When a Glimmer bonds with you during trauma or a Seal, it doesn't just give you power. It signs a Contract — a living, metaphysical pact written in the shard's own broken essence and your soul/psyche the contract is signed as soon as the shard bonds with humans.
The Contract is the bond between you and your power. It is unique to every Shardbearer. It feels like a second voice in your head, a scar that talks, or a brand that burns when you push it. It defines how your power works, its personality, its hungers, and its limits.
Think of it like a demonic deal in Mortal Kombat lore (Shao Kahn's soul magic, or the way characters are bound by ancient oaths and curses), but deeply personal and flavored by your trauma + biology.
How Contracts Work
The Awakening Your power doesn't just "turn on." The Contract must be sealed through a defining moment:
A brutal act of survival tied to your trauma. Accepting the Glimmer's "price" during the bonding.
Once sealed, the Contract becomes your power, It evolves with you.
while some glimmer gain their superpower from the shards they are some who use what is known as a glimmer potion where one who is a ''reject'' of the shard crushes the shard with a specific object or element and make it a potion it is a long process but for the ones who are ''rejected'' by the shard use it then once they drink potion they gain a superpower
Glimmer Wombs-womb like creatures that posses humans
Glimmer Seeds-supernatural seeds that are planted in mahic soil and are watered by urine ,these seeds grow into Glimmers depending on the urine is it healthy urine the glimmer becomes a kind one ,is it unhealthy urine the Glimmer becomes a unstable.
For those who survive the agonizing physiological shift of Supernaturality, the Ascension Pathway awaits. This innate gateway domain forces warriors through 30 levels of combat, chasing the myth of "Level 0" while hoping to manifest their Calling Order—the divine ring of awakening. When the pressure becomes too great and death is certain, they enter the Cocoon State, undergoing an Evolvement that strips away their humanity to forge something faster and deadlier.
Resonance Classification-this is the flow of energy in a glimmer that represents thier power there is economic the lowest,semi economic,classic etc this classification helps's differ the power gaps between these monsters
But in the shadows of the mansion, the ultimate gamble is played. Warriors master the Oblivion Pulse, a terrifying strike that requires lowering one's power to the absolute limit to erase their aura entirely. If landed within 0.001 seconds, it leaves no trace, no soul, and no evidence—only the cold silence of the singularity.
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Nothing truly dies physically first —it dies mentally, then the body physically
Instead of natural extinction:
"Some Glimmer gained their powers through twisted science that reshaped their bodies, while others awakened through mysticality — ancient rites, curses, or blessings tied to forces beyond human understanding. This diversity made them impossible to classify, and even more feared."
Realms and Earths
The Difference between earths and realms are the number of earths are 100 meaning 100 diffrent timlines diffrent eras,different cultures earths can be destroyed and without consuquence nothing dies nothing happens.
Examples of Earths are:
Earth 1-The Mundane world
Earth 2-The Prehistoric Era dinosuars,caveman.
Earth 3-the iron age/medival times knights,horses,british or australian fukcing accents.
while realms are part of the ALL TREE A giant christmas tree the holds infinite orbs each representing each realm if the orb is damaged or anything the realm itself will also be disturbed and will continue to strain other realms
Examples of realms
Heaven
One of the foundational "First Three," this realm is the largest and most daunting expanse in existence. While it serves as the final destination for virtuous human souls, its beauty belies a lethal undercurrent. The guardians of this domain are far from docile; they are elite warriors who view the elimination of the wayward as a divine necessity. Despite the presence of these dangerous protectors, most inhabitants remain tranquil.
Core Orb: White
The Inversion (Hell)
A realm of eternal retribution for those who lived lawless lives, serving as the volatile bridge between the Celestial and Obvious realms. Its nature is fundamentally chaotic because everything within its borders is physically inverted; it is a literal "reverse realm" where gravity and logic operate upside down. It is home to a predatory ecosystem of Drags, Hephians, and hybrid anomalies.
Core Orb: Dark Orange
The Obvious Realm
The mundane world as we know it. While it may seem unremarkable compared to its neighbors, it serves as the structural "Center Realm." Its existence is the linchpin of the multiverse; should the Obvious Realm be destroyed, every other reality linked to it would instantly collapse.
Core Orb: Blue
Tovirria
the most notorious of the "First Three." Tovirria is a supernatural landscape defined by unknown hazards and an "insane profile" that makes other realms treat it with deep suspicion. Notably, it was the first realm to ever house humanity alongside the realm of Wonder. While other dimensions often reject human presence, Tovirria is a rare sanctuary where humans and supernatural entities coexist.
Core Orb: Gold
The Simulation Realm
A predatory dimension that intercepts the souls of the deceased. It traps these spirits in a sophisticated digital construct, tricking them into believing they have been granted a second chance at life. In reality, the residents are merely "toys" for Divine Operators—entities who manipulate the simulated environment for their own entertainment and agendas.
Core Orb: Brown
Lore of the Redfern Rift
The Discovery (1000)
In the year 1000, a group of scientists uncovered a mysterious rift at Redfern Ridge, Willowbrook. The rift pulsed with energy from another realm. The Eldion Institute, the company employing these six scientists, began experiments by sending animals through. None returned. Footage revealed the creatures were massacred by inhuman beings.
The First Expedition (1002)
On June 14, 1002, the six scientists entered the rift themselves. Their protective suits failed. Scientist 6 was exposed to rift energy, his body mutilated beyond recognition. The remaining five escaped, shaken but determined.
The Mass Entry
The scientists resolved to return with 100 men and 100 women. Their spacecraft crashed upon entering the other realm. Only the scientists and four men survived. The survivors scattered, but tragedy followed:
Scientist 3 was impaled by a pole.
Scientist 1 was thought slain by a sandstorm.
Scientist 2 was devoured by a monstrous creature.
Scientist 5 attempted a bargain with a Wrathborn, but was betrayed and killed.
The Rise of the Supernatural
Unknown to the others, Scientist 1 survived. Harnessing rift energy, he rebuilt his body into something beyond human. He extended this transformation to the four surviving men, creating a cadre of supernatural beings. Together, they became powerful entities, neither fully human nor fully alien.
Meanwhile, Scientist 6, once mutilated, ascended into the infernal hierarchy, becoming a sovereign within the Court of Hell. His dominion spread across the rift realm, commanding legions of horrors.
The Wrathborn Betrayal
The Wrathborn's treachery against Scientist 5 marked the turning point. It revealed the rift's true nature: a gateway not only to alien realms but to supernatural dominions vying for entry into Earth.
The Closure (1999)
For centuries, the rift remained a wound in reality. In 1999, it sealed shut, cutting off the connection between Earth and the other realm. Yet legends persist of the transformed Scientist 1 and his companions, and of Scientist 6 ruling the Court of Hell.
Legacy
The tale of the Redfern Rift endures as a myth of ambition, betrayal, and transformation. It speaks of humanity's reach beyond its limits, and the terrible price of touching powers not meant for mortals to witness
