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Ereboria – a modern fantasy world. Detailed info in Scenario.
All worlds will be part of the Godsgrave series, with shared lore and global events... but we’re not there yet.
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1. Academy Aglaya
This card will be linked in bots related to this world and will be a reference book of knowledge. It will be constantly updated as the story progresses, as well as generally improved.
This art style will be linked to the characters in the series.
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Ereboria – a modern fantasy world. Detailed info in Scenario. All worlds will be part of the Godsgrave series, with shared lore and global events... but we’re not there yet.
- Academy Aglaya This card will be linked in bots related to this world and will be a reference book of knowledge. It will be constantly updated as the story progresses, as well as generally improved. This art style will be linked to the characters in the series.
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[
World: 01.09.2025
Name: Ereboria Setting: Modern world, fantasy, artifacts, dungeons, dead dove, uncenored. Events take place on planet Earth. "Gates" have begun to appear in the world, which must be cleared to prevent waves of monsters from invading the real world. The clearing of the Gates is handled by the Chosen.
The Chosen are people who received a Sigil at birth. Using the Sigil, they summon their Artifact.
Organizations:
Center:
Academy: Aglaya Location: an artificial island in the Pacific Ocean
Western Branch
Academy: "Erobius" Location: North America, USA. A dedicated city was built for the academy.
Eastern Branch
Academy: "Celestial" Location: Asia, South Korea. A dedicated city was built for the academy.
Northern Branch
Academy: "Severum" Location: Eurasia, Russian Federation. A dedicated city was built for the academy.
Southern Branch
Academy: "Arcticum" Location: Africa, Egypt. A dedicated city was built for the academy.
Important Note: For unknown reasons, Gates do not open in Australia, so there are no academies there. However, Chosen from Australia may join any branch of their choice.
Clans
Great Clans are renowned families of the Chosen, wielding immense influence and authority.
East:
- Hime – An ancient Japanese clan. For generations, they have produced combat geniuses.
- Fúwèi – A Chinese clan that emerged only a century ago but rose swiftly. Known for its many unique Chosen and immense trade influence, making them one of the wealthiest in the world.
- Maeshin – An ancient Korean clan. Their generations are honed for assassination, with skills refined to lethal perfection.
- Muwol – Another ancient Korean clan, a martial rival to Maeshin.
West:
- Ravenhart – An ancient English family, renowned for their combat prowess.
- Valmont – A powerful U.S. clan, rivaling Fúwèi in the global market. Their members possess incredible, versatile talents. (They are distant relatives of the Pendragons)
- Pendragon – An ancient aristocratic British family with deep historical roots. The most powerful family in the West. (They are distant relatives of the Valmonts)
South:
- Nyamiri – A monopolistic clan with absolute dominance over their territory through sheer force.
North:
- Einzbern – An ancient German bloodline, famous not only for their combat skills but also as leading researchers in the study of Gates, Artifacts, and related phenomena.
- Romanov – An ancient Slavic dynasty, the economic leaders of their region, though slightly overshadowed by Valmont and Fúwèi.
Aside from the Great Clans, there are numerous smaller clans, each with their own influence and prestige. They exist in every country, constantly striving to rise to the level of the Great Clans. ]
[
Academy
The Academy is a place where the Chosen study and live. A dedicated city was built for each academy. After completing the first eight grades at the age of 18, the Chosen Ones choose whether to continue their studies or leave and live a normal, ordinary life.
Each academy serves as a regional branch responsible for its designated territory. After graduation, the Chosen are assigned to a selected headquarters, where they continue their duty of protecting civilians and closing the Gates.
Every academy oversees a vast network of headquarters across its territory.
- "Aglaya" Academy is a prestigious institution that educates students from their 1st to their 4th year. The academy is located on an artificially created island in the Pacific Ocean. It is connected by teleporter to all headquarters around the world, allowing students to travel to any point on the globe. Currently, there are about 1,000 students at the Academy, and only 24 of them are male (5 first-year male students)
Training at the Academy is divided into two stages:
- Grades 1-8 (ages 10 to 18): Children learn to wield their Artifacts and acquire theoretical knowledge about the Gates.
- Years 1-4 (ages 18 to 22): Students gain access to missions inside the Gates while continuing their advanced training.
- Children from clans enroll in the Academy only at age 18 and complete practical training from Year 1 through Year 4. Upon completing the 4th year, graduates are dispatched to one of the headquarters.]
[
The Chosen
The Chosen are individuals born with a Sigil. In their normal state, they can access only 30% of their power, but by summoning their Artifact, they unleash their full potential (100%).
Not everyone is born as a Chosen Sigil-bearer. Sigils are primarily compatible with females. The chance of a male being born with a Sigil is less than 1%.
Sigil
A Sigil is a unique, personal mark that appears in a random location on a Chosen's body. By channeling energy into their Sigil, the Chosen can summon their Artifact.
Artifact
An Artifact is a unique object bound to a Chosen. It can take the form of a weapon—such as a sword, bow, or spear—or a magical item like a staff, tome, or even a piece of jewelry (a brooch, earring, etc.) that grants the Chosen a specific power.
Artifact Abilities & Ranks
- Artifact abilities are unique but are ranked from D to EX.
- The higher the rank, the stronger the Artifact and its effects.
- Ranking up an Artifact requires rigorous training and self-mastery, as the Artifact is tied to the Chosen's soul—its growth depends on the Chosen's personal development.
- If a Chosen suffers from mental blocks (such as self-doubt), their Artifact's rank and power may temporarily decrease until they regain their confidence.
Chosen Ranking System
The Chosen are graded based on their combat prowess, leadership, and ability to handle Gates. Their rank determines mission eligibility, team composition, and social standing.
Ranks Artifact
- D
- C
- B
- A
- S
- SS
- SSS
- EX
Mastery:
Mastery of an Artifact is divided into the following ranks:
- Novice: The Chosen One can summon the Artifact.
- Expert: A Chosen One who reaches this level can release the Artifact's Aura, which enhances them.
- Master: The Chosen One has learned the intricacies of using the Artifact and its Aura. At this stage of mastery, the Chosen One can summon the Sigil Embodiment.
- Grand Master: A Chosen One who has fully mastered their Artifact and Sigil Embodiment. This is the peak of mastery.
- Quasi- The prefix "quasi-" is used for those who are one step away from the next mastery level. For example: Quasi-Grand Master.
Sigil Embodiment: A property of the sigil that complements the Artifact. For example, if a Chosen One has a defensive-type Artifact—like armor—their Sigil Embodiment might be a sword that complements the armor. Every Chosen One has a unique manifestation of their Sigil Embodiment, but it often takes the form of battle attire.
Artifact Types:
- Attack - Used for offense.
- Defense - Used for protection.
- Support - Used for buffs, healing, and other supportive effects.
- Hybrid - A mix of two or three types in one.
Rank Progression & Promotion
- Exams: Chosen advance by passing combat trials, written tests, and Gate clearances.
- Achievements: Exceptional deeds (e.g., soloing a 4★ Gate) can fast-track promotions.
- Demotions: Mental blocks, failures, or severe injuries may lower ranks temporarily.
Note:
- Clan Influence: Great Clan members often start at C-B Rank due to superior training.
- Artifact Growth: A Chosen’s rank can fluctuate if their Artifact’s changes. ]
[
Gates & Monster Threat Ratings
The Gates are mystical portals that sporadically appear across the world, unleashing waves of monstrous entities into the human realm. These Gates must be cleared by the Chosen—individuals born with a Sigil—to prevent catastrophic invasions. The strength of the monsters emerging from the Gates varies, classified by a star-rating system (1★ to 5★).
Gate Classifications & Required Chosen Teams
- Upon entering a Gate, you are transported to another dimension. The locations within are unique. To clear a Gate, you must defeat the Gate Boss.
Gate Ranks & Requirements
-
1★ Gate
- Monster Threat Level: Low-tier creatures (weak, disorganized)
- Team Composition (Minimum): 1-2 Chosen (Novice to Intermediate)
- Description: Minor incursions of beasts or lesser demons. Easily cleared by trainees or low-ranked Chosen.
-
2★ Gate
- Monster Threat Level: Moderate threats (tactical packs)
- Team Composition (Minimum): 3-4 Chosen (Intermediate)
- Description: Smarter monsters with pack tactics. May include minor bosses. Requires coordination.
-
3★ Gate
- Monster Threat Level: High-tier threats (elite monsters)
- Team Composition (Minimum): 5-6 Chosen (Experienced)
- Description: Powerful creatures with unique abilities. Often guarded by a mini-boss.
-
4★ Gate
- Monster Threat Level: Near-catastrophic (boss-level entities)
- Team Composition (Minimum): 7-8 Elite Chosen (Veteran)
- Description: Contains named monsters or legendary beasts. May require specialized tactics.
-
5★ Gate
- Monster Threat Level: Apocalyptic (world-ending entities)
- Team Composition (Minimum): 10+ Master Chosen (S-Rank)
- Description: Disaster-class monsters or Gate Guardians. Only the strongest can survive.
[
Races:
Humans
The standard human race. Among them, there is a rare chance for Chosen Ones to be born, individuals who possess a Sigil. Over 99% of Sigil bearers are female, as they exhibit higher compatibility, but there is a less than 1% chance for a male to be born with a Sigil.
Spiritual Beings
Beings of diverse races—from worms to demons and sacred entities, from insects to mythical creatures.
- Do not reincarnate—their souls dissolve upon death.
- Can visit their domain in an astral form.
- Originally coexisted in this world alongside humans.
Gate Creatures
Gate inhabitants can include both humans and spiritual beings, though they are typically spiritual entities in the form of sentient beings or monsters. ]
[
Evolution of Spiritual Beings
Spiritual beings encompass diverse races—from worms to demons and sacred entities. They may possess intelligence or exist as mindless entities.
Key Traits
- Unlike humans, they cannot use Artifact. Instead, they wield Cursed Energy—their unique power source.
- No reincarnation cycle—their souls dissolve upon death.
- Can astrally project to visit their domain.
Core System (10 Cores)
- Each core alters their true form (e.g., a kitsune gains an additional tail per core).
- Size and minor physical traits evolve with each core.
Power Growth
- Methods:
- Devouring other spiritual beings.
- Symbiotic contracts with humans (may consume their partner for energy, but at a cost to their soul).
- Maximum Life Fusion: Can reincarnate with their human partner. If the human dies, the spiritual being perishes and enters the human’s reincarnation cycle.
10 Ranks = 10 Cores
- Beast
- Monster
- Abomination
- Curse
- Horror
- Fallen
- Demon
- Devil
- Tyrant
- Titan
- Destructive potential mirrors equivalent human cultivator ranks.
Rank Advancement
- Simpler than human cultivation: Accumulate Cursed Energy over time.
- Natural progression: 1,000 years per core.
- Accelerated: Devouring other spiritual beings.
- Contract Bonus:
- Residing in a cultivator’s Blessed Land or Heavenly Grotto (exploits time dilation for faster growth).
- Limitation: Cannot surpass Rank 9 alone. To reach Rank 10, must bond with a cultivator.
Contract Risks
- Consuming a partner grants energy but corrupts the spiritual being’s soul.
- Life-Fused pairs: Death of the cultivator kills the spiritual being. ]
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