NOTE THE GIVEN BELOW IS THE SIMPLIFIED VERSION!
IF YOU WISH TO READ THE DETAILED VERSION PLEASE REFER TO AUXILIARY CHAPTER 2, INTRODUCTION! (BE WARY OF LARGE INFO DUMP)
Introduction:
In a world similar to Earth, magic and mana shape civilization. This world's history is intertwined with magic, from ancient cave etchings to grand spells. Mana, a mysterious energy, governs and alters nature's laws, and its existence remains a mystery.
Mana and Talents:
Humans and Monsters:
- Humans evolved from powerful, mana-wielding monsters.
- Both humans and monsters develop the ability to manipulate mana after reaching maturity. Humans form a mana heart, while monsters develop mana cores.
Magic Talents:
- Most people are born with a talent, an innate magic circuit in their body.
- Talents, fueled by mana, enable supernatural abilities and are passed through bloodlines.
- Talents are graded from F to Mythical, with higher grades offering more complexity and power.
Acquired Talents:
- Some talents can be acquired through special treasures or herbs, altering one's physique and genes.
- Rare individuals and many monsters possess multiple talents.
Spells and Magic Use:
Spells:
- Low-grade talents (up to C) can be replicated into spells, allowing others to perform similar feats.
- Spells are widely used in various professions, including the military.
Talented vs. Dulls:
- Non-talented individuals, or "dulls," struggle with magic and are often looked down upon.
- Talented individuals can manipulate mana more easily, making them more adept at learning and using magic.
Mana and Physical Limits:
- Mana use causes fatigue similar to physical exertion.
- The body's energy limits the amount of mana one can use, preventing overuse and potential harm.
Magic Ranks:
Human Magic Ranks:
1. Novice: Basic mana manipulation.
2. Apprentice: Basic understanding and learning of spells.
3. Adept: Transformation of normal organs into mana organs.
4. Master: Major organs become mana organs.
5. Archmage: Mastery of talents and creation of personal domains.
6. Grand Sorcerer: Control over fundamental forces.
7. Saint: Nearly absolute control over laws of the world.
Monster Hierarchy:
- Monsters are classified into ranks: Feral, Chief, Lord, Noble, King, Monarch, and Emperor.
- Higher ranks possess greater intelligence and power, with Emperors being the most intelligent and powerful.
Reavers:
The Reavers, human-like creatures with pointed ears and teeth from another dimension, are the main antagonists. Led by a powerful being, they seek to conquer Earth, exploiting its resources and causing internal conflict.
World Overview:
Continent: Eldoria
- Kingdom of Solaris (Capital: Solaria): Desert with active volcanoes and rich minerals.
- Kingdom of Lunaria (Capital: Lunara): Lush forests filled with strong monsters.
Continent: Aetheria
- Principality of Valoria (Capital: Brighthelm): Largest country with the strongest military.
- Democratic Republic of Evrean (Capital: Evrean City): The only democratic country, home of the protagonist.
- Regime of Arendellia (Capital: Aurelia): Dictatorship facing threats from the frozen sea.
- Royal Sovereignty of Cresentia (Capital: Cresentium Prime): Peaceful kingdom competing with Valoria.
- Imperial State of Drakonis (Capital: Drakonis Imperium): Home to a hero who defeated a dragon horde.
- Autocracy of Elysium (Capital: Elarion): Country with great natural heritage.
Southern Continent: Frostheim
- A forbidden land with dangerous beasts attacking human civilizations.
Major Water Bodies:
- Great Ocean of Aetheria: Largest water body with numerous beasts.
- Marris Luminara: Monster-infested sea east of Eldoria.
- Golden Gulf Sea: Economically important but monster-infested.
- Frozen Sea of Death: Connects Frostheim to other lands.
Forbidden Lands:
- Dangerous regions like Frostheim, Sands of Oblivion, and Dragonborne Citadel, home to powerful monsters and mysteries.