This chapter dives into the basic elements of world-building and introduces key terminologies. These concepts will be further explored throughout the novel, avoiding the pitfalls of excessive information dumping within a single chapter.
Carissa's Lessons on the Supernatural
The world is divided into two realms: Earth, the mundane realm that is mainly inhabited by humans alongside some supernatural beings; and the Demiplane-a great, mostly unexplored dimension filled with a variety of supernatural creatures that range in type from devils and demons to angels, eldritch horrors, and mythological beasts such as dragons.
Both worlds are influenced by numerous factions, large and small.
In the human realm, the three major factions are:
- The Order: Comprising all religious factions on Earth.
- The Magicians Guild: Dominated by powerful magicians.
- The Truth Association: Led by alchemists who act as neutral intermediaries between the mundane world and the Demiplane. They trade tools and materials from both realms in pursuit of ultimate truth, using their influence to maintain the secrecy of the supernatural.
Additional factions include the World Government, which clandestinely manages esper powers, along with various magic cabals, rogue esper groups, and lesser-known factions.
Innate Abilities: These are supernatural powers inherent to all creatures, known as esper powers in the human world, though often considered urban legends. Awakening these abilities is exceedingly difficult for normal humans, who can typically awaken only one power. Supernatural creatures also possess unique innate abilities, with an upper limit of seven per individual regardless of race.
Racial Traits: Biological abilities unique to specific supernatural races, distinct from innate abilities. Examples include a vampire's ability to transform into mist or control lesser creatures like ghouls. Some powerful racial traits enable the creation and control of subordinate creatures within the same category, such as vampires creating lesser vampires.
Although it is possible to subordinate other creatures not of same the category, the difficult and could potentially lead to fatalities.
FEAR: A natural aura of horror that immobilizes and instills fear in weaker creatures, typically unique to supernatural beings or humans of significant power.
Magic: Utilizing mana to reshape reality, magic is accessible to all creatures with sufficient mana and knowledge. Mastery of magic, which requires extensive study and talent, grants humans the title of mages, though supernatural beings can also wield magic.
Grimoire: A magical tome containing spells, often unique to witches who create or inherit them. Although not exclusively as other Magicians can also study them.
Alchemist: Magicians specializing in potion-making, transmutation magic, and the pursuit of truth and immortality. They also create chimeras and homunculi.
Enchanter: Magicians who craft enchanted weapons, armor, charms, and trinkets.
Ki: A powerful energy subdivision focused on refining and empowering the body, akin to magic but centered on physical enhancement.
Aura: Advanced mastery of ki that manifests as a wielder's power on their weapons, body, and surroundings.
Ether :is a form of energy said to dwell in the heavens. Those who harness ether can affect the minds and souls of individuals, wielding strange and wondrous powers. It is even said to travel through dreams and facilitate communion with gods. It poses a significant threat even to immortal beings, as a destroyed mind renders even the most immortal body useless.
Whitewood Ash Tree: A rare and precious tree whose ashes can weaken or kill supernatural beings. For vampires, its wood acts as a stake; for others, its ash coats weapons to exploit their natural vulnerabilities. It's highly valued in alchemical practices.
Holy water: is a sacred type of blessed water wielded by the Order against darker supernatural entities. It serves multiple purposes, including healing, dispelling curses, and gains potency when combined with Whitewood ash.
Pact: A pact is a type of supernatural contract that binds the souls of the entities involved. There are five types of pacts:
Binding Pact: This pact allows an individual to bind an entity of their creation to themselves, akin to a slave. The bound entity cannot disobey their binder. It is most effective within the first seven days of the entity's transformation, during which they are unable to resist and will seek out their creator as if under mind control.
Subordination Pact: This pact functions like a relationship between a lord and their vassal. It is less dangerous to the soul of the lord and grants the vassal a high degree of freedom, though they remain obligated to obey the lord. If the vassal initiates this contract, it is often accompanied by an offering, gift, or gesture of sincerity.
Familiar Pact: In this pact, an individual's soul is bound to a familiar, which then resides within their body, soul, or shadow. If the familiar is exceptionally powerful, it can resist some commands. Attempting to tame a familiar far beyond one's own power is generally considered suicidal.
Equal Pact: This pact is typically made between equals and is often favored by lovers. Historically, it was commonly used by married couples but has fallen out of favor in recent times.
Arrangement Pact: This pact is a less intimate agreement between two parties. While it does not bind the souls as closely as the other types, it imposes penalties on those who violate the agreed-upon terms.