WAR OF THEWORLDS -THEBEGGINING
On a newborn planet, a vast and majestic supercontinent emerged—its lands the only ones above the seas. This sacred ground drew the attention of many beings that roamed the cosmos.
From the heavens came Aeon, a divine realm created by transcended gods. From the shadows rose the Netherworld, a dark dimension ruled by the Demon God Null. Both realms coveted the continent and sent their armies—Aeon dispatched angels, while the Nether unleashed demons.
A devastating war followed, lasting three centuries. The land they sought to claim was ravaged beyond recognition. At last, both realms agreed to end the conflict with a final duel: the God of Seas, Nyxen, faced the Demon King Mephisto high above the skies of the great continent.
Their battle raged for seven days and seven nights.
In the end, Nyxen fell. His legendary trident crashed into the ground, splitting the continent into three. His divine blood continued to flow, forming a great river across the central land. With this, the gods of Aeon withdrew. The angels soared beyond the seas in search of new lands.
The demons had won.
This was known as the War of Worlds.
Thousands of years passed. Then, mysterious objects began to fall from the sky, bringing with them a new species: humans—fragile and weak, at first. For decades, they were enslaved by demons. But everything changed when a cosmic rift opened above the planet, pouring out endless celestial particles.
Magic was born.
It marked a turning point for humankind. They adapted. They evolved. And in the hundredth year since their arrival, humanity waged war against their oppressors.
They were led by a man named Muru, who had discovered Nyxen's Trident. With its power, he severed the path to the Netherworld and drove the remaining demons to the brink of extinction. The survivors fled into hiding—including the demon lord Diablo.
The gods of Aeon, who had been silently watching, were impressed by this new race. Yet the lands were still scarred and broken.
Moved by their struggle, the Goddess of Life, Amira, poured the Divine Elixir of Aeon—Amizhtham—onto the continent, restoring it to life. Many gods objected, but Amira's kindness endured.
Grateful, humanity named the continent Amilanga, and the river that flowed through it became the Amilan River. Muru established the first human civilization: the Amizhvara Dynasty.
Centuries passed.
Once again, the sky rained fire. Foreign objects descended across the continent, bringing even more humans. This event was known as The Great Emergence, and it marked Year One of this world.
Two centuries later, a human discovered a strange new material at the riverbed—condensed metals formed over millennia by the blood of angels and demons: Nullium and Annium. Priceless and powerful, these metals sparked a mad race for control.
Nations began monopolizing the resources, and soon, the first continent-wide war broke out. Civilization fell by its own hand.
This conflict became known as the War of Fall.
In the aftermath, nations created codes of honor and developed unique cultures, each reflecting aspects of the divine. The gods of Aeon began watching over the realms whose cultures resonated with their own power.
Now, 1,498 years have passed since the Great Emergence. And across that span, three Wars of Fall have torn the world apart.
World's Power System Magic
Magic is an integral part of the world's atmosphere, accessible to everyone.
It can be manipulated into different elements and properties by altering its values and fundamentals, creating various magical reactions.
Combat Types
Pure Mages:
Specialists who rely solely on spells. They possess excellent mana control and high magical precision.
Combat Mages:
Use weapons forged from Nullium to channel magic.
(Note: There are no knights in this world—only mages with weapons who lack refined control.)
Jin Mages:
Blend magic with martial arts, excelling in close-quarters combat. They fight barehanded, enhancing their strikes with mana.
Thread Masters:
Threads are the physical manifestation of magic.
Mages with exceptional knowledge combine multiple magical properties to form a thread, each unlocking a unique function.
These threads are worn like accessories, allowing instant activation.
Web Masters → When multiple threads of the same type are woven together, they create a web.
Webs function like magic arrays, enabling large-scale spells.
Even non-mages can use pre-made, one-time-use threads or webs.
Nets → A subcategory of webs, designed for multiple mages to synchronize and unleash ultimate or combo attacks.
Magical Tools
Runes:
Magical engravings that recharge using atmospheric mana rather than the user's.
Often used as secondary options or support tools.
Cines:
Similar to runes, but instead of patterns, cines are inscribed as magical texts.
These chanted inscriptions activate magic in a structured, verbal form.