《Girl with the Golden Eyes》(Not a Chapter Spoilers) Timeline and World Rules
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Here is mostly everything I have
Mana and Sprits - Mana is fluid, like a sea that wraps the world in the non-material realm, but it can also concentrate in areas where strong magical entities reside for long periods of time. Such as a Dragon's cave, or a Blessed Church. Mana, in of itself, has no will while being nearly all-powerful. As such, Spirits are rogue bodies of sentient mana. They're always made from the fears and hopes of the Physical realm subconsciously giving powers to Ideas.
As such, Mana in itself does not possess a will and can be considered a tool. Miasmas is mana given negative will, and Holy Mana is Mana given positive will. These two functions are controlled by the World System.
"Mana is the Sea, and we are its fish. There are calm seas, and there are stormy seas. Spells are the storms, so cast with care." - Great Magus Marie Valentine
Spells, Casting and Enchantments - Think of it like gasoline, and a spell is an engine. Mana is the fuel that powers the spell. The spell is the caster's intent but like any engine, it requires details. A simple steam engine is nothing compared to a Gasoline engine in complexity. However, a steam engine is easy to build than a modern engine.
Complexity = Greater power ( - ease of use)
Simplicity = Lesser power ( + ease of use)
The simpler the spell, the quicker it can be cased, and how many people have the ability to free cast it. Casting Circles take far longer to make, oftentimes more than 10 minutes to several years in the making depending on the complexity. But, casting circles are the friend of the unimaginative, the experimental, or those who wish to caste stronger magic, but lack the mana draw and mana pool to cast at once.
As such, Casting Circles are to be considered "passive" casting to "Active" casting that Free casting is. Casting circles are separate to enchantments, purely on user intent and their make up.
Casting circles are often made with chalk or ink on paper or on walls and floors. Some can even span roofs.
Enchantments are, for all intents and purposes, almost always made to last. Their most common appearance is in etchings on metal, such as swords or jewelry. They're often built with set parameters for activating since a "passive" enchantment can drain its bearer if the ambient mana isn't enough. In cases like this, and there is no one to draw from, the item may break if the enchanter doesn't embed a failsafe. "Non-passive", or those that require the act of consciously pushing mana into the enchantment are, by far, the most prevalent.
These do not risk harm to the user, in the way that passive ones do, and they often require less forethought in their build.
"I'd prefer the caster to blow themselves with their ego using an Activate-Enchantment, rather than me having to anticipate an imbecile's ability to sidestep a failsafe of a Passive-Enchantment." - Great Magus Otis.
Relics - Most often, relics are terms for items that have been made with lost means or were made by gods. A good majority of items were just game items that were left laying around. As such, most game items play a loose game with the rules of Magic, but often still adhere to them; if loosely. Ones made by the Gods adhere tightly, even when they toe the limits of those rules.
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Souls - Souls are the self-manifestation of an intelligent being/animal/monster. They are what give them the ability to grab and use mana. Monsters are slightly different in this regard, as they do not have a high intelligence yet can often potent magic. This is due to the function they possess within the "World's System" as the antagonists that push civilization to advance further or die out.
Since souls are the "hands" that allow a physical being to wield mana. As such, as Physical bodies cannot be healed by mana (Healing spells increase the speed of natural healing, though a few do more) Soul Bodies can only be healed WITH mana. As stitches are to the skin, mana is the immaterial stitches to the soul.
"Souls also are the key to the afterlife, heaven, and reincarnation. Though, mages have not been able to make headway in this regard. It is believed that "Heaven" may not exist, or never had existed." - Great Magus Marie Valentine
Monsters - often confused with native dangerous species, they're often the product of Miasma. The more violent the place is, the more Monsters can be birthed in the vicinity. Wars, major calamities or disasters, and other negative events will usually create a higher uptick in the Monster Population.
A way to tell the difference between a Monster and a Native predator is the three-point test.
1. Does it breed? Monsters cannot breed.
2. Does it eat? Monsters do not eat. They're incarnations of violence and hate.
3. Does it have a territory? Monsters are nomadic.
Native predators breed, eat, and often have their own territory for the most part.
Gods, Angels, and Demons - As a common understanding, Gods are just and all-knowing. Often cruel yet fair. That would be completely incorrect. There are Gods, Demi-Gods, and Partial Gods.
Gods are separated into two different classes.
High-God and Administrative God. There is only one God, and he rules over all Planes and Realms. Unseen, until he deems it to be seen and only to a select few. Administrative Gods are more abundant but still small. Administrative gods control Planes and often work under the High-God. They control and run their assigned planes with very few conditions. This is because one Entity cannot see every possibility. The High God works on details, or better said, the Programing that makes up the very fabric that is a Plane.
He doesn't care for the smaller picture that is the small handful of worlds within a plane. This is left to the Administrative God of that Plane.
Administrative gods are created in very and nearly impossible circumstances.
Angels are the foot-soldiers or chosen of the Plane's God. Their purpose is whatever their leader wishes. Demons are a corruption that exists in every plane. Like a Virus.
Demi-Gods are usually the highest a normal mortal could obtain, and usually in planes that do not have their own Administrator. They grow powerful on either a strong source of power, usually managing to enhance they're being with Mana through complex spells or rituals, or Faith. The most common one is Faith.
In the instance of the Demon (Demi)God, the World System had already enhanced him due to his presets during the game.
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"It is often said that Men can become Gods, but what does it mean to be a God? Are you destined to watch over all our failures as a race forever? Or could you change it all?"
World System - World-Systems are usually the core of a Plane or Planet, whichever it was set to. They're considered the gears that run reality or doesn't. World-systems are put in place to run particulars that, without it, would die off or run rampant to the point the Fabric of that plane with rip apart and implode.
Such as Mana. On Earth, Mana use to exist but because there hadn't been an Administrator and/or set World System, Mana died off(Instead of imploding)
World-systems can be edited, but not on the fly. They require inputs at the heart of the System itself, whatever the Administrator of that System makes it. Some make it a tree, or a Chalise. Some make it a body part, and some make it a Grain of sand. Please don't make it a Grain of Sand like Earth's Admin did. That's why everything there is falling apart. They lost it on a Beach in Tajuana. They didn't even place a Tracker on it.
However they wish to make it, the World System's console is required to make changes. Otherwise, without it, the System is the hard clad boundaries of that Plane. Caution is advised, place an authorization access code on your Console. Those of the Magically inclined can access this Console, or try and break-in.
"It is believed that our world is conducted by a set of rules and laws that are unbreakable. Whether you wish to break your head against those rules and laws is your own prerogative." - Great Magus Opal.
Planes - Independent conceptional bubbles that exist with their own set of rules and laws. Think of countries, but each country is a bubble can be floating around or a stationary bubble. Planes don't collide when they touch, but overlap. Depending on if there's an Administrative god and/or if there is a World System, the results of a Planar Overlap Event can be something as mundane as strange lights in the sky to invisible gates that lead unsuspecting inhabitants of either plane into the other plane, or a world-ending black hole that kills everyone in a blink of a second.
The latter normally happens for Planet wide Planes, but a Multi-Universal Plane (MUP) can cause a Singular Universe Plane (SUP) to Implode on rare circumstances. If an MUP collides with an SPP, there is a chance the SPP's borders will collapse and that planet joins that MUP. Or it'll simply cease to exist, or nothing happens. Possibles and what not.
"Plane-Jumping is the most difficult kind of Magic to cast, next to Realm Creation and Space Manipulation. It requires finesse and the knowledge of when and where a plane will overlap." - Planes Walker Athena, minutes before she was never seen again when she Plane-Jumped.
Timeline:
1. (Age 8)Cyril's is attacked - placed in a coma.
2. Edward pools all resources into the Medical sector to wake her.
3. (10)' Virtual Reality technology created for medical patients
4. (13) Garden of Eden Created. Cyril is "awakened". Shortly becomes a VR Game called EverGarden
5. Jax Cheats on Cyril (16)
6 Cyril's heart begins to fail, but no current medical stuff can help her. She desires to have a Medically Assisted Suicide before her body begins to degrade.
7. Cyril(17) has a MAS procedure after the Last Raid.
8. Maddin takes her own life a week later.
9. Jax takes his own life two weeks after Cyril's death.
10. Edward kills everyone who'd tried to hinder his quest to save his daughter, and the man who put her in a coma.
11. (300yrs After Cyril's Death) Maddin arrives in EverGarden.
12. (320CD)Maddin begins to consolidate a peaceful zone around the World Tree after seeing how crazy it was for once.
13. (400CD)Edward arrives in EverGarden. He and Maddin don't connect in the way they use too, unkknown to them, it is because the World System has them registered as "Demon God" and "Sun God" Respectively. Their auras make them push out, but their love is still real, Though they eventually drift apart.
14. (450CD) Edward takes over the Frozen north lands for the Demons.
15. (500CD) Alistair is born. Fenrir and Akyryss are inactive in the world. Glynii is pulling together a Rebellion against the High-Elves.
16. (535CD) Alistair leads the Humans into Rebellion against the High Elves. Glynii merges with Alistair.
17. (600CD) Glynii finds one of Cyril's items in one of the Abandoned Clubhouses that summons a Terrasque. Uses it to break the HE Alliance Army as they marched to the Emerald Sea. Alistair disobeys Glynii's reqest to not to touch the Emerald Sea, where Maddin's neutral city was.
18 601CD - Alistair attacks the Emerald Sea, ransacking it and finally meets Maddin. Finds out that Maddin wasn't in line with the High Elves, but Maddin offers her Divinity since he's almost a Faith-Based God already. She's scared of Edward and what he's slowly becoming.
19. Edward arrives to protect the Emerald Sea with Fenrir and Akyryss, catches Alistair taking Maddin's Divinity. Kills Maddin to prevent Alistair from taking all of it. Fenrir is there to witness it, Fenrir flees and disappears into the world.
20. 601-606 CDAkyryss shows up after, Edward tells her Alistair killed Maddin. Akyryss rampages throughout the West until she finds a Small Island. She finds a child that looks similar to Cyril and ceases her actions.
21. Alistair retreats from the Emerald Sea an Incomplete God, and cannot transition into the Sun God because Edward stole the last fragments of Maddin's Divinity. It fuels him for a hundred more years, but turns to Faith to keep him powered.
22. Edward finishes destroying the City and corruptes the World Tree to prevent Alistair from trying to take it.
23. War of the Gods begins.
24. 2045CD - Cyril awakens.
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