You are (not) the Isekai

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A basement-dwelling NEET and consummate otaku discovers a portal to another dimension. Hoping to find a land of magic, adventure, and intrigue, he steps through.

Unfortunately for him, when an uncanny chrono-sorceress opens a portal for a talentless loser, odds are good that's exactly what she was looking for.
Episode One: Welcome to Wizard School

unsanity

Fractionally Assembled
You are (not) the Isekai

Episode One: Welcome to Wizard School



[-] Character Name

She's the first thing he sees as he steps through the portal. Straight, golden-blonde hair, tied back in a knot. Silvery tiara, laden with pearls. White, long-sleeved blouse, so ornate in detail that he had to wonder if it was meant to be writing. Fuzzy brown bear slippers peeked out from a long dress, just as overly detailed as the top. Like someone started drawing in the margins of a book and lost track of time.

Her eyes are light and shadow. That is to say, dark bags framing bright eyes hopped up on caffeine and set to percolate.

There are no windows, and the only light comes from candles scattered haphazardly around the floor. Most of them are standing. None are on desks, because there are no desks - the three walls he can see are bookshelves, end-to-end with books.

He remembers just in time to look up. But there are only shadows dancing in the rafters, and it isn't comforting.

Behind him, the portal swirls like a void projected onto a flat wall, much like it looked in his bedroom. Except, here, it's surrounded by dozens and dozens of diamonds, each the size of a fist or larger, all laid out in an intricately lacy spiraling pattern.

Several of the diamonds start to smoke, turn black, crack, and finally crumble into dust. Several more follow them, and several more again. The portal - his only way home - winks out of existence, leaving a mercilessly featureless circle of wall framed by more wealth than any normal person could ever hope to see in a lifetime. Over half the diamonds were reduced to burnt sand.

He cared more about the lost gemstones than the life he left behind. Anime and games stopped being good after the 90's, and he'd long since run out.

This, at least, promised to be interesting.

"Oh dear," the voice behind him says, and all at once she's up next to him, much closer than any reasonably attractive woman with any taste would dare put themselves, "I'm so sorry, those weren't supposed to break! I'll need months to make replacements! Oh, what do I do?"

She's fretting about something, and that something is his ticket home. Objective set, he thinks, already mentally rolling for charisma.

"How terrible," he lied, having already come to terms with it. "Now how am I going to get home?" Brought by portal into a world where magic is real? Maybe now my talents can finally be put to good use!

"That's just it, I don't know! I'll need more diamonds, then to recalibrate the spell matrix, then I have to find your world again, and- and- hic"

Her crying was not very convincing. For one, she was covering her face with her hands, but no tears were falling down, and her supposed sniffles were perfectly clear and free of runny mucus.

He noticed this, but did not care one whit, for what might've been fair reasons. She made those big-ass diamonds? Jackpot!

"You made those diamonds with your magic, I presume?" He adjusted his glasses up by the middle, hoping his lenses caught the light ominously. They didn't.

"Of course! Here in Haret, we use magic like you would science!" She'd turned to face him, and there wasn't a single wet spot on her perfectly dry face. "I spent so much time watching your world to find the right man for the prophecies, and-"

Hold the fuck up. "Did you say prophecy? There's a prophecy with my name on it?"

For a moment, she almost looked embarrassed. Almost. "Well, not exactly... you see, I chose you because you don't have a prophecy. And that's very unusual."

He found himself profoundly disappointed, but not very surprised. It's a feeling he was well acquainted with. "You're saying I have no future."

"Yes, exactly! Your past is perfectly uninteresting, you have no noteworthy skills or talents, and you have no destiny at all! I almost gave up before I found you!"

"I quit," he said, raising a single finger to emphasize his point.

"But I haven't told you-"

"I don't care, I quit."

He turned to leave, which was when he remembered the room had no door. Unless it was behind one of the three wall-to-wall bookshelves, but it wasn't like his flabby dough-arms could move furniture.

He turned back to the strange, clearly deeply disturbed, obviously very magical woman who was apparently holding him prisoner. "Fine. Well played. But I want it said for the record that I'm only putting up with this contrived, predictable plot under protest."

He had predicted exactly none of the events leading up to this point, though to be fair he hadn't learned anything about the place yet.

Her face lit up like a freshly immolated christmas cake. "Here in Haret-"

Is that just Earth with the letters scrambled? Fucking why?

"-we've refined our magic much like you did your technology-"

I give it a week before I die of anime deprivation.

"-which includes prophecy! Our government uses arcane formulae derived from shamanistic weather prediction models-"

I better not have heard that correctly.

"-to forecast the behavioral trends of large populations, looking for statistical outliers with useful talents who might change the world in the right circumstances-"

This premise is beginning to sound uncomfortably familiar...

"-and after much refining, we've finally reached the point where we can give everyone a happy and fulfilling destiny suited to their own special talents-"

Oh joy of joys, it's a magical communist dystopia.

"I quit," he interrupted, again.

"-and only you can save us from this existential horror!" She cheered. Then, shocked, "wait, we need you! Our free will is at stake!"

"My regular diet of pizza and beer is at stake." He crossed his arms over a prodigious grain silo and stared the woman down.

Her expression became genuinely downcast. It may have been the first real emotion he'd seen from her so far. "I see. Yes, you're already used to a life with no obligations, where all your needs are fulfilled by an administration whose only desire is to keep you distracted with consumerism and shallow wish fulfillment. You'd only be too happy to embrace this tyranny."

His expression became precisely the opposite. "Yeah, I can live with that." Then the rest of his brain caught up. "But wait, I thought you said I have no future?"

"I'm afraid so," she replied. "And with your talents as they are, you'd have to learn the most powerful of magics before the High Lord's prediction models could ever take notice of you."

"Learn badass magic and live in a weeb paradise? I think I can handle that." His confidence was one born of entirely too many fantasy role-playing games. "When do I start?"

Had her expression been downcast, before? It was hard to tell, with how quickly she switched over to the manic joy of a teacher in love with her job. That is to say, mile-a-minute lecture.

"There are three basic branches of magic, and I'd advise learning one before you move on to anything more advanced! In descending order of social strata, they are Arcanomancy, Elementalism, and Quintessence."

"Uh-huh," he grunted, having already pulled out a notebook and pen from his shirt pocket. Magic... is... organized... by... stratum, he furiously jotted. Wait, this isn't communism! She's talking about a caste system!

"Arcanomancy deals with internal forces, such as personal magicka and the mind. It's also referred to as law-magic by commoners like yourself since it can be used to alter reality or control thoughts, and for this reason practicing it while not a noble can draw suspicion and mistrust. It's also the most difficult craft to learn, and mastering even a single cosmology-class spell is considered by many to be a lifetime's achievement!"

Arcanomancy... is... OP, got it. Might... be... treason. Did she just call me a commoner?

"Elementalism uses ambient magicka and the elemental forces, and highly organized elementalist workforces allow us to control the weather, heat our homes, and enjoy running water just as you do! Despite its barbaric origins, elementalism has become a highly refined art, and serves as the basic framework for the prophetic predictions our society is based on."

Where the last description was given with something approaching praise, this one was spoken with barely-restrained disgust.

Weather... magic... is... hikikomori. I sure hope this "destiny" isn't them using mind-control on the plebeians, but I can't believe they use weather forecasting to tell the future!

"Quintessence works with the natural exchange of raw mana between the haret and our bodies. It's laborer's work, but necessary! With it, the peasantry can fortify their bodies, refine metals into high-quality tools, and enchant gemstones with practical spells for the greater good."

She nodded at that, seemingly satisfied at her blatant disregard of commoners as the greater good.

Practical is a word for it. Boosted strength and enchanted weapons? Blatant reality warping can't be the only thing keeping the bourgeois in line. Or is it?

He jerked a thumb at the literally diamond-studded wall behind him. "I take it you're one of the peasants?"

It was worth it, just to see her face puff up in rage. "H-How dare you! I-"

It was as if her emotion flipped off like a switch, going right back to plastic cheer. "Oh, not at all! I'm third in line for the throne, in fact! I only learned this so I could find you. Though, perhaps my gemology isn't quite up to par..."

He stared at her, frozen in mounting fear as her thoughts trailed off. Whatever they were, those thoughts were quickly derailed when he thrust an accusatory finger at her face.

"Are you fucking mind controlling yourself?"

"Of course! I had to so the forecasters wouldn't notice any changes in my behavior these last six months. But now that you're here, it doesn't matter! I'm free!"

Her smile was almost genuine. Almost.

Genuinely creepy, yes. A genuine smile, no.

And yet, crazy or not, something wasn't adding up. "Free of what? Your destiny?"

"Exactly! With your lack of any noteworthy history, talents, or even future, you're impossible for them to predict. You're an uncontrolled variable! Everything and everyone you interact with will irrevocably change!"

No matter how much false cheer she magically injected into herself, it couldn't lessen the blow.

He fucked up their perfect society just by existing. They could find him by following the collateral damage, and then he'd be crazier than this...

This...

"... How are you a princess?"

Her smile didn't budge an inch.

Her existence, however, did. She vanished with a flash and pop that his brain filled in as teleport, leaving him in a tiny attic with entirely too many books, no reliable lighting, and a lifetime's supply of impossibly huge diamonds.

Which, he realized only too late, must mean they're just worthless rocks here.

That was about when he noticed the titles on the books.

Introduction to Magical History, part one of sixteen? These books are huge! There are eighteen shelves! She can't expect me to read them all, I'll die of starvation before I'm through!

Another pop and flash, and something shiny clinked to the floor. A neatly folded paper drifted after it more sedately, slow enough that he could angrily snatch it from the air.

It read, "don't forget to wear this! Your natural mana system is as frail as a newborn's. Until you get some practice in, you won't be able to weave even beginner spells without help. Once you've learned the basics, I can enroll you in a school where you'll make everything better by just being yourself. Thank you so much!"

He crushed the paper in his hands, reveling in the sweet crumpling noise and trying not to think about how little effect his defiance had on his situation.

A golden gleam danced in the candlelight, drawing his eyes to the floor. A ridiculously ostentatious necklace lay there, inset with three sapphires each as big around as his thumbnail.

Papery parchment confetti drifted to the floor, serene amidst his screams of frustrated impotence. "Fuck this, fuck magic, fuck princesses, fuck this house, fuck these books, fuck my-"


=== A thoroughly relativistic sum of hours later ===


"-and so ended the governance of Marquess Amos Roderick, who extracted the essences of his war prisoners to create the spell Fimbulvinter, that horrid storm which consumes the lives of those it slays to grow in strength. With the Eighth War so concluded, a special council was convened to question the matter of Necromancy, and ultimately declared it among the most forbidden magics. All known tomes were seized and burned, even those passed down since antiquity by ancient noble houses of the High King's Land. To this day, Fimbulvinter still rages in what is now called the Fellhar wastes, which was once Marquess Roderick's realm of Springfall."

He turned the page, pointedly ignoring the entire shelf of books right next to his spot on the floor, cheerily titled A Practical Guide to Necromancy, I-XXV.

Sixteen history books for an empire that didn't exist. Eighteen books purporting to profess magical theory. No less than twenty more for each of the twelve recognized categories of basic and advanced spellcraft, legal or otherwise. Each book thick enough to need a full day to finish. And yet, somehow, he hadn't noticed time passing at all. He hadn't realized until just now that he wasn't hungry, wasn't tired, didn't even need to stop and shit between one oversized tome and the next.

Something fucky was going on, and Princess McCasually-Bends-Space-and-Time-Over topped his suspect list.

Cosmology was supposed to be the most difficult class of spells, far and above the others. Mastering even one was thought to be a lifetime achievement. Yet there she was, ripping the dimensional veil a new one, teleporting just to leave a conversation, and whatever bullshit she was doing that let him accidentally read somewhere in the order of thirty four thousand pages without noticing.

Oh, he'd learned much about magic since starting. So much so, in fact, that he was just finishing their equivalent of middle school. When all the little witches and wizards first began touching on the advanced courses of whatever branch they'd been born into.

Not that they couldn't learn outside that. They just... didn't. Either by choice, or all these history books were written by a thoroughly delusional nobility. Which wasn't impossible, given prior experience.

Ah, but the magic. Deceptively simple. Using any one branch by itself would inevitably destroy a civilization. It was as if the world wanted everyone to get along and work together, and instead it got despotic overlords and peasants too scared of shaking up the system to revolt. Whoops.

The world produces raw mana, which pulses through globe-spanning leylines. Ancient cities used to align themselves to this invisible grid, but modern cities use conductive metals to siphon off mana and form the infrastructure their spellcasters have come to depend on, bringing magic to everyone instead of a few isolated pockets. As magic became more accessible, the iron grip of a magical elite crumbled, and what was once a masquerade has since become a stratified society based on the types of magic and their uses in civilization.

A living body takes in mana, refining it into magicka which can be shaped into spells. The magicka of spells remains in the air where it was cast, where it eventually builds up to become wild magic. Wild magic is drawn into leylines, where it is grounded and degrades back into mana.

The direct use of one's personal magicka is considered the noblest form of spellcraft, thought to be an art fit for rulers and the powerful. It focuses inward, with more advanced practices controlling everything from perception and cognition, the "spark of life," and one's own position in space and time. But with the end of the masquerade, Mentalism - the mind control magic that princess what's-her-name enjoyed too much - is now viewed with suspicion by the vast majority, and Necromancy - magic that sought to control the spark of life - was outright banned after eight wars featuring sentient spells of mass destruction and reanimated horrors that grew stronger after every battle.

That left only one advanced form of Arcanomancy: Cosmology, the magic of space and time. Mentalism was a hotbed of red flags, and Necromancy was an outright war crime.

The other two magic branches didn't have this problem. Somehow, he wasn't surprised.

Elementalism was about using ambient magicka, or wild magic as it was often called. In the absence of their casters, spell patterns would degrade into disconnected parts, and their loose magicka tended to seek out sources of energy in the environment. Wildfires, thunderstorms, the first-year chemistry class's latest foray into exothermic reactions, any of these could become the catalyst that sets off a chain reaction of randomly assembled spell pieces. Summer rains became hailstorms of frozen frogs, the chemistry class found themselves fighting off tentacles surging from their beakers, and the wildfire left a perfectly assembled and fully staffed circus in its wake.

Elementalism gave order to magical disorder. It required less personal power than arcanomancy, but controlling raw chaos was not easy. Even then, it needed ambient magic to work at all, which meant it tended to be useless outside settled areas with an artificial leygrid.

But without elementalists, residual magicka could build up until some cataclysm set it off. He'd gone through all sixteen history books, and a full dozen cities had literally exploded before the nobility deigned to allow 'barbaric shamen' to practice their crafts in civilized cities. The number of "incidents" dropped drastically after that.

Quintessence draws on leylines for power, using raw mana and natural resources where others would use magicka and refined tools. The whole branch barely uses magicka at all, instead preferring to construct spells one piece at a time by imbuing natural materials with power. They were the builders, the crafters, and the tinkers. They were the labor caste, but they were also the ones with the greatest long-term potential.

Technically, all modern cities were giant quintessence spells.

He closed the last book, and jiggled in surprise when the necklace he'd been wearing flash-popped away. Something heavy clicked and grated behind him. Wobbling to a stand, he watched the blank, diamond-ringed wall slide down, exposing a staircase he hadn't even suspected was there.

"It's about fucking time," he grumbled. He may not have noticed said time passing, but a library like that shouldn't have taken any less than a month to power through.

It said scary things about his captor's power.

Time to meet the Piper, he thought.

[-] View the character sheet, and distribute up to five skill dots into basic skills.

The candlelight faded as he left it behind, forcing him to paw his way through a fathomless tunnel descending into unknown depths.

He expected the stairs to break under his girthy weight, and every step groaned dangerously when he lowered himself on it.

He expected it to be one of those neverending staircases, just so his captor could show off a little more before the big reveal.

Neither happened. He counted a mere fourteen steps before stubbing his fingers on a door. It opened to a cozy cottage lit by hanging lanterns and a fireplace. It was all one room, with a bed in one corner and a cleared space with a cauldron for the kitchen. There were two doors and no windows, parchment strewn all around the floor by a barely-illuminated desk, and more fucking bookcases.

Too many fucking bookcases.

She was at a coat rack, selecting pieces for what vaguely resembled a school uniform sized to fit someone approaching three hundred pounds. Much like himself.

Just like himself, in fact.

"Oh, hell no. You can't make me wear that poncy shit. How'd you even get my measurements?"

Rather than answer his question, she hung the finished outfit back on its rack, kicked her fuzzy slippers off, and strode to the front door.

The view beyond killed any further words he might have said.

Burnt black sand stretched to every horizon, both above and below. There was no sky, and darkling grains mounded dunes and waves for earth and firmament alike. Pillars of sand spanned the distance between them, rising or falling in vast columns from surface to surface.

Dust staggered in the air, swirling and stopping and speeding and slowing to a rhythm he could not feel. It was like watching a whole server lag out mid-game, with individual dust flecks desynching randomly to meander without direction before snapping back to subjective reality.

Nowhere, not a single home. No ruins, no sign that civilization ever existed. Just one lonely cottage in an endless sea of burnt black sand.

One thing was for sure: time had no meaning in a place like this. Or, time meant everything here. There was so much ambient magicka that reality was breaking down.

She spoke, startling him out of his slack-jawed horror. "Cast no spells until we return, and follow my footsteps exactly. Fail, and it could be..."

She stopped for a minute, week, second, pondering what word might be appropriate.

"... unfortunate," was her choice.

What could he do? He numbly nodded, stopping only to cover his nose and mouth with a sleeve so the razor-sharp grains didn't find their way in.

She lead, and he followed. Their trail twisted and wound, adhering to whatever semblance of reason this place pretended to possess. He couldn't see what invisible threats she was leading him around, but he could guess. Patches of stopped time where he'd be frozen forever, or accelerated time where he'd decay to dust. Maybe worse.

Which at least showed she wasn't all powerful. She'd lived here long enough to learn its ways, but was hardly its master.

The thought did little to comfort him.

Distracted as he was with matching her steps, he nearly ran into her when she stopped before a massive column of flowing sand. Comparing its size to a building wouldn't do it justice. It was a weather phenomenon, and this close it was a wall. Sand pulled in from the ground and under his shoes to stream off into the sky, until it hit the other wasteland above.

She reached out for it with her left hand, letting the grains flow around her fingers, then held her right to him. "How old did you say you were?"

It was enough to bring reality home. He backed away, hands up to keep her at bay.

"Nuh-uh. Nope. No way in h-"

"Tell me, or I'll guess."

And that was enough to make him stop.

She could kill him by accident. He couldn't survive here without her power.

The two thoughts juxtaposed, and he could see there'd only ever been one right answer.

I should never have stepped through that portal.

"T-Twe... twenty five," he managed.

"Nine years, then?" She beckoned, and he glumly obeyed. "It'd be strange if you were too old for school. Can't have them guessing what we're up to!"

The false cheer was back.

She placed her hand on his sweaty, stretched t-shirt, and infinity grew by a couple more inches. Fat rippled and swelled. His shirt tore, exposing glistening, hairy man-boobs. His pants grew uncomfortably tight, until the button snapped off, the zipper broke apart, and the seams ripped.

She blinked down at him, now slightly taller than he was.

"How were you fatter at sixteen?"

He didn't say anything to defend himself. He was just glad he'd always preferred his boxers loose. No one, no matter how evil, deserved to see his pants-worm.

When he didn't answer, she continued. "I was hoping you might pass for human, but this-"

And with that, he exploded.

"Screw you, you crazy, time-fucking bitch! Take me from my home, fine, my world is trash. You want me to learn fucking witchcraft and save your world, I know how that goes. But drag me into this Lovecraftian wasteland untime horseshit, toy with my life like a deranged fairy queen, and say I don't pass for human? Sorry princess, but you stopped being human when you stopped playing by the same rules as one!"

He heaved for breath, only just now noticing that this place had no wind on top of everything else. Sand just drifted along in the air because it wanted to, apparently.

She waited for him to finish, smiling that fake smile all the while.

Her hand was still on his chest. He swatted at it feebly, but missed when his arms moved like they used to nine years ago instead of two minutes ago.

She pulled it away on her own time, staring at the sweat still on her fingers with morbid fascination. "Have you read the History of Races, Volume Thirteen?"

History of what? He only remembered The History of Magic, and Britannian History. "Don't tell me you're racist on top of everything else."

She wiped her hand off on her dress, leaving a dirty yellow stain against the pure white. Then she reached up for her ear, tugging it out from behind her hair.

The tip alone was a full inch long, and pointed.

"You're a fucking elf?"

She waved him off. "If you had let me finish, I was going to say you look like a young ogre. They aren't incapable of magic, but... well. Let's say standards should be lower for you. Doesn't that make it easier?"

But there were more important things on his mind. "You stocked that attic with every history book except what fantasy races I'll deal with every day? What is wrong with you? Do you want me to fail?"

"Stop flailing your arms, or I'll teleport back and leave you with the fallout."

He shut up.

"Now, then." Her plastic smile came back in full force. "I'm so sorry, but I'm just used to it! What you call fantasy is my reality, and I guess I took it for granted."

He still didn't speak up. But he did think.

That is a fucking lie. You're setting me up for something, I know it.

"Come along! We might have all day year week here, but I'm sure you don't want to spend another second hour minute with me."

She walked off before he could make up his mind, taking an entirely different path than the one they'd followed to get here.

"Wha- hey, wait! Don't leave without me!"

He wobbled after her, and tripped when his steps fell two inches short, and his muscles were a little less long and a lot more jiggly.

Sharp diamond sand ground against his palms, the infinite minute wounds feeling more like a burn than any single cut would. He snatched his hands away, glad for the tattered jeans that still protected his knees.

Whirling dust staccatoed around him, and the mad elfin princess was gone.

"Hey! Elf bitch! I'm still here!"

There was no response. Save for the echo, his voice sounding younger and older with each rebound.

But her footprints were still there. The only constant in an unending, ever-shifting blank canvas of gleaming black. Something that shouldn't belong, in a place that shouldn't exist.

I'll bet my doughy weeb arse she's the real villain.

Hefting his mass to his feet, he set out on the path she'd laid for him.

It was that, or stay out in the windless, lightless void where a single misstep might kill him. Who would choose otherwise?

An unobserved value of time later, he saw her walking ahead of him, just like she'd always been.

The sheer incongruity of that thought made him stop, which made him stumble, just long enough that the whirling dust staccatoed around him, and the mad elfin princess was gone.

But her footprints were still there. The only constant in an unending, ever-shifting blank canvas of gleaming black. Something that shouldn't belong, in a place that shouldn't exist.

Hefting his mass to his feet, he set out on the path she'd laid for him.

An unobserved value of time later, he saw her walking ahead of him, just like she'd always been.

The sheer incongruity of that thought made him stop, which made him stumble, just long enough that the whirling dust staccatoed-

He lunged forward and grabbed for her blouse, hoping that wasn't a time loop he narrowly avoided.

She took a half step to the side, and the object in motion stayed in motion until it faceplanted against ground diamond razor dust.

"I told you to follow me exactly," she chastised.

"Frmf yrv."

Intelligible or not, his point was made.

I am not the isekai. I willingly walked into this trap like a dumbass.

But, given the choice between wallowing in his misery or seeing what other affronts to nature this coked-up world could offer, the latter at least promised to kill him quickly.

And so, with a last mighty heave, he leveraged his bulk off the bloody desert, paused to catch his breath, and waddled after the woman who seemed to know the way out.

He could not say how long it took to reach the cottage again. Only that, when he saw it, he somehow found enough energy to start running.

She stood beside the door, smiling her flawless, lifeless smile, and opened the door for him.

He'd built up too much momentum to stop before barreling through the swirling portal she'd opened behind it.

Reality whooshed around him, and he almost didn't hear her parting words before they were gone.

"Have fun at magical boarding school!"

Reality whooshed back, and he crashed into something solid and wooden, hard enough to crack it.

An unfortunately familiar and poncy set of clothes blatted against the back of his head, proving just enough to finish the door off for good, and he poured out and blobbed to the vinyl tiles below.

Mops and brooms clattered around him, one viciously going for his vulnerable, exposed neck. It bounced off the equally vicious layer of fat guarding him, and clattered to his side with the rest.

Fuck elves. Fuck princesses. Fuck, uhh...

He craned his head up, to get a look at his surroundings.

Fuck dwarves, fuck humans, fuck cat-people, fuck orcs, fuck goblins, fuck lizardmen, fuck... is that a walking warthog?

Humanoids were by far the majority, but the odd demihuman and beast race stood out all the more for it. The world's races were significantly more diverse than one stir-crazy elf would have him believe.

Fortunately, everyone seemed to speak the same language.

"Ew, what is that?"

"Did that thing come out of the janitor's closet?"

"I think it's an ogre?"

"How can anything that big move?"

"Oh ew, it's looking at me! Make it stop!"

"That's one fat ogre..."

"Maybe it's a troll?"

"I hope that blood isn't poisonous..."

Anime lied to me. Fantasy worlds are horrible. I want a refund.

Sighing in despair and frustration, then pausing as he strained to breathe back in, he heaved himself to his feet and wiped the sweat from his forehead.

His hand came away red, and his forehead stung for the effort. Several of the smaller females passed out cold at the sight of his exposed bosom. The warthog-thing leaned in closer to sniff, and squealed when he whapped its snout away.

"Someone point me to the nurse," he insisted, already done with this shit.

Fantastic as it should've been to be in, well, a fantastical world, he was the butterfly to their government-mandated, prophecy-based, happy-destiny-socialism. Sooner or later, he'd draw the wrong attention just by existing.

Which meant all he needed to do was nothing at all. How hard could it be?


=== Post-episode voting block ===


Vote for the following:

[-] Character Name

[-] View the character sheet, and distribute up to five skill dots into basic skills.
 
Last edited:
Character Sheet and Skill/Spell List
You are (not) the Isekai: Character Sheet and Skill/Spell List


Let's get the Q&A stuff out of the way, first...

In all cases, basic physical laws must be observed. Thermodynamics, motion, gravity, etc. Altering the laws of physics is beyond the mortal scope, though screwing around within those laws is not. If a loophole would imply otherwise, what that actually means is the author is dumb and physics wins.

In all cases, the "spark of life" cannot be created or destroyed by mortals. It can be appropriated and repurposed, but no amount of study has conclusively determined where it comes from or where it goes. As far as anyone can tell, shit just appears and disappears.

The setting can be called magi-tech, except without the technology. The people here have had no reason to develop non-magical technology, and silicon is at a weird intersection where it's hard to target with spells meant for minerals or metals.

Due to magic, the economy is almost entirely skill-based, and only government enforcement keeps it remotely stable. There is no copyright, and wealth comes from the ability to provide goods or services that others cannot. This creates an extremely cutthroat market driven as much by politics and espionage as it is by profit.

---

How to skill gain:

One skill dot is gained every level. Put skill dots in skills to improve casting ability. Each different form of spellcraft has three skills associated with it.

Every five dots in a basic spellcraft allows one dot in an associated advanced spellcraft. Every five dots in an advanced spellcraft allows one dot in an associated expert spellcraft.

As max level is 100, it is not possible to have more than sixteen dots in advanced spellcraft and three dots in expert spellcraft. Generally speaking, a skill dot in advanced spellcraft is worth 10 skill dots in basic spellcraft, and a skill dot in expert spellcraft is worth 10 skill dots in advanced spellcraft.

Basic spellcraft is fundamental stuff, all of which is fully defined. Advanced spellcraft represents personal magic - the general outlines remain consistent, but the specifics vary from person to person. Expert spellcraft is much the same, but has fewer limits and can be considered the culmination of a life's work.

When putting a skill dot into advanced or expert spellcraft, define what the desired spell should be and how it should work. Try to keep definitions narrow and clear. Don't be surprised if the final details are adjusted to comply with the setting.

As an example of skill dots in action, here's the princess from episode one whose name hasn't been learned yet:
Princess [name removed], lv80

Health: 250 (25 str)
Stamina: 150 (15 spe)
Magicka: 400 (40/h)

Basic Skills:
Mage's Eye 10
Refinement 30
Sorcery 10
Dynamism 5
Gaian 10

Advanced Skills:
Teleport 2 - displace up to 200lbs of matter up to 200 feet away. Costs 100 magicka per use.
Dimension Door 8 - open a portal between two adjacent dimensions. Initial cost 200 magicka, sustain for 20 magicka per second.
Timestream 1 - treats up to 10% of local time-attuned wild magic as part of own magicka reserve. Character counts as 10% temporal elemental type.
Diamond Gemology 1 - can grow diamonds at 1 grade per day up to grade 10, can determine gem grade up to grade 10, can locate diamonds of at least grade 10. Diamonds are suited for cosmology spellcraft.
Warp Battery 1 - can store up to 10 cosmic-attuned magicka into a diamond, which may be accessed as though part of the user's magicka reserve.

Expert Skills:
Days Gone 1 - time inside up to 10ft diameter bubble is accelerated 10 days instantaneously. Cost 1,000 magicka per day skipped.
Time's Grace 1 - age or de-age a person by 1 day per 1,000 magicka spent.

Artifacts:
[artifact removed]

---

Khorne, lv5

Health: 110 (11 str)
Stamina: 110 (11 spe)
Magicka: 110 (11/h)

0 unspent skill dots (0 advanced skills available, 0 expert skills available)

Basic Skills:
Refinement 1
Dynamism 1
Gaian 1
Vitalism 2

Advanced Skills:


Expert Skills:


Artifacts:


-----

(Note: All spells may be cast as if lower skill level. Skill dots just show max parameters.)


Arcanomancy: basic spellcraft that focuses on internal forces, such as personal magicka and the mind. This branch is traditionally associated with the noble class.

Skill: Mage's Sight - observe a spell's normally invisible construction to learn its properties, including effects, limits, potential counters, etc
(Technical stuff: the more powerful the observed spell, the more skill dots Mage's Sight needs to decipher it. Equal or better dots equals full success. Magicka cost is 1 per skill dot.)

Skill: Refinement - improves one's mana system, which affects magicka capacity and recovery rate (raw magical energy from leylines is called "mana," which gets refined into magicka when passing through a person's mana system)
(Technical stuff: +10 magicka cap and +1 hourly magicka regen per skill dot.)

Skill: Sorcery - direct manipulation of personal magicka as "solid energy" (versatile, but inefficient - can include projectile blasts, barriers, simple weapons, telekinesis, etc)
(Very technical stuff: Sorcery cost 1 magicka rounded up per 1 cubic inch of "solid energy" created. Shape is determined at time of casting, but cannot extend beyond 5 inch radius from center mass per cubic inch produced. Object takes damage as additional magicka cost, resistance to damage equal to skill dots multiplied by thickness in inches. Sustaining the spell beyond one second costs 1 magicka per 5 cubic inches per second, rounded up. Produced objects may be telekinetically controlled within 10 feet plus 1 foot per skill dot in sorcery. Telekinetic force cannot exceed 100 psi per skill dot in sorcery. Telekinetically controlled objects may be released in motion, effectively throwing them. Produced objects are invisible without Mage's Sight, and with Mage's Sight they match the producer's magical signature. [author note: feel free to save "patterns" for future use, rather than figuring out everything on the fly every time.])

---

Cosmology: advanced form of arcanomancy that blurs the lines between space, time, gravity, and other fundamental cosmic forces. These spells are considered among the most difficult to cast.

- movement through space, namely levitation, teleportation, portals, and such

- movement through time, namely speed, slow, rewind, fast-forward, stop, skip, and such

- intersections of temporal/spatial effects in ways that might seem paradoxical to the uninitiated

---

Mentalism: advanced form of arcanomancy for controlling aspects of the subconscious mind in the self or others. Once used to enforce the masquerade by a magical elite, but now viewed with suspicion and mistrust.

- emotion control

- perception control

- memory editing

---

Necromancy: advanced form of arcanomancy that deals with "the spark of life," the indefinable aspect separating the living from the dead. Historically associated with cruel dictators, and the lingering magical fallout of past wars.

- snaring loose sparks, which contain an imprint of the original creature's mind (captured sparks are severed from their source, and considered "dead" - ie have no personal mana system)

- draining magicka from live sparks to sustain dead sparks

- snared sparks can be used to grant a semblance of life and sentience to spells that use their learned skills, or to animated materials that resemble their self-image

---

Elementalism: basic spellcraft that weilds external forces, namely ambient and residual magicka lingering in magically active areas. Is considered a necessity in modern civilization, despite its roots in wild shamanism.

Skill: Dynamism - improving one's stamina and energy, plus may optionally sustain active spells with stamina instead of magicka
(Technical stuff: +10 stamina cap and +1 reaction speed per skill dot, may substitute up to 1 stamina for magicka per dot when sustaining spells.)

Skill: Wild Magic - may partially substitute the magicka cost of spells with ambient magicka in the environment (adds ambient properties to the spell)
(Technical stuff: may substitute up to 1 ambient magicka for spell costs per skill dot. This injects unknown properties into the spell unless properties are identified ahead of time. Amount of ambient magicka substituted cannot exceed the amount of available ambient magicka. Substituted spell can be "no spell," in which case the caster is substituting their own magicka to directly channel wild magic.)

Skill: Chaos Theory - works to identify unknown properties of ambient magicka in the area; identified properties can be intentionally drawn on when casting Wild Magic.
(Technical stuff: identify the properties of 1 ambient magicka per skill dot. Cost is 1 magicka per ambient magicka identified. Identified ambient magicka may be selected when using Wild Magic.)

---

Channeling: advanced form of elementalism that gives spell-like structure to ambient magicka, eschewing learned spellcraft for broader utility. Is technically considered metamagic, but remains popular with self-styled shamans.

- can give framework to ambient magicka, creating externally-sourced spell effects that do not rely on personal magicka

- may attune personal magicka to an elemental energy source in the area, providing a variety of benefits including elemental properties and type weaknesses

- may vent personal magicka as ambient magicka (ambient magicka does not fade unless grounded by a leyline)

---

Apocalypticism: advanced form of elementalism that capitalizes on conversions from matter to elemental energy. Works by using barely-restrained feedback loops to turn small spells into big spells.

- can link a spell's magicka feed to an elemental phenomenon in the environment, allowing it to sustain itself off the phenomenon's growth

- can link a spell's structure to an elemental phenomenon in the environment, allowing it to upscale as the phenomenon grows

- can incite ambient magicka in the environment, and with skill can create growing elemental phenomena that sustain themselves as long as the reaction continues

---

Forecast: advanced form of elementalism that takes the "butterfly effect" to its logical extreme, then applying it to human behavior. An essential component of military doctrine, the stock market, and industry.

- determine statistical outliers in large groups, identify their unique traits, and anticipate their impact when moved to other systems - in other words, prophecy

- determine or predict behavior among groups, including coordinated action - useful for military generals and their like, but also organizers, politicians, and comedians

- investigate group responses to determine individual or overall mood, common knowledge, likely responses to new information, or dangers like crime hotspots and riot chances

---

Quintessence: basic field of magic covering the exchange of mana through the world and living things. Is generally considered a peasant's craft, and sees more use in agriculture, business, and construction.

Skill: Gaian - improves vitality, and can use magicka to restore lost vitality in self or others
(Technical stuff: +10 health and +1 strength per skill dot. Magicka cost to heal is 100-[skill dots], restores health equal to skill dots OR 1 strength per use.)

Skill: Grounding - return magicka to the world, where it is converted into mana (can dispel magic, negate ongoing effects, or "ground" wild or unstable spells)
(Technical stuff: spend up to 1 magicka per skill dot to ground an equal amount of magicka from an active spell. Properties lost from the active spell depend on what magicka was removed. Requires a nearby leyline or leygrid.)

Skill: Vitalism - tap into mana from the natural world to generate primal effects and bind them to metals, minerals, plants, or animals
(Technical stuff: spend up to 1 magicka per skill dot to draw an equal amount of raw mana from a nearby leyline or leygrid. Raw mana can be used to augment the defining features of a metal, mineral, plant, or animal [voter selection, effect strength limited by skill dots, GM discretion in all cases].)

---

Transmutation: advanced quintessence for converting metals into other metals, and shaping them into desired forms. Forms the "hardware" side of modern magitech. Is also why the modern economy isn't based on gold.

- converting one metal into another metal

- drawing and separating metals from other objects, or merging metals into alloys

- "flexing" a metallic target as if a fluid, and setting it into a desired shape (targets metals individually - alloys have more "moving parts" and are harder to flex)

---

Enchanting: advanced quintessence for imbuing magicka patterns into minerals, especially gemstones. Forms the "software" side of modern magitech. Expensive, but at high skill is very economically viable.

- knowledge to grow minerals and gems in controlled conditions, or find and extract them in the wild, and grade them for magical type and capacity

- 'recording' a known spell into a prepared gem, which can be used to cast the recorded spell (gem grade acts as magicka, gem disintegrates at 0 magicka)

- networking multiple enchanted gems into larger, more complex spell patterns

---

Alchemy: advanced quintessence to extract and distill the properties of magical plants and animals. Forms the medical end of modern magitech. Is noteworthy for putting very little, if any, strain on the caster's personal magicka.

- identifying the properties of magical plants and animals, as well as how that magic affects their needs and behavior

- knowledge to extract and distill properties from magical plants and animals, to be used as-is or combined with like properties for greater effect

- combination of unlike effects to create new effects, assuming a viable mixture is found

=====
 
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with Quintessence can you use Transmutation on the body or do you need to dip into necromancy?

[x] (Name)
-[x] (Khorne)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Dynamism 1)
-[x] (Gaian 1)
-[x] (Vitalism 2)

maybe we should say we are an ork since they look down on them and might not do as much background check on him, he would be lost if they asked him an obvious question like who was the last king maybe focus on use magic to make his body strong and put the sword in sword and sorcery.

also i am bad with names with him being in a new world he should make a new name I like the name Khorne it fit the build I was going for.

edit also did i do it right?
 
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with Quintessence can you use Transmutation on the body or do you need to dip into necromancy?
There's nothing saying Transmutation can't be used to target, say, iron in the blood.

Necromancy actually has very little to do with bodies, beyond using "lifesparks" (read: souls) to animate them.

edit also did i do it right?
Quote format would be like...

[x] (thing being voted for)
-[x] (subcategory of thing)
-[x] (subcategory of thing)

[x] (other thing being voted for)
-[x] (subcategory of thing)

... and so on.

Orcs are green-skinned, by the by. MC has a complexion like dough. Would be a hard sell.
 
i edited it did i do it right?

i was thinking augmenting the body and body manipulation
The parentheses aren't necessary, but sure.

Transmutation is a more specialized, more advanced branch of the Quintessence umbrella. They're lumped into the same overall tree (where Quintessence is the trunk and Transmutation is a branch), but they're still separate categories within that tree. But the answer's still yes.
 
Uh...we don't even know enough of the setting to say why we need a cover story, much less make one that stands up to scrutiny
Ah. Yeah, nevermind that. Spent three days writing the first chapter, and I might've gotten a tad impatient towards the end.

In a situation like this one, it'd probably be easier to let others come to their own conclusions and make a coherent cover story.

i was thinking augmenting the body and body manipulation like for example parasyte the maxim and panacea form worm.
Sorry, missed the edit.

What you're talking about would be closer to expert level alchemy shit. Panacea is OP in a setting where that actually means something, so generally if you have to ask "like Panacea" in any other setting and the answer isn't outright negative, then it probably won't be a very long story.
 
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[x] (Name)
-[x] (Khorne)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Dynamism 1)
-[x] (Gaian 1)
-[x] (Vitalism 2)


Orcs are green-skinned, by the by. MC has a complexion like dough. Would be a hard sell.

Who said we had to be a pureblooded Orc? we can try and say we are a half, or quasi Orc. unless that's not possible here, then I'm all out of ideas.
 
[x] (Name)
-[x] (Khorne)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Dynamism 1)
-[x] (Gaian 1)
-[x] (Vitalism 2)
 
[x] (Name)
-[x] (Khorne)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Dynamism 1)
-[x] (Gaian 1)
-[x] (Vitalism 2)
 
[x] (Name)
-[x] (Khorne)

[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Dynamism 1)
-[x] (Gaian 1)
-[x] (Vitalism 2)
 
First of all I've got to say that's one of a hell of an introduction chapter

I'm mightily impressed

Second I have a question

Could we combine Necromancy
Necromancy: advanced form of arcanomancy that deals with "the spark of life," the indefinable aspect separating the living from the dead. Historically associated with cruel dictators, and the lingering magical fallout of past wars.

- snaring loose sparks, which contain an imprint of the original creature's mind (captured sparks are severed from their source, and considered "dead" - ie have no personal mana system)

- draining magicka from live sparks to sustain dead sparks

with channeling, by using Wild magic and Chaos Theory

Skill: Wild Magic - may partially substitute the magicka cost of spells with ambient magicka in the environment (adds ambient properties to the spell)
(Technical stuff: may substitute up to 1 ambient magicka for spell costs per skill dot. This injects unknown properties into the spell unless properties are identified ahead of time. Amount of ambient magicka substituted cannot exceed the amount of available ambient magicka. Substituted spell can be "no spell," in which case the caster is substituting their own magicka to directly channel wild magic.)

Skill: Chaos Theory - works to identify unknown properties of ambient magicka in the area; identified properties can be intentionally drawn on when casting Wild Magic.
(Technical stuff: identify the properties of 1 ambient magicka per skill dot. Cost is 1 magicka per ambient magicka identified. Identified ambient magicka may be selected when using Wild Magic.)

---

Channeling: advanced form of elementalism that gives spell-like structure to ambient magicka, eschewing learned spellcraft for broader utility. Is technically considered metamagic, but remains popular with self-styled shamans.

- can give framework to ambient magicka, creating externally-sourced spell effects that do not rely on personal magicka

- may attune personal magicka to an elemental energy source in the area, providing a variety of benefits including elemental properties and type weaknesses

- may vent personal magicka as ambient magicka (ambient magicka does not fade unless grounded by a leyline)

---

Apocalypticism: advanced form of elementalism that capitalizes on conversions from matter to elemental energy. Works by using barely-restrained feedback loops to turn small spells into big spells.

- can link a spell's magicka feed to an elemental phenomenon in the environment, allowing it to sustain itself off the phenomenon's growth

- can link a spell's structure to an elemental phenomenon in the environment, allowing it to upscale as the phenomenon grows

- can incite ambient magicka in the environment, and with skill can create growing elemental phenomena that sustain themselves as long as the reaction continues

To create an Apocalypticism spell which converts necrotic magicka into another form of magicka

Skill: Grounding - return magicka to the world, where it is converted into mana (can dispel magic, negate ongoing effects, or "ground" wild or unstable spells)
(Technical stuff: spend up to 1 magicka per skill dot to ground an equal amount of magicka from an active spell. Properties lost from the active spell depend on what magicka was removed. Requires a nearby leyline or leygrid.)

Skill: Vitalism - tap into mana from the natural world to generate primal effects and bind them to metals, minerals, plants, or animals
(Technical stuff: spend up to 1 magicka per skill dot to draw an equal amount of raw mana from a nearby leyline or leygrid. Raw mana can be used to augment the defining features of a metal, mineral, plant, or animal [voter selection, effect strength limited by skill dots, GM discretion in all cases].)

to convert that back into mana via Grounding and then use the excess mana to channel it as primal energy into the earth, in order to heal the land and thus to deal with the magical fallout like Fimbulvinter for example?

[x] (Name)
-[x] (Go'el)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Sorcery 1)
-[x] (Wild Magic 2)
-[x] (Chaos Theory 1)
 
First of all I've got to say that's one of a hell of an introduction chapter

I'm mightily impressed

Second I have a question

Could we combine Necromancy


with channeling, by using Wild magic and Chaos Theory



To create an Apocalypticism spell which converts necrotic magicka into another form of magicka



to convert that back into mana via Grounding and then use the excess mana to channel it as primal energy into the earth, in order to heal the land and thus to deal with the magical fallout like Fimbulvinter for example?

[x] (Name)
-[x] (Go'el)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Sorcery 1)
-[x] (Wild Magic 2)
-[x] (Chaos Theory 1)
Thanks! Updates are Mondays, presently. Voting lasts until the next chapter is uploaded.

Smart question, gets into stuff that hasn't come up yet. Wild Magic substitutes costs, not effects, and in doing so adds effects. Necromancy's magicka drain is an effect, but is very particular about targeting lifesparks (exceptions exist, but require moving away from the normal human blueprint). In short, you can use Wild Magic (or the more specific Channeling spells) to channel necrotic magicka, but the result is Necromancy.

Beyond that, magicka is refined into other types of magicka on casting, but only progressively. Starting at raw mana, then becoming basic magicka in the caster, then moving on to an advanced category, then again into a more specific expert category. Example would be mana -> magicka -> cosmic magicka -> time magicka. Can't sidestep from cosmic to mental, can't downgrade from time to cosmic, can't refine from cosmic to emotion.

People also don't have a way to personally produce magicka types outside the Arcanomancy tree. All Arcanomancy magicka comes from the internal reactions of lifesparks, all Elementalism magicka comes from external environmental reactions, and Quintessence uses magicka to draw/displace mana. (Mana can be bound to metals and minerals, and is used directly by all living things. Gems are able to retain magicka, metals can only conduct mana. Alchemy works with the effects of mana acting through plants and/or animals.)

It would be possible to shove Fimbulvinter back into a leyline. It's just not an effect you'd find under the Arcanomancy tree, or anywhere near Necromancy. Necromancy could take the lifesparks back out of Fimbulvinter though, which would go a long way towards breaking it down.
 
[x] (Name)
-[x] (Go'el)


[x] (Basic Skills)
-[x] (Refinement 1)
-[x] (Sorcery 1)
-[x] (Wild Magic 2)
-[x] (Chaos Theory 1)
 
Khorne's Knowledge
A compilation post for all setting knowledge acquired by the perspective character so far. Includes books, hearsay, and observations.

--- Of Locations ---
What follows is a summarized account of Haret's history leading up to modern Britannia.

Haret, being an adjacent dimension to Earth, differs in one fundamental aspect, that being the existence of magic. This changed less than you might think, at first - giving people a new toy doesn't change human nature, and giving everyone the same toys tends not to upset the balance too much. The biggest difference was that magic was incorporated into the religious beliefs people would have developed without it, which gave them a lot more staying power. History progressed much as normal up to the founding of ancient Greece, which set the dominoes leading to modern-day magical Britannia.

The oldest forms of systematized magic were what was then called Gaianism, and saw widespread practice among the Mesopotamian civilizations, Egypt, and others. The rise of civilization allowed further exploration into the then-known fields of magic than would normally be possible, laying much of the groundwork for what later became Quintessence. Pursuits into Alchemy sought to perfect the human form, creating the first titans by treating the human blueprint as a base to add choice traits from the animal and plant kingdoms. Egypt took a very different direction, seeking to merge individual humans and animals as hybrids at a base level. Each civilization regarded their creations as living gods, which lead to some dispute with the others. War happened, empires fell, etc. The titans and hybrids scattered, and the new lands they emigrated to (or founded, in some cases) did not have the means to continue the experiments that created them, and the knowledge was eventually lost. The titans, being more reliant on regulating their forms with Alchemy, eventually fragmented off into what are now called humanoids. All humanoids are able to interbreed with humans and other humanoids, though the group as a whole has settled into a number of recognizable strains by locality. The hybrids, being stable creations, continued unchanged and eventually came to be known as demihumans. Each demihuman species can only reproduce with its own kind.

Gaianism continued with Greece and later Rome, but left aside much of the original Alchemy to dive further into the magic of metals and leylines. Developing the artificial leygrid allowed them to expand their influence over the known world, eventually bringing them into contact with the eastern Elementalists, as well as the mystery religions that would eventually coalesce into Arcanomancy.

With Arcanomancy and some internal political upheaval, Rome left behind most of its original Gaianism to embrace the mystic teachings. The promise of eternal life and salvation in a heaven above, tangible religious experiences, undying angelic knights to guard the faithful, and immortal saint-kings who could shape reality to their whims proved a powerful cocktail. Accelerating its efforts to bring dominion over the known world, the ancient Rome grew in power until finally clashing with the East's dragons and cataclysms in a conflict that excised entire swathes of both empires from reality, leading to their mutual decline and eventual collapse. The fall of Rome was widely regarded as the realization of Armageddon, and its passing served as a grave warning to the surviving settlements on the European continent.

Enter the Dark Ages, only slightly more literally. Arcanomancy's association with Necromancy became more codified during this time, seeking to avoid the uncontrollable power growth that destroyed most of the known world while still holding to the original meaning of the beliefs as a path to spiritual purification and enlightenment. History was quietly rewritten, knowledge of reading and writing were restricted to members of the clergy, and the practice of using Mentalism to encourage religious experiences grew. The practice of immortalizing saints fell out of favor and became more metaphorical than literal, ultimately resulting in a shift away from creating sentient undead to creating mindless undead, and eventually resulting in the use of Necromancy as a form of purgatory punishment for those who delved too deep into forbidden knowledge. The establishment of the Holy Roman Empire brought a surprise with it, when it was discovered that three of the most powerful archangels survived Armageddon and continued to obey the new Emperor, acting as they'd originally been designed during the height of Rome. This rekindled interest in reclaiming the old Roman territories and their history, and kicked off the Crusades.

Humanoids and demihumans were persecuted during the dark ages, as they were considered products of the ascensionist thinking that destroyed most of the known world. A number of strains did not survive into the modern day, some of which had gone wholly undocumented save for a single mention in some executioner's logbook. A select few saw the opposite treatment, namely elves and certain avians, due to a close resemblance to the then-accepted depictions of angels before the return of the archangels, who were decidedly more eldritch than revisionist history lead people to believe. Ironically, the establishment of the Holy Roman Empire and the resulting contradiction to accepted canon kicked off a slow decline in its authority, which was finally realized in the Renaissance.

The Dark Ages and the Holy Roman Empire broke with the Renaissance, and with it came a revival of interest in pagan Gaianism, which was rebranded as Quintessence and incorporated into the new doctrines. Pursuits into Alchemy and Transmutation, and the race to recreate the titans, sparked fears of another cataclysm on par with Armageddon. This became the First War, which ended in the Arcanists' favor, and again in the Second War. The Third War saw the development of golems by Quintessent magi and the Arcanists' first defeat, forcing them to permit the pursuit of Gaian titans (though still crying heresy, sin, and moral decay), but ultimately nothing came of it. For whatever reason, the precise formula could not be rediscovered, though the humanoid population exploded in number. The suspicion was that some essential component had been lost in the apocalypse of Rome.

The dissolution of the Holy Roman Empire saw the archangels vanish, no doubt returning to whatever pocket of reality they hid in before. With them gone, the Arcane traditions lost the majority of their military might, and retreated into politics. They retained enough authority to crown kings and establish fiefdoms, and over time Arcanomancy came to be associated with (and deeply entrenched in) nobility.

The Fourth War had little effect on the European magical scene, save to establish Britain as the local power, and increased the public backlash against Mentalism as a tool of control. The kings of other countries were reduced to subjects of the High King of Britannia.

The Fifth War was between a very surprised Britannia encountering a kingdom of Elementalists in the lands just north, and said Elementalists encountering Arcanists. Both recognized the other faction as offshoots of their ancient enemies who destroyed the world, with Britannia emerging as the victor when the last Elementalist dragon was slain in a decisive battle. A couple generations and one High King later, and the Elementalists were peaceably integrated into Britannia, with their traditions largely unchanged.

The introduction of Elementalism filled in a void left long empty, that being control over one's environment and the promise of ascension. Unlike the Arcanomancy Dark Ages, the Elementalists hadn't tried to bury their past, and instead took a more philosophical approach to their change, leading to the use of Forecasting as a tool for personal change instead of solely weather control. Apparently, being able to secure happiness and satisfaction by their own merits proved slightly more popular with the commoners than having it thrust upon them.

The Sixth, Seventh, and Eighth Wars came about when ambitious nobles decided self-determinism was their ticket to the High Throne. The Eighth war saw terrors that were unnervingly close to historical accounts of Armageddon, leading to the total ban on Necromancy, which was only possible due to how much Arcanomancy had fallen out of power. All known tomes on Necromancy were rounded up and destroyed and the practice was forbidden by law, although the Arcanists refused to give up their long-held practice of creating purgatories (mindless undead), citing it as necessary to safeguard the world from the dangers of ascensionalist thinking. As the arcane church itself was not personally invested in the Eighth War, this was permitted if only out of observance of tradition.

For now, at least, the kingdom seems stable. Peace reigns, and a more-or-less wise application of Forecasting seems to be keeping it that way. There probably won't be a Ninth War as long as nothing unpredictable happens, but that's highly unlikely since the nature of Forecasting is to predict things.

The American and Antarctic continents were never discovered by the Europeans, as most assume everything outside the European continent and nearby islands is a barren, inhospitable wasteland scoured by magical fallout. Most of Africa, the Middle East, and Eastern landmasses were annihilated in the Roman-Chinese war, with whole chunks between simply not existing anymore. The Soviet Union and Russia never came to be, and China's Han dynasty lasted until the war with Rome, after which very little in the way of civilization was possible in the Asian continent. Anything not accounted for in this overview is, of course, not accounted for as part of the known world.
The estate itself was originally a country manor, sustaining itself off mineral rights and husbandry (non-arable land) in the valley and surrounding hills. Britainnia's gradual modernization and increased backlash against the nobility lead it to slowly become an academy over time, with 'servitude' at the manor being replaced with a 'studency' that focused more on the development of skills. Its recognition as a place of learning lead to a tax exemption and grant from the crown, allowing it to continue operating without a need to actually profit off its studency. Which doesn't necessarily stop it from doing so, of course, but political backlash from obvious exploitation could potentially see the grant and exemption rescinded.

The estate grounds now serve as the central academic area, with the manor itself being the main administrative centre and hosting social gatherings. Much of the manor is set aside for guest rooms and servant quarters, and are occasionally leased out to students who can afford the extravagant price, but otherwise are used for visiting dignitaries and such. Personal tutors from any class can be hired here, and especially weathly students (such as the children of nobles) will board and learn exclusively at the manor itself. The east and west wings are set aside for Cosmology and Mentalism respectively, but the south hall for Necromancy has been closed down following the Fifth War. Necromancy is no longer officially taught at the academy, but a separate church on the grounds still keeps a stock of purgatories, and it's an unspoken understanding that students can enroll at the church itself to learn the history of the practice. (Naturally, there's an extensive catacombs labyrinth beneath the church, which still sees occasional use during ceremonial rites.) The "largest hill nearest the manor grounds" supports an abandoned observatory, dating back to a time when it was thought the stars governed Cosmology, but few things of value remain after countless clandestine lootings by the student body.

The surrounding lands, once meant for serfs and freemen, have since been converted into a centre for Quintessence learning. Terraced housing for the students, including market squares and garden squares, in which people can easily find income selling their own goods, or employment as gardeners, labor and repair work, tutoring, and other assistance. These areas tend to be market centers for the academy at large, with students of all kinds buying and selling the products of their own education. An outside market also exists, and travelling merchants will often come through once or twice a week (each) to trade wares with the needy students, bringing living essentials, conveniences, exotic food, and other goodies in exchange for the academy's refined specialties. (Khorne may eventually notice that damn near everyone tends to wear a mark of some sort indicating their talents, which strikes him as odd, creepy, and entirely too communist for his American tastes.)

Much of the surrounding grounds to the terraces are devoted to Quintessence pursuits, and includes several greenhouses and other structures serving as enclosed biomes for exotic magical animals and plants. Zoo-like shelters proudly display creatures that might be called mythical even in magical Britain, and many double as classes for Alchemy (which includes, apparently, husbandry). A handful of mines dot the hills, harvesting the region's famous silver and ruby deposits, though one of the mines was closed down after an attack by an unknown subterranian creature that couldn't be quelled. All these areas serve as both labor and class, with the academy taxing 10% of all profits made (taken in either monetary or material value).

A fairly recent addition sees several Elementalist-oriented facilities, all organized into a town-like construction of their own, with the central square decorated by a statue of the last dragon. A large, library-like structure meant for Forecasting dominates these, with numerous extensions for contained Apocalypticism storms acting as reactors to power the institution's spellwork. Channeling is taught on the (largely barren) grounds surrounding the facility, mostly due to its volatile nature. Despite more than sufficient leygrid grounding, elemental storms still occur from time to time, and the Forecasters suspect some unaccounted-for variable is mucking up the works.

The academy's authority extends only as far as the manor grounds, and the area beyond is, all in all, wilderness. Hills, forests, brooks, wild animals (magical and not), rugged landscape, highway robbers, and rumors of the odd roaming purgatory precede the place. Students who wander in sometimes don't return, but it's said certain... unsanctioned study groups take place out there, ranging anywhere from the highly experimental to the highly illegal.

It's plainly obvious that the academy was originally some old lord's estates, and much of the architecture is unchanged, except to accomodate students instead of serfs. But the students do much of the work the serfs once did, with the academy still profiting off them, supposedly in return for offering state-mandated education, room, and board. It's also not particularly OSHA-compliant, and accidents can happen. Despite all this, Berthold remains one of the highest-rated academies in the known kingdoms, with abnormal graduation and future success rates for its enrollment.

--- Of Magic ---

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--- Of People ---

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--- Of Literature ---

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This changed less than you might think, at first - giving people a new toy doesn't change human nature

Giving that this magic system is only hardcapped by skill and your time on this dirt ball I would like to point out that you severely underestimate ...

Each civilization regarded their creations as living gods, which lead to some dispute with the others. War happened, empires fell, etc.

wait nevermind, just carry on


I have a question here, what counts as humanoids and what as demihumans?

History was quietly rewritten,

I hope not literally, what with Chronomancers being a thing

The practice of immortalizing saints fell out of favor and became more metaphorical than literal, ultimately resulting in a shift away from creating sentient undead to creating mindless undead, and eventually resulting in the use of Necromancy as a form of purgatory punishment for those who delved too deep into forbidden knowledge.

sooo, what are the chances of you telling us if there are any saints still left around ?

The suspicion was that some essential component had been lost in the apocalypse of Rome.

probably science, if I had to guess, since I doubt many civ's bother with hard numbers and exact facts, when 90% of the people can't be bothered by them

The dissolution of the Holy Roman Empire saw the archangels vanish, no doubt returning to whatever pocket of reality they hid in before.

Here an idea, go full Roman and get access to angels

last Elementalist dragon

that is mightily interesting,
Are you being literal here with the Dragon thing or is that just a title?

The American and Antarctic continents were never discovered by the Europeans, as most assume everything outside the European continent and nearby islands is a barren, inhospitable wasteland scoured by magical fallout

Good to know if we ever want to run away

and China's Han dynasty lasted until the war with Rome, after which very little in the way of civilization was possible in the Asian continent. Anything not accounted for in this overview is, of course, not accounted for as part of the known world.

what about the rest of asia, anything of that still around and kicking ?

Do I have to know that? I was hoping for a story, not a textbook.

Rude,
If you want that, then I gently point you to the user fiction, these however are quests a.k.a. games, which require some measure of participation


Moving on

The way I see it, we have several options here and maybe should already consider what kind of build we want

For example, we could go full Elemental by combing channeling and Alchemy to become an Energy Being

Or we could go that Hard Alchemist route and try to recreate titans to craft an army of anime characters for shits and giggles

Or we could aim to become doctor who, by trying to master Arcanomancy to the point where we become a timelord

Or if we want to go the evil route we could either aim for lichdom and become and immortal undead or we could try to craft and apocalytical monster spell
..or I suppose we could always try to become Khorne for real

Anyway

Has somebody already a goal for what we could aim?
 
Has somebody already a goal for what we could aim?

I only have one, at least one for now. that goal is pretty simple in my opinion, which is to figure out enough Magic to find out how to stop ourself from being effected by it, or certain types of magic anyways, so we can Anchor ourselves to one spot incase someone tries to move us using Cosmology, or even better keep our mind safe from Mentalism.
 
I only have one, at least one for now. that goal is pretty simple in my opinion, which is to figure out enough Magic to find out how to stop ourself from being effected by it, or certain types of magic anyways, so we can Anchor ourselves to one spot incase someone tries to move us using Cosmology, or even better keep our mind safe from Mentalism.


Antimagic huh, certainly a worthwhile goal

But I'm not sure that works for stuff like mindmagic outside of getting proficient ourselve in it, since I doubt it would be so feared if it was something people could easily defend against


Maybe approaching it from a different angle and instead of defending against a certain type of magic, we could create a magicka draining zone

Or change ourselve in such a way that we aren't easily affected, like getting a elemental body
 
Antimagic huh, certainly a worthwhile goal

But I'm not sure that works for stuff like mindmagic outside of getting proficient ourselve in it, since I doubt it would be so feared if it was something people could easily defend against


Maybe approaching it from a different angle and instead of defending against a certain type of magic, we could create a magicka draining zone

Or change ourselve in such a way that we aren't easily affected, like getting a elemental body

Well I was thinking more along the lines of using the magic on ourselves before anyone else can use it on us. Like with Mentalism, we can use that to ensure our mind always stays unaltered through some sort of spell. It's not like our enemy can effect our minds until they get through the spell that locks our mind, and personality into place.
 
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Giving that this magic system is only hardcapped by skill and your time on this dirt ball I would like to point out that you severely underestimate ...

wait nevermind, just carry on
:grin:
I have a question here, what counts as humanoids and what as demihumans?
In general, I'll try to shy away from spoiling info that the MC couldn't know in the current episode. Making an exception here because basing irreversible decisions on incomplete information is kinda bullshit. At least until acquiring the ability to reverse those decisions, but that's a long way off. So, here's some stuff the MC should probably be in a position to learn in two more episodes.

So anyways, humanoids/demihumans:

Humanoids are fundamentally human with a mana template taped overtop that alters the end product. This template is semi-hereditary, in that it goes halfsies based on parentage. Humanoids count as human for all (mechanical) purposes, varying only in stats, traits, and appearance. Granted, this isn't enough to count as human by human standards barring acceptable amounts of progressivism, but you know. There are story reasons for why it's hereditary, most of which boil down to "the original designers wanted their alterations to pass on to their descendants, so they made it that way."

Technically speaking, the only reason why the original titans diluted was because they took human spouses more often than not. something something greek gods, greek/norse titans, gnostic nephilim, etc. That, and let's be honest: a not-insignificant part of superhero power fantasies is about impressing other humans, or being accepted/respected by other humans, or getting revenge on humans. In considering the motivations for why any given person would want to become something superhuman, that had to be taken into account, and the result was "titans gradually devolved into stock RPG races, and over generations the people who were born as humanoids began to identify more as humanoids when the populations increased enough to where they could reasonably grow up in humanoid communities without normal human contact, which stabilized them into those distinct stock RPG races."

For demihumans, it's the other way around. They take a half-step away from being fundamentally human, and the end product looking different is consequential to this. Theirs isn't a template, it's an actual species shift, and there are many different species of demihuman. The word 'species' is key, here: each different species of demihuman is halfway to a different species of animal(/plant), and they can't produce offspring with anything that isn't their same demihuman species. That means no half-demihumans, regardless of what the other half is.

If you're wondering why the ancient Egyptians went this route instead of the titanic one, it's based on the impression I get from them when reading about their culture. I always get a sense of transitions and permanence from their works (or, what little survived of them), with the idea that they're building for the future while also expecting change. Plus, I figured the societal factors that lead to them using animals to represent divinity would lead to similar results when given the power to create divinity. Taken altogether, ancient Egypt's version of superhumans were more stable than the titans, didn't shy away from leaving their humanity behind, and were versatile enough to survive in a wider variety of environments than humans or even titans could. Lower on the power scale and not actually superhuman by our standards, but they're the ones who are still around while the titans phased out.
that is mightily interesting,
Are you being literal here with the Dragon thing or is that just a title?
Haret's Han dynasty had what MC would recognize as Chinese dragons. Exact details were suppressed on the Arcanomancy side in the following dark ages, and by the time the Fifth War rolled around the original accounts were over one thousand years old, but the knowledge survived in small part. It turned out their dragons were weather phenomena given life through some obscure implementation of what is now called Apocalypticism.
what about the rest of asia, anything of that still around and kicking ?
Conventional knowledge and available information would say no. Take that as you will.
 
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Well, our elf princess wants chaos from us, so chaos we will bring. That is Necromancy!


Due us being us, and thus having no future, everything we do will create chaos, since we are the ghost in the system

We could definetly do some interesting stuff with Necromancy, but you have to remember, it is still a warcrime and would be in 99/100 cases be absolutely and indisputable evil
 
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