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Fantasy Beyond the Witch's Corridor [Reboot] Lore

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Nano

procrastination symphony
FUZI × Mili - Victim
Beyond the Witch's
Corridor
Glossary
Races
Locations
  • Glossary
    01
    Glossary
    A warrior needs not concern themselves with matters within the purview of men
    Sinoa
    001
    Another world existing parallel to Earth. In comparison to Earth whose civilizations were revolutionized by technology, Sinoa’s evolution was led primarily by magic. While the buildings on Earth are carefully constructed using large machines, the architects of Sinoa resort to manual labor or the manipulation of building materials using magic. In a similar vein, humans developed medicine through the synthesis of chemicals, but the Sinoans turned towards the practice of healing arts and alchemical potions. In short, magic is the core of all Sinoan civilizations, much like the importance of technology and electricity on Earth today.
    Rifts
    002
    Due to the rapid destabilization of the boundary between Earth and Sinoa in 2012, various smaller holes in the boundary began to appear sporadically after the two initial cataclysms. These holes were formally named “rifts” and were observed to rise and fall in frequency in 12 year cycles. The most infamous amongst these rifts is the Witch’s Corridor, the rift that swallowed Albarn and continues to appear once every 12 years between the months of January and March, at the apex of rift frequencies.

    Just as how people can tumble through the rifts, monsters frequently make their way to Earth either due to an instinctual pull towards influxes in mana or simply being at the wrong place at the wrong time. The vast majority of rifts remain open for no more than a few seconds, essentially stranding any unfortunate creatures and individuals who happened to fall through. Unfortunately, many rifts that open in Arcvine City connect to areas in The Void Lands, meaning that many of the monsters that appear are rather hardy and instinctively aggressive.

    Due to rifts causing a great disturbance in the space they appear, researchers eventually developed a system capable of scanning areas in set intervals to detect any incoming boundary collapses. As a result, some rifts can be detected beforehand, and Arcarum is tasked with dispatching agents to high risk areas prior to the onset of the rift. However, some rifts form from a collapse too rapid to be pre-detected by the system, and certain smaller rifts may even pass through detection altogether.

    In addition, the rifts have trickled greater amounts of mana from Sinoa into Earth, causing mutations in certain animals and plants over the years.
    Final Chapter
    003
    Magic-related crimes have gradually become commonplace, with the most infamous incidents typically being orchestrated by the hands of Final Chapter. During the early days of the organization’s foundation, many sympathized with the group that seemingly set out to punish the perpetrators of Anti-Sinoan hate crimes. Criticizing the police force for being incompetent, the members of Final Chapter would mete out justice in the name of their wronged brethren. However, their name would fade into obscurity soon after the establishment of Arcarum and their subsequent clean up operation. The organization would only reach nationwide attention three decades after its initial establishment.

    Now recognized as a full-blown network of terrorists, the organization is hardly recognizable from its origins. From recording themselves lynching the targets of their ire to assembling corpses of their victims in a grotesque manner, the crimes that Final Chapter commit are varying degrees of horrifying but nonetheless disturbing acts that tend to convey intense hatred. Some have even taken to supplying civilians with illegal concealed weapons and substances as a means to better protect themselves, further stirring up chaos.

    Though this behavior was absent in the past, the current Final Chapter sears their insignia onto the backs of their victims necks using a spell taught to all members of the organization. Unfortunately, little information has been successfully pulled from captured terrorists due to either being grunts with minimal knowledge or having been inducted into the organization by taking an oath of silence. As the oath is sealed with pact magic, speaking out results in the death of the terrorist.
    Arcarum
    004
    “A warrior needs not concern themselves with matters within the purview of men.”

    Founded in 2020 as the need for a more specialized force to combat the rifts rose, Arcarum is a government-funded organization that deals solely with Sinoan-related incidents. As reflected in its peculiar motto, crimes and incidents under the jurisdiction of Arcarum are kept entirely separate from police operations and vice versa. As a result, Arcarum agents and investigators have no authority over and are strictly forbidden from touching upon so-called “mundane” cases unless sufficient evidence of the presence of the supernatural has been reported. During evacuations or extreme circumstances, exemptions may be made in the form of a joint collaboration between the police department and Arcarum.

    The vast majority of Arcarum’s members, whether they be in Field Operations, Communications, Investigations, R&D, or other departments, are all generally graduates of military-grade academies that focus entirely on training prospective Arcarum recruits such as Pallas Institute. The few rare exceptions exist in the form of exceptional individuals with strong recommendations and high scores in the required exams or Sinoan migrants with military backgrounds. Conversely, graduating from Pallas Institute does not guarantee a position in Arcarum. All prospective recruits are required to take entrance examinations held biannually as well as pass an interview. In addition, all recruits are subject to a year or more of training as an intern and must pass a promotion exam in order to become officially enrolled as a member of Arcarum.

    Depending on the individual’s department, each Arcarum member is associated with a particular series of ranks and clearance levels. In Field Operations, agent ranks are expressed using the following levels:

    D Rank
    consists of trainees/interns who are technically not part of Arcarum’s official registry. Unlike Pallas Institute’s training which teaches the raw skills necessary to succeed as an agent, D Rank agents are organized into temporary squads of four to five and trained with teamwork as a focal point. Due to the lack of a guarantee of all squad members passing the annual promotion exam within the same year, squads are not official until the appropriate paperwork has been submitted after being promoted to a C Rank agent.

    C Rank
    is the first rank in which agents are assigned and dispatched on official operations. Due to the complicated process of promoting, the majority of agents will remain C Rank Agents until they retire. As a result, there are a handful of C Rank veterans whose experience and skill surpass their suggested rank.

    B Rank
    consists of agents whose skill and combat prowess far surpass that of the average Arcarum agent. Despite being the “middle rank” on paper, B Rank agents are considered part of the elite and are expected to at least be thrice as efficient as an experienced C Rank. As a result, the process of promoting from C to B is rigorous and first requires various merits on the individual’s record to qualify to take the promotion exam. The average B Rank takes five years to a decade to have moved up from C Rank, though those with military backgrounds may show higher efficiency and cut down a year or two.

    A Rank
    agents make up the top 1% of the organization and hold the highest promotable rank. During emergency situations, they may be dispatched solo to stall monsters until a proper force is mobilized, requiring those of this rank to hold high combative capabilities and resourcefulness. Most hail from Sinoa due to the higher likelihood of the individual having dealt with monsters from a young age, but a few talented and hardworking agents from Earth may eventually make it to this rank. Though it was considered impossible in the past, the technological advancements of 2047 have allowed humans incapable of harnessing mana to close the gap with skilled usage of magitech equipment.

    Special Grade Agent
    is the highest possible attainable rank as a Field Operative with only ten that exist at any given point in time. Unlike all other Arcarum agents, Special Grade Agents are not officially affiliated with a set squad due to being required to lead major operations or seeing frequent travel. As a result, they are the crux of Arcarum’s combative forces, and the rank itself is unachievable through ordinary means. Rather than using the same promotion system as previous ranks, the rank of Special Grade can only be appointed by a former Special Grade Agent that has stepped down from active duty. As of 2047, the sole members of the original ten that remain are Reim Abraxos and Helga Salvatore.


    (Note: Due to certain plot developments in the future, only B/A Rank agents in Field Ops with at least five years of experience as an Arcarum trainee+agent will be accepted in this RP.)
    Squads
    005
    Due to the number and strength of the monsters who cross over from The Void Lands, most if not all of Arcarum’s operations are joint efforts. Squads are an integral part of the organization, and each member is assigned a provisional squad during their year as an Arcarum intern. Upon successfully promoting to the standing of an official agent, the passing members of those squads may choose to remain with their squad members, create a new squad of their choosing, or accept scouts from preexisting squads. Should a squad lose members or fail to maintain a group of three or more, agents of said squad may be temporarily assigned to another squad as reserve members.

    Certain branches of Arcarum give varying degrees of freedom regarding an agent’s combat garb. The Arcvine Branch is particularly lax due to being located in the most diverse city in regards to background and races. So long as it does not interfere with its protective functions and clearly displays the agent’s squad insignia, their uniforms may be altered as they see fit. Though not required, many squads choose to commission a squad uniform as an unspoken tradition.

    The earliest squads derived their names from the surname of their squad leader. As of 2027, squad names are determined by the year that the squad was recognized as an official squad as well as the order in which it was established relative to other squads formed within that year. The current nomenclature is a letter in the Greek alphabet followed by a number, with each year taking on a separate Greek letter. The year 2047 is assigned the letter Υ (upsilon).
    Micron Device
    006
    Micron devices serve as an ID, communication device, and a portable storage for all equipment vital to Arcarum Agents. Every Arcarum affiliate is required to wear the halo-like wristband at all times, and nearby agents are alerted and informed of emergency dispatches through the device. Each agent is also provided with an earpiece that can be connected to their micron device.

    For ease of deployment, micron devices are programmed with the ability to directly materialize an agent’s uniform over their body. In addition, all micron devices hold a maximum of three weapons (excluding accessories) registered under the agent’s name. Unlike the uniform which can be materialized at the agent’s will, a civilian safety act was passed in 2025 in which all micron devices contain a lock on their holster function.

    As per Field Operations protocol, agents must first connect to communications and query a request to the appropriate authorities to remove a weapon from their micron device. Once authorized, the lock is released, allowing the agent to draw their weapon. Likewise, the registration and approval of weapons placed inside micron devices are strict, and any agents found carrying and using unauthorized equipment are subsequently put on probation and may have their agent status terminated depending on the severity of the offense.

    The shape of a micron device displays the division the Arcarum affiliate belongs to while the color denotes an agent’s rank. D Ranks are blue, C Ranks are green, B Ranks are yellow, and A Ranks are red. The micron devices of Special Grade Agents are white and uncolored.
    Magic
    007
    The basis of all systems in Sinoa. At its most rudimentary level, magic is the ability to command the world to do one’s bidding by expending a form of energy known as mana which naturally exists in every living creature as well as the environment. Due to the concentration of mana on Earth being considerably thin relative to Sinoa prior to the rifts, magic was a practice initially developed solely in Sinoa.

    The concept of magic itself finds its origins in the Tenebrius race. Similar to the Phantasma who manipulate mana as easily as breathing, the Tenebria possess an intrinsic understanding of magic. However, due to lacking the magic sight of Phantasma, the race eventually transcribed magic into a spoken and written language to better channel mana. Their form of magic was powerful, but the ancient language of the Tenebria is unable to be spoken by the other races who lack the ability to form its unique vocal tones, frequencies, and pressure. Eventually, this language was simplified by the Tenebria, granting other races access to magic though in a less potent form.

    In truth, so long as the person is aware of the theories driving magic, any user of magic is capable of casting spells without any sort of incantation. However, (with the exception of the Phantasma race) this freedom is typically reserved for simpler spells. Runes and incantations provide a direct connection with the world and mana, making spells far more potent when spoken. As a result, most complex and large-scale spells take far more setup and are not as commonly used by the average person. Even then, they’re limited in their own right.

    Theoretically, teleportation magic and other large scale space-time magic has been proven to exist by the existence of the Rifts and Micron Devices. It, however, remains undiscovered and a hot topic of arcane academia to this day. For the time being, it has been deemed infeasible due to the immense amount of mana required in a short period of time.

    (Note: Holy and Dark magic don’t exist in official terms, since spells that people consider to fall under such categories have no true elemental attributes. However, some cultures and people on Earth may refer to them as Holy/Dark attributes due to the influence of literature and other media.)
    Elemental Affinity
    008
    Every entity capable of using magic is born with a specific elemental affinity be it fire, wind, or any of the world’s natural elements. Certain races such as the Aegir share a universal affinity amongst their race (i.e. water) while others such as humans vary in terms of what affinity they possess.

    Though affinity does not lock the user into spells of the element specified by their affinity (with the exception of Phantasma), spells of the corresponding element or similar derivative elements come far easier than those of different elements. For example, a human with a water affinity can cast water spells with ease but may struggle with even simple fire spells. As a result, most people choose to specialize in the element of their affinity due to the lack of efficiency in learning spells beyond them.

    The sole exception to this rule comes in the form of general magic, which encompasses all forms of magic not under any specific element (e.g. telepathy). Though simple in nature and not as potent as elemental spells, they provide uses not found in the elements that any user of magic can find useful for both combative and mundane needs. General magic spells that field agents commonly learn are barriers, basic healing magic (first aid), short distance telepathy, presence detection, enhanced perception, self weight manipulation, and basic strengthening.
    Arcanium
    009
    A special ore capable of storing mana. How much mana it can store is dependent on its purity as well as how long it was allowed to develop in a high pressure environment. Due to its property of storing mana, arcanium has a distinct trait in which it glows a vibrant green-blue reminiscent of paraiba tourmaline which turns clear when emptied of mana. When imbued with the mana of a specific individual, it changes color based on the element of the mage providing the mana.

    On occasion, rare specimens of arcanium that have been bathed in incredibly dense amounts of pure mana over centuries may be unearthed. Due to being extremely difficult to break and being capable of storing immense amounts of mana, they have been titled adamantine arcanium and are virtually priceless.
    Fairy Script
    010
    Named after the Fae race, the founders of the technique, Fairy Script makes use of the complex runes making up the language of the Tenebria as a means to “program” devices to perform set commands. Though the language itself originates from the Tenebria, only the Fae were capable of developing the convoluted process of inscribing runes in specific sequences onto an applicable vessel. Though the functions of their creations can technically be replicated by any mage, Fairy Script brings the benefits of the process being entirely automated save for the pull of a trigger. The device is also energy efficient due to pulling mana from the environment or arcanium rather than from the caster’s body. However, as an enchanter writes more functions, the difficulty in successfully applying it increases exponentially. The vessel on which the runes are inscribed must also be capable of hosting and sustaining the Fairy Script, lest the magic end up destroying the vessel.

    Many functions fall into miscellaneous categories, but the majority of enchantments fall into six basic types:

    Temper
    The most common type of enchantment by far. These runes are used to alter the properties of the vessel that they’re inscribed on. Most Fairy Script inscribed objects will have a basic strengthening property as its first set of runes to make the vessel more durable. Other common enchantments allow the Fairy Script to automatically repair the vessel, make a blade sharper and cut in deeper, repel mold and grime, or make the object more flexible.

    Morph
    Whether it be a simple alteration in length or a complete change in shape, Fairy Script is also capable of morphing the body of the vessel with ease. Compared to freehanded spells, the user is not required to be adept in the element closest to the specific object. However, each set of runes defines a single shape, size, and mass, making it more convenient but less flexible.

    Enhance
    Compared to runes that alter the vessel itself, this category of runes improves a physical attribute of the wearer. Fairy Scripted eyeglasses might improve visual acuity and allow the wearer to see greater distances like a bird, while a ring might increase the wearer’s strength. Much like its equivalent spells, items that boost physical attributes are multiplicative rather than additive, so the overall benefits of the effects vary depending on the user.

    Imbue
    The class of enchantments that convert mana to a given element. The runes either apply the element to the vessel or channel it along the surface of the vessel, and it is most commonly seen in combative equipment. On its own, the element’s effective range is limited to the reach of the vessel itself. Most lamps and other light sources in Rocheste are lit through the use of these runes.

    Project
    Mana is drawn from the environment and formed into a projectile based on the parameters set by the runes. Though primarily used in ranged weapons such as manacasters and bows, it can also be applied to the edge of a blade to launch a wave of mana. These runes are commonly combined with elemental imbuement runes in order to create elemental projectiles. Incidentally, the Fae have built up a rather fearsome reputation in snowball fights and similar games. Some children play too hard and end up pelting unfortunate victims with high velocity snowballs during the winters or streams of water during the summers.

    Corrode
    Spells of this category cause the rapid decay of mana. Though it is typically harmless to most people, it is extremely effective at piercing barriers or breaking magical artifacts. Due to magic of this type being incompatible with the bodies of all known living beings, it is limited to Fairy Script and Magitech and cannot be cast via normal means by a mage.


    As a race of philomaths, the Fae welcome any who wish to learn Fairy Script. However, few and far between are capable of mastering the craft that many Fae have spent their entire lives learning and improving.
    Magitech
    011
    Magitech makes use of mechanical contraptions to perform a set of actions powered by arcanium. Though similar in nature to Fairy Script, Magitech is often considered strictly inferior to the former due to being limited by whatever mechanical parts that its body has been equipped with. Its limited potency and functions are overlooked in favor of its ability to be more easily mass produced and distributed. In short, it is the same as the electrically-driven technology of modern Earth with the modifications that it uses mana as a power source and is hence able to perform spells.

    Though it’s been discovered that Earth does indeed possess arcanium ore, the vast majority of its systems still run on electricity. However, the magitech market has nonetheless found its niche in novelty goods as well as in military equipment. Given its ability to be mass produced at a far cheaper rate than fairy scripted equipment, the standard issue firearms of Arcarum are created using magitech. Said firearms are incapable of firing regular bullets, but the rounds they fire are hollow and crafted from the bones of monsters. When fired, the preloaded spell that the firearm is set to fire is forced into the shell, propelled forward, and released upon impact with a target.

    Due to the higher potency of magitech weapons, it is strictly illegal for unauthorized individuals to own or sell them. Unfortunately, the heavy regulations regarding magitech makes them popular wares for the black market.
Code by Nano
 
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