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World Bible – Elarion

🌌 Mana, Affinity & Divine Influence

Core Energy: Mana

Mana is the universal life force that flows through the world, found in all living things and even the land. Everyone has a Mana Core in their body, determining how much energy they can channel. Mana is neutral, but its affinity changes depending on the person's soul and lineage.

Affinity:-

Each person is naturally attuned to certain mana affinities, often influenced by bloodline or divine blessings. Mortals believe their mana affinities come from whichever god's spark touches their soul.

Major Affinities:-

Fire → destruction, warmth, vitality

Water → healing, flow, adaptability

Earth → defence, strength, stability

Wind → speed, mobility, precision

Light → purity, protection, illumination

Shadow → stealth, fear, concealment

Special / Rare Affinities:

Ice → cold, control, endurance

Lightning → speed, destruction, precision

Metal → sharpness, resilience, weapon mastery

Nature → plants, growth, toxins

Sound → vibrations, disruption, illusions

Space → teleportation, dimensional magic

Dream → illusions, soul manipulation, prophecy

Spirit → communication with souls, ghosts, sword spirits

Celestial → starlight, cosmic power, divine resonance

Forbidden Affinities:

Time → acceleration, slowing, foresight

Death → necromancy, decay, entropy

Chaos → unpredictable, destructive, unstable

Corruption → twisting mana, mutations

Abyss → endless hunger, devouring other affinities

God's of Elarion

Affinities linked to these gods.

Fire → Solaris

Light, Life → Luminaria

Ice → Lunaris

Water→ Thalassia

Earth → Terranus

Wind → Zephyr

Death → Morgana

Shadow→ Erubus

 

Gods aren't the only source of power, but their blessings can:

Supercharge mana Grant unique divine skills

This keeps the world balanced: mortals rely on mana, gods shape affinities, but no single god dominates the scale. Mortals worship gods through temples, rituals, and holy orders

 

 

⚔️ Power System: Tiers of Strength

🔹 Mortal Realms (common adventurers, knights, mages)

Dormant → no awakened mana core (normal people)

 Novice→ manifests elemental affinities, develops basic techniques

Channeler → can infuse mana into body, weapons, or spells

Adept → body or mind fully reinforced by mana; soldiers, guardians, spell casters

🔸 Advanced Realms (elites, chosen)

Expert → unique aura / personal skill emerges (signature style)

Master → can control mana around them, not just within

Champion → wielders of mana rivalling armies

Archon → legendary mortals influencing nations; each strike like a natural disaster

Demigod → champions chosen directly by gods, embodiments of domains

Divine King → apex of mortals, standing equal to lesser gods

🌠 Godhood Realms (true divine tier)

Lesser God → commands minor affinities

Greater God → embodies greater/major affinities

Eternal → beyond time and destruction; worshiped as universal constants

Origin → the unknowable first sparks that birthed creation itself

🌍 World

Elarion (ASG's world) Created by the Goddess of Light and Life, Luminaria, The Bringer of Dawn, the eternal flame against darkness and governed by her two children: Solaris → God of the Sun Lunaris → God of the Moon

The world is split into six continents:-

1 Continent: Valoria – Humans

Dominant Species: Humans

Regions / Geography: Plains, valleys, mountains, coastal cities

Culture & Society: Kingdoms, noble houses, merchant guilds, warrior orders

Worship Luminaria, Solaris, Thalassia, Terranus, Zephyr

Masters of major affinities; rare bloodlines awaken special or rare affinities  2️⃣Continent: Sylvara – Elves

Dominant Species: Elves

Regions / Geography: Snowy peaks, enchanted forests, moonlit glades

Culture & Society: Mystical, secretive, long-lived civilizations Deep connection to mana;

excel in Ice, Shadow, Dream, Spirit, and Celestial affinities

3️⃣ Continent: Khazradar – Dwarves

Dominant Species: Dwarves

Regions / Geography: Mountain ranges, underground cities, vast mines

Culture & Society: Skilled smiths, engineers, and warriors Strong affinity for Earth and Metal; sturdy, disciplined societies

Worship Terranus primarily; some revere Solaris or Luminaria for craftsmanship blessings

4️⃣ Continent: Draconis – Dragonkin

Dominant Species: Dragons / Dragonkin

Regions / Geography: Volcanic peaks, floating islands, cloud-covered mountains

Culture & Society: Semi-divine, rare, and reclusive Masters of Fire, Ice, Lightning, Celestial, and Space affinities

5️⃣ Continent: Maltherion – Demons

Dominant Species: Demons / Abyssal beings

Regions / Geography: Wastelands, volcanic plains, cursed ruins

Culture & Society: Chaotic, hierarchical, war-driven societies Affinities: Chaos, Abyss, Death, Shadow Often worship Erubus or Morgana

6️⃣ Continent: Aetherion – Neutral Hub

Dominant Species: Humans, Elves, Dwarves, Dragonkin (coexistence)Excluded Species: Demons / Maltherion natives (entry strictly forbidden)

Regions / Geography:

Fertile plains, neutral cities, floating markets, mystical forests Central trade routes connecting all continents Magical ley lines converge here, boosting mana naturally Acts as a diplomatic, trade, and training hub for adventurers and nobles

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