Dragonborn Saga Chapter 591
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"So, you have been listening to one of your father's stories and you're finally getting motivated for some work?" Nurina asked.
"Well, considering some things that I understood last night, I need to push some of my dormant plans ahead." Jon replied.
He was levitating in the sky overlooking a piece of land surrounded by water from every corner.
Obviously an island, the shores of that island were frozen from the breeze of the arctic sea surrounding it. It was layered with a shield of thick trees that blocked the cold with many magical runes embedded on them, the trees would change as one head to the inside of the island gradually as if all the four seasons of the year were overlapping.
Outside was the Winter surrounding the Autumn which by its part surrounded the Summer down to the center of the island where the air was fair like Spring.
This was the weather forecast in Jon's Magic Domain, the Island in the Sea of Ghosts which he uses as a base for his magic experiments.
A Mage's Domain is a piece of Space which the Mage uses to contain their Magical Essence. Usually can only be utilized by Arch Wizards, Jon had his domain constructed prematurely because he always had an excess amount of Magicka within his soul.
But today is a different story altogether, Jon is now perfecting the Domain and completing all the finishing touches in one go while Nurina was watching.
"Remarkable." She exclaimed in wonder.
At this point, she finally looked at Jon knowing that he had finally stepped into that realm. Beyond his Master.
In terms of knowledge and experience, Nurina is surely the winner but Magic didn't rely just on knowledge and experience else the nerdiest would have been the most powerful.
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There's an element to Magic that no one is even able to fathom and that called by some as Capacity. Not to be confused with Magicka Capacity, the Magic Capacity is the extent of how far one's potential can take him. This also shouldn't be confused with Talent.
In a way, it is all about Skill, Talent, Imagination, and Will altogether. In those terms combined, Jon was second to none and the Domain he is forging was an enigma to the beholder.
In the simplest of meaning, a Domain is a sub-space.
The World of Mundus in its entirety is a gigantic Cell. Oblivion and Aetherius (while worlds of their own) are spaces that are attached to Mundus thus subspaces to it. Both Aetherius and Oblivion may have predated Mundus but with its existence, they came into balance and became one entire stable universe known as the Aurbis.
But that was not the end of the creation story, mini-worlds can be created as sub-dimensions and sub-spaces all the time.
A Mage's Domain is such an existence, separate world, a private pocket of reality where its owner can become as powerful as a Daedric Prince in their realm.
That's how ridiculous a Domain is.
Strong Individuals who are pursuing immortality create such realms and link them to Higher Planes such as Oblivion and Aetherius to reside in them forever and keep their souls in a state of constant life. That's a shortcut to Eternal Life but not quite an immorality.
Either way, a Domain requires an astronomical amount of Magicka and its failure is disastrous since the owner is not using up just their Magicka but also their Capacity to contain Magicka, in other words, parts of their soul.
Let's say that Wizard A has 1000 Magicka Points in his Magicka Pool. He then attempts to create a Domain that requires him 900 Magicka Points. Wizard A will give up that amount of his Pool's Capacity leaving him with only 100 Magicka Points in his pool as the upper limit to what he has.
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If the construction was a failure, the used up Pool Capacity can't be retrieved. If it was a success, Wizard A will practically lose that portion either way but his link to his Domain will constantly provide him with that amount either way.
To simplify it, it is as if you are storing your Magicka Pool in a safe place with the ability to withdraw from it at any time.
But there is one condition, the Domain must contain a method that holds its reality together and keep that Magicka in constant circulation and preferably, in constant growth.
This Enchantment, however, is not just complicated but it is nigh-impossible to pull out. But Jon already knew this method as he pulled it off multiple times in the past.
The Deadly Sins artifact series, Jon's soul artifacts that contain portions of his soul.
Greed, Wrath, Pride, Lust, and finally Gluttony are the five sins Jon created with the same method he is finishing his Domain. Embedding his essence in.
But this enchantment is by far his masterpiece. A ground spell, a layering set of spells, a central rune, Dragon Shouts, various artifacts, a Magical Intelligence, a multi-temporal interference. Jon took no chances at all with the creation of the enchantment.
The actual heart of the Domain is going to be a gigantic Magicka Reactor made of very rare materials that can process Time and Space to basic Magicka partials if possible. With such brute force, Jon crafted a device as capable as the Staff of Magnus. (Only in Theory and Limited to inner Domain usage)
Once he buried the heart deep underground, he started to power it up and gradually started to the Spatial Laws of the world.
"Jon, are you sure about this?" Nurina asked.
"I thought you were excited." Jon smiled.
"You're the one who tempted me." She said walking closer to him, "You could have just used the Normal Method."
"Heh!" Jon laughed and replied with a crazy smile, "No."
The Normal Method, the Crazy Method. Those are the only two methods that one can use to construct a Domain.
Nurina and almost 99.999999% of the Arch Wizards in history would use this method. They would find certain objects such as rings, staves, necklaces, and such to create a subspace within then cultivate it into a Domain. Nurina's Domain exists around her finger and it functions just like the [Storage Cube] which Jon uses.
Actually, the [Storage Cube] was once a Domain constructed by the young Sotha Sil when he first became an Arch Wizard thousands of years ago but he gave it up to his latter magnificent and most famous Domain, Clockwork City.
The Crazy Method to create a Domain is to practically steal a part of Mundus, a Land, an Island, a Mountain even.
The massive difference of space between a small Artifact Domain and a gargantuan World Domain is like night and day.
There are a few Domains known in this day and age. Castle Volkihar, a Domain of an Ancient Vampire Lord that can travel to Oblivion; Clockwork City, the still-functional Domain of the dead God-King Sotha Sil which exists out of the World; and most notably the Isle of Artaeum, the teleporting island of the Psijic Order that travels between Mundus and Aetherius.
And now rises the Golden Dragon Isle, an Island that Floats in the Sky.
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Summary – Level 1: Delve is an isekai litrpg that follows an average guy who just happened to wake up in a forest one day. He wasn’t summoned to defeat the demon lord or to save the world or anything like that, at least as far as he can tell. The only creature there to greet him was a regular old squirrel. Soon enough, he meets other people, only to discover that he can’t speak the language, and that not everybody immediately trusts random pajama-wearing strangers they met in the middle of the wilderness. Things generally go downhill from there, at least until the blue boxes start appearing. Delve is a story about finding your way in a new, strange, and dangerous world. It’s about avoiding death, figuring out what the heck is going on, and trying to make some friends along the way. It’s not about getting home, so much as finding a new one. Did I mention that there will be math? Summary – Level 2: Okay, but what are you in for, really? Well, this story is supposed to be realistic, or at least, as realistic as a fantasy litrpg can be. The main character doesn’t instantly become an all-powerful god and murder-hobo his way across the universe. Delve is, at its heart, a progression fantasy, but that progression is meant to feel earned. The numbers in this story actually mean something. Everything is calculated, and if you find a rounding error, I expect you to tell me about it. That said, if math isn’t your cup of tea, there is plenty more that the story has to offer. Characters are meant to feel real, and progression isn’t only about personal power; it’s also about allies, connections, and above all, knowledge. Figuring out how the system works is a significant theme. ... What, you want more details? Okay, fine, but this is going to get a bit spoiler-y. Are you sure? Yes! Really sure? I mean, this summary is practically half as long as the first chap– Now! Okay, okay! The main character becomes a magic user, but he takes a route that is not very popular in adventurer culture, namely that of a support. There is a full magic system with various spells, skills, and abilities, but our MC decides that aura magic is the way to go, and that the only stat worth investing in is mana regeneration. Most people at the Adventurer’s Guild think that this makes him a bit of a dumbass, but he’s playing the long game. We’ll see how that works out for him, won’t we? Because of his build, the MC levels up fast, at least compared to normal people. There are no cheats, though, and he is limited in other ways. There are some clear and pretty obvious downsides to his build. That’s what makes it fun, no? Morals? Our MC has them. Again, we’ll see how that works out for him. Realism, remember? Would you be okay with killing someone and looting their body? I sure hope not. POV? The focus is on the main character, but there will be occasional varying perspectives from people around him, or involved in the events related to the main plot. It isn’t going to jump all over the place. Tech is standard medieval stasis. No smartphones, but the MC does have a technical background. Computers and their programming might be involved. There might even be a bit of uplifting down the road, who knows? Anyway, it isn’t the focus. He isn’t going to invent the gun in chapter 1 and change the face of warfare. Romance is not a major focus. Friendships are more the name of the game, though there will be some characters in romantic relationships. There is exploration, though not as much of the geographical nature as you might expect. It is more about exploration of the system and the culture. The pace is slow and detailed, sometimes verging on slice-of-life. The action is meant to be realistic and grounded in the numbers, and it is intended to have meaning beyond simply punching things until they stop moving. The general tone of the story is grey, and some parts can get quite dark. People die. Sometimes, people with names, but not anywhere near GoT level. There is plenty of light, too, though, to balance the darkness. The world is dangerous, but overcoming that danger is why we’re all here, isn’t it? Anyway, if you’ve made it this far through the summary, you clearly like words. I hope you enjoy the story! Cover by Miha Brumec Summary Updated: 2020-06-14
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