Lore

Note: Not edited

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Continent of Kraven— A massive land almost the size of the entire landmass of Earth (all the surface grounds and islands.)

Kingdoms— The continent of Kraven is divided into five kingdoms with unequal areas. The rivers from the two trenches extending to fulfilling rivers divide the territory.

1) Ignum— The most ferocious of kingdom despite their rich crops and harvest. A kingdom formed in between all the four kingdoms. Ruled by Spartans with lowest treatments of other species.

2) Byrgad— The kingdom north to Ignum. With its rear covered by cold mountain range and unending supply of ice and water resources, the kingdom boast powerful water mages. The kingdom is ruled by a council of Pale ones with only a slightly higher treatment of the white skinned beings of any species. Quite discriminative of beings of other colors including— Green, blue, grey, black, red, and brown. The discrimination, however, does not hold in the courthouse.

3) Waran— The war country that stretched out to east with a tiny capital but largest surface area out of the five nations. The ruling family is chosen by the war of throne every 30 years. Despite the low numbers of warriors and mages in the country and quite a bit of innovative commercial citizens, the kingdom boasts the most ferocious reputation and utmost battle power individually. Laws can be bent to a certain extent using reputation and power.

4) Mihar— The west kingdom of peace that is ruled by expelled criminals of all the other nation. No laws exist and everything is a fair play with no organized developed lands on a grand scale. Mercenaries of this nation who pass the entrance of the other four kingdom are welcomed for their treacherous nature and easy to manipulate desires.

5) Quahala— A country of mage protected by a powered magical barrier. The nation does not cut off the stream of river that divides the land but does hold a geographical advantage in this manner. The other countries have shown desire to plunder this mystical and secretive nation to devour its magical technology and advanced manners to build warriors. But strangely, until now, every country fails to do so.

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Time/day— 32 hours/1

days/month— 47/1

months/year— 14/1

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Magic—

The magic system of this world can only be attained after gaining a kickstart from an already advance mage. Anybody can be a mage so long they pay the price. The system is divided based on accumulated knowledge, experience, and magical essence stored within the body. The mage association developed by a band of highly threatening mage and present in all the nations characterize the system into seven comprehensive arcs.

•Initial Arc— A mage with only a single magical heart is characterized into Initial Arc.

•Novice Arc— A mage capable of successfully operating and installing a magical vein system by itself under the scrutiny of the association shall be characterized as a Novice Arc.

•Adept Arc— A mage capable of developing an element out of one's mana itself shall be characterized as an Adept.

•Seeker Arc— A mage capable of deriving a magical bloodline, excluding the ones blessed with Mana Lineage, shall be characterized as Seeker. Note— those who have mana bloodline would already be a seeker once they become an Adept and if they have a bloodline related to elemental affinity then they will be theoretically characterized as Seeker after Novice arc. This, however, does not point to their true abilities, nature, and knowledge.

•Master Arc— A mage capable of defining one's mana and resonating with the nature, finally absorbing the natural mana all around it shall be named a Master. Note— If a bloodline is related to this concept then a mage needs to become Seeker before automatically becoming a Master.

•Lord Arc— A mage capable of bringing adjustment to all its past achievements and enhancing them by their own experience and knowledge shall be named a lord.

•Sage Arc— None in mage association ever reached this arc but it has been theorized by many great and innovative minds. Following the rule of a mountain greater than current trek and a hurdle greater than current achievement, every mage in the arc of Lord have suggested that there exist yet another realm to achieve. But many also suggest that this 'theory' is born out of unending hunger for power, achievement, and excitement. The minority, however, suggest that not only the road to Sage is a distinct possibility but the road to an even higher realm isn't a product of delusion.

Note from Mage Association— Should you reach such achievement without your own capabilities and still saunter about akin a proud hen then all you are good for is laying eggs and getting bred. Achievements brought by personal efforts are what marks an existence's recognition.

Only masters are able to kickstart a magical career.

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Warriors— Those who couldn't afford a mage to kickstart their career in the beginning shall turn to the path of physical abilities until they gain enough resources to pay the price. The path of warrior and physical enhancement goes hand-in-hand with the mage realms with the greatest benefit of the physical enhancements being an extension of life.

•Devoid Arc: Men hunting and completing missions to gain enough funds to become a mage. Many lose their lives in this arc itself for the price of being a mage is sometimes saved over many generations and cannot be afforded by monetary means.

•Initial Arc: +10% of life available to species.

•Novice Arc: +20% of the total previous lifeline that includes the life extension obtained from inial arc.

•Adept Arc: 30%

•Seeker Arc: 50%

•Master Arc: 80%

•Lord Arc: 130%

•Sage Arc: Theorized to be 210%

Note from Mage Association— The percentage is not a definitive and magic spells pertaining to the measurement of natural life needs to be used to gain surety.

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A/N: I still haven't been able to wrap my head around magic spells and their characterization. If you have any suggestions, feel free to jot them down.

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