Long ago, there was only one world.
A world of endless sky and molten earth, vast oceans brimming with life older than time itself. At its heart pulsed the World Flame, a source of all mana and matter, guarded by gods, governed by dragons, and inhabited by those who respected the ancient harmony.
This world was called Oris Magna, the Great Origin.
But balance is fleeting. A war between the divine and the primordial shattered Oris Magna into fragments, breaking time, space, and destiny. From its pieces were born The Realms — isolated dimensions, each inheriting echoes of the world that once was.
The calamity became known as The Sundering.
And from its aftermath emerged something stranger still — The Gates.
The Gates
They opened like cosmic wounds — rips between dimensions, glowing portals that bled mana across realms. At first, they were feared. Then studied. Then… weaponized.
Through them, civilizations clashed and cultures mingled. Technology merged with sorcery, spirit beasts walked in neon cities, and dungeons began to erupt like blisters on the skin of the world.
Today, these gates connect the known multiverse — a network of worlds, each vibrant, dangerous, and ruled by its
The Realms of the Fractured Multiverse
Here are the major realms connected by the known Gate Network:
1. Archeline (The Mainstream World)
Type: Mana-Tech Hybrid Civilization
Dominant Species: Humans, Spiritborn
Culture: Modern; smartphones and spellbooks coexist
Unique Trait: Mana-reactive infrastructure
Notes: Central realm for cross-realm trade and diplomacy; home of the Explorer Command HQ.
2. Elarithia (Realm of the Elves and Spirits)
Type: Arcane Forest Civilization
Dominant Species: Moon Elves, Sky Elves, Sylphs, Wyrd Spirits
Culture: Ethereal, cyclical, high-magic
Unique Trait: Cities woven from living trees and floating ley lines
Notes: Rarely opens gates to outsiders except for high-ranking guilds.
3. Varn'Kael (Realm of the Beastkin)
Type: Tribal, Warrior-Magic Civilizations
Dominant Species: Wolfborn, Panthera, Avian, Ursan
Culture: Honor-bound, tribe-first society
Unique Trait: Animalistic mana inheritance and spiritual bonds
Notes: Natural-born hunters; many elite dungeon raiders come from here.
4. Umbrogarde (Demon Realm)
Type: Hierarchical Infernal Domain
Dominant Species: Flamehorns, Mindbinders, Abyssfiends
Culture: Might-makes-right, bloodpacts, ancient caste systems
Unique Trait: Warped time zones and flame-soaked terrain
Notes: Not all demons are hostile; some serve as contracted protectors.
5. Thal'Durin (Realm of the Dwarves)
Type: Subterranean Technomagical Kingdom
Dominant Species: Forgekin, Deepbeards, Rune Dwarves
Culture: Craftsmanship-based caste society
Unique Trait: Mana-runed machinery and alloyed magic
Notes: Legendary crafters of dungeon-breaking equipment.
6. Murim-Xin (Realm of Martial Qi)
Type: Cultivation Society
Dominant Species: Human Martial Cultivators, Spirit Beasts
Culture: Clans, honor duels, sects
Unique Trait: Qi-path cultivation replaces traditional mana
Notes: Not governed by the System; strongest by effort and inner growth.
7. Mythralis (The Forbidden Mythical Realm)
Type: Divine-Born Origin Plane
Dominant Species: Dragons, Deities, Ancient Beasts, Starborn
Culture: Divine sovereignty; species of origin
Unique Trait: Time flows erratically; universal laws don't apply
Notes: Sealed realm. Gate access forbidden by interdimensional decree.
Dungeons and the System
Soon after the gates began opening, Dungeons appeared — chaotic zones filled with hostile creatures, volatile mana, and remnants of dead worlds.
Each dungeon contains:
A Core: anchors its structure. Cannot be destroyed.
A Boss: defeating it shuts down the dungeon temporarily.
Loot: skill books, rare artifacts, and relic-class items.
A hidden "System Code": invisible rules governing mana, stats, and leveling.
Dungeon Classification
Tier
Color Theme
Danger Level
1
White
Training/Basic
2
Silver
Intermediate
3
Crimson
Advanced
4
Abyssal Blue
Dangerous
5
Void Black
Cataclysmic
Dungeon Breaks happen when cores are left uncleared — monsters spill into the real world. Nations fall when dungeon breaks aren't contained
The System Interface
Every awakened individual is assigned:
Mana Core Type (Elemental Affinity)
Primary/Secondary Magic Branch
Stats: STR, AGI, INT, WILL, LUK, MP, HP
Skills:
Passive, Active, Transformation, Bloodline
Abilities are ranked
Common → Rare → Legendary → Heroic → Hidden
Only a few ever awaken hidden-tier abilities.
Forbidden Arts
Magic is regulated — but one type is outlawed: Blood Magic.
It manipulates life force, soul essence, and divine contracts. Its last known user opened a one-way gate into Mythralis… and never returned.
The Forbidden Bloodline
From the forbidden realm of Mythralis, one creature defied fate.
A White Dragon, daughter of the Sovereign Skyclan, fled her own people — not for glory, but for love.
She had broken the greatest taboo: she bore the unborn children of a fallen deity, once the second highest in the pantheon — the Starbound Flame — now imprisoned beyond divine reckoning.
She crossed a forbidden gate. She collapsed in a city park in Archeline.
And though she was taken in by a kind family, she died during childbirth — leaving behind twins.
Twins who would carry in their blood the legacy of god and dragon.
Twins who would shape the future of all realms.