Magimire

Magimire is a country set in Moontide Ocean, divided into four regions—Northern Magimire, Eastern Magimire, Western Magimire, and Central Magimire.

  • Northern Magimire is known for their magic education, and research. With their cut-throat nature and conflict between its cities, wizards from there tend to be the more ambitious and dangerous ones.
  • Western Magimire is known to be the adventurers and suppliers of vehicles around Magimire. Many wizards from the western have adventurous tendencies and are found hanging out in other regions in Magimire.
  • Eastern Magimire is known for their rich nature, and their products. Has the best food in the Magimire. Wizards here are known for their resilence and generosity.
  • Central Magimire is a place to connect between all regions, with many national events taking place here. Known for their security against sprites. Wizards from here are known for their order and loyalty.

Magic

Throughout years, the residents have created and developed their own framework to comprehend and categorize magic—influencing the education and the understanding of magic throughout Magimire.

Basics of Magic

Magic Energy (in mortals' bodies, from magic-laced materials, or even from the ambient air) can take form of different elements. These elements are named and categorized by what its properties resemble.

Magic Element List

Tier 1 (also known as Starter Magics): The original magic elements, which all magic elements evolved form. These elements are the very first magic slots for mortals, and are the ones commonly found in nature.

  • Fire Magic
  • Water Magic
  • Earth Magic
  • Wind Magic

Tier 1.5: These are formerly categorized as Tier 3, but with the widespread amount of mortals who began to have these as their starter magics, they turned into a plus two of the Starter Magics.

  • Aether Magic
  • Void Magic

Tier 2 (also known as Classic Magics): The first of Starter Magics' evolution. With Magimire's current education, the knowledge of these magic elements are also widespread.

  • Ash Magic
  • Lightning Magic
  • Storm Magic
  • Wood Magic
  • Iron Magic
  • Magma Magic
  • Ice Magic
  • And more...

Tier 3 (also known as Advanced Magics): For the elements that evolved from Classic Magics! These are considered to be more exotic versions of tier 2 magics.

  • Winter Magic
  • Vine Magic
  • Darkness Magic
  • Sun Magic
  • And more...

Tier 4 (also known as Experimental Magics): These are Advanced Magics that evolved, in attempts to create entirely unique elements, hence its name.

  • Grand Aether Magic
  • And more...
Miracles

A raw, potent, and sentient form of magic—created by the deities of Magimire. When wielded by a mortal, these take form of a powerful magic element.

  • The Original Miracles consist of Fire Miracle, Water Miracle, Wind Miracle, and Aether Miracle. These are considered to be the most powerful Miracles in Magimire.
  • As more deities began to populate the magic realm, more Miracles are created in the process.
  • Some of the oldest Miracles are fragmented and scattered as many Miracles on a less powerful scale.
  • The deities can use Miracles to possess its wielders. The more a wielder uses a Miracle, the more susceptible they are to the possession.
Magic Slots

Mortals are born with the innate ability to use the magic in their body, and they start off with the first element they have an affinity for. These affinities for an element is referred to as a Magic Slot—indicating an ability to use a magic of a specific element.

  • Mortals aren't able to freely change the magic elements they can draw from their bodies.
  • To earn a new slot, a mortal must go through a physical and mental training/procedure to have their body accomodate a new element (or have the first slot be neutralized). This process is typically organized in schools, to further their students' magic potential.
  • After unlocking a new slot, they'll be able to learn a new element, or buy an extracted element and inject it into themselves.
Magic Code

A shorthand to log the magic slots of Magimire's residents.

  • Type 1: Catch-all type for Starter Magics.
    • Type 1A: Starter Magic, in its bare form.
    • Type 1B: Starter Magic, but significantly grown and/or transformed from its original form.
  • Type 2: Catch-all type for magics unlocked later throughout a person's life.
    • Type 2A: Unlocked Magic, in its bare form.
    • Type 2B: Unlocked Magic, but significantly grown and/or transformed from its original form.
  • Type 3: Catch-all type for magics obtained from external sources.
    • Type 3A: Magic obtained from magic transferring process.
    • Type 3B: Magic obtained from Miracles.

The slots are usually numbered from the order they obtained them. However, in the cases of magic being removed or forgotten about, it can be omitted from the log.

In official records, a person's magic list can look like this:

  • First Magic: Fire Magic, Type 1B
  • Second Magic: Fire Magic, Type 2A
  • Third Magic: Fire Magic, Type 3A

In casual conversations, it can be as short as "Fire 1B, Fire 2A, Fire 3A", or even "All Fire Magic, 1B 2A 3A."

Asking for a person's magic list usually comes with the implications of asking about a person's magic origins, and some may choose to lie about their origin in casual conversations (e.g. calling a magic type 3A rather than type 3B to avoid conversations relating to Miracles).

  • Magic Realm is where the deities reside, and where the magic energy flows from into the earthly realm. They're only accessible by the deities themselves, the Divine Harbringers, and the Divine Heralds. Otherwise, they'd die or get overexposure symptoms.
  • The process of cataloguing new magic elements involves extensive studies, researches, and acquiring/creating the "core" of that element.
  • If a magic were to not take form of any existing elements, it'd be considered as Neutral Element. Magic energy of this type are sought after (while having guilds dedicated to neutralizing existing magic energy), due to its malleable properties.
  • A material made of potent magic energy is referred to as Magistone. They're often found deep in the earth and the ocean.
  • Overexposure to magic energy can cause illnesses.
  • It was first believed that a person's first magic slot indicates their personality. With the magic education, this belief is proven to be untrue. Still, people may treat a person's magics as if they were personality type tests.
Magic Usage

These are ways a mortal can utilize magic (from mortals' bodies, from magic-laced materials, or from the ambient magic energy in the air)! Without education on magic, they wouldn't be able to use magic as efficiently.

  • Magic Education is taught as a subject in schools (and exists as college majors). Basic topics to learn include magic safety, spells and circuits, and magic mastering process.
  • Magic energy can be extracted, used, and traded. This can range from extracting magic energy to be used as a fuel for magic-fuelled tools, to extracting an element so people can easily obtain an element for their newly-unlocked magic slot.
    • One of the most easily consumed forms of magic are pre-mixed potions. As the art of potionmaking becomes more popular, various kinds of magic powders are sold to help with potionmaking process.
    • Magic-imbued materials are popular among people who work with magic.
  • Magic Mastering: A process of evolving one's own magic slot into a stronger form.
  • Spells and Circuits
    • Spells are a combination of physical and mental techniques the mortals use to draw magic from their bodies or other source. When using a spell, they often create a projection of a magic circle.
    • Circuits are composed of ornate magical components/materials, allowing various feats such as magic automation or allowing magic tools to function.
    • With mortals selling pre-written spells/pre-made circuits, there are needs for tools and techniques for things such as Magic Calibration (to ensure the magic output remains desirable, even when used with different magic elements).
Magical Beings

For other assorted beings made of magic...

  • Elementals: Ghastly beings created by magic. They're magic energy given life, and often act as companions to mortals.
    • They can be sorted into two categories: Natural Elementals and Manmade Elementals. Natural ones are akin to mythical animals, while the manmade ones are more akin to robots.
    • Their anatomy roughly consists of two parts: The body, and the core (the main part that fuels them and forms the body).
    • If exposed to too much magic energy, they become aggressive beings called sprites, who recklessly seek for more magic energy to consume. Sprites can destroy and hurt anything in its path.
  • Magicborn: Humans artificially created from magic itself.
  • Deities: They are powerful beings who can grant the mortals magic. They can influence Magimire from the comfort of the magic realm. (In APCverse's godhood hierachy, they'd be considered beings created by the Embodiments.)

Occupations

For occupations specific to Magimire (and its nearby countries)! Organizations in Magimire are organized and referred to as Guilds.

Spritefighters and Sprite Hunters

Spritefighters refers to people specialized in capturing sprites and are officially supported by the Magimire government.

On the other hand, sprite hunters are not officially endorsed and supported by the government, so they have to fund their own tools to capture sprites. This term also includes people who hunt down sprites as a hobby or a side gig.

Magic Cleaners

Due to the existence of magic residues, which can cause multiple side effects (such as negative health effects to attracting sprites), there's a significant demand for cleaners who can clean these leftover magic.

Dark Guilds

A term referring to guilds operating outside Magimire's laws, most frequently through bypassing magic usage regulations in one way or another. These guilds are considered to be more dangerous than other typical guilds. On the other hand, due to their known interactions with the deities manipulating Magimire, they're often considered to be keepers of Magimire's secrets.

This term is typically used in professional spaces. However, with the idea of Dark Guild spreading through Magimire, its recruitment becomes even more exclusive too.

Divine Mediums/Heralds/Harbringers

The people who directly interact with the deities! These are different ranks/roles for the people in this position.

  • Mediums: The people who act as a medium between deities and mortals, who are taught to use deityspeak. E.G. Arisa Darktide
  • Heralds: The people who are blessed with the knowledge of the magic realm, and are able to access it. Unlike mediums, they're able to access the magic realm to contact the deities. However, unlike harbringers, they're unable to directly manipulate the magic system itself. E.G. Zero Dayspire, Laelia Hearthstorm
  • Harbringers: The people who receive a duty and a responsibility over the magic system itself. E.G. Lord Nightfall

Guilds

Magic Rescue Service

The oldest and the most well-known spritefighters guild in the Central Magimire.

Twilight Association

A guild manifacturing magic-related tools and supplying them to other guilds in Magimire. Their works typically include production, delivery, and trade. With their specialization in handling magic and its tools, they can sometimes operate as a pseudo-spritefighter guild too.

Its roles include...

  • Watchers: The people managing and keeping an eye on the workers. They also receive tasks from the deities or their trade partners and assogm them to their workers.
  • Artificers: For the people creating things directly from magic itself, which typically means Elemental Cores (and Sprites).
  • Potions Department: For the people creating potions and other magical concoctions.
  • Firearms Department: For the people producing and dealing with magic weapons.
  • Extraction Department: For the people harvesting/producing magic to be used in the guild.

  • They work directly under Magimire's deities. However, due to the secrecy of this, memory-erasing devices are often utilized for people leaving this organization.

Miscellaneous

  • One of the most common ways to deliver messages throughout Magimire is through flying Elementals!
  • However, travelling using Elementals is considered to be a very expensive way to travel, both in creation costs and maintainence costs.
  • I've changed Magimire from a continent to a country fairly recently.
Education

Education throughout Magimire follows a similar framework.

  • Preschool (usually takes 3 years): 3-6 years old
  • Primary School (Year 1-6): 6-12 years old
  • Middle School (Year 7-9): 12-15 years old
  • High School (Year 10-12): 15-18 years old
  • College: Usually for students age 18 and above. However, there are exceptions for students who did exceptionally well in their school years—that they're eligible for college-level courses.
Magimire Residents

Northern Magimire

Adler Blazemark

A fiery wizard from Northern Magimire.

Arisa Darktide

The newly-hired assistant for Charon.

Charon Crowsong

The daughter of an infamous wizard.

Mordred Duskveil

A cold wizard from Northern Magimire.

Western Magimire

Rill Starchaser

A traveling performer from Western Magimire.

Zero Dayspire

A traveling musician from Western Magimire.

Eastern Magimire

Neb Springroot

A potioner wizard from Eastern Magimire.

Central Magimire

Lumina Flamestar

An adventurous wizard from Central Magimire.

Silver Emberguard

A spritefighter from Central Magimire.