.
Magic
- Asfal.
- Asfal Riih.
- Asfal Isar.
- Asfal Zawbaa.
Composite Magic
- Hadika Hadeka — Sound Magic.
- Thalg Thalgeyya — Ice Magic.
Metal Vessel Magic
- Foraz Zora.
- Magul Al-Hazard.
Household Vessel Magic
- Foraz Saiqa.
- Sougetsuken.
Extreme Magic
- Pa'ir Al-Hazard. </wind_magic>
- #50[›] [🪄] Sound Magicselective
Keys: Sound-Type Magic, Rukh Sound Magic, Sound Magic, Sound-Magic, Oto Mahō, Sound-Wave Magic, Whistle Magic, 音魔法, Vibration Magic, Wave Magic, Oto Mahou, Sonic Magic, Green Magic, Sound Wave Magic, Sixth Type Magic, 6th Type Magic, Sixth-Type Magic, Voice Magic, Acoustic Magic, Audio Magic, Scream Magic, Green Magician Magic, 6th-Type Magic
<sound_magic> Definition Sound Magic is the sixth type of Magic, allowing the user to transform Magoi into sound and sound waves.
Affinity Magicians with an affinity for Sound Magic are known as Green Magicians.
- Sixth-type magicians also have strong aptitude toward second-type magic.
Abilities
- Generate and manipulate sound waves.
- Use sound for offense and defense.
- Produce sound through wands, vessels, screaming, or whistling.
- Affect the nervous system through the eardrums.
- Implant commands into a target's brain.
- Increase vibrations through sound waves.
Composite Magic
- Hadika Hadeka — Wind Magic.
Household Vessel Magic
- Pisti's Household Vessel. </sound_magic>
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