Nano
procrastination symphony
FUZI × Mili - Victim
▶
Beyond the Witch's
Corridor
Glossary
Races
Locations
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- Glossary01GlossaryA warrior needs not concern themselves with matters within the purview of menSinoa001Another 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.Rifts002Due 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 Chapter003Magic-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.Arcarum004“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 Rankconsists 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 Rankis 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 Rankconsists 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 Rankagents 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 Agentis 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.)Squads005Due 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 Device006Micron 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.Magic007The 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 Affinity008Every 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.Arcanium009A 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 Script010Named 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:
TemperThe 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.
MorphWhether 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.
EnhanceCompared 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.
ImbueThe 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.
ProjectMana 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.
CorrodeSpells 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.Magitech011Magitech 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. - Races02RacesA warrior needs not concern themselves with matters within the purview of menAndroids001Lifespan: --
tl;dr: Sentient robots.
With the rifts came new research opportunities and rapid advancement in technology. One of the many technological advancements that surfaced were increasingly more intelligent and humanoid robots. In the year 2029, Mobius Corporation produced the first ever android that was indistinguishable from humans. The years following saw slow development in the area due to fears of such androids turning on humanity and bearing malicious intent. To appease the fears of the populace, the government put into effect a new law regulating the appearances of Androids, forcing engineers to mark their creations with distinct features that make it clear they’re not Human.
Despite the stunted growth of the robotics field, the year 2036 saw the development of the first ever robot capable of casting basic spells. These magically-equipped androids used similar concepts to the construction of the Anima, though their cores use Arcanium ore that is far less dense and pure. As a result, their ability to siphon mana from the environment and cycle it through their vessels are far less efficient. In addition, their cores and vessels are not as well-integrated as those of the Anima, meaning that any spells are stored in their circuitry. Should this delicate array underneath their hard shells be damaged, it is likely that they lose various functions until repaired. In addition, these circuits can only contain a certain number of set spells, as too many spells will overload their logic circuits, leading to less flexibility in combat. On the other hand, they possess no elemental affinity, making them a jack-of-all-trades, master of none.
Unlike the Anima whose consciousnesses are erased the moment their cores are damaged, these advanced androids commonly have their consciousness regularly backed-up. Their vessels are expensive to repair, but any memories, combat data, and the persona of the android are all preserved. As for whether or not such acts are ethical remains a constant debate even in the current era.Anima002Lifespan: --
Alternate Names: Rune Spirits
tl;dr: Humanoid golems with intelligence.
Out of all artificially created entities on both Earth and Sinoa combined, the most sophisticated of the bunch are the Anima. Like Androids and Homunculi, their forms vary drastically depending on the purpose they were created for. Some have weapons grafted directly onto their main body while others may look like a traditional ball-jointed doll. For the comfort of the people they’re to work under or with, most Anima vessels are based on the race of the creator, typically Human or Fae.
Though their higher level of function resembles that of Homunculi, their body composition is nearly identical to that of golems. However, their cores are made of rare adamantine arcanium ore that has bathed in a dense pool of mana for decades if not centuries and tempered with extremely pure magic. As a result, they are far superior to their earthborn cousins but inversely proportional in terms of numbers. In the first place, a person capable of fashioning life out of stone is a rare genius.
Immutable by the laws of time, the decades that pass are incapable of weathering away at the bodies of Anima. The idea of death is a foreign concept to the Anima, as their hardy bodies can regrow their vessel infinitely. In addition, so long as their feet touch upon whatever element birthed their core, their store of energy is just as quick to recover. However, the tiniest amount of damage to their core is, in human terms, fatal. Depending on the level of damage, it may take an exhaustive amount of effort to repair the core, yet the artificial soul that the core had once kept tethered to the vessel will never return, instead birthing a new consciousness.
Still, very few Anima fear the idea of disappearing. Regardless of whether their personality is bland or vivid, they are a race that is bound by the will of their creator. Due to the nature of their birth, the Anima hold their creators in high regard to the point where they constantly seek approval and fear disappointing them. Whatever words were written into their cores at the time of their birth is taken as their sacred duty, and should they be required to detonate their cores to do so, most would hand their “life” over without an ounce of doubt in their choice. Rather than loyalty, perhaps it is more accurate to say that the race lacks true freedom in spite of their autonomy.Apocryphal003Lifespan: 250 Years
tl;dr: A fish or whale. Not the $$ kind.
Encompassing what is known as Merfolk, Selkies, and other myths from the sea, Apocryphal is an umbrella term for the humanoid races with features originating from all sorts of marine creatures, whether they be piscine or mammalian. The vast majority remain within the dark comfort of the deep sea, and few ever tread dry land due to typically being ill-equipped to do so. As a result, the Apocryphals were once as much of a myth on Sinoa as they were on Earth. Sightings were so rare in the past that any who survived an encounter with an Apocryphal were often thought to have been spinning a tall tale or passed off as a Naphtra or ordinary sea monster, bringing about the current name of the race.
The few Apocryphals who possess or can form walkable limbs may, on occasion, leave the comfort of the ocean to sate their curiosity on what lies on dry land. However, as uncontested as they are in the element of water, they are just as dependent on it. Should an Apocryphal leave their skin dry for too long, they are prone to having trouble breathing before suffocating to death should their symptoms not be remedied in time.
The legends speaking of Sirens leading sailors to watery graves may have some modicum of truth in it, as the Apocryphals are strict carnivores but otherwise not very picky eaters. However, much like the Asterids, they prefer meals that are rich in mana, making magical beasts of the sea being much more appealing than ordinary humans. That said, prey is prey, and the unfortunate passerby may occasionally be dragged down into murky depths. Due to living solitary lives after growing old enough to leave their nest, the Apocryphals that survive tend to be strong and see any other living being as prey, including their own kind. This tendency makes them rather dangerous beings to come across, and land dwellers tend to be naturally suspicious of the intentions of Apocryphals who wish to assimilate to life in the community on land. Certain countries are more receptive of the Apocryphal race than others, such as Kouka which often receives visitors from the undersea nation of Ryugu and Grisea due to its western coast bordering Clarisse.Asterid004Lifespan: 350 Years
tl;dr: Sinoan Vampires.
As a race featured in various popular films on Earth prior to the opening of the Witch’s Corridor, they are simultaneously the most well known and most misunderstood race. Unlike the vampires in stories, Asterids do not possess canines that protrude by much, instead possessing a full set of sharp teeth to brutally tear into their prey. As an alternative, their nails naturally grow tough and sharp, allowing for them to make neater incisions to lick from. Their saliva also contains an anticoagulant which facilitates live feeding, though drinking directly is now illegal in most areas.
Asterids are not limited by the type of blood they can consume. However, blood that is richer in mana makes for greater sustenance, typically making the animals and humans on Earth poor prey. Tastes and preferences also vary from individual to individual, and it isn’t uncommon for the more spoiled members of the race to refuse anything but the blood of a particular magical beast. Though they were rumored to be more brutal in the past by directly tearing into flesh, modern day Asterids are far more conscientious of image. If they have the luxury to, they’ll prefer a meal that was freshly bled and prepared. Otherwise, pre-packed cans, pouches, or vials of blood have grown popular over the centuries. Their stomachs aren't capable of digesting much else, unfortunately.
Aside from their unique dental structure, Asterids are most easily identified by their pale skin, pointed ears, and red eyes. Due to being nocturnal by nature and possessing a tapetum lucidum, their eyes seemingly glow eerily in the dark. As a result of this unique eye structure, their sense of sight isn’t particularly keen aside from their ability to see well in the dark and bright light tends to be harsh on their eyes. Instead, the Asteran race possesses an extremely sharp sense of smell.
The infamous bloodsucking diets of Asterids stem from their unique ability that allows them to directly siphon mana using blood as a conduit. Their body, in turn, assimilates this mana into their own bloodstream which reinforces their bones to take impossibly tough blows and return the favor several fold with their mana-enriched muscular structures. Their bolstered vitality also contributes to their wounds recovering far faster than most other races (without the aid of magic). However, their bodies’ manner of immediately infusing their body with the mana they intake makes them the least magically attuned of all races. The vast majority tend to be terrible at all manner of spells, and any capable Asteran mage has a far less efficient rate at which the mana in their blood strengthens their body.
From time to time, the power within Asteran blood may mutate, giving rise to a new trait in their blood known as a Bloodline Ability. This trait can range from the ability to manipulate their blood to being born with caustic blood, and it is a dominant trait passed down to the affected Asterid’s offspring. As a result, the Asterids are a race whose noble houses place a great importance on pedigree in order to sustain the Bloodline Ability that their lineage is known for.Dragon-born005Lifespan: 500 Years
tl;dr: Descendants of dragons.
Prior to the Age of Magic, it was said that there existed creatures whose power rivaled that of gods and periodically wreaked havoc throughout Sinoa. The most well known of these creatures called Calamities was the race known as Dragons. As popular figures in myths, Dragons have no doubt left a significant impact in the world’s history yet are shrouded in mystery all the same. Some countries depicted them as destroyers while others viewed them as guardians of the land. However, the oldest texts in Sinoa consistently refer to Dragons as a lofty and incredibly arrogant race, regardless of whether this statement is written respectfully or with disdain. The most popular legend involving Dragons speaks of a tale in which the gods punished the race for their arrogant manner of interfering with the advancement of civilization by sealing them into far smaller and weaker forms. Thus, came the birth of the Dragonborn race.
Unlike true Dragons, the Dragonborn do not possess the massive and towering figures of their reptilian forefathers. Instead, their forms are much more compact and humanoid, with their draconic traits showing in the form of horns, claws, fangs, and a strong, scaled tail. Their skin may look reminiscent to that of a human’s, but their hides are deceptively thick, making weaker physical strikes bounce off harmlessly.
Depending on the region the Dragonborn hails from, some may look more humanoid or more draconic than others. In addition, the Dragonborn race is generally split between the Western and Eastern tribes. Western Dragonborn tend to be colored with brighter and warmer-toned scales, and they wield the element of fire with relative ease with a hide that is impervious to its burning touch. They also possess great wings with which they use to fly, though the small size of their wings relative to their general body size suggests that mana is used to aid their flight. Though their magical finesse is not as fine-tuned as the more magically-attuned races, their physical strength rivals that of the Asterid race.
In the East, the Dragonborn possess scales colored in cooler tones. They are also more well-adapted to an aquatic environment, possessing sleeker frames than their fiery cousins and lacking wings. In exchange for their inability to fly, they are incredibly strong swimmers capable of shuttling through water with ease. Their bodies are not as well-built as western Dragonborn, but their magical aptitude is much greater, and their water-based magic is both a great power and an artform.
Though the might of a Dragonborn pales in comparison to true Dragons, they still exude the pressure of a Calamity. This aura incites a fear response in people and creatures with a will weaker than the Dragonborn, and it is a common sight to see lesser monsters flee the area when a Dragonborn is present. On the other hand, pressuring more prideful creatures tend to anger them instead. Fortunately, the Dragonborn are a powerful race in their own right due to their horns cycling mana throughout their bodies with a high degree of efficiency. As a result, it is easy to build muscle and use magic while consuming less mana. Their horns are also capable of storing a significant amount of mana which can be released into their body at once to power a devastating strike or spell. However, a Dragonborn is incapable of regrowing their horns. Breaking even one can significantly cut their strength, and breaking all of them will cause their body to rapidly weaken. Due to the importance of their horns, touching a Dragonborn’s horns is considered highly offensive. In Yeonhwa, touching the horns of a member of the royal family is a crime punishable by death.Fae006Lifespan: 300 Years
tl;dr: Tinkerers
Very little physically distinguishes the Fae aside from their thin figures and their pointed ears. Their physiques and magical prowess are equally as unremarkable, making them a rather weak race when evaluated standalone. However, their intelligence is outstanding, supported by a rich culture and an unquenchable thirst for knowledge.
Centuries of studying the language of the Phantasma and Tenebria led the Fae into pioneering the usage of Fairy Script, an artificial runic language which allows the user to bend mana to their will using external means. The sheer complexity of the language as well as how its logic is catered to the Fae race makes it difficult for any other race to learn Fairy Script, giving the Fae their distinct edge. As a result, the Fae values knowledge over all else, and their primary region of residence, Rocheste, has become the center of knowledge in Sinoa. This natural gift as well as the bountiful resources around them equips the race with the most advanced tech available to Sinoa. To make up for their lack of strength, most Fae are typically accompanied by their entourage of contraptions. Some even build and equip powersuits.
Many brilliant scholars within the Fae race record their knowledge into a series of books which are then stored in the grand library located in the heart of Rocheste. At times, a Fae may even depart on a journey in pursuit of research on a particular obscure topic, as they take pride in returning this knowledge to the library in order to pass their wisdom and legacy down to future generations.Homun-culus007Lifespan: Varies
tl;dr: Artificial humans.
Nary a fool would dare play at being a god. Homunculi, as beings who defy the natural order of the world, are entities that should not exist. However, each time their pathetically deformed existences are snuffed out, their grotesque forms are granted continued survival by the blessings of human avarice.
Anima are molded from the earth with skillful hands, while Homunculi are grown through flesh and blood. Yet humanity was never meant to create life in the way nature does, and the result is the flawed existence outlawed in all corners of Sinoa. The first man to pioneer this practice had created a Homunculus in his late wife’s image. However, upon grieving over the entity’s pitifully short lifespan of a mere three days, the man collapsed upon his knees, praying for penitence over bringing such a sinful existence into the world. Successive attempts at culturing Homunculi in underground laboratories have resulted in more failures than successes with a high degree of deformities or pitifully short lifespans. Any "perfected" Homunculi are typically born only after the creation and sacrifices of an exorbitant number of its brethren and other exceedingly cruel acts that have caused even the most tolerant of regions to ban their creation.
Unfortunately, the nobility in Telderante are rumored to continue to promote the creation of Homunculi through underground channels. Most develop into amorphous masses of flesh, while others are so feeble that they never last long. However, the most fortunate (or unfortunate) Homunculi take the form of ordinary and healthy humans, though their bodies’ ability to heal quickly is an easy tell to their less-than-human nature. In fact, no wound is too great to heal so long as the central rune engraved over their heart continues to support their heartbeat. Their physical strength is dependent on the people or monsters whose genetic material they were cloned from, but most Homunculi from Telderante are raised with the goal of modifying their bodies to artificially channel magic. Due to their bodies being a patchwork of spells, they tend to be naturally adept at manipulating their given element.
These generic chimeras most often take on the form of humans due to their primary purpose being to imitate humans. Healing fast may cause suspicion, but the more carefully hidden homunculi are usually never discovered until the markings of their runic “veins” are revealed. Though invisible when in a passive state, tattoo-like markings surface on the skin of homunculi when under a great amount of stress. Unfortunately, this is typically achieved through torture.Human008Lifespan: 80 Years
The sole race to whom magic is not natural, though a chosen few are capable of witnessing Sinoa’s arcane mysteries. Unlike the races of Sinoa, humans typically possess bodies not compatible with mana. Over time, certain humans developed a mutation that allowed them to channel mana. However, though the ability to channel mana is hereditary, how much mana a human’s body can store is seemingly random in comparison.
Though their individual abilities are comparatively weak, they are as numerous as the stars covering the veil of the night sky and hence make up the backbones of many nations. As a result, they are the most diplomatic of all races. In spite of their integral role in sophisticated society, their status in Sinoa is relatively new in comparison to ancient races such as the Tenebria and Dragonborn races. The currently accepted theory is that all Humans originate from Earth and are more or less an invasive species in Sinoa. Like the Sinoan races who found their way to and settled down on Earth, it is likely that Humans did the same and managed to populate Sinoa over the thousands of years following.
Their continued survival in Sinoa’s harsh conditions is attributed to both their blessings of fertility and tenacity. For all that they lack in might, they are the most resourceful of all races, never fearing to assemble all sorts of contraptions that other races might see as an affront to the gods.Naphtra009Lifespan: 150~300 Years
tl;dr: Kemonomimi/Furries/w.e.
The second-most short-lived race after humans, though a handful of sub-species live far longer. In exchange, their race contains the highest amount of diversity. Various sub-species of this race have made their mark on Earth’s history in the form of werewolves, kitsune, and the like.
Naphtras are the descendants of monsters who continue to carry on the legacy of their ancestors. Depending on the hunting strategy of their forefathers, the Naphtra race is typically physically gifted whether they be fleet of foot or capable of doling out punishing blows. The most unique and defining trait of the race is their ability to return to their roots by borrowing the form of the monster they are descended from. Unlike their humanoid forms which developed flexibility in exchange for mediocrity, the ancestral forms of Naphtras are heavily specialized towards the trademarks of their lineage. Some possess an enhanced muscular structure while others take on the form of monsters with specialized organs that allow them to use powerful magic in quick succession in exchange for being incapable of using elements not compatible with said organs.
Though their ancestral forms resemble fabled beasts, their base form’s appearance range from looking almost entirely human save for a few feathers in their hair to beast-like bipedals. Due to their impressive variety in physical traits, it is common for Naphtras of certain bloodlines to be mistaken for members of other races, whether it be Humans, Apocryphal, or Dragonborn. As a result, many folktales on Earth involving Naphtras have portrayed them as tricksters who deceive by wearing a human guise.Phantasma010Lifespan: --
tl;dr: Spirits born from mana.
Unlike other races, Phantasmas are born not through flesh but by the whims of the world. As a type of higher elemental being, their bodies are formed entirely out of mana, making them the most magical of all the races. Thus, they can only be born in places of purity, where the concentration of untainted mana is the densest. Such areas tend to be secluded deep within forests or mountains, so the already scarce and aloof Phantasma race are an even more mysterious and rare sight.
The most defining trait of a Phantasma are their bi-colored magic eyes. Resultant of being composed entirely of mana, their physical appearances vary greatly and their physiques are frail and slow relative to other races. In turn, they are blessed with complete immunity to the element that birthed them and the ability to see and manipulate the lines of mana which make up magic. Thus, they are adept at deciphering magic right as it is being cast, though whether or not they can counter it effectively is dependent on the element their body is composed of as their bodies are incompatible with all other elements. The more infamous of their abilities, however, is the fact that each Phantasma is further equipped with a magic eye whose function is unique to them. A Phantasma’s magic eye tends to be influenced by the environment they were born in, and their powers may range from taking a glimpse into the future to sharing their sight with others. Depending on the appearance their bodies happened to take on during the days of their formation, their eyes may or may not be located on their head (if they have one). Some may even have false eyes as a means of protecting themselves from less intelligent creatures. However, the eye that reads mana is always on their left while their magic eye is always located on the right side of their body.
Due to their unique physiques and manner of birth, Phantasmas do not age in the same manner that the other races do. In fact, they technically do not age at all, and their lifespans are dictated merely by the moment the dense mana in their bodies begin to degrade. In spite of this long lifespan, newly born Phantasma are rather fast to physically mature due to it being dictated by how long it takes for their mana to completely stabilize. They also do not consume food to survive, instead absorbing energy directly from the mana in their surroundings during a dormant state akin to sleeping. As such, they tend to feel ill in areas where mana is thin or polluted.Tenebria011Lifespan: 200~500, 1000 Years
tl;dr: Demons.
Often referred to as Demons by the humans of Earth, the Tenebria are a mysterious race bearing the most ancient bloodlines of Sinoa. Depending on their line of descent, their body sizes and shapes vary greatly, leading to many different categories of subraces. The only consistent physical traits that every subspecies of Tenebria present are their horns and their tails. Compared to the powerful tails of Dragonborns, the tails of Tenebria are far thinner, are the weakest points on their body, and are not prehensile. As a result, many Tenebria may choose to hide their tails and even their horns.
At a glance, the Tenebria are a balanced but mediocre race: jacks of all trades, masters of none. Their physical strength lags behind that of the Dragonborn and Asterids, and their magical ability is thoroughly eclipsed by the Phantasma. However, their fearsome reputation lies in their dominion over the world as well as the entities that live within it.
Speaking in an ancient tongue that cannot be uttered by any other race, Tenebria are capable of commanding the earth to quake and people to flee. However, as great of a power their words hold, this technique rapidly eats away at the mana stored in their bodies. As a result, their commands are simple, and Tenebria often seek out additional sources of mana. Most consume the hearts of a great number of beasts, but a select few choose to take on a pact in which their invoker provides them with mana while the Tenebria fulfills whatever wish or desire the contract entails. In spite of their treacherous reputations in stories, the contracts between Tenebria and their invokers are seldom broken, as the words binding them can easily turn on and kill anyone foolish enough to breach it.
A Tenebria's closest kept secret is their true name, as anyone stronger than them may use their true name to bind a Tenebria to their will. In turn, Tenebria use a sobriquet in the place of their true name, save for the most arrogant Tenebria, though they never tend to live long. - Locations03LocationsA warrior needs not concern themselves with matters within the purview of menArcvine City001Formerly known as the town of Albarn, Arcvine City cropped up as a new major city in the state of California following the Second Cataclysm. As the direct connection point of The Witch’s Corridor, Arcvine City faces a high density of monster attacks relative to surrounding areas. In spite of the city’s streets being in a constant state of turmoil, the area remains a populous city with a high amount of diversity due to the number of Sinoans that decide to settle there.
Resultant of being a hotspot for rifts, Arcvine City is home to both Pallas Institute and the largest branch of Arcarum. The strict and high-pace three to four year curriculum of the former makes it one of the most difficult rift-related military academies to graduate from, but Pallas Institute is known for producing some of Arcarum’s best elite agents and researchers. In turn, Arcarum’s Arcvine City branch boasts the highest efficiency when it comes to cleaning up any threats that make their way from Sinoa to Earth.
Unfortunately, the system of barricades hidden underneath the streets as well as Arcarum’s best efforts still aren’t enough to completely prevent damage to the city’s infrastructure. Abandoned areas in Arcvine City with particularly dense levels of rift activity are blocked off as restricted zones and patrolled frequently.
Telderante
pt.I Region002[Capital] Lu Estella
The nation of Telderante is known as the capital of magic, given its prevalence of arcanium ore veins as well as having the highest population of human mages. Due to the citizens of Telderante viewing magic as a sacred gift from their god Mel, children are typically taught the fundamentals from a young age even if they do not have the ability to cast spells. The nation’s wealth has been used over the years to cultivate this gift, and the various magical institutes around the country have become the center of magical academia over the centuries. In addition, Lu Estella is known as one of the safest cities in the world due to the allegedly impenetrable barrier cast over the city by the nation’s oracle.
Much of Telderante’s wealth stems from their incredibly pure arcanium ore as well as the agricultural value of the flora that grow above them. Due to the country’s lack of specialized magitech engineers compared to magic scholars, the ore is largely exported to Grisea in exchange for magitech products as well as other goods. The latter resource typically takes the form of a Telderanti specialty referred to by the locals as Melblooms. These pale blue flowers are seldom exported in their raw forms due to their cultural significance, but skilled alchemists are capable of mixing them into potent medicines that aid in replenishing the body’s mana.
Unfortunately, Telderante’s fascination with magic is akin to an obsession that pollutes its society. Though the lower class can rise should they exhibit powerful magic and have the opportunity to develop said magic in a prestigious academy, the reverse is true for those of blue blood. The bloodlines of noble houses are carefully cultivated for the sake of ensuring that their heirs are as magically adept if not more than their predecessors. The children who fail to meet such expectations due to lacking such talents are typically shunned by their family, at times to the point of being accused of being a child born out of wedlock. Out of a desire to raise one’s status, cover up the black sheep of the family, and other reasons, Telderante’s underground channels eventually developed nefarious creations such as Homunculi and Ghost Bloom. The complex process of producing a singular successful Homunculus as well as the heavy persecution of the race in Telderante makes them scarce. However, Ghost Bloom is a problem that runs rampant in the nation despite constant efforts to eradicate the drug’s existence. Though the method of producing the wonder drug is complex, the ingredients themselves such as Melblooms are easy to come by in Telderante. This in conjunction with demand causes it to be a common drug circulated in the underground no matter how many drug rings are quashed. Those that consume the drug have their magical capacity significantly boosted, and the substance is nigh impossible to trace. However, continued use of the drug damages the “veins” carrying mana throughout the body which eventually leads to the body’s organs shutting down.Telderante
pt.II Politics003“Your travels be illuminated.”
A theocracy made by humans for humans. Other countries such as Rocheste and Kouka bear a deep reverence for their respective deities, but none come close to the fanatical level of worship that pervades Telderante. Their laws revolve around their interpreted will of their god Mel, and it is rare to see any city or town lacking a temple built in his honor. The slightest amount of disrespect towards their god tends to be met with extreme disdain, and many of the humans of Telderante see all other races as lesser due to seeing themselves as being favored by Mel.
The political structure of Telderante has remained virtually unchanged since the nation’s origins. When the god Mel led ten of his people through the war torn land to set up a sanctuary, one took on the role of Mel’s oracle, another led the country as their hero and first queen, while the other eight eventually settled down to establish what still stands today as Telderante’s major houses. Each house elects one representative to become part of Telderante’s Grand Council, also known as the Nine Seats. Each seat wields powerful magic, and their responsibilities include both the protection of the land as well as convening together to discuss the nation’s matters. As the reigning sovereign, the heir of the Salvatore royal family leads the council as their head. The other families were granted the names Grantlynn, Barclay, Huang, Ehrlein, Spring, Verdigris, Kapella, and Lumenthus.
Despite the lack of separation of church and state, Mel’s oracle Matthias seldom interferes in the political affairs of the nation. However, as the head of the Telderanti Church, his decisions are taken as indisputable whenever a situation serious enough to require his arbitration appears. Unlike the council whose seats are inherited by their posterity, the oracle has presided over the nation’s affairs for the entirety of its near two millennia of existence. According to Telderante’s religious beliefs, the oracle Matthias is a human granted the blessing of immortality by the god Mel so that he could guide the country in the god’s place. Those hailing from other nations tend to criticize Telderante’s dependence on and blind reverence towards the oracle. As a matter of fact, it is said that no one knows what the Oracle even looks like, as he takes on the form of one of the Nine Seats or the Sovereign when making public appearances. Some theorize that the oracle is simply an imaginary figurehead created by the twelve as a means of controlling the public, yet the citizens of Telderante remain steadfast in their faith nonetheless.Rocheste
pt.I Region004[Capital] Yuele
The birthplace of Fairy Script and the kingdom of scholars. Once shrouded in a mystical veil of fog that prevented any non-Fae folk from trespassing, Rocheste is now open to travelers from all walks of life. However, visitors must abide by a single, age-old tradition should they wish to be granted passage: a gift in the form of literature. Be it a worn book or a single page of a self-written essay, the gate’s sentries accept any and all texts as an acceptable entry pass. These books are later sorted and either sent to the Royal Underground Library or donated to children and families within the country.
Rocheste places a great importance both on the development of Fairy Script and other esoterica. As a means to preserve any and all knowledge against the throes of time, the Fae constructed an underground labyrinth to house a grand library. With Fairy Script etched onto every tile, wall, and shelf, the Royal Underground Library of Rocheste will automatically copy every book that’s entered into its archives into a form that’ll remain pristine no matter how many centuries pass. However, its magic takes effect only within its walls, and any and all books attempted to be removed from its premises will dissolve and return to its original shelf.
The library is simultaneously easy while exceedingly difficult to navigate. A visitor merely needs to envision what topics they wish to peruse and the library’s halls will automatically shift to guide the visitor to the correct shelves. However, forbidden texts are hidden past the constantly shifting hallways and can only be accessed while in the possession of certain sigils held only by Rocheste’s King, Queen, and royal librarians. The library remains physical in nature, so it is theoretically possible for an infiltrator to make his or her way to forbidden sections without a key, but the various defense mechanisms in the library make it virtually impossible. Incidentally, there are rumors of a priceless national treasure hidden within the deepest chamber of the library. Given the intangible nature of the contents of the library, however, many skeptics dismiss this legend as a treasure hunter’s foolish dreams.
Because the vast majority of the land has been left covered in forests and marshlands, the architectural structure of buildings in Rocheste are simplistic in design. Much of the material that has been selected for housing are light and are instead fortified with Fairy Script to drastically increase durability. Should a building require several stories, the nation’s architects are far more likely to build down rather than up.Rocheste
pt.II History005The first king of Rocheste, Jerrik, was said to have been a man with god-like talents. With his wisdom, he built the quiet forests of the land into the beginnings of the bustling metropolis that is Yuele today. As a philomath, the wise and benevolent king accepted people from all walks of life into his nation, and his retinue was made up of a diverse group of talented individuals in a similar fashion. However, his accepting nature would lead to his downfall, as the betrayal of one of his closest aides opened the nation’s gates to an invasion from the neighboring kingdom of Guphric.
Though the ensuing war concluded with Rocheste’s victory, much of the forest was burned or damaged in other ways. In the aftermath of the war, King Jerrik fed his body and soul to a seed he entrusted to his adopted daughter Rischia. Upon planting the seed in the center of Rocheste, a towering tree sprung up and spread its roots throughout the land, healing its scars and providing the forest with nourishment. To prevent another such invasion from occurring, Rischia used the tree’s mana to construct a veil of dense fog around the outermost reaches of the tree’s roots. The thick clouds surrounding the nation prevented any non-Fae from passing, instead returning the intruder back to their starting point.
This seclusion lasted as the status quo until three hundred years ago, when the royal family began easing the restrictions imposed by the fog. In its present state, entry into Rocheste is fairly lax so long as proper documentation is provided, and the nation has established its place in the world as the only region where a person can learn the craft of Fairy Script. Though the practice has been spread to other regions throughout the centuries, more complex works can only be commissioned in Rocheste.
Despite the tree’s protection no longer being considered a necessity, the people of Rocheste still greatly revere King Jerrik for his sacrifice as well as the royal family for protecting the tree for generations. The Rochestean natives consider the first king as still being alive as the tree itself, and the library built directly underneath the tree was created as a means of allowing Jerrik to read how knowledge has developed over time. Fae scholars may even partake in an ancient tradition in which a Fae embarks on a journey around the world to research a specific topic which they later publish and offer to the library to show Jerrik their growth.Grisea
pt.I Region006[Capital] Gremory
Where Telderante specializes in magecraft and Rocheste in Fairy Script, Grisea is the land that mechanical engineers and architects naturally drift to. Despite sharing a border with the desolate Void Lands, Grisea is noted for its beautiful architecture as well as its advancements in the magitech field. The oldest structures still standing to this day are preserved with the use of Arcanium and various mechanisms left behind by the Ancients. For reasons unknown, the Ancients left behind countless labyrinths and ruins riddled with puzzles and traps. The most famous of these ruins is the Labyrinth of Abraxos, which the Fae took inspiration from when building Rocheste’s Royal Library. Requiring strength, resilience, and wisdom, the labyrinth is a trial ground that many Tenebria of Grisea partake in as a coming of age ceremony.
In spite of the countless relics of the past lying about the nation, very little is known about the history of Grisea back when it was still known as Lumenstrade. As the land in which magic was first transcribed into a language in addition to its magitech, Lumenstrade was considerably advanced for its time. The Ancients whose descendents would become the Tenebria race were peaceful in spite of the power they held, yet an unknown catastrophe struck the southern half of Lumenstrade. It isn’t clear why, but the citizens of Lumenstrade migrated away from the area, perhaps due to the damage spreading to other areas in the nation. Much of Lumenstrade would be irrecoverable and became the wasteland known as the Void Lands, while the northern half would eventually be settled by Asterids and later the Tenebria that chose to return to their ancestors’ homeland.
Resultant of the past disaster and their close proximity to the Void Lands, the denizens of Grisea naturally value strength. The Ancients are still held in high regards in spite of their failures, and the Tenebria descended from the bloodline of the Ancients still enjoy an inherited lofty status. It is said that certain families secretly possess powerful artifacts left behind by said ancestors. This however, remains a simple legend and rumor.Grisea
pt.II Politics007Though the Tenebria and Asterids that make up the majority of the nation’s native population both have their own separate castes, the country as a whole is a constitutional republic. The noble clans of the Tenebria and Asterid races still exist, but their duties are primarily ceremonial in nature, and any arbitration on their parts is purely to resolve lesser conflicts in their respective communities. Due to the cultural differences between the two races, the more influential members of the clans may be consulted on a case-by-case basis. However, their involvement in Grisea’s politics stops there. At most, they are cultural and business consultants.The Void Lands008An icy wasteland featuring patches of scorched earth and abandoned ruins. Due to frequent volcanic activity underneath glaciers, mudslides in The Void Lands are common and come and go unexpectedly. Whether it be due to the lack of settlements or the flow of nature, the mana circulating within The Void Lands is dense and pure. As a result, monsters are naturally drawn to the land, and the migrants resilient enough to survive have grown even more robust and dangerous. In addition, any plant life that has managed to find a home within this extreme environment is rich in magical properties, making The Void Lands a hotspot for the more fanatical alchemists and researchers.
In spite of the mana making it a suitable environment for arcane research, it is virtually impossible to survive in The Void Lands in large settlements due to the instability of the environment. Any brave enough to weather the harsh conditions must be prepared to pack up and leave at a moment’s notice due to the possibility of their home being destroyed at any point in time. Yet, as a lawless land, it is also the most suitable for outcasts to roam. Few except the fanatics and the desperate are willing to take the risks of living in the inhospitable environment resultant of the bitter cold, and erratic natural disasters caused by the chaotic mana radiating from the land. Survival is further threatened by the existence of “dead zones”, areas that are completely devoid of life. Within the dead zones of the Void Lands, eerie silence follows trespassers wherever they go, and not even the wind blows. Should any lifeform fail to move outside of the dead zone in time, fatigue sets in quickly before insanity followed by death. No one is sure why this phenomenon occurs, and mapping out the exact radius of the dead zones have proved to be troublesome due to increasing and decreasing in area without any perceivable patterns.
Unfortunately, The Void Lands is where the boundary between Earth and Sinoa is most unstable. Humans who happen to get swept away by the rifts tend to land in The Void Lands, and many perish before making their way to Grisea or other, safer territories. In addition to increased rift activity, The Void Lands is the site of the witch Selene’s dimension-rending accident which created The Witch’s Corridor.
Code by Nano
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