Novels2Search

Glossary

LOCATIONS

Auryndale:

The capital city of Draac is known for its luxurious royal palace and towering marble buildings. As a hub for politics, commerce, and culture, it plays a central role in the nation’s governance and daily life.

Is the largest capital city of the Western nations with a population of one million people.

Caldera:

The smallest and weakest of the four human nations, Caldera relies heavily on agriculture from its fertile lands to sustain its economy. Due to its lower population and strength, it often seeks international aid from Victoro and Draac to combat powerful threats.

Has a population of four million people.

Draac:

An island nation regarded as the strongest human kingdom in the western lands. Founded after the death of an ancient dragon, Draac has stood the longest among all known kingdoms. Known as “The Magic Kingdom” for its prestigious magic academies and unparalleled magical knowledge, Draac offers a wide range of climates due to its expansive size and diverse geography.

Is a matriarchal nation where women often earn their family titles instead of the men.

Has a population of thirty million people.

The Magic Tower:

A towering structure that reaches toward the sky, is said to have been constructed by the legendary wizard Merlin. The tower houses ancient magical knowledge, but access is restricted by rank. The Magistrate of Magic currently holds sole ownership of the tower, and even the royal family of Auryndale has no direct control over it.

Victoro:

The second-longest standing human nation, located at the tip of the southern continent. Once part of Draac, it separated over 600 years ago, establishing its independence. Due to their shared history, they are Draac’s biggest allies against foreign threats.

Has a population of twenty million people.

Witch Town:

A different dimension created by witches centuries ago as a home to protect oneself against prosecution. Here witches can live freely, enjoying protection.

To enter this society, one needs to be recognized by one of the witches in the council, and given a unique password to enter. Upon using it on a two-way mirror, a portal opens that allows passage to the society.

----------------------------------------

RANKINGS

ADVENTURER RANKS

D Rank:

* Description: The starting rank for adventurers.

* Capabilities: Normal humans who have awakened their mana core but possess little experience.

* Notable Traits: Often take on minor tasks or low-risk missions to build their skills.

C Rank:

* Description: The rank of seasoned adventurers.

* Capabilities: Individuals who have exceeded the limits of ordinary humans through training and experience.

* Notable Traits: Frequently handle moderate-risk missions and start gaining recognition within their communities.

B Rank:

* Description: A highly desirable rank for most adventurers.

* Capabilities: A blend of talent and effort characterizes these adventurers, who have climbed the ranks through persistence and skill.

* Notable Traits: Often involved in challenging missions that require significant expertise and teamwork.

A Rank:

* Description: The elite tier of adventurers, representing the best of the best.

* Capabilities: Less than 5% of adventurer teams attain this rank, and thus they are more effective than multiple lower-ranked teams.

* Notable Traits: Entrusted by governments to handle critical threats, including high-level monsters and dungeons.

S Rank:

* Description: The pinnacle of adventurer achievement.

* Capabilities: Representing the world’s most exceptional adventurers, these individuals and teams are unmatched in skill and reputation. It is said that a single S-rank adventurer is comparable to 10,000 soldiers on a battlefield.

* Notable Traits: Across all countries with adventurer guilds, only five S-rank teams currently exist, underscoring their rarity and influence.

DUNGEON RANKS

C Rank:

* Description: The lowest rank a dungeon can have.

* Recommended Adventurers: Suitable for B-rank teams or higher; a minimum of A rank is required for solo attempts.

* Characteristics:

* Typically have fewer than five floors.

* Can be conquered within a couple of days.

B Rank:

* Description: An intermediate-level dungeon.

* Recommended Adventurers: Only A-rank teams or higher should attempt to conquer it; S-rank adventurers are required for solo runs.

* Characteristics:

* Generally contain fewer than ten floors.

* Conquest may take up to a week.

A Rank:

* Description: A high-level dungeon posing significant challenges.

* Recommended Adventurers: Requires multiple A-rank teams or a single S-rank team (if available). Soloing is strongly discouraged, though some exceptional individuals might succeed.

* Characteristics:

* Often feature ten or more floors.

* Requires weeks of preparation and effort to conquer.

S Rank:

* Description: Legendary dungeons of unparalleled difficulty, appearing only a few times per century.

* Recommended Adventurers: Demand the combined efforts of adventurer guilds worldwide. Only several S Rank teams should attempt to conquer it. Local areas are often evacuated due to the immense threat posed by the dungeon's monsters.

* Characteristics:

* Unpredictable structures with several dozen floors.

* Conquest can take over a month to complete.

Magician Ranks

Apprentice Mage:

* Description: The initial rank assigned to academy students.

* Requirements: Earned upon enrollment in a magic academy and granted through possession of a student ID.

* Capabilities: Students at this rank are in the process of learning basic magical theory and spells.

3rd Class Mage:

* Description: The rank awarded upon graduating from any magic academy in Draac.

* Requirements: Must demonstrate proficiency in 3rd-tier spells.

* Privileges:

* Permitted access to up to the 30th floor of the Magic Tower.

* Considered competent practitioners of magic, suitable for most standard magical tasks.

2nd Class Mage:

* Description: A rank for highly skilled mages who excel during or after their academy education.

* Requirements: Must demonstrate proficiency in 4th-tier spells.

* Privileges:

* Granted access to up to the 40th floor of the Magic Tower.

* Recognized for their advanced magical abilities and often entrusted with more complex responsibilities.

1st Class Mage:

Find this and other great novels on the author's preferred platform. Support original creators!

* Description: The pinnacle of magical excellence, representing Draac’s elite mages.

* Requirements: Must demonstrate mastery of at least 5th-tier spells.

* Privileges:

* Allowed access to up to the 50th floor of the Magic Tower.

* Eligible for consideration to join the prestigious Magistrate of Magic.

* Notable Traits:

* Fewer than 1,000 mages in Draac hold this rank, most of whom are alumni of the Royal Magic Academy.

* Mages of this class are often approached to join the Royal Guard.

Spell Tiers

Tier 1: The most basic spells, accessible to recently awakened individuals with minimal practice. These spells are non-lethal and primarily used for training and simple tasks.

Tier 2: Intermediate spells requiring refined mana control. Only those with a magician rank can cast these, as they possess lethal potential. Suitable for combat and practical applications.

Tier 3: Lethal spells capable of killing multiple individuals at once. This tier is the minimum proficiency required to graduate from the Royal Magic Academy.

Tier 4: Advanced spells demanding a high level of mana mastery. They can destroy small buildings and are often employed in combat or large-scale operations.

Tier 5: Expert-level spells used by advanced magicians or exceptional academy students. A single strike can heavily damage fortresses unless they are magically protected.

Tier 6: Catastrophic spells capable of destroying entire villages. Comparable to S-Rank adventurers, these spells are wielded only by the most skilled magicians.

Tier 7: Spells with immense destructive power or that can disobey the laws of nature. Castable by a select few, they can level entire towns or cities and require an insurmountable amount of mana.

----------------------------------------

IMPORTANT FIGURES

Draac

An ancient and powerful dragon who ruled over Draac’s island millennia ago. Its death led to the founding of Draac. His rule was marked by power and dominance in an era where humanity was subservient to higher races.

Queen Arthur

The founding monarch of Draac whose brilliant leadership and strength unified the fragmented states that constitute Draac nowadays. As the wielder of the Excalibur, she had a monumental importance in ending an era of chaos and terror.

Knights Of The Roundtable

Twelve ancient figures who ascended into legends. They were monumental in Draac’s creation and the salvation of Humanity.

CONCEPTS

Alchemy

The ancient practice of transforming herbs and ingredients into potions.

Aether

An invisible substance that permeates the world. No sorcerer can purposely interact with it, however, some found artifacts made by lost technology somehow have the ability to harness it.

Aether is used as fuel by the mana core—being gathered as one breathes or eats. It is theorized that a single particle of Aether is dozens of times more powerful than mana.

Awakening

The process by which normal individuals awaken their mana core. Happens to one of every few dozen humans.

Most of the time happens during the early stages of puberty—around ages 11-12—however, in some rare cases, it can happen to late teenagers or pre-pubescent children.

Awakening before the age of 9 is often the sign of a genius.

Crowns

The primary currency used in Draac.

* Copper Coin: Equivalent to one crown.

* Large Copper Coin: Worth ten crowns.

* Silver Coin: Equivalent to one hundred crowns, commonly used by successful merchants or nobles.

* Gold Coin: Valued at one thousand crowns, typically used for significant transactions.

* Platinum Coin: Worth one hundred thousand crowns, used only by the wealthiest of nobles.

Demi-Humans

Beast kin who in the past were thought to be wild humans. Their appearance is varied, going from similar to humans with only mild differences, to sentient beasts.

There are dozens of Demi-human species, and it has been proved that some can breed with humans.

Divine Blessings

Gifts bestowed by the gods often grant an individual special abilities, powers, or fortune. Divine blessings are rare, occurring in one in tens of thousands of people.

Blessed individuals often relate having a special link to their god, sometimes being able to communicate with them directly.

Dungeons

Ancient-looking structures that appear throughout the world with no concrete explanation. It is believed that the gods created them as a way to test and fortify humanity.

All dungeons have a monster known as a “Boss” which upon defeating it, monsters will stop appearing in the dungeon. In the same chamber, where the boss resides, there are often treasures hidden somewhere that adventurers covet.

After a dungeon stays unconquered for a long period, monsters come out of it to the surface, representing a huge threat to nearby life.

The adventurer’s guild has ownership of most dungeons, however, sometimes the Royal Magic Academy buys the rights to C or B Ranked ones for training students.

A dungeon's rank is tested by the Adventurer’s Guild by estimating the power of the monsters from the mana they emanate. In the rare occurrences that the estimation is wrong, countless lives can be lost.

Elemental Affinity

The natural connection a person has to one of the many existing elements.

There are four basic elements: Wind, Fire, Earth, and Water. When two people of different elements have a child, that kid is born with one of their elements. In very rare cases, that person is born with a mix of the two, being able to use unconventional elements (ie. fire and wind create thunder).

There are also the Light and Darkness elements. These are different from all other elements since they don’t create new ones. Light is often associated with healing while Darkness with curses.

People with those unconventional elements are often considered by nobility in arranged marriages to strengthen their bloodline.

Familiars

Magical creatures bonded to spellcasters, often summoned from other realms. Familiars are not mere pets; they are powerful beings who form a deep, often spiritual connection with their summoner.

These creatures share a link to the owner’s mana core, existing in a symbiotic relationship where they are fed mana and help you with your needs.

Mana

The life force of a sorcerer and the building blocks for all magic.

Is created within the mana core.

Mana Core

The physical manifestation of an individual’s connection to mana. The mana core is an invisible, yet spherical organ that is usually located posterior to the heart.

The mana core draws in aether present in the body, turning it into mana. By pressuring your mana core, it is possible to quickly restore your mana reserves, however, that comes at a heavy cost.

Mana Pathways/Meridians

A network of channels within a living being through which mana flows. These pathways are crucial for distributing mana throughout the body, and blockages or damage to them can impair one’s magical abilities.

In Eastern cultures, the Meridians have a deeper importance that is often overlooked in the West.

Mana Reserves

The total amount of mana an individual can store within their mana core and body. This reserve is limited, and once depleted, it takes time to recharge. High-level spellcasters can build larger reserves through intense training.

Mana Output

The rate at which an individual can expel or release mana for casting spells or performing magical feats. Skilled magicians with greater mana output can perform more powerful spells more quickly.

Can be artificially increased by magical equipment.

Summoning

The magical art of calling forth beings from other realms or dimensions. Summoners can call spirits, creatures, and elementals to aid them in their tasks.

When one manages to create a link between themselves and the summoned creature, they become a familiar.

Witch

Witches are magic users closely tied to the darkness element and are often accompanied by familiars. First appearing 500 years ago, witches have long been feared and misunderstood due to their use of curses and rituals.

Though not inherently malevolent, their magic diverged from traditional practices, leading to periods when witchery was outlawed across the land.

Most witches live in seclusion, preferring remote forests or mountains where they can practice their craft away from scrutiny. While some work as healers or seers, others focus on destructive magic, furthering their enigmatic reputation.

----------------------------------------

GUILDS AND ORGANIZATIONS

Royal Magic Academy

The most prestigious magic academy in the West, renowned for producing mages of exceptional quality. Around half of Draac's A-rank mages are alumni. Located in Auryndale.

Adventurers Guild

Founded 500 years ago to protect humanity from monsters and dungeons, the Adventurer’s Guild has grown into a powerful and influential organization with branches in every human nation.

The guild maintains neutrality in times of war between human nations, focusing solely on monster threats and dungeons, unless conflicts involve other races. In such cases, the guild acts decisively to protect humanity.

Highly respected, guild members are seen as heroes and are ranked based on their experience, with S-Rank adventurers considered the most prestigious. The guild also plays a vital role in trade and commerce, supporting both adventurers and the common people. Above all, it is an institution dedicated to humanity’s survival, regardless of political or international struggles.

Magistrate of Magic

The Magistrate of Magic is a powerful governing body tasked with creating laws and regulating the practices of magicians in Draac. Its primary purpose is to ensure that magic is used responsibly and ethically across the nation.

It is composed of a select group of 1st Class Magicians, and as such, the Magistrate holds immense authority in the Draac.

The Magistrate currently oversees the Magic Tower, controlling access to its vast store of ancient magical knowledge.

While the royal family holds sovereignty over Auryndale and the nation at large, even they must defer to the Magistrate in matters of magic. The Magistrate’s decisions are considered final when it comes to magical law and its enforcement.