recursal/Fanatic-Fandom huggingface dataset:
Adventurers League

## General information

### Goal

To help best they can adventurers in their journeys, as wished by their  Founder.

### Motto

When people want to risk their live the best you can do is give them some armour.

## Historical information

### Established

AZ 28,048

The Adventurers League is neutral Non-Governmental Organization with the goal of organizing adventures and the their tasks.

## History

Founded in 28,048 by Aido the Dragon, it was established to help those who seeked adventure. Using his humongous amount of influence, Aido made sure that the organization was recognized as independent association and therefore was allowed to operate in multiple jurisdictions at the same time. This was accepted in exchange of some conditions:

* The organization would not fund any nation
* The organization would not attack a nation
* All adventures must resign their citizenship

In exchange they gained the following benefits:

* The organization would be allowed to function in multiple jurisdictions
* In times of war, the organization would be treated as neutral nation
* Adventures would not be required to pay taxes, with exception of business and government owed property tax

The organization power and influence grew, becoming one of the most rich organizations in the world.

After the War Of The Three Kings, the League founded a new organization, Adventurers League International that would function as an extension of the Adventurers League and officially allow the league to create official base of operation in Dynasty territories which had the same protections as those in Arios.

The Adventurers League is still in operation.
Thaumaturgy

> [...] when performing these supernatural feats, a person is practicing this is seen as practicing miracles, or Thaumaturgy. [...]
>
> Sir Merlin the Wizard, Science Of Magic

Thaumaturgy (miracle work/study) is the official name and scientific of practice of weaving within the Empire Of Arios, first coined by Sir Merlin in the book Science Of Magic.

This type of Weaving is limited by the wall, a theoretical concept of how much will/power/imagination and/or skill of the user a single being can achieve, so for all practical sense, beyond this point is what one would consider "impossible".

## Mechanics

### Laws of Thaumaturgy

*Main Page: Laws of Thaumaturgy*

The Laws of Thaumaturgy, or **Laws of Weaving** and **Laws of Weaving**, are the base concepts all weaving is based on and therefore the rules that govern them.

#### First Law of Thaumaturgy

*Main Page: First Law of Thaumaturgy*

The **First Law, or Law of** **Equivalent Exchange,** is the first law and the principle of **thaumaturgy**. In order to gain something, something of equal value must be given. This can come in the form of energy, souls or raw materials, but regardless this law is immutable.

#### Second Law of Thaumaturgy

*Main Page: Second Law of Thaumaturgy*

The **Second Law of Thaumaturgy**, or **Law of Constant Energy,** states that all energy always exist at all points in time, allowing for normally impossible acts, such as creating more mass than there is in existence, to be possible without breaking the law of **Equivalent Exchange**.

#### Third Law of Thaumaturgy

*Main Page: Third Law of Thaumaturgy*

The **Third Law of Thaumaturgy**, or **Law of Reactions,** states that for every action, there is a equal and opposite reaction. This applies to weaving as well. It is unknown to what extent this applies to it, however it is known that it does.

#### Fourth Law of Thaumaturgy

*Main Page: Fourth Law of Thaumaturgy*

The **Fourth Law of Thaumaturgy**, or **Law of Idempotence** or **Consistency,** states that any same events will give a specific outcome. In this case it applies that any spell cast the same way will have the same result. The reverse is also true. Any reverse of any same events will give a opposite and equal outcome.

#### Fifth Law of Thaumaturgy

*Main Page: Fifth Law of Thaumaturgy*

The **Fifth Law of Thaumaturgy**, or **Law of Death,** states that is no way to bring back a person from **True Death**, the point where the soul leaves the Material Plane and enter the Astral Plane as the force required to pull a soul under the attraction of the Vita-Mors Interaction is greater than any other force in existence.

## Areas of Study

### Alchemy

*Main Page: Alchemy*

Alchemy is the science of creating substances, physical phenomena and study of the human body. It has three main branches:

* Chemistry
* Biology
* Physics

### Weaving

*Main Page: Weaving*

Weaving is the use of will to change and affect reality with it's most common us being Spells.

### Philology

*Main Page: Philology*

**Philology** is the study of Magic Code to use them and apply them.
Metascience

**Metascience** is the study of "the truth of reality" and examines the fundamental natures of reality. It does this by studying how Imaginary Dimensions, Magical Energy and Magic (also known as Supernatural phenomena) as a whole interact with the Real. It has three major. It is extremely vague and rather than focusing of the why of the Supernatural, as it focuses on reliably being able to predict what will happen after specified event rather than why it happens.

## Branches of Metascience

### Metaphysics

Metaphysics is the study of the "rules" of the Real when interacting with the Supernatural. It is the most popular among all the Metascience brancjhes, so much so that its sometimes used interchangeably with metascience.

### Metachemistry

Metachemisty studies Supernatural elements, such as Lyrithium, and determine as much information as possible on the subjects

### Metabiology

Metabiology studies how interaction with the Supernatural affect biological entities and the study of Supernatural creatures (such as Rego) biology.
Mana

**Mana** is the manifestation of power, life and will within a being. It exist all places in the multiverse in one form or another.

It exists in all beings and is naturally occurring. It is the most common fuel used for Weaving due to its stability, its natural occurrence, the ability of all beings to create it and it's relative safety. It also used to cast spells.

## Mechanics

### Mana Code

Mana created naturally by each individual has a unique mana code, much like a DNA sequence. This is consistent, even with Rego, leading to all beings to be susceptible to Mana Incompatibility.

### Mana Incompatibility

A being will reject incompatible mana, regardless of how similar it might be. If a being where forced to create incompatible mana within their own body, their general health and physical condition is at risk, even to the point of death. This does not apply with the consumption of mana, as it digests and processes the mana into a compatible code.

### Mana Overflow

If a being has, more mana than they ability have to store within themselves, they start to leak, where a neutral of mana in liquid form tries to leave through any possible ways, such as orifices. This mana is non-reactive but dangerous to touch due it still containing a mana code and may trigger a mana rejection on any that try to touch it.

### Mana Removal

If all the Mana in a entity ceases to exist within, either by depletion or any other action that may deplete it, it the being will simply stop living. This happens due to the soul no longer having an Spiritual Anchor due to the lack of Mana within a system, and therefore is affected by Vita-Mors Interaction.

## States of Mana

### Stable

In a **Stable State**, mana follows the whim and commands of the being controlling it and is nonreactive.

### Neutral

In a **Neutral State**, mana is nonreactive and in a state of neutrality, where it is not in the control of anyone. This is its natural state.

### Unstable

In a **Unstable State**, mana is extremely reactive, where it is unwieldy, dangerous to handle and easily dissipates in the atmosphere of Materiales. This happens as immediate consequence of changing Mana into a stable state and releasing it without expending it in concordance with the Third Law of Thaumaturgy due to Magic Entropy.

## Mana Threads

Mana threads are thin, intangible pseudo-threads that are created by weavers to cast spells. The ways this thread is intertwined, broken or manipulated change what effect connecting mana will do and what spell will be cast.
Progress Guild

> "Science requires sacrifice just as there to be death there must be life. I am willing to make it"
>
> -First Progress Guild-Master Harper Clark

## Societal information

### Base(s) of Operation

* City of Science
* Centrale

## Historical information

### Established

First Great War

The **Progress Guild**, originally and officially named **Progressio Unitarum**, is the governmental scientific branch of the Empire Of Arios as one of the Core Organizations which provides the Empire Of Arios with most if not all it's technological advancements and industrial needs.

The Progress Guild comprises of the Alchemist Guild and Mechanical Guild. It conducts most of the research into science and technology or commissions it from trustworthy and vetted organizations, such as the Weavers Guild, which is technically in a semi-permanent contract with the Empire. The government keeps a close eye on all development and limits what technology the public has access to. They also manage how the mining operations on Continent and off to make sure that they operate efficiently and that the goods are up to standard.

Created by LeLouche Vi Raven during the great, it served originally as a armory division, creating weapons and manufacturing them. But at some point they merged with the Alchemist Guild and became a organization with cutting edge technology and research into new medicines and materials.

While originally accepting of nearly anyone, they have become extremely closed off with extremely high standards to anyone that enters within their ranks having to pass their tests or pass their extremely difficult courses. This is to ensure only the highest qualities of scientist enter their ranks.
Mystical Item

**Mystical Items**, also known as Magic Items, are objects with magical properties or interact with supernatural or metascience phenomena. Typically used as support weapons, they can be used for a variety of different purposes.

## Types

### Conduits

**Conduit Mystical Items** serve to expand the effective range of a Weaver, and therefore making them more dangerous by increasing the area they can influence and use to attack their opponent. They can also be used to redirect attacks away from a specific area or person. It is extremely useful for utility, however since they typically require some kind setup they aren't really useful in improvised combat.

### Consumable

**Conduit Mystical Items** serve as a quick way to cast a powerful spell quickly by "consuming" the item. Useful as they can be used even by those unable to use or manipulate any form of Magical Energy, making it a great tool for non-Weavers. They can also be used by Weavers as a from to store magical energy outside of their circuits for future use.

### Reusable

**Reusable Mystical Items** serve as a quick way to cast spells without knowing how to actually cast the spell. The item uses ones own magical energy, so while it can be used by anyone only Weavers will be able to use it with any effectiveness. However, they cannot be used to store energy as it will be consumed it in an attempt by the item.

### Anti-Mage

**Anti-Mage Mystical Items** serve for anti-mage combat. They limit, prevent and/or destroy magical energy and/or the supernatural. Given their nature, they typically can be used by non-Weavers but there are exceptions
Gifts

**Gifts** are various abilities that a individual can have, granted at any point of their life, given by Destiny.

## Information

Gifts are the power received by The Chosen. They are either granted these powers by a god or are born with it. This power function beyond magic and will remain active always with only another gift being able to render it useless. It is immune even to True Magic.

## Users

* Adaption
* Knowledge
* Command
* Courage
* Endurance
* Godhood
* Truth
* Taking

## Known Gifts

### Gift of Adaption

Adapt allows the user to adapt to any scenario with enough enough stimulation to cause a reaction, to the point of even evolving past death. However, the user has no control over the adaptation and can range from thicker skin to growing a new organ. The user is unaware of these changes unless someone else points them out.

### Gift of Knowledge

Knowledge allows the user to call upon a book that only they can read by them that contains all of mortal knowledge including spells, secrets and memories. The book can answer any question but is however limited to mortal knowledge.

### Gift of Command

Command allows a user to force a living creature to perform a action by uttering what the action must be. It impossible to resist or remove the effect of the command unless another command is spoken to remove it, even out classing a Debt Seal. The creature does not need to understand to follow its orders.

### Gift of Courage

Courage allows its user to live forever as long as they have the will to live. They cannot die, cannot be killed or erased from existence in any way while they maintain a will to live.

### Gift of Endurance

The user is a peak specimen of mortals with infinite stamina and durability. They are immune to all type of ailment, disease or mutation.

### Gift of Godhood

God grants a user a Paracosm where they can control fabric of time and space. For all practical purposes allows it allows the user to become a god. However as long as they have that power they cannot leave the dimension until they transfer the Gift to someone else, which requires consent of both parties.

### Gift of Truth

Truth gives the user omniscience through their eyes, showing unadulterated reality and existence. This often leads to sensory overload and death in the long term.

### Gift of Taking

Take allows the user to take a single attribute from any being that the user has recently killed by consuming their essence of being. They able to recreate abilities or body parts of the creature they have taken. There is no limit to this.
Knights Of The Round Table

## General information

### Motto

"Fall for what you believe in, and you shall have no regrets."

## Historical information

### Disolution

2892 BE, with the Fall Of Camelot

The Knights Of The Round Table, also known as the Camelot Knights, are the legendary protectors of Camelot.

## History

Founded with by Aido The Dragon in AZ 28,028. They were the protectors of Camelot and gathered at a circular table.

Was dissolved with the Fall Of Camelot.
Teleport

## Spell Information

### Full Name

Instant Space Overlapping and Transposing

## Users

Teleport (Diarti Variation)

**Teleport** is a Common Spell used to instant move an entity from a position to another instantly

## Description

Teleport allows it's user to bend space and overlap a pre-marked position, allowing an entity to "move" to that predetermined location.

Distance or location is irrelevant to the spell as by bending space the space between the entity and does not exist.

### Weaknesses

The spell (at least this variation) require a marker to function as to be able to pinpoint the exact place to overlap space, so if the marker is destroyed or otherwise disabled the user is unable to teleport, making it impossible for the user to successfully cast the spell.

It is also comparatively a expensive spell to cast, consuming the Magical Energy instantly.

## Usage

The spell can be used to transport entities from one location to another very quickly, though the magic cost does increase the larger something is, leading it to be somewhat inefficient at transporting goods without a magic circle.

Currently, it is not commonly utilized in battle.
Lyrithium

## Lyrithuim

### Source

Creasque

Lyrithium, also know as god crystals or magic crystals, is a mineral only obtainable in the island of Creasque.

## Properties

Lyrithuim is a mineral that has the ability to contain magical energy for a undetermined amount of time with near perfect efficiency and is able to release it in the form of electricity, which can be used to power all sorts of devices.

## History

First discovered after The War Of The Three Kings during a expedition on deserted Creasque, it was considered a huge discovery due to its capabilities in powering the newly created magical devices and future weapon development. It is theorized that this was the main reason the island was such a huge point of contention during the peace talks at the captured Capital (Imperial City) (formerly known as Fort Dungeon). It was a fear of mutual destruction that led to The Creasque Treaty, where they divided equally between the three nations.

It currently being mined by The Empire and The UMC to keep up with the demand of their respective ongoing projects
Eres

> *"Heed not the word of others, for I shall guide you to the paradise that is unity with God"*
>
> First Dragon, Sacrolibro

**Eres**, commonly known as **God** by the followers of Eres, is the supernatural entity worshiped by the Church of Eres.

According to the Church of Eres, Eres is a perfect single entity that gives all life their Soul by existing within them and the creator of the universe. It omniscient, omnipotent, independent, all around them and within.

Eres is a a entity made up of three parts three while still being a single being. First, The Soul Giver (Seelenspender), the entity that exist in all of living beings. It represents the soul and independence. Second is the Dragon, also known as the First Dragon (Erster Drache), whose flames purge the world of all corruption created by Ankläger and that gives life it's body. It represents the body our anchor to the real world. Finally is the Wiseman (Weiser Mann), the entity that gives life its sentience. It represents the mind and sentience.

According to the teachings of the religion, when one dies they leave this existence to once more become one with God while maintaining their sentience and independence, becoming part of the paradise that is Eres. If one rejects the teaching of Eres, their soul shall be purged with the fires of the First Dragon until they are purged of their sins and disbelief and join the embrace of Eres. However, there is a third fate that can befall one. If a soul is corrupted by the Teufel or actively attack the tenants of the church without repent, they are destined to go to the realm of Ankläger, the corrupting force of the universe, where they burn in his flames for ever with no hope of ever being purified even by the flames of a dragon. No one has ever interacted directly with Eres because, according to legend, its radiance and power would kill anyone within its presence.

It is the one that supposedly gives the Gesegnet their powers.
Humans

**Humans,** also known as **Humanity**, **Mankind**, **Man** or **Itaein** in Elvish, are the largest group of Permanus in Materiales and are the predominant intelligent species in the Empire Of Arios.

Humans are species of highly intelligent and sentient bipedal mammals. They tend to form societies in search for safety and are extremely prone to violence and a need of exploration due to curiosity. They are not inherently Supernatural in nature.

While **Humanity** was once divided unto near uncountable number of factions, with their own goal or purpose. By the late-500 AE, they now mostly are aligned, or tolerate, living within the territory, confines and rules of the Empire Of Arios in it's search for a unified world.

## Anatomy and Physiology

Humans are bipedal omnivore mammalian humanoids that originated due to unknown circumstances. They have highly developed brain capable of sentience, understanding abstract meaning, languages and simple to complex problem solving. are tall for humanoids, averaging at a height of 1.75 meters and weight of 70 kg. Their ears are round, with their lobe either connecting or not to the side of their head. their irises are typically amber, blue, brown, gray, green or hazel. Hair color tends to vary but they typically are brown, blond, red or white in older ages.

Humans are relatively average in almost all categories from strength to flexibility, though this can be misleading due to Humans either being in one extreme or the other of these categories, meaning that most are either way above or below average.

One strange trait that humans posses is the ability to reproduce with almost any humanoid race, from Orks to Nuqayku, for some unknown reason. Even Nuqayku, who are extremely genetically similar to humans, do not posses this trait.

Humans are short lived. Even with life extending medicines their lifespan they rarely surpassed the 100 year mark, reaching adulthood around the age of 17 - 18, though considered a adult in some cultures as young as 10. Due to imperfections in cells, they slowly grew older and weaker as the years went on and eventually caused organ failure, eventually leading to death.

While Humans have the capacity of weaving, at potential weavers at 1%, they have a small actual weaver percent of 0.1%. This is due to most weavers never awakening to their abilities and continue living their lives normally. Regardless of this, the average human weaver is extremely strong, with a average of 5,000 magical units, making up for the small amount of them.

## History

Human history has passed through many periods, which show the rise, fall and resurgence of the species until they eventually coalesced into the Empire Of Arios. These periods and events include:

* **Age of Pre-History**
* **Age of Day**
* **Age of Stories**
* **Age of Knights**
* **First Great War**
* **Age of the Empire**

## Group

Humans have many distinct "groups" based on their heritage. While for all intents and purposes they are all exactly the same, certain quirks such as skin and hair, features and others created different groups.
Centrale

**Centrale**, formerly known as **New Camelot** before the founding of the Empire Of Arios, is a city-state and Imperial capital since the Empire's founding. It the main headquarters for the Emperor of Arios, Senatus de Arios, Administratio and Imperial Special Mage Force. It is also the locations the secondary headquarters of the Progressio Unitarum, Textor Unitarum, Audaces Unitarum and Mercator Unitarum.

Centrale is located in the Gottking Valley, a gigantic valley of around 25 km in width and a area of 2,000 squared kilometers, completely surrounded by sheer cliff of around 500 meters, which make the valley completely inaccessible except by flight or through the Gottking Tunnels. While the city almost completely covers the valley it exists within, there are some parts left to grow crops to allow the city to be self-sustainable for some time if they ever where under siege.

The city is the center of the entire empire as it's birthplace. It is the largest and oldest still standing city on the continent, being originally founded more than 2,000 years ago. It the pride of the Empire, housing most of the Imperial Government within the Imperial Palace, a gigantic construction spanning near 20 ha including the Imperial Residence, fortifications, Special Operations garrison, Administratio headquarters and the Senatus de Arios building.
Vita-Mors Interaction

The **Vita-Mors interaction,** or the **Life Death Interaction,** is the force that creates the nature of the life and death cycle that occurs between a soul and the Astral Plane. It is the most powerful force of the universe, capable of even creating forces greater than that of a black hole, leaving escape of a soul from the Astral Plane impossible, and in consequence making Resurrection after **True Death** impossible. The way the force works is similar to that of a magnet, where a soul is naturally attracted to the Astral Plane and moves towards it when not it is not Anchored to a object within a plane. This process cannot be stopped or changed, so every time a soul loses a anchor it inches closer toward the astral plane.
Outsiders

Outsiders are term used by humans to describe any being that is determined to be alien in nature. These include the Rego, Monsters or any paranormal being (though mages elude this classification).

## Usage

This term/classification is not only vague, also unscientific. Unlike monster (defined as creatures containing the M-gene) or Rego, it is all encompassing to anything that may be considered alien. This has led it to be used less by scientific institutions of Materas and closer to slang for alien creatures.

## Classification

As stated before, it lacks any real classification. However, it is generally understood that any creature contained within the Monsters and Rego classes are also outsiders. Any aliens would also be included and any being that exists outside the Real Plane is also included.
Imaginary

The **Imaginary**, also referred as the **Spirit Real**, the **Soul Realm**, the Aether, the **Realm Beyond Space** and the **Sea Between Planes**, is a alternate dimension that occupies the spaces between Dimensions Of Existence and surround it, being similar to a sea that all the planes exist within, comprised of extremely high concentration of Magical Energy, making it deadly to all organic creatures without proper protection.

The **Imaginary** expands infinitely throughout all space, time and Imaginary Dimensions in the form of a non-Euclidean space, existing similarly to the vacuum of space, divided from the Real by the Veil. In this vacuum is where concepts, ideas and being manifest as consequence of the the Collective of all sentient beings, creating them as Rego or Planes Of Existence and therefore, being the habitat of most of them, are able to resist the high concentration of energy of the realm easily.

It is also the place souls, typically, go after losing their Spiritual Anchoring due to the Vita-Mors Interaction, though it unknown what their fate is beyond the Barrier between the Physical Plane and Astral Plane.

## Veil

The Veil is the term used to describe the natural Bounded Field between the Physical Plane and Astral Plane. It is particularly strong as it also connected to the Real, making it it impossible for beings to access it from the outside in most cases, and even then, Magic Entropy and the bounded field repair the Veil extremely quickly.

However, it is possible to break from the inside easier than it is to break in making it possible to Summon a Rego through the use of Weaving to make a hole through the Veil which is much slower to repair.

There are some cases of the Veil being extremely thin in comparison to the rest of the bounded field, causing there to be "leakage" of magical energy, creating Weavers unpredictably. This is rare, but dangerous as typically they are unable to control their powers and they may become unwilling suicide bombers.
HOOD (Archer)

## Biographical information

### Also known as

Hunter of the Woods
Green Archer
Black Archer

## Physical description

### Type

Human, Rego, Archer, Legengacy Heroic Spirit

## General information

### Aptitudes

Archery, Hunting

HOOD is the Archer-Class Legacy Spirit of Robin Hood.

## Profile

### Template

HOOD's template is Robin Hood, the legendary archer vigilante.

## Wolf-head

As his item form, HOOD takes the form of a long bow.

## Abilities

### Template Abilities

* *Supernatural Aim* - HOOD has a unnaturally good aim, to the point that he could split arrow in half from a distance of 100 m.

### Legacy Abilities

* *Class Abilities: Independent* - HOOD can for short spans of time function without any body functions and/or any way to stay in the Material Plane, being in theory "dead".
* *Hawk Eye* - HOOD can perfectly see and aim up to 5 km.
* *Unstoppable -* HOOD's arrows become an unstoppable force as long as it has momentum.
* *Explosive Arrow* - HOOD can charge his arrow with energy and release to create a powerful explosion. This explosion is directly proportional to the time he focuses.

## Equipment

HOOD's template never had any sort of linking magical weapons, however due to many legends believing he did, his Legacy Spirit has them.

* *True Archers Bow* - It has a range of up to 100 km, can split apart into 2 blades and creates arrows when pulled back.

* *The Hood* - It provides slight protection against magical and non magical attacks, changes shape and color to hide it's shape and allows user to turn into a shadow when in darkness.
Imaginary Energy

**Imaginary Energy** is a form of potential energy that exist naturally in the Imaginary as aether. It can be used as the source of power to perform Weaving.

## Characteristics

In the simplest of terms, Magical Energy seems to act similar to radiation in most respects. It is blocked by thick or dense materials and can cause damage to living tissue if there is prolonged exposure or in high quantities. It also acts as potential energy as it able to be turned into most forms of kinetic energy, including electricity. It interacts in mysterious ways with the Real and the Imaginary Dimensions, creating the Supernatural and Weaving. Its properties sometimes vary greatly between planes and it is extremely unpredictable and dangerous for most.

It is the most base form of supernatural energies. It is the source that powers all form of Weaving from Thaumaturgy to True Magic, and is essential to make any form of Spell work in any capacity. There are two main types, Mana and Source, which are in theory almost exactly the same except their normal concentrations and volatility are highly disproportionate.

### Aether

Aether is a the least energy dense of all the Imaginary Dimensions and exists naturally within the Imaginary. When it become more dense, it become Mana.

### Mana

*Main Page: Mana*

**Mana** is a much denser form of imaginary energy, allowing it to exist in the real. It is the most common fuel used for Weaving due to its stability, its natural occurrence, the ability of all beings to "create" it and it's relative safety. It typically in Magic Channels of all living beings, but only Weavers can replenish it.

### Source

   **Source** is the energy contained within a soul. It is extremely powerful but volatile. It's power is unpredictable and the mere presences of a large amount of source can bend the space and time around it. It can be used to cast spell as with mana, however it is extremely hard to control and therefore rarely used by non-Rego.
Hitoshi Hashirama

## Biographical information

### Also known as

The Commander
The Dragon General

## General information

### Aptitudes

Leadership, Combat

**Hitoshi Hashirama**, also known as the **Dragon General**, was a legendary commander of Yoruhon during most part of 26,100's BE known for his combat skills and tactical abilities, being one of the Three Great Generals of history. He was the The Chosen of Command as **The Commander**.

## Abilities

### Gift: Command

Command allows a user to force a living creature to perform a action by uttering what the action must be. It impossible to resist or remove the effect of the command unless another command is spoken to remove it, even out classing a Debt Seal. The creature does not need to understand to follow its orders.

Hitoshi used this ability sparingly due to him believing it was akin to removing the free will of the one affected.

### Tactical Ability

While Hitoshi was not particularly scholarly and knowing in many subject, his ability to think tactically and lead in battle was unparalleled in his time and possibly since. While it varied from battle to battle, his strategies always resulted in overwhelming victory, to the point he never lost a single battle he was the main strategist at. He was extremely talented in small scale battles, being able to strategies against his opponents flawlessly, only losing to absolute overwhelming force or warriors.

### Combat skills

Hitoshi was one of the greatest fighters of his time and probably would have been the greatest if it were not for Akemi Vortiel. He extremely talented in all forms of combat and most weapons of the time.
Cogitatio

Cogitatio, or Reflection Energy, is a type of energy formation used to create protective barriers while also allowing forces and objects from one side and not another.

A Cogitatio Field is a sheet of Cogitatio created by creating a sheet that protects the target from most forms physical matter due to it creating a force in the opposite direction. However it can only reflect a force less or equal to the actual force created, to strong enough projectiles can easily penetrate the field, depicted with this formula.

F
r

=

F
c

−

F
p

{\displaystyle F\_r=F\_c-F\_p}

The more energy infused into the energy flow, the stronger the force created, so capable weavers are able to even reflect high velocity projectiles. This is included with magical attacks such as magic missiles and mana projectiles.

However, this form of protection has one huge flaw. Projectiles infused with mana cut right through these fields, so magical weapons can pass through with no resistance as the field cannot reflect it.
Materas

**Materas** is the Emperor of Arios to refer to the universe as a whole, including (but not limited to) all space and time, their contents, matter and energy, the Real, the Imaginary Dimensions and the Planes Of Existence. It is theoretically infinite, expanding in every dimensions but at the same time flat. It is commonly believed that it is just one of many in a infinite multiverse.

True Magic exist outside these boundaries and are connected to Materas via "manifestations".
Sage of Camelot

The **Sage of Camelot** was a senior position given to the most powerful Weaver in Camelot, serving as both an a advisor, supervisor and bodyguard for the Crowed King of Camelot. It is the most elite and the closest position possible to the king, causing them to not only have immense magical power, but political as well. They monitor the Knights Of The Round Table and serve as a extra member in times of crises and emergencies.

While anyone could become the Sage of Camelot with enough aptitude, it typically came in the form of a descendant of Merlin Ambrosius, as even the weaker of them were several times as powerful as the average Mage due to their high quality Magic Channels.

It was later reused by the Empire Of Arios as a label of confidentiality of certain information.

## Notable Sages of Camelot

* Merlin Ambrosius - Merlin Ambrosius was famously the First Sage of Camelot. He disappeared shortly after the death of Arthur Pendragon, to locations unknown. He was sage between 3,292 BE - 3,241 BE
* Second Sage of Camelot - She was sage between 3,241 BE - 3,151 BE.
* Third Sage of Camelot - The longest serving Sage of Camelot. He was sage between 3,151 BE - 3,041 BE.
* Fourth Sage of Camelot - The shortest serving Sage of Camelot. He was sage between 3,041 BE - 3,000 BE.
* Fifth Sage of Camelot - He was sage between 3,000 BE - 2,891 BE.
* Sixth Sage of Camelot - Was the Great Sage of Camelot during the Fall of Camelot and famously eloped with the Princess of Camelot to escape the fall of the kingdom. He was sage between 2892 BE - 2,891 BE.
Spells

**Spells** is a general term for a reaction caused by Magical Energy in Weaving.

## Mechanics

### Idempotency

Any spell performed the same way will yield the same result.

### Spell Components

All spells require at least one component to be performed.

#### Verbal

The verbal components (also known as a chant or incantation) of weaving serves two functions. One, to vibrate the **Mana Threads** once created to cast a spell using different tones. Two, to help remember the spell signs by the using mnemonic devices to help with visualization and mana control within a creature Magic Channels. which can be anything once a Weaver learns the tones of the spell.

#### Sign

The sign component of weaving serves to "weave" the thread to manipulate it. They can't actually feel it, so symbols are used to simplify the process by simplifying the casting.

#### Material

The material components of weaving serves as either a reactants, conduit or a target of the spell.

#### Energy

All spells require some kind of "fuel" to cast. Depending on the strength or intensity of the spell, different amounts may be needed.

### Rhythmic and Somatic

When casting a spell with a verbal component, any change in how a specific chant is said, pronounced or any changes in the pauses within the chant can change how the spell acts or functions.

### Performing

The process of performing a spell can be divided into 3 steps

1. Visualizing
2. Willing
3. Performing

### Conditional Empowerment

When a detrimental condition to the caster as a condition on a spell (such: "I can only cast this on Tuesday"), the spell becomes empowered and the more specific these conditions are, the less energy they consume and more empowered they become. This form of magic is typically used for barriers to make them near impenetrable without consuming humongous amount of magical energy by placing a exposing a defensible area by placing the condition such as "creatures may only enter through the front gate".

### Common

Common spells are spell that can typically be accessed and used by anyone given enough magical energy and skill.

### Original

Original, or forbidden spells, are spell limited due to the original spell creators limiting access to the spell and how to perform leading to only certain families and/or organizations knowing how to use.

### Unique

Unique, or genetic spells, are spells that require some kind of genetic trait to cast.

## Spells

### Abjuration

These are list of known Abjuration spells:

### Conjuration

These are list of known Conjuration spells:

### Divination

These are list of known Divination spells:

### Enchantment

These are list of known Enchantment spells:

### Evocation

These are list of known Evocation spells:

### Necromancy

These are list of known Necromancy spells:

### Transmutation

These are list of known Transmutation spells:
Imperial Territories

## Type of Territories

Due to the highly organized nature of the Empire, Imperial Territories are normally designated based on the purpose they will function, Mining, Agriculture, Military and/or Population Center.

## Naming convention

### Greater Code

The **greater code** refers to specific greater area to give clarity where specifically the territory is in the greater world.

* **Code: C** - Continent

* **Code: O** - Ocean

### Area Code

The **area code** refers to the specific "territory" in the all the total discovered territories, by putting the area code after the A.

### Sub-Area Code

The **Sub-area code** is similar to a area code, but is a smaller area within a area code.

### Settlement Code

The **Settlement Code** specifies (if applicable) what type of settlement and the specific number of that type they referred.

* **Code: V** - Village
* **Code: T** - Town Code
* **Code: C** - City Code
* **Code: M** - Military Base Code

### Relative Territory Code

Finally, the Relative Territory Code determining what is its relationship with the Empire.

* **Code: (Hostis) H** - Territories that are both outside the Imperial Territories and are not actively ally to the Empire
* **Code: (Socius) S** - Territories that are outside the Imperial Territories however they are a active ally to the Empire
* **Code: (Fedelis) F** - Territories that are inside the Imperial Territories

As a example the full code for Neo Camelot (city) would be represented C01.A01.C01.F
Battle Of Knights

The Battle Of Knights is the final battle in the War of Knights that occurred on the southern plains of the city-state Camelot.

## History

### Pre-Battle

The Black Knights had defeated the forces the south and was one day march from the capital. A mage managed to send a message to Camelot to warn them of the impending threat. King Aido did not waste any time and prepared his army and the Knights Of The Round Table to defend the capital. They prepared to battle in a plane south of the city.

### The Battle of Knights

The Black Knights find the Camelot forces waiting for them. Due to their numbers being greater than the Camelot's they chose to charge through to keep the momentum and reach the capital. They almost instantly decimated by Merlin's initial volley of spells. A attempt of regrouping failed when Knights Of The Round Table used the confusion to cut down the front lines. In the first 60 seconds of the battle nearly half of the Black Knights were killed or wounded. The Camelot forces stayed back to kill or capture of any stranglers that went toward the Capital. At some point, Aido lost the scarab of his sword Excalibur, and therefore was vulnerable when fighting. He was mortally wounded by a surprise attack by the Black Knights strongest warrior Mordred, but even then Aido was able to dispatch him with ease with a single swipe of his sword. After only 10 minutes of battle, the invading forces were forced to retreat with only 1 out of 10 soldiers still standing.

### Aftermath

While it was a decisive victory in Camelot's favor, they had lost their king in the process, leaving the state in turmoil. Eventually, Arthur Pendragon the Second, Aido's grandson, took the mantle of the King of Camelot, with Merlin as an advisor.
Magic Entropy

Similar to normal entropy, **Magic Entropy**, wishes for all things to become the same state. However, this type of entropy tries to remove the "unnatural" from the universe, such as Magic.

The more the magic deviates or affects the Real, the more Magic Entropy tries to resist it. The highest priority being True Magic and lowest being Thaumaturgy.
HASHIRAMA (Commander)

## Biographical information

### Also known as

The Commander
The Dragon General

## Physical description

### Type

Rego, Human, Commander, Legacy Heroic Spirit

## General information

### Aptitudes

Leadership, Combat

**HASHIRAMA** is the a Commander-Class Legacy Spirit of Hitoshi Hashirama.

## Emperors Blade

As his item form, HASHIRAMA takes the form of a elegant steel katana.

## Abilities

### Template Abilities

* *Tactical Genius* - HASHIRAMA is incredibly gifted strategy genius, able to outmaneuver almost any opponent with pure wits and ability
* *Gift: Command* : Command allows a user to force a living creature to perform a action by uttering what the action must be. It impossible to resist or remove the effect of the command unless another command is spoken to remove it, even out classing a Debt Seal. The creature does not need to understand to follow its orders.

### Legacy Abilities

* *Class Abilities: Battlefield* - The user has the ability to project a battlefield onto a map of an area, allowing them to see both friend and foe in an area.
* *One Shot -* The user can charge up his attack into a blow that can cut anyone and anything within a 2 meter radius.

## Equipment

Due to the lack of any legendary items, HASHIRAMA only has a few non magical items at his disposal

### Regular Equipment

* *Katana*
* *Short-bow*
* *Long-bow*
* *Samurai Armor*
Paracosm

A **Paracosm** is a detailed imaginary world. **Paracosms** are thought generally to originate in childhood and to have one or numerous creators. The creator of a Paracosm has a complex and deeply felt relationship with this subjective universe, which may incorporate real-world or imaginary conventions.

Paracoms' typically cannot be interacted with, but those with strong enough Perceived Reality can use it to create an "internal world" in the third Imaginary Dimension. It exist within the user and is cut off from the Real entirely by a natural Bounded Field. It is not able to be accessed by anyone but the user.

While it seemingly breaks the Laws of Thaumaturgy, nothing within it is created from nothing as it consumes huge amounts of the universes energy to create this separate reality. Once this is done the Paracosm is able to generate limited Magical Energy (typically in the form of mana), using the force that exist within the Paracosm that it uses to perform it's "functions". Typically within the Paracosm the reality follows all the rules of the Real with some small "exceptions". However, achieving True Magic through these means impossible due to the energy or any native things unable to exist outside of it's bounded field due to Magic Entropy. Boundary Magic, however, is possible.

To both construct one and stabilize a "internal world" Paracosm, one must use a considerable amount of magical energy, making it typically extremely inefficient to have one. If it is not maintained, the Paracosm will cease to exist and all things stored not native to it will be expelled near the user. The Paracosm can be recreated, but it once again requires a huge amount of energy.

A Paracosm tends to be extremely simple, typically a single room without any features or some environment the user is extremely familiar with, affected slightly by the users state of mind. It typically has a single "function" it does, such as storage, a factory for disposable items or as a prison. While what it does has to follow the Laws of Thaumaturgy, it is not required to follow any other form of logic. It can have and/or not have gravity, it can be extremely bright with no light-source, generate items or can even non-Euclidian Geometry. Even so, what it does is closely connected to the internal logic of the Paracosm owner, with anything they deem "not to make sense" impossible to manifest within the Paracosm.

Regardless of it's inefficiencies or even how useless it can seem, it is considered one of the most advanced forms of magic and even creating a simple Paracosm the size of a small room is considered the sign of extremely talented Mage.

It is theoretically possible to manifest it within a plane using a constructed Bounded Field.
Magic Code

**Magic Codes** are languages that create magical reactions similar to spells when infused with magical energy.

## Known Codes

* SIGIL
* Runic
* Alchemy Symbols
* Angel Script

## Vocabulary

### Base-Language

The Base-Language is the language used to translate directly into the Magic Code, as these codes do not have a language and are based on a one to one conversion of letters or phonetic sounds.

### Scribe

The scribe is the one who writes the statement.

### Anti-Scribe

The scribe is the one who writes the counter-statement.

### Marker

The Marker is the medium with which the Magic Code is written.

### Medium

The Medium is the item on which the Statement is written on. This can vary.

### Components

Components are the extra materials used to empower the statement, such as writing it in blood.

### Counter-Components

Counter-Components are the reverse of components, used to weaken the statement by cancelling out the component.

### Statement

A statement is a collections of arguments to create the final result.

### Counter-Statement

A counter-statement is a collections of -counter-arguments to counter a statement.

### Argument

A argument is a single idea within a statement. This argument does one thing.

### Counter Argument

A counter argument is a counter to a argument, responding and/or contradicting the statement.

ex. Argument: "I will seal it" Counter-Argument: "I will free it"

## Mechanics

### Language

Magic codes reaction completely dependent on the base language for it's interpretation.

### Activation

The only requirement to activate is the injection of Magical Energy into the statement.

### Cancellation

To cancel the effects of a activated Magic Codes, the anti-scribe must inverse every part of the code by placing a counter statement and counter components