Ficool

Chapter 1 - Codex of the Realms –

The knowledge contained within these pages is vital. The realms are unforgiving and those who fail to understand their intricacies rarely survive. Power, hierarchy and danger exist in every shadow, every creature and every soul. This codex is a guide — for those who dare to walk the lands and confront the hidden truths.

¢Omni-Born:

Beings born once every millennium, capable of absorbing, evolving and manifesting all known powers. First-generation Omni-Borns are near-divine, feared by mortals and gods alike. Second-ranking Omni-Borns inherit limited abilities but remain dangerous due to their unpredictability.

¢Gateway:

Dimensional portals connecting realms. Control of gateways allows instant travel across worlds but misuse risks catastrophic rifts that can swallow entire lands.

¢Night Soul:

Souls attuned to darkness. They manipulate shadows, induce fear and are feared as harbingers of death. Those touched by Night Soul energy often perceive what others cannot.

¢Soul Eaters:

Beings consuming the essence of others to grow stronger. Humans turned soul eaters often lose their identity, becoming predators with terrifying strength.

¢Mage Slave:

Individuals who fail academy power trials. Sold to mages or noble houses, they endure a lifetime of servitude, bound by magical sigils and social contracts. Their existence is considered property rather than life.

¢Gods of Vain:

Deities obsessed with personal power. Indifferent to mortals except as tools to advance their influence. Worshippers may gain privilege but live under the capricious whims of these gods.

¢Gods of Gods:

Ancient entities who oversee all divine orders. They maintain balance between realms and pantheons. Even Omni-Borns tread carefully before them.

¢Gods of Goodborns:

Protectors of elite magical bloodlines. They ensure their favored mortals rise in influence, preserving power hierarchies across academies and realms.

¢Scepter of Realms:

Artifact capable of controlling multiple planes. Only true masters, often Omni-Borns or Gods of Gods, can wield it safely.

¢Manor of the Most Highs:

Seat of the most powerful beings. Mortals entering uninvited risk death. Built atop remnants of a fallen god's palace, its stones pulse with raw arcane energy.

¢Second-Ranking Omni-Borns:

Partial-power descendants of Omni-Borns. Rare, unpredictable, and often underestimated — yet capable of wreaking havoc if provoked.

¢Soulless Armies:

Legions animated by dark magic, devoid of free will. Deployed as weapons in war, they obey without question.

¢Sisters of the Eye:

Secretive sect of seers and spies, reporting directly to the Most Highs. Their knowledge spans centuries, making them feared and respected across realms.

¢Omni-Born Soul Ranking:

System measuring the potential of Omni-Born souls. Determines academy treatment, social status, and divine attention.

¢Unholies:

Beings corrupted by forbidden magic. Ranked by threat level: higher-ranked unholies can challenge armies or even gods. Lower-ranked unholies lurk in shadows, hunting victims silently.

¢Eclipse Creatures:

Monsters born from the collision of magical energies during an eclipse. Crawling from the earth's core, they are destructive, unpredictable and nearly impossible to control.

¢Eclipse Bloodlines:

Humans or creatures whose ancestry connects to Eclipse energy. Often gifted with unstable powers, their existence is both feared and coveted.

¢Soul Anchors:

Magical devices or beings that tether souls to the mortal plane. Used to control the dead, bind slaves, or stabilize unstable magic.

¢Forbidden Ascension:

The act of a mortal attaining god-like power through prohibited methods. Highly dangerous—few survive, and those who do are hunted relentlessly.

¢Voidborn Entities:

Beings originating from the void between realms. Capable of negating magic, bending space, and annihilating entire armies.

¢Academy Power Trials:

Tests designed to rank students, measure skill, and determine survival. Failure means slavery, experimentation, or death.

¢Hierarchy of Realms:

World structure organized into: mortal realms, academy-controlled zones, divine domains and void spaces. Crossing these boundaries without permission is punishable by death.

¢Soul Ranking:

System assessing the strength, potential, and danger of every sentient being. Determines the hierarchy of masters, mages, and Omni-Borns.

¢Unholy Ranking:

A numerical and categorical assessment of unholy beings. Higher-ranked unholies threaten cities, lower-ranked target individuals.

¢Dark Sigils:

Magical markings that control, bind or enhance beings. Commonly used on Mage Slaves, Eclipse Bloodlines, or Soulless Armies.

¢Cursed Relics:

Objects imbued with dangerous magic. Often remnants of fallen gods or unholy experiments. Possessing one may attract death or divine attention.

¢The Unknown Sect:

Ancient organization hunting Omni-Borns. Members conceal identities, manipulate events and eliminate threats before they can grow.

¢Blood Contracts:

Magical agreements binding beings to masters or sects. Breaking one often leads to death or soul corruption.

¢Divine Edicts:

Laws issued by Gods of Gods. Disobeying these edicts can provoke divine wrath, unholy intervention or natural disasters.

¢Soul Shards:

Fragments of souls used to power spells, relics, or magical constructs. Highly volatile—misuse can result in catastrophic explosions.

¢Shadowbound Entities:

Beings who manipulate darkness and shadows. They are stealthy, intelligent and often employed by assassins or spies.

¢Ascension Trials:

High-level tests that elevate beings from mortal to divine or semi-divine status. Failure is permanent and often fatal.

¢Arcane Relics:

Objects containing the condensed essence of magic. Some can store, amplify or even grant abilities to their bearers.

¢Ethereal Wings:

Manifestations of power allowing flight, teleportation or inter-realm travel. Often appear in Omni-Borns during critical power surges.

¢Soulforge:

Places or devices used to create weapons, relics or constructs infused with souls. Commonly used by mages to craft Soulless Armies.

¢God-Killers:

Rare weapons designed to harm or kill gods, often forged in hidden realms. Extremely dangerous and usually forbidden.

¢Rift Beasts:

Creatures emerging from unstable rifts between realms. They are chaotic, unpredictable and often hostile to all life.

¢Elemental Wards:

Protective enchantments tied to natural elements: fire, water, earth, air or more exotic energies. Breaching them often requires specific powers.

¢Soul Resonance:

The alignment of two or more souls to amplify power. Often exploited by Omni-Borns or divine beings in battle.

¢Cursed Lineages:

Bloodlines tainted by ancient sins or forbidden magic. Individuals from these lineages often carry innate instability.

¢Forbidden Sects:

Groups practicing outlawed magic. Known for creating unholies, Eclipse Creatures or performing dangerous soul experiments.

¢Seers of the Eclipse:

Specialists who study Eclipse energy and predict cosmic events. Often hunted by unknown sects or rival academies.

¢Reality Anchors:

Rare artifacts or beings that stabilize realms and prevent rifts or chaos from spreading. Highly guarded by divine beings.

¢Soulweavers:

Individuals capable of manipulating multiple souls simultaneously. Often feared by gods and mages alike.

¢Void Gates:

Rifts leading to the void between realms. Extremely dangerous— few who enter ever return.

¢Chronomancers:

Mages who manipulate time itself. Considered high-tier threats to both mortals and divine beings.

¢Eclipse Sigils:

Runes created from Eclipse energy. Extremely volatile, often used to summon Eclipse Creatures or corrupt souls.

¢Shadow Hierarchy:

The secretive ranking of beings controlling information, spies and assassins across the realms. Includes Sisters of the Eye and other covert factions.

¢Omni-Born Soul Bonds:

Connections between Omni-Borns or between Omni-Borns and their allies. Can be used to transfer power, knowledge or even life essence.

¢Soulless Constructs

Weapons, armors or guardians animated by captured souls. Often used in academies or by sects for defense or experimentation.

Final Note>

This codex is but a fragment of the knowledge necessary to survive and wield power in the realms. Beyond these pages lie secrets buried by gods, sects and ancient beasts — truths that can reshape life, death and power itself. To ignore them is to invite annihilation.

More Chapters