Lore

This is the History Outline for creating Mages. While we do encourage imagination in your histories and pretty much allow free roam, there are some guidelines required to be followed to make sure characters in their histories are not OP or obvious plot holes exist.

## Otherworld or Mirrorworld

When creating mages, you need to decide whether or not they will be born in the Otherworld (on Earth) or the Mirrorworld (on Heathen). This is a major first step to writing the beginning of your character's history. If you have chosen to have your character born in the Mirrorworld, you must note that they will receive their amulet immediately compared to a mage born in the Otherworld.

Because of this, Otherworld Mages go through something called "Awakening" where they receive their amulets and can access their full magical ability as well as learn to control it. You also must note that mages born in the Otherworld will need to travel through a mirror to get to the Mirrorworld which they will eventually have to do unless they find a way to evade the Mirrorworld government which is next to impossible. Any use of other methods of travel to get to the Mirrorworld are forbidden because they are too dangerous, incredibly difficult to operate, and are not open to the general public.

### Awakening

For Otherworld Mages, there comes a time in their life where they will go through an "Awakening". Like explained prior to this section, an "Awakening" is when a mage born in the Otherworld receives their amulet and unlocks their full magical ability. If you were born in the Mirrorworld, your amulet would be given to you immediately which has advantages on its own. "Awakenings" usually happen when a young mage has either hit puberty or turns thirteen. They receive their amulet in a black box that only opens to their touch.

When mages immigrate to Earth, the Mirrorworld government records their departure and keeps tabs on them using mirrors to watch a certain area that they are in (The larger the area, the more mages there are in that part of the world). They have an algorithm set up to determine whether a child has been born or not, or they personally watch to record if the mage that moved to the Otherworld has had a child. Because magic is a more dominant gene then the normalities of an ordinary human being, if a mage has a child with a human, their child will still be a mage no matter what.

Once the child has either reached the age thirteen or has hit puberty, the Mirrorworld government will send in a black box to gift them with their amulet. The box finds its way to its owner using a combination of advanced technology such as a sense navigation system and microscopic scanners and magic to keep the wrong people out of the box's contents. The box will land at the mage's doorstep or as close as it can get to a doorstep ( a possibility if the mage doesn't have a home) and will wait for a magical being (most likely another mage) to pick it up.

Humans cannot pick up these boxes because they will magically alter themselves to adjust to whatever weight would be impossible for them to pick up. Once a mage comes along and picks up the box, it will use a pair of microscopic scanners to make sure the person that picked up the box is the amulet's owner. If it is not, it will not open until it finds its owner. Once the intended mage finds and picks up the box in an attempt to open it, the box will become extremely hot to the touch which will trigger the natural human instinct to drop it. In usually less than an hour or so, sometimes immediately after the mage has dropped the box, the box will unravel itself and reveal a jewelry box inside. The jewelry box will usually have a strange symbol carved into the top that symbolizes the mage's natural instinct or talent.

Inside the jewelry box is the mage's amulet. All amulets look the same when you first receive it. As you develop and learn as a mage, it will change form such as the clear glass stone in the middle will change color depending on the mage's mood, type of spells they're using, or to passively help the mage. An amulet will have a transparent diamond encased in a gold covering. It will suspend from a gold cord that will wrap around the mage's neck like a necklace. It is encouraged not to take your amulet off for safety reasons.

After an awakening, the mage will receive a horrifying dream (or a happy one, but these are incredibly rare) that holds glimpses of the past. It is their choice to tell their guardians about the dream, and if they do, they will most likely be sent to the Mirrorworld via a mirror. If they choose not to, or their guardians are not mages, the Mirrorworld government will intervene and bring them forcefully.

## Fusion

Fusion is the merging of a ghost or spirit and a living mage. There are two types of fusion which are determined based on their purpose for creation. The first one is Battle Fusions and the second type of Love Fusions. Both can occur after a certain set of events. Battle Fusions are usually created for an enhancement in magical battles while Love Fusions (who naturally do have an enhancement in powers as well) are created out of a romantic connection between a ghost or spirit and a living mage.

Because souls have the choice to revive themselves as ghosts or sometimes they are forced into revival as spirits for reasons such as revenge, bringing about diseases, murder, possessing mages, bringing about periods of happiness, increasing harvest etcetera, Ghosts and Spirits exist. Ghost and Spirit amulets are different from living mages' amulets because they look different and hail a weaker power than living mages. Ghost and Spirits are still a force to be reckoned with, however, even if they may appear weaker, they are still very powerful.

Ghost amulets look like a normal living mage amulet, except that they are cracked, symbolizing that they are no longer of the living. Spirit amulets look the same as living mage amulets except that they always glow one color depending on whatever type of spirit they are, symbolizing that they only have one purpose to exist.

Ghosts and spirits cannot move by themselves since they cannot take physical form for more than a month and if they take too long they will cease to exist. Since they often are not in physical form, they cannot move farther than a certain radius away from their amulet. This radius can be anywhere from five feet to five miles long. When a ghost or spirit's amulet is discovered by a living mage, the ghost or spirit is forced to reveal themselves to that mage.

Because ghosts and spirits cannot move by themselves, they are bound to whoever picked their amulet up until the mage leaves the amulet somewhere else. Some mages like to collect ghost and spirit amulets to have an array of magic enhancements. Ghosts and spirits don't need to actively cooperate with whoever picks them up, however. They can fight, bicker, annoy, or however they want to interact with the mage that has their amulet.

To fuse with a ghost or spirit, you must have some type of bond. Battle fusions are most commonly results of friendship or a bond in distrust, hate, and anger. Love fusions are most commonly results of a romantic connection and relationship, basically admitting that you wholeheartedly trust the ghost or spirit and opening yourself up to them. Befriending a ghost or spirit has many benefits.

Amulets are usually left by the ghost or spirit's site of death or somewhere near the site. You can only fuse with one ghost or spirit at a time to prevent OP situations. A fusion can be identified by its amulet which looks completely different than a normal amulet whether it is a living mage, ghost, or spirit. A fusion's amulet is a circular cut diamond that fades from color to another with an infinity symbol carved into it. The diamond is encased in a silver case.

### Battle Fusions

Battle fusions are fusions created mainly for battle purposes. Battle fusions are generally temporary and only last for the timespan of that specific battle unless the mage and the ghost or spirit finds a reason to keep together for a longer period of time. Battle fusions are incredibly powerful because they combine the power of the mage and ghost and or spirit and in turn, the fusion is able to execute much more difficult magic.

Battle fusions usually happen more often between a mage and a spirit because most spirits are made for a specific reason that pertains to battles such as murder or revenge. Battle fusions can occur between a mage and a ghost as well, but the ghost will more likely be less willing to fight unless they are actively engaged in fighting and enjoy magic battles.

### Love Fusions

Love fusions are fusions created out of love between a mage and a ghost or spirit. Love fusions are less common then battle fusions because mages are usually less willing to allow themselves to be romantically vulnerable or attached to a ghost or spirit. While Love fusions do enhance magical ability like a normal battle fusion do, Love fusions are more permanent because the two parts of the fusion (the mage and the ghost or spirit) are more willing to permanently come together to be whole as one person.

Love fusions typically attain a new identity which usually is a combination of their names and are usually together until they die. Love fusions live a lot longer than normal mages because their lifeline has been extended since they are considered a combination of the two parts' lives.

Love fusions are more commonly between a mage and a ghost because ghosts have chosen to be revived as such and therefore have more free will over their actions and their existence. In turn, Love fusions between spirits and mages are rare because spirits are made for a specific reason, and if they don't fulfill that reason they will cease to exist.

## Animal Transfusion

In the Mirrorworld, there is an ability called "Animal Transfusion" which allows the user to transform into any animal of a certain animal group. For example, if your character has the ability to turn into a feline, they can be a house cat, a cheetah, or even a lion. Animal Transfusion isn't as rare as an ability as Dreamscape using, but it isn't very common either. Like Dreamscape users, there are two types of Animal Transfusion.

### Type 1

Type 1 Animal Transfusion is someone who is born with the ability to turn into animals. These are much more common than Type 2 and are generally more skilled in their ability. They, however, can not change their animal group which means they won't know if they can turn into a feline or a reptile until they personally discover their ability to transform into animals.

### Type 2

Type 2 Animal Transfusion is someone who is blessed with the Gift of the Grove, an ancient ritual conducted by several mystical creatures such as unicorns, pegasi, phoenixes, dragons, faeries, titans, and basilisks. They know immediately about their powers and are able to choose which animal group they can shift into. They aren't as skilled as Type 1 and it takes them a long time to take grasp of their powers.

## Ghosts

Ghosts are a subgroup of the undead who are prior living humans who have died and decided to rebirth themselves as Ghosts. Becoming a ghost cannot be accidental as the soul itself chooses whether or not to become a ghost. Their amulets have a crack in them and radiate a dull light, a sign showing they are no longer of the living. Ghosts cannot interact with their amulets, considering amulets are made of "living magic" and Ghosts are, essentially, dead.
Ghosts can not move from area to area like mages can. They have a set radius of how far away they can go from their amulet. The radius itself is random and depends on the ghost. Mages can claim ghosts by taking their amulets and announcing in some way or form that the ghost is now in their custody. The only way ghosts can move from whatever area they are currently in is by having a mage move their amulet.
Ghosts are required to go through the Citizen Classification system before being roleplayed.

## The Dreamscape (shortened guide)

Dreamscapes are the second reality to the world. They exist in both in the Mirrorworld and the Otherworld, and people enter them every night without realizing it. To be more specific, Dreamscapes are the manifestations of cognition and tend to be where most nightmares/dreams take place as well as a way to serve as a manipulation method. The government uses the Dreamscape to create and send their frightening dreamings to the mages on the Otherworld during their Awakening. Dreamscapes are used as method communication and the transfer of items as well as interrogation in a more inconspicuous way without the person being interrogated consciously aware.

However, not everyone can enter the Dreamscape. For example, normal humans can't enter the Dreamscape because they do not have the magic required to do so. A majority of mages also cannot access the Dreamscape as well, and those who can don't tend to be very good at it. It is estimated that every 8 out of 20 mages are born with the ability to enter the Dreamscape, but then only 3 of those 8 learn to use the ability properly.

## Spells

Spells are one of the main outlets of magic for mages. Besides creating amulets to channel their magic through, mages began creating spells to make doing magic easier. The process of creating a spell is incredibly easy, although not all spells will be recorded in universal spellbooks. Many spells are created to be specific towards one person or group, who share a spellbook written by themselves for their own uses. They may or may not choose to share this spellbook with others, but there is a special department in the government that keeps track of all spells created and used.

## Reality Warping

Reality Warping is a special ability similar to using the Dreamscape or Animal Transfusion that allows the user to ultimately shape, change, transform, or create reality. These users are incredibly powerful and as result, extremely rare. It is estimated that every one in fifteen million people receives the ability to Reality Warp. It is most common to find Dreamscape Users with the ability to warp reality, as essentially using the Dreamscape is the ability to warp the second reality known as the Dreamscape.

Mages with the ability to Reality Warp are known as Royals. They were given this name due to their population and their power. Ultimately, they're known as some of the most powerful mages in history and are a force to be reckoned with. Most to all Royals, are fully aware of their powers, as they tend to show themselves at an early age, amulet or not. Royals also have a tendency to be experts at wordless magic and doing magic without their amulets.

To have a character with the ability to Reality Warp requires putting it through claiming specifically for the said ability like Dreamscape Users and Animal Transfusers, however, if too many of these characters are employed, a limit will be put on them in the future.

## Technopaths

Technopaths are mages with the ability to essentially manipulate technology. These users generally have a large advantage over everyday mages because of the high amount of technology equipped in the modern-day world of Han Pyeonghwa. They are essentially able to create, shape, and manipulate technology, technological constructs, computers, robots, hardware, and any other device that can be put under the umbrella term of "technology".

Not much is known about Technopaths considering how recently they've been discovered. There are approximately six hundred thirty known Technopaths in Han Pyeonghwa, and most aren't even aware they are Technopaths. Unlike abilities such as Dreamscaping, Reality Warping, and Animal Transfusion, Technopaths must be physically aware of their abilities to use them. While an Animal Transfuser can accidentally turn into a flamingo, a Technopath cannot accidentally turn a light on and off. Technological Manipulation requires physical thought.

Because of their rarity due to not innately knowing about their abilities or how recently they've been discovered, Technopaths are realistically extremely rare to find. There is no current limit on Technopaths, but they do require being shuffled through a claiming system.