GEOGRAPHY OF THE WORLD
The Continents
Celestria – The westernmost and smallest of the seven continents, predominantly inhabited by spirits. These ethereal beings form the majority of its population, living in harmony with the land, which is imbued with natural magic. Few from other species live here, but those who do find themselves adapted to the mystical atmosphere of Celestria, where reality and the spirit world blur.
Myrria – Centrally located and the second smallest of Alcor's continents, Myrria is the heart of human civilization. Its cities are known for their bustling markets, innovative technologies, and various guilds. Humans dominate this land, though some other races have small communities here. Myrria is a cultural and political center in the world, often regarded as a neutral meeting ground for the other species of Alcor.
Atheria – The third smallest continent, Atheria is the homeland of the elves, known for their long lifespans, deep connection to magic, and affinity with nature. Its landscape is dotted with ancient forests and shimmering lakes. They are known for their diplomacy, although they tend to stay a bit isolated from other species.It is Located north of Myrria.
Zarun – The 4th largest continent, northeast of Myrria, Zarun is a vast landmass home to the beastkin. These humanoid creatures have animalistic traits, with each tribe adapted to different climates. Zarun is larger than Atheria and features a diverse range of environments—mountains, deserts, jungles, and tundras. The beastkin live in various tribes, each with its own customs and hierarchy, often relying on their primal strength and senses to survive and thrive.
Azura – Located to the far east of Myrria, Azura was once part of Zarun before a great continental shift split them apart. Home to insectoids, insect-like creatures that are territorial and lack the intelligence of other humanoids, Azura is a dangerous and enigmatic continent. The insectoids range from small and venomous to giant, predatory creatures that dominate the landscape. Their hive-like societies are based on primal instincts, with no known form of advanced communication. Exploration of Azura is extremely dangerous and has only been attempted by the most powerful adventurers. The continent, roughly the same size as Zarun, is filled with untapped resources and ancient secrets, but venturing here means certain death for most.
Tierra Alta – The largest continent in Alcor, Tierra Alta is a land shrouded in mystery and peril. Located far to the south, it is said to be larger than Zarun and Azura combined, but its exact size remains unknown due to the dangers that lurk within. Creatures in Tierra Alta have undergone a form of "super-evolution," making even the smallest and seemingly harmless beings a deadly threat. For instance, a common slime in Tierra Alta would be more than a match for a level 4 combatant. The beasts here have mutated far beyond natural forms, growing in strength, speed, and intelligence. Because of this, exploration is minimal, and most maps of the continent remain incomplete. Many believe that the creatures of Tierra Alta hold the key to unlocking the true nature of magic and life in Alcor, but few have lived to tell their findings. Its location at the far southern edge of the world also keeps it relatively isolated.
Ishaya – The second largest continent, located north of Tierra Alta, Ishaya is home to the dragonborn—humanoid descendants of the seven primordial dragons. These dragonborn are the mightiest race in Alcor, tasked with keeping the world safe from the horrors that emerge from Tierra Alta. Long ago, Ishaya suffered a population crisis that threatened to wipe out the pureblood dragonborn, leading them to intermingle with other races to create a new hybrid species called dragonoids. Today, only a few pureblood dragonborn remain, and they are revered as the protectors of Alcor, wielding the immense power inherited from their dragon ancestors. Ishaya itself is a mountainous and volcanic land, with rock terrain. The continent serves as a buffer between the rest of Alcor and Tierra Alta, with most battles against the creatures of the southern continent taking place in the narrow sea that separates them—known as the Mare Nostrum. Here, dragonborn armies wage a constant war to keep the terrors of Tierra Alta from spreading northward.
MAGIC
Red Magic – This magic governs all forms of energy, from heat to light to kinetic force. While Red Mages have immense versatility, the exact number of energy subtypes they can control remains unknown, and its full potential is still a mystery.
Dark Magic – Dark magic taps into the powers of shadows, darkness, and death itself. It is often feared due to its association with negative forces, but Dark Mages wield great control over shadows, illusions, and the boundary between life and death. Some users can summon or control the undead, while others manipulate darkness to conceal their presence.They are mostly used as assassins.
Green Magic – This magic focuses on all living things and their biological structures. It allows its users to influence plant and animal life, heal wounds, or enhance the physical abilities of other beings. Green Mages are often elves .
White Magic – White magic is the magic of souls, the essence of all living things. It allows the user to interact with or manipulate spiritual energy. Most spirits in Alcor possess White Magic, making it one of the most powerful and mystical types of magic.
Blue Magic – Blue magic deals with the manipulation of abstract concepts like knowledge, emotions, and probability. It is capable of altering reality, though the magic's true boundaries are difficult to define.
Silver Magic – The magic of space and time, Silver Magic is rare and feared for its complexity. Silver Mages can manipulate the flow of time, teleport across vast distances, and alter spatial dimensions. The use of this magic often requires extreme precision, as even minor miscalculations can have disastrous consequences.Very few individuals can control both space and time.Most Silver Mages have the spatial trait only.
Void Magic – The rarest and most enigmatic of all magic types, Void Magic has the unique ability to cancel out other magic. Those who wield Void Magic can negate skills, disrupt magical energy, and render even the strongest of mages powerless. Due to its scarcity, few people have a complete understanding of its potential.
STATUS SCREEN AND ULTIMATE SKILLS
In Alcor, the magical system is deeply tied to both individual power and the World System, a guiding force that helps mages navigate their abilities. Here is a breakdown of the system's mechanics:
Levels and Stats
There are 7 levels, with the highest known level being Level 7. A transparent status screen appears in a mage's field of vision, visible only to the individual. However, they can manifest this status screen for others by projecting it above their palm. The screen's color corresponds to the person's magic type—red for Red Mages, blue for Blue Mages, etc. A World System, manifested as a robotic female voice and a golden sphere in the corner of a person's field of vision, manages this screen. The World System is believed to be a part of every mage's existence, monitoring and updating their status.
The status screen shows various stats, which are critical in determining a mage's level of power:
LEVEL: Indicates a person's current level, with a maximum of Level 7. It is calculated as the average of four key stats.
STR: Measures physical strength. It reflects how much force a person can exert and is vital in both magical and physical combat.
SPE: Measures reaction speed and movement speed. Higher stats indicate quicker reflexes and faster physical actions.
VIT: Represents stamina and durability. This stat determines how much damage and strain a person can endure before collapsing.
INT: Though it does not measure intelligence in a conventional sense, this stat is tied to the World System's effectiveness. A higher INT increases the system's ability to assist in battle and boosts the growth of other stats. Mages with high INT tend to level up faster.
Level Breakdown by Average Stats:
A person's level is determined by the average of the four stats: STR, SPE, VIT, and INT. The levels are defined as follows:
Level 1: Average stat of 142.
Level 2: Average stat of 280.
Level 3: Average stat of 420.
Level 4: Average stat of 560.
Level 5: Average stat of 700.
Level 6: Average stat of 840.
Level 7: Average stat of 1000 or higher. Although no one has exceeded this limit, the system has no defined cap for level growth.
Additional Stats
MAG: This stat measures a person's magical energy reserves. Unlike other stats, MAG has no upper limit, meaning a person's magical energy can grow endlessly, depending on their training and magical development.
SUB-TYPE: This stat shows the specific subtype of magic a person controls. For example, someone with Red Magic might have heat or lightning as their subtype. The subtype defines how their magic manifests and specializes.
Ultimate Skill
The Ultimate Skill is the principle by which a person's magic works. It represents the pinnacle of their magical abilities. Most mages have only one Ultimate Skill, which reflects their specific mastery of their magic type. However, legends speak of a person who had as many as three Ultimate Skills, a feat unheard of since.
The World System's role is essential, as it helps individuals understand and manage their stats and abilities.