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Foundational Lore · Magic Realm Basics

Magic Realm Basics

Foundational notes for the magical realm, human world, aether, Arcanum Syndicate, races, and festivals.

Evolving
Record Scope
Magic Realm Basics
Core Medium
Aether
Authority
Arcanum Syndicate
Status
Evolving

World Structure

The magical world is not a separate plane, but a set of parallel spaces attached to the human world and balanced through barriers.

Power Medium

Aether is the abstract energy medium behind matter and magic. Magical ability depends on sensing and channeling it.

Social Order

The Arcanum Syndicate derives its authority from the Aether Concordat and manages identity, research, investigations, civil affairs, and public relations.

Arcanopolises are usually structured around a core zone, buffer zone, and concealment layer. Official routes are stable; informal crossings are random and dangerous.

  1. Start with the interdimensional system. Learn why the magical world attaches to the human world and how barriers separate them.
  2. Read the aether system. Aether explains magic, lifespan, age assessment, and forbidden techniques.
  3. Move to the Syndicate and races. These sections define society, identity, and the background for character pages.
  4. Finish with money, medicine, and festivals. These details give the setting its everyday texture.
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Full Notes

The complete foundational record follows; use the navigator above to read by topic.

1. The Interdimensional System Between the Magical and Human Worlds

Section titled “1. The Interdimensional System Between the Magical and Human Worlds”

​ The magical world is not an independent, complete plane of existence but rather a collection of special spaces that exist as parallel dimensions attached to the human world. Its essence lies in high-density aether resonance layers, which form a dynamic balance—connected to the human world through barriers yet remaining concealed from human exploration. This structure grants the magical world both secrecy and limited accessibility. The physical scope of the magical world corresponds to human geography but does not follow the same territorial logic. Thus, there is no unified “world map” of the magical realm; instead, it consists of scattered aether-concentration hubs. The ecosystem of the magical world is also influenced by its human counterpart, including drastic climate changes, natural disasters, and even human-induced pollution.

​ The scope of an arcanopolis can generally be divided into three layers: core zone, buffer zone, and concealment layer. The core zone consists of the arcanopolis itself and its directly governed satellite towns and villages; the buffer zone typically includes wilderness, forests, and water bodies extending outward from the city’s outskirts; the concealment layer is the final isolation zone from the human world, wrapped in an aether veil that makes it undetectable to humans. Since the aether veil isn’t completely opaque, these three layers don’t always radiate outward from the city center, and weak spots may still accidentally connect with the human world. Generally, the more lifeforms gather in an area, the more aether energy is needed to maintain this barrier.

​ Near each arcanopolis, there are officially established safe and stable channels for crossing the barrier, set up by the Arcanum Syndicate. These locations may emerge naturally over time or be replanned based on human settlements, all aimed at minimizing mutual influence with the ordinary human world. Most crossing points are located where buffer zones or concealment layers naturally transition. For example, the official barrier crossing point for Eureka Arcanopolis is located in the Phantom Fir Forest north of the metropolitan area, which humans consider a private ecological reserve, ensuring concealment.

​ Due to the instability of the aether veil, there are also highly random unofficial passages in the barrier, such as public restroom stalls, dressing room mirrors, and village wells in the human world. However, since the territorial logic of the magical and human worlds differs, the entry and exit points of barrier passages don’t completely match. Therefore, the Arcanum Syndicate and arcanopolis security departments frequently remind residents of the dangers of unofficial passages and advise against unauthorized barrier crossings.

​ For residents who live in the magical world but work in the human world or vice versa, the Arcanum Syndicate will issue official transit permits upon application, allowing them to safely and conveniently cross the barrier and travel between both sides.

​ In short, aether is the molecule that constitutes matter and the medium of magic. It can be known and sensed but not seen, and it exists everywhere. “Aether” has long been a profound subject of study for scholars in both the magical and human worlds.

  • Aether is the fundamental element that constitutes all things, omnipresent yet invisible. Its essence is an abstract energy medium, similar to the “fifth element” in ancient Greek philosophy. All matter and life are composed of aether, existing in forms resembling molecules or energy fields but differing from the “quantum fields” defined by human science.
  • In ordinary human society, “aether” exists as a hypothetical substance, but in the magical world, it is a real magical medium in the air. Air is a mixture of various dry gases, while aether is a minuscule component of this mixture. It is not a gas, has no physical form, and doesn’t react with any substance. Aether is also everything—all living beings, objects, and natural products are composed of aether.
  • “Aether” is the general term for this magical medium, though different arcanopolises or races may have different names (e.g., it’s often called “Qi” in Yunxia Sanctum), but they all refer to the same fundamental concept.
  • The use of aether involves channeling rather than consumption. Using aether means channeling its energy (similar to memory management in science). The total amount of aether within an individual “only increases, never decreases,” and saturation refers to the proportion of aether within a unit (analogous to saltwater concentration, with a maximum of 100%).
Section titled “2.2 Brief Explanations of Aether-Related Concepts”
  • Aether Saturation in the Body: Corresponds to age

  • Total Aether in the Body: Corresponds to the upper limit of direct magical ability

  • Channelable Aether in the Body: Corresponds to current magical strength (a simple, straightforward example: an old man with 2000 units of total aether but 90% saturation may only have 300 units of channelable aether, potentially weaker than a child with 500 units of total aether, 15% saturation, and 400 units of channelable aether)

2.3 The Connection Between Aether and Magical Lifeforms

Section titled “2.3 The Connection Between Aether and Magical Lifeforms”

​ Residents, animals, and plants in the magical world can all sense the existence of aether, which is their most basic distinction from ordinary lifeforms.

​ The difference between magical plants and ordinary plants is that ordinary plants survive solely through photosynthesis, while magical plants can use aether as a medium to conduct photosynthetic reactions. Based on this, magical plants may have characteristics that ordinary plants lack, or even undergo mutations. Common magical plant traits include bioluminescence, toxicity, and healing properties, while mutations may result in anthropomorphic forms or mobile root systems.

​ Magical animals have no significant visual differences from ordinary animals. Some magical animals can channel aether to enhance physical abilities or develop unique traits, such as spraying water or having tougher skin. Others may exhibit higher intelligence, capable of understanding human language and intentions or engaging in simple physical communication with humans. With proper professional training, many magical creatures can serve as assistants in daily life.

​ Even among magical residents, some can use magic while others cannot. The degree of being “capable” or “incapable” of magic is reflected in the proficiency of aether channeling—the ability to channel aether is used to assess magical capability. Some races are naturally attuned and can channel their “spiritual energy” or use racial traits to cast spells even without magical initiation. In essence, this is still aether channeling. After receiving magical initiation, their spellcasting becomes more standardized and safer.

​ Magical ability is comprehensively evaluated based on aether channeling proficiency, personal channelable aether limit, and channeling efficiency. However, due to numerous individual differences (e.g., race and age), there is still no standardized assessment method. Even with the same aether saturation (age), total aether and personal channelable amounts vary by individual. When the total aether in a person’s body increases, their magical ability will show significant external improvement.

​ Whether ordinary humans from the human world or residents of the magical world, without magical initiation, they can usually only passively sense aether and cannot actively channel it. After systematic learning, their skills will improve, typically progressing from simple manipulation to composite magic and eventually domain-level magic.

​ Some races experience a decline in magical power when leaving their native environment (e.g., ocean-dependent races like Ocean Sprites see a sharp reduction in channelable aether away from the sea). Magical plants revert to ordinary forms in areas with insufficient aether, and magical animals lose some of their sentience.

​ Spells are the means to utilize and release aether energy.

​ Typically, as magical power grows, wands become unnecessary for spellcasting. Some arcanopolises require residents to use wands for all spells—partly to make spell origins visible for safety regulation and partly because younger magical residents may not fully control aether channeling and need wands as teaching aids.

​ Notably, while arcanopolises enforce wand use, residents don’t resist it because wands also serve as fashionable accessories beyond their utility. Many residents enjoy collecting and crafting wands, with exquisite wands even becoming a status symbol among magical children.

​ After centuries of development, the bloodlines of arcanopolis residents have hybridized and blended countless times, making lifespan differences no longer tied to racial averages. Unless pureblooded, there are no extreme disparities between long-lived and short-lived species. Thus, arcanopolises have agreed to standardize age measurement—the Arcanum Syndicate converts all residents’ ages to human equivalents.

​ The human age standard was chosen because the human lifespan threshold (around 100 years) aligns with aether saturation percentages, making conversion easier than with other races.

​ Registered residents undergo Arcanum Syndicate assessments free of charge, but tests must be at least 3 human years apart and require appointments. Some human-world institutions partnered with the Arcanum Syndicate also offer testing for residents abroad.

​ Age is primarily determined by aether saturation in the body. As aether concentration peaks, it typically signals the end of life. Upon death, beings revert to pure aether, rejoining the world’s fabric. Some leave behind aether echoes—remnant consciousness projections that aren’t full souls but can be summoned and resonated with.

​ Aether saturation naturally follows an “only increases, never decreases” rule, with aging manifesting as reduced channelable aether (similar to increasing memory usage).

​ Forbidden magic typically violates ethics, laws, or has low controllability.

​ Death curses, human cloning, and alchemy are universally banned due to irreversible aether structure damage.

​ Some groups illegally extract or manipulate aether to weaken or enhance magical abilities—strictly prohibited and punishable by law.

​ Though most magical residents are atheists, cults like the Flesh Reconfiguration Covenant (harvesting aether echoes for resurrection) plague both worlds.

​ The Arcanum Syndicate functions as the magical world’s civil service, maintaining balance between both worlds. Members must meet certain magical proficiency standards.

​ As a neutral, borderless organization, it theoretically doesn’t interfere with regional development, operating on magical principles and peace. However, it has a UN-like headquarters coordinating global branches.

​ Its authority derives from the “Aether Concordat”.

​ The floating headquarters’ location shifts every 10–20 human years within a barrier-protected tower.

​ Key divisions include:

  1. Administration Division: Liaises with headquarters and other departments.
  2. Civil Affairs Division: Handles governance and local legislation.
  3. Arcane Research Division: Validates magical research legality.
  4. Investigation Division: Manages magical cases (subdivisions: police, forensics).
  5. Demographic Division: Oversees censuses, registrations (subdivisions: residency, immigration, age/race verification).
  6. Public Relations Division: Largest division, covers up magical incidents in the human world, fabricates scientific explanations when necessary.

​ Generally, a person’s race is determined primarily by their most prominent physical characteristics, though family background may also be considered in special cases [For example, Stolik’s mother is a dragon and father is a naga, but his appearance is humanoid with dragon horns and tail. Although he can manifest a snake tail, it’s not his primary form. Additionally, his parents had a “fourth love” relationship with the father marrying into the mother’s clan, so Stolich is classified as a dragon]. [Another example would be a child born from a pureblood human and elf pairing who has elven ears but resembles humans in height and facial features, without exhibiting elven racial habits - such a case would be classified as human.]

Do interracial conflicts exist? Have any major incidents/violent events occurred as a result? During what period did they begin and what were the causes/processes/outcomes? What are the attitudes toward mixed-race individuals? What are the characteristic traits of each race? (e.g. appearance/endurance/stability/aggression/intelligence/physical strength/appearance/personality etc.) What are the reproduction and genetic situations? How do physical abilities/capabilities manifest? Are there class/status divisions within a race? If so, how are they divided?

Races exhibit great diversity and can intermarry. Identification documents will display human-age equivalents calculated by the Arcanum Syndicate based on actual age.

​ Regarding humans: Most native humans in arcanopolises descended from ancient migrants. Since original human lifespans were very short, all naturally deceased native humans have long since died out. Current human residents in arcanopolises are either mixed-race individuals (with human-dominant traits) or later settlers (e.g. those who received invitations to magic schools and chose to stay after graduation).

​ For nature-born races like sky sprites and ocean sprites: While they can produce offspring with other races, they cannot reproduce within their own race. Any mixed offspring will predominantly exhibit traits of the other parent’s race.

Within the same race, couples who want children typically choose adoption. Alternatively, if the love between two individuals is strong enough, they may make a wish to nature, which might “gift” them a child (Note: This is exceptionally rare, occurring maybe once per century). However, such gifted children share no genetic or blood relation with the parents.

Arcanopolis Humans vs. Ordinary Human Migrants

Section titled “Arcanopolis Humans vs. Ordinary Human Migrants”

​ The origins of ordinary humans in arcanopolises can be traced back to ancient times in the human world. Some human groups, though lacking magical foundations or the ability to manipulate aether, perceived the existence of “aether” through studies of occultism, alchemy, or even grand summoning arts, thus obtaining access to the magical world.

​ Some ordinary humans with deep connections to the magical world may have their aetheric echoes summoned during the Spirit Roaming event of the Magictopia Festa. These individuals either made significant contributions to occult or magical research during their lifetimes, or left behind strong lingering attachments that formed aetheric echoes. Famous examples from human history include Emperor Qin Shi Huang (known for his obsession with elixirs) and Aristotle (who established alchemical theories).

Known characteristics:

​ Merfolk racial traits include human upper bodies and fish tails, with no natural ability to transform between legs and tails. However, as more merfolk families have migrated from deep seas to shallow waters, rivers, and even freshwater areas over time, a custom has developed where families teach children basic transformation spells during their growth period, allowing them to develop legs and learn to walk during infancy. Since transformation spells require certain magical foundations, this training typically begins at human-age 2-3 years, meaning merfolk children remain in fish-tail form until at least age 2.

​ Prolonged time on land leads to severe dehydration, requiring regular hydration through drinking, bathing, or applying moisturizing treatments.

​ Due to their deep-sea biology, merfolk eyes emit faint fluorescence at night, and female merfolk have glowing strands in their hair that are particularly visible in darkness.

​ Since ancient times, Ocean Sprites have inhabited the deep sea as intelligent beings tasked with protecting marine peace and natural order. They can breathe underwater and communicate with various sea creatures. Their appearance resembles ordinary humans but with distinctive round, wide yet pointed ears. Adults can learn to mimic one marine creature’s form. Ancient Ocean Sprites lived in communal settlements, but with technological progress, their habitats have expanded to various deep water areas, with some even adapting to modern human society on land. Due to ecological destruction and pollution, ocean-dwelling sprites have retreated to deeper trenches, making them inaccessible to most.

​ Ocean Sprites are nature’s gift to the sea, born like pearls from giant deep-sea shells without parents or blood relations. They originally lived in communities organized by age groups, but as their numbers declined, these evolved into family-based settlements resembling small towns, with deep bonds resembling kinship among members.

​ Female naming conventions: Communities share surname suffixes that may indicate location, status, or natural environment. Names typically follow a “monosyllable or repeated monosyllable + suffix” pattern. For example, with “-pphia” as a suffix, “Ne” and “Re” become Nepphia and Repphia.

​ As an ancient race dating back to prehistoric times, dragons have developed into prominent families over generations. Most belong to wealthy, influential lineages who prefer to live discreetly while managing vast business empires.

​ All dragons are intersex, possessing both sets of reproductive organs. Dragon offspring show no distinct gender characteristics during childhood. At a certain age, they choose their apparent gender (traditional biological sex presentation), while retaining both reproductive systems (thus male dragons can also bear children). After selecting their gender, their appearance develops accordingly in an irreversible process.

​ While physical gender presentation becomes fixed after selection, dragons can voluntarily modulate their voices between masculine and feminine ranges (some male dragons may use feminine voices during their voice-change period due to embarrassment). There are also many cases of feminine-voiced males and masculine-voiced females.

​ Forest-dwelling nagas have human upper bodies and snake tails, forming matriarchal societies led by females. A typical family consists of one female with multiple males, though some modern couples choose monogamy due to interracial influences. Reproduction involves females fertilizing eggs that males then carry, with males typically responsible for child-rearing.

​ Similar to Ocean Sprites, Sky Sprites are nature-born intelligent beings tasked with maintaining sky realm peace and natural balance (such as repairing ozone layers).

​ Sky Sprites are born from clouds connected to rainbows’ ends, but their creation requires strict conditions, making them exceptionally rare.

​ Their racial traits include transparent bodies for camouflage, using light refraction to conceal themselves in the sky. They have translucent wings and can transform into clouds (size corresponds to physical form). They reside within cloud masses and maintain the skies.

Regarding age and lifespan theories:

​ After countless generations of interbreeding among arcanopolis residents, lifespan differences no longer clearly reflect racial averages. This is why the Arcanum Syndicate converts ages to human equivalents (a standard is needed to determine whether someone is “old”). Only pureblood individuals exhibit significant lifespan variations between long-lived and short-lived species.

​ Except for some conservative races or those with complex family systems that emphasize bloodline purity (where cross-race lovers might face Romeo-and-Juliet scenarios requiring elopement, suicide, or family disownment), modern society rarely practices extreme measures like honor killings. Most cases simply result in lack of family recognition.

Is there a unified or universal currency? Or do different arcanopolises have their own currencies? What manages currency circulation? Can it be exchanged with human currencies? What are the currency situations between different races? Are there banks or bank-like systems?

​ In modern times, to facilitate transactions, arcanopolises generally adopt the currency of the nearest human society, with specific tax rates varying by location. For example, Arcanopolis Eureka uses USD and CAD with a 15% tax rate, while European magic zones use EUR. Chinese magic regions impose no additional consumption taxes.

​ Additionally, certain magical transactions require an ancient magical currency called [Aether Tokens].

​ Aether Tokens are magical units that use aether as a medium for measuring value. Subjectively intangible, they appear as floating luminescent particles to those who can perceive aether. Storage and transactions occur within personal aetheric fields, meaning those with weak aether manipulation abilities cannot handle them. (In simpler terms: magic Bitcoin/gacha currency).

​ As unique, non-replicable assets existing only in aetheric fields, Aether Tokens cannot be stored in banks.

​ Due to currency commonality with human societies, many arcanopolises cooperate with major banks for services like savings accounts, credit cards, and financial management.

Magic Day (date) and Tech Day (date): Commemorate the reconciliation and merger of two academies, featuring magic-themed and magic-free competitions respectively.

​ The most grandly celebrated holiday in the magical world, observed not only in Arcanopolis Eureka but across the globe.

​ This ancient traditional festival sees arcanopolises and magical regions holding celebrations tailored to local customs, with magic usage restrictions temporarily lifted (though strictly regulated by local branches of the Arcanum Syndicate, requiring significant manpower and resources for safety maintenance).

​ Celebrates the arrival of spring and the revival of all living things, while conveying the vision of harmonious coexistence between humans and magical beings (elementals, ancient deities, magical creatures).

​ Begins on the first Monday of March (human calendar), lasting an entire week. The entire magical world observes a holiday during this period (except for essential public institutions). In North America, the festival concludes on the Sunday when daylight saving time begins.

[The following primarily describes the celebration culture and activities in Arcanopolis Eureka]

Main events: Spring Ball (outdoor), Spirit Roaming, Parade, Grand Sorcerers’ Banquet

​ Hosted by various institutions at different locations during the festival, typically held outdoors in the evening. Unlike Christmas balls, attendees often wear brightly colored formal attire adorned with tulle and feather accessories, accompanied by lively, cheerful music. Some venues serve self-serve fruit wines or light snacks, while others may invite flower and leaf sprites to scatter petals and young leaves in the air to enhance the atmosphere.

​ At midnight on the first day of the festival, senior sorcerers dispatched by the Arcanum Syndicate and school authorities perform rituals to summon various magical beings. These beings may include spiritually attuned magical animals like divine stags or birds from deep forests, elementals born from the essence of nature, or supernatural creatures from myths and legends such as rainbow ravens. There is even a chance to summon echoes of deceased famous figures or great sorcerers (e.g., Qin Shi Huang and Aristotle).

​ The summoned beings exist in semi-spiritual form and can pass through physical structures and obstacles in the human world. However, they can choose to materialize at will. For instance, when a gentle divine stag is touched, one can usually feel the texture of its fur, but if it dislikes the person attempting contact, their hand will simply pass through the stag’s form as if through air.

​ To prevent chaos, the Arcanum Syndicate and school authorities typically establish force fields in designated areas, restricting the summoned beings’ movements within these boundaries.

​ Notably, in Eureka Academy, students often place delicacies or novel items in their dormitories to entice the beings to linger longer. Some even compile “Manuals of Magical Beings’ Preferences” based on past experiences, hoping to cater to specific creatures’ tastes. However, these beings’ preferences are not fixed, so successful interactions still depend partly on luck.

​ Since the festival’s theme is harmony, citizens must maintain a friendly and respectful attitude toward the beings, even showing a degree of reverence. Any inappropriate behavior may result in arrest by the Arcanum Syndicate.

​ Like most parades, this event involves closing the city’s main streets for a procession of brightly decorated floats and magical performers. The more jubilant and lively the atmosphere along the route, the stronger the magical reactions, producing spectacular effects akin to fireworks.

​ Originally an evolution of witch covens, this gathering expanded to include male wizards and sorcerers as their numbers grew. The event now serves as a meeting place for all powerful sorcerers. Those with unparalleled achievements in magic, outstanding contributions, or special statuses—whether due to prestige or extraordinary magical prowess—are honored with the title “Grand Sorcerer”. Remarkably, unlike human high society, this banquet has not devolved into a venue for vanity and materialism but remains a sacred gathering for genuine intellectual exchange.

​ The banquet is typically held late at night on a Friday during the festival, with locations varying yearly (often abandoned castles or deep forests). The venue features long tables, candles, and lavish feasts where Grand Sorcerers share their experiences and insights from the past year. In recent years, with advancements in academia, discussions have increasingly focused on specialized magical topics.

​ Generally, the next year’s location and host are decided at the end of each banquet, though disagreements are rare—it resembles friends taking turns hosting. Other Grand Sorcerers receive unique invitations before the festival, with the invitation’s form varying annually. In principle, the banquet prohibits accompanying family members or spectators, though exceptions occasionally occur (e.g., non-sorcerers receiving special invitations, handled on a case-by-case basis).