MAP
Note, this is essentially just a recolored map of Europe (in One Note at that!), but I have been using it for reference. Pretend the grey areas are also ocean.
[https://imgur.com/od9dPSm][https://i.imgur.com/od9dPSm.jpg]
BESTIARY
* Dilcue - crab-thing whose insides are a mess of non-Euclidean spaces such that everything is everywhere it needs to be at once. Biologically immortal and grow larger the older they get. Behavior wise they're just normal crabs.
* Animice - ice golems; form from the frozen (literally) heart of sufficiently powerful magical creatures in areas of high ambient magic, Violent as hell and cunning.
* Crag Frogs - frogs that can camouflage or turn their skin transparent and have cilia/root-like hairs on their feet in order to get sustenance from the ground they stand on. Stay still unless directly disturbed and even then try to run away.
* Llysanwe - lamprey/chameleon crossover that can turn invisible. Can shoot out their tongues with enough force to put a hole in an even slightly enhanced person's chest. Tongues can also act as very powerful tasers. Ambush hunters. - name is a butchered stitching of the Welsh words for eel(llysywen) and invisible(anweledig)
* Swift Swallow - Like a normal swallow, but with Air magic that lets them go fast. No special abilities otherwise and mostly harmless due to their fragility preventing them from using their speed to act as battering rams
* Giants - Only other sentient race on Earthland, born Saints but kept from taking over the world by virtue of lacking a God, magic they're born with determines physical and mental abilities and social rank.
* Dragons - Almost entirely extinct with the exception of Acnologia, only things capable of killing Gods by virtue of having a domain around them in which a God's powers simply don't work.
* Demons - Blanket term for any creature created by Zeref
* Celestial Spirits - Otherworldly entities whose avatars can be summoned via the Celestial Keys or whose powers can be called on through various methods (Rituals, Heavenly Body Magic, etc.)
* Outsiders - Rare entities from beyond reality that typically devour the soul of a mage upon entering Earthland and take over their lattice. More powerful Outsiders exist, but they have never been successfully summoned.
* Fiends - Remnants of mages whose powerful emotions at death resulted in their lattice somehow clinging to life, whether by embodying their element, binding to something, or some other method.
HERBIARY
* Muscacare - magical Venus-fly-trap-esque thing, compound that it uses to lure prey is actually very nutritious and can be used to encourage directed regrowth. - name is a butchered stitching of the Latin words for fly(musca) and eat(manducare)
MAGICS
* Terminology
* Holder-type: magics that revolve around creating and using magic items called Relics for various effects
* Caster-type: magics that revolve around using one's magic power to do something directly
* Relic: a magic item used and created by a holder-type mage to perform their magic
* Lacrima: a form of magic crystal that naturally gathers and stores ambient magical energy
* Magical Lattice: the magical 'circulatory system'
* Capacity: the amount of magic that an individual lattice can hold
* Affinity: a small and rare mutation within a lattice that causes it to naturally produce magic of a certain type. Can be artificially created by implanting a sufficiently robust lattice with a Lacrima of the desired type when the subject is very young
* Bonding: the process of actively mutating the lattice such that magic that passes through it is at least partially converted to a specific type of magic
* Attunement: the process of mutating the lattice such that it naturally produces magic of a desired type
* Thrice Bonded: the term for a mage that has an affinity, bond, and attunement to a certain magic. Prevents that mage from producing magic of any other kind
* Saint: The process of connecting the lattice to the soul directly, greatly increases control over one's magic and usually allows for accomplishing things with their magic that wouldn't be possible otherwise
* God (Caster-type only): Connecting one's magic to the outside world directly, removes the need for the use of magic power, the mage's control and power over their magic becomes absolute
* Artifact (Holder-type only): Similar to God though this applies to Holder-types whose Relics ascend instead. The relics become everlasting, and usually develop some sentience of their own, even able to learn magic. These Artifacts are also capable of feats that are far beyond the ability of any Relic
* Focus magics - Holder-type - magics focused around creating foci that can replicate the effects of other magics. Require Lacrima crystals attuned to the desired magic in the making of the Relic
* Staff Magic - strongest but least precise
* Wand Magic - weakest but most precise
* Tome Magic (Focus variant) - slightly less powerful but slightly more precise
* Ring Magic (Focus variant) - slightly more powerful but slightly less precise
* Gem/Orb Magic (Focus variant) - all rounder
* Sealing magics - Holder-type - magics focused around creating Relics that can store various things in them, from objects, to energies, to concepts
* Card Magic
* Bag Magic
* Tome Magic (Sealing variant)
* Ring Magic (Sealing variant)
* Gem/Orb Magic (Sealing Variant)
* Phylacteries - allow for the storage of one's soul - most basic use is for self-resurrections, though it allows for tampering with the soul as well
* Crafting magics - Caster-type - magics focused on turning magical materials into items anyone can use
* Alchemy - Caster-type - allows the user to create magical substances by mixing crushed Lacrima crystals with more mundane materials
* Enchantment - Caster-type - allows the user to create enchanted items by inscribing Lacrima crystal powder on the object in certain patterns and increases the users efficiency at powering enchanted items
* Sight Magic – Caster-type – allows the user to enhance sight beyond normal limits and eventually start seeing more and more esoteric things as skill increases (i.e. seeing souls and thoughts)
* Fae Magic - Caster-type - allows for the enhancement and modification of users other magics depending on the emotions they feel at the moment
* Fractal Magic - Based on the Fractal Mimic from Wake of the Ravager
* Elemental magics - Caster-type - magics that allow for control over an element
* Maker magics - Caster-type - magics that allow for easier forming of elements and forces into physical shapes
* Slayer magics - Caster-type - elemental magics that distinguish themselves by being immune to the natural control of the creatures they are meant to slay (I.e. Fire Dragon Slayer fire cannot be controlled by a dragon) and by allowing the user to consume the element to replenish their own magic
* Dragon Slayer - weakest, but also enhances the users senses
* God Slayer - stronger than Dragon Slayer, characterized by the controlled element being black instead of its normal color
* Demon/Fiend Slayer - Strongest of the Slayer Magics, but also drives user insane
* Size Magic - Caster-type - allows control over one's own size and physical abilities, offshoot of Enhancement Magic
* Enhancement Magic - Caster-type - a magic that allows one to flood something with magic to enhance it in some way, commonly used to increase physical abilities and weapon effectiveness.
* Abjuration Magic - Caster-type - Magic dealing with summoning, banishing, tracking, warding, and contracting unnatural entities (Celestial Spirits, Demons, Outsiders, Fiends, etc.)
* Heavenly Body - Caster-type - allows for the creation of various effects by drawing out constellations associated with the Celestial Spirits
* Domain Magic - Caster-type - allows for the creation of an area around the user in which they can freely reshape their surroundings
* Law Domain - instead of transforming the area physically, allows for the creation of certain rules that must be followed within the domain, almost like laws of physics
* Archive Magic - Caster-type - created by Gran Doma, who is also the Archive, allows for the user to access information in the Archive and to temporarily make use of the Archive's processing ability and scanners
* Life Drain - Caster-type - allows for the draining of life and then repurposing of that life for various effects. Common uses are increasing longevity, enhancing physical abilities, and shapeshifting
* Magic Drain - Caster-type - allows for the draining of other magics and then repurposing that magic for various effects. Commons uses include Voodoo, replenishing magic stores, and shapeshifting
* Fiend Make - Caster-type - allows for the gathering of ambient magic and imposing will on them to create temporary Fiends
* Manifestation Magic - Caster-type - allows the user to create any item they can think off, durability, duration, and 'realism' of the item depends on skill
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ATLAS
* Holod - Speak Giant - Northern, land of giants, giants consider anything smaller than they are food - humans are considered a delicacy, caste like system based on the giant subtype -
* Top - Storm - leaders
* Second - Frost - Military
* Third - Cloud/Fire - Crafting, bureaucracy, and a little military
* Fourth - Stone Giants - Farming, assisting higher rank giants, and watching over lower rank giants
* Bottom - Hill Giants/Trolls/Ogres - Slaves
* Fiore - Speak Fioran - has cities guarded from monsters by mage guilds - has a fantastic road system created by Gildarts walking in straight lines
* Alvarez Empire - Speak Alvaric - dictatorship under Zeref, magic is illegal without government approval
* Boravia - Speak the Old Tongue - ruled by Draculos, land of vampires, necromancers, and biopunk/lovecraftian/body-horror flesh alchemy; xenophobic, located in the northern half of the territory between Fiore and Alvarez
* The Wild Lands - less of a real country and more of a massive and extremely dangerous forest, kept from being colonized by Wolfheim, Wolfheim allows people to travel inside to train themselves but any attempts to civilize the place are met with death, very 'survival of the fittest' type of place, located in the southern half of the territory between Fiore and Alvarez - if the place gets overpopulated, Wolfheim sends the monsters out to attack other countries, these events are called Incursions
* The Catacombs - network of Underdark-esque tunnels running under Earthland. No sentients, just a bunch of monsters