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Worldbuilding

I've made quite a few worlds over the years, but the main world I'm working on is what shall be described in this page. Feel free to click on whatever button you want to access whatever lore you darn well please!

The Realms of Daylight and Sunset

The Realm of Daylight is where Josephine and a lot of the other characters I have reside. It is just like the regular world; it has sunlight that's taken for granted, and all seems well on the surface. However, things get different in the Realm of Sunset. The Realm of Sunset is an alternate version of the Realm of Daylight; it has no sun, instead having a False Sun that was made by the Light Goddess Ushasbu fifty years ago. Cast in an eternal twilight, the Realm of Sunset is beset by phantasms and the various tenebral monsters that call darkness their home. However, the people's misguided hope lies in the purifying Goddess of Light, who shines brightly among the chaos. However, she has engineered her realm in such a way that she forces complete devotion unto her wherever she wills it (almost everywhere), and her ambition is to spread her purifying light to the Realm of Daylight, upsetting the balance of power forever.

It is for this reason that she and the Goddess of Shadow are locked in a never-ending struggle where the purifying flames have always been overcome by the balancing shadows. However, the Goddess of Shadow grows tired, and the Goddess of Light is preparing a final, all-out offensive in order to unify the two realms under one inferno of rebirth, one which will meld the two realms together into one kingdom led by her.

Resistance in the Realm of Sunset

Due to the Light Goddess’s interference in human affairs in her dominion, her world has been contorted into a dark shell of its former self, with its leaders bending fully to her will. Blindly following her guiding flame, the creations of the Realm of Sunset will eventually be used to herald the takeover of the Realm of Daylight.

However, this is not without an opposite reaction. A resistance movement has formed with the goal of stripping the theocrats of their power, and even perhaps defeating the Light Goddess herself. Although only a fringe movement due to the theocrats’ pervasive influence throughout society, they have still managed to sabotage a number of projects over the years; most notably those pertaining to the travel between realms.

More recently, they have begun enlisting magicians into their ranks, who are mostly of the younger generation. Only time will tell if they are successful…

The Spirit World

The membrane between the twin realms is full of phantasms and strange geography. Black deserts, floating islands, and rivers that defy physics are just some of the common sights that can be seen in this world. However, very few have set foot here, and even fewer have come back to tell the tales of what they have seen.

The Organization for the Research and Study of Magic

ORSoM is the main organization in my world that is dedicated to the study of magic, as well as the handling and management of the many magicians that exist across thr world. As the largest organization dedicated to the research of magic, ORSoM naturally has a large amount of employees and staff, including its eight directors, as well as the various vice-directors under them, along with their staff. As a government agency, ORSoM is also in charge of disseminating information about magic to the wider public, including through education.

It is led by eight directors, each of whom are tasked with overseeing the full operations and goings on of the various magicians under their supervision, as well as the containment and neutralization of the various phantasms and other entities that emerge from the Spirit World.

ORSoM exists in both the Realm of Daylight and the Realm of Sunset, though its purpose in the latter is very far removed from its original goal due the meddling of the Light Goddess.

The Investigatory Committee of Magical Incidents (ICMI)

In ORSoM, there exists the Investigatory Committee of Magical Incidents (ICMI, usually just shortened to just IC) that exists to investigate magic-related happenings, whether that be the appearance of hostile phantasms, or magicians gone rogue.

In the former case, the IC sends out one of its many task forces (usually composed of a detachment of soldiers and/or magicians) and subdues the threat. In the latter case, the IC will send out a task force appropriately equipped to handle the power level of the rogue magician in question and subdue them. The rogue magician is then bound in cuffs made from Rose Ruby that neutralizes their powers, and is kept as such indefinitely or until they are successfully rehabilitated.

Aloe Brooks, an ommate, is the current chairwoman of the IC.

The Light Goddess Ushasbu

The Goddess of Light. Mulmah, Ushasbu; whatever name a denizen of the Realm of Sunset might use to name her does not change her unflinching and cruel nature. As the representative deity of said realm, it is ultimately unsurprising that the Realm of Sunset has been cast in an eternal twilight. As the Great Star, the Heavenly Guiding Fire (or the False Sun, as it is dubbed by the resistance), her ultimate goal is to have all humans bow down to her luminous visage, whether they be from the Realm of Sunset or Daylight. As such, she has clashed countless times with the Goddess of Shadow, which has ultimately weakened the latter to the point where she can barely put up any fight anymore. As such, the Goddess of Light has acted freely in both realms, sending her phantasms throughout them to set up the ultimate invasion and end the struggle once and for all. The only thing that stands in her way is the barrier between the realms which she aims to pierce through.

Scarce few have seen the blinding visage of Ushasbu herself, save for perhaps the leader of her cult in the Realm of Daylight and several others in the Realm of Sunset, but rumors about her appearance still run wild. Some say that the goddess is merely a sphere of blinding light, not unlike a small sun, whilst others say that her form is so incomprehensible so as to escape human comprehension. However, the depiction most used by her cult is that of a woman, with pure white skin and clothing and piercing red eyes, surrounded by tentacles with those same eyes, signifying her all-seeing providence.

The Cult of Ushasbu

As the Light Goddess’s influence grows in the Realm of Daylight, it is inevitable that some begin to venerate her. This has come to fruition in the form of the Cult of Ushasbu, a secretive but highly organized group whose sole objective is to hasten the coming of the Light Goddess to the Realm of Daylight by any means necessary. The cult is led by a Grandmaster whose name is as of yet unknown, but it is known that they are an older magician. It is rumored that he received his magical capabilities from the Light Goddess herself, though this is unconfirmed.

ORSoM’s Investigatory Committee is currently investigating rumors that the cult abducts magicians for purposes unknown. Of high priority is the investigation of the cult’s High Priestess who the Committee believes to have been inducted into the cult through this method. The High Priestess is a particularly venerated figure who the cult believes to be the font of all messages from the Light Goddess (aside from the Grandmaster). Findings by the Investigatory Committee indicate that they are an exceptionally powerful magician, which makes her a threat to the current stability of the Realm of Daylight.

The currently growing membership of the cult consists of, naturally, a legion of peons that serve as propagandists, enforcers, spies, etc. to accomplish the cult’s goals, only donning their cultist attire during shows of force. Some members, however, have had magic bestowed upon them via the Light Goddess herself giving humans the means to artificially infuse some of her power into them. Naturally, all the higher-ranking members of the cult have undergone this procedure.

Cult Leaders

The Goddess of Shadow

The Realm of Daylight's counterpart to Ushasbu. Since her domain is that of night, stars, and balance, she has not meddled in the molding of her realm to a significant degree. However, she has fought back against the Light Goddess's ambition for many eons. Ever since resetting the two realms, she has grown weak, and is now relying on a particular human to face the Light Goddess once again and bring her ambitions crashing down.

Phantasms

The native inhabitants of the Spirit World, phantasms come in a variety of flavors. Their variety is so great that the 12-alignment classification system first adopted in 1960 has been deemed outdated as of 2001. Lately, they have been breaching the barrier between the Spirit World and the Realms of Daylight and Sunset, causing chaos wherever they show up. However, not all phantasms are maligned to humans: in fact, some are friendly to them, and there are also the cases of symbionts.

Symbiosis

On rare occasions, phantasms that emerge from the spirit world, instead of being invariably hostile, have a more pacifistic demeanor. On some occasions, these types of spirit can undergo a process which renders them united to a magician. This unity enables the magician to use the phantasm’s powers in addition to their own, which can greatly augment their capabilities. This process is called symbiosis or unification, and the magician which unites with a phantasm is called a symbiont.

Usually, phantasms which have united with a magician render themselves as something akin to a familiar. However, in some instances, symbionts can undergo a transformation which augments their existing powers with the phantasm’s. This usually happens with younger magicians.

Stages of Symbiosis/Unification

The following is the usual progression of a symbiosis event.

  1. Discovery: This phase usually entails the appearance of a phantasm within a subject's dreams, which recur without fail for a prolonged period of time, typically around one week. These dreams are extremely vivid, and subjects may recall them in great detail. A physical manifestation of a phantasm may appear in a place where the subject frequently goes to (this could be their home, their workplace, etc.). If the subject gets too close, a force may pull them inside, transporting the subject into the Spirit World. Manifestations are to be quarantined wherever they appear and their corresponding subjects are to be found immediately so as to provide safe passage in the Spirit World.
  2. Unification: Once a sufficiently long period of time has passed, the subject will experience an uncomfortable nightmare in which the phantasm will merge with the subject, usually in a painful process. This pain is experienced in the real world as an intense migraine which lasts for most of the day. Alternatively, once in the Spirit World, the subject may encounter the phantasm after some navigation and undergo a much more painful version of the process described above. Since other hostile phantasms may be encountered in the Spirit World, subjects are to be accompanied by two ORSoM members with appropriate equipment (preferably magicians) until they can exit the Spirit World safely.
  3. Evocation: After Stage 2, whenever the subject is stuck in an extremely dangerous situation, or one that makes them feel incredibly threatened, the phantasm will emerge from the subject's back, resulting in intense pain for the subject, and can manifest in their powers in a variety of ways (though typically, the phantasm acts as a familiar for the subject). After a short time, the phantasm demanifests, and the subject passes out from exhaustion. Subjects are to be immediately registered as symbionts whenever this phase has been completed and be taken to the nearest hospital to recover.