Nexus Awakened (An Isekai LitRPG Gender Bender Story)

Nexus Awakened (An Isekai LitRPG Gender Bender Story)

Author: Syringe

Glossary | Mini Wiki

Words : 11026 Updated : Oct 8th, 2025
A world unlike the lands of Earth. Magic, monsters, impossible technologies and beings called the Corrupted exist in this world. All known laws of physics means nothing in the face of these forces. The world is vast and teeming with life. From the Dwarves of the north, to the Insectid to the far west; and the subterrainian layers where entities named the Hearts spread their infection - there is hardly a moment's break to be found. But where there is darkest shadow the brightest light must exist. Elysia is a beautiful world where one can become whatever they so wish. This however comes at a price. The entities known as the Corrupted have existed for as long as history remembers. Unlike monsters, dragons and the strongest of Demons; these beings are incomparable and are the greatest threat. The Nexus promises to deal with the Corrupted, though there are few that not even they can handle. The actual size of Elysia is unknown with seemingly zero horizons and stretches of land incomparable to Earth. As a result, certain phenomenons such as Fata Morganas (Fairy Mirages, also known as the floating ship phenomenon) does not exist or is very rarely seen. This Earthly term, interestingly enough, is known in Elysia. Spoiler There are many technical terms used by the Blessing of the Nexus and throughout Elysia. Some are interchangeable or have multiple meanings. 10 days = 1 week 5 weeks = 1 month 10 months = 1 year 500 days = 1 year PA = Post Advent Frost arrived in Elysia in 350 PA It is currently 350 PA, and nearly 351 PA 10 Copper Coins = 1 Silver Coin 100 Silver Coins = 1 Gold Coin 10 Gold Coins = 1 Platinum Coin These terms are interchangeable in the context of 'debuffs' and can either be positive or negative. A positive status/condition is an enhancement, such as one granted from eating food made by someone with the Cook profession. A negative status/condition is a debilitation, such as being lit on fire, frozen or poisoned. Examples include: Darkness - vision considerably darkened Scrutiny - unable to move whilst under the gaze of the Eyes of Judgement Stacks are the precursor to Statuses and Conditions. These are directly affected by the RESIST stat, which determines how many stacks one needs before they are inflicted with the status/condition. This usually only applies to negative conditions. And example would be accumulating frost (stacks) over one's body before they became frozen solid (the condition). The terms that dictate the rules of a battle with said Corrupted. Not all Corrupted have conditions that must be abide by. Some can be overruled by simply raw strength alone. In others, like the One Thousand Eyed Bird, it can be impossible to escape without adhering to the condition. Requirements that outline how a Corrupted or, if the orders are given by the Nexus, a monster can be weakened enough before the Subjugation Requirement can be met. How a Corrupted or a monster can be defeated. Some monsters are known to have certain weaknesses, but there was no known account of the Corrupted having a Subjugation Requirement or any requirement for that matter until Frost arrived. Name given to the impending self-destruction of a facility. Occurs when the Threat Level increases to 0, triggering the automatic mechanism. A massive Caldera Industries machine Core creates a black hole that devours everything including the Corrupted, Site and Personnel, leaving only behind a Black Box. It is said that a heartbeat alongside a ticking sound can be heard the higher the Threat Level/Risk Level is. Refers to the TOTAL strength of ALL Corrupted within a facility should an all-out breakout occur. Ranges from 7 (lowest) to 1 (Highest). 0 is the equivalent of Eternal Night and higher. A facility must NEVER reach this. Refers to the CURRENT level of danger present during a Corrupted breakout. If the facility Threat Level nears, matches or somehow exceeds the Risk Level then it is advised to order a Code Red Protocol. Code Red is the act of summoning appropriate Scarlet Logic or equivalent personnel onto selected areas of the Site. A total lockdown and quarantine will be in place. All personnel unfortunate enough to get caught WILL be considered a Corrupted and will be terminated on sight. Protocol lasts for 24 hours. No will will enter nor leave. [collapse] Spoiler Zoomable 8,000 x 4,000 Version (Open in new tab to zoom in) [collapse] Spoiler Located in the centre of the world. The rebuilt city of Atlas resides 5 km underneath the floating tower, where the ruins of the old gigacity of Atlas still remain. It serves as a grim reminder of what was lost for the birth of the Nexus. It is where the Blessed conglomerate, alongside the Exalted, Moons, Stars and Beholders who the world see as deities. The Nexus has one role and it is to protect the world from the Corrupted. Whether this is its true nature is unknown. It is now blamed for the existence of the Derma and Subcut Layers, as well as the Hearts due to its composition (Genesis Stones), which allows it to alter its surrounding reality. The great city directly beneath the Nexus. Houses the families of the Blessed and is where people of significance in Elysia are summoned/gathered. Access is strictly prohibited from outsiders. Much else is unknown aside that Caldera Industries and CogitO have significant presence here. Spoiler The word of Elysia is a world with an unnatural composition deep underneath its surface. It is a world within a world within its subterranean realms where entire civilizations have thrived for countless years. Where surface dwellers aspire to reach for the stars, these people may only dream of what they may look like. The following are the currently known layers of Elysia. The surface layer. This layer has access to the sky, the sun, the stars and most importantly - the Nexus. An estimated amount of a billion~ individuals (excluding the Insectids of Gnawer) live in the Epiderma Layer. Ateliers and all manners of life call this layer their home. The layer sandwiched between the Epiderma Layer and the Derma Layer. It serves as a 'filament' layer where waste is deposited from the Epiderma Layer via massive sewer lines. It is also where major installations of the Ateliers exist such as the Root-Pillar Complex designed by Caldera Industries, spanning over several hundreds to thousands of kilometres worth of land which keeps the Nex Megalopolis from collapsing into itself. There are rumours that this is also where the 'Collection' resides. Several hundreds of millions are known to live in this layer. Those who descend can never ascend again due to the curse of the Subderma Layer. A subterranean world only accessible via a Spatial Distortion or by being swallowed by a pore outside of the Nex Megalopolis' walls. It is home to the Impuritas and an unknown amount of people in this harrowing world. Hearts thrive underneath, and major civilizations of the Impuritas have been erected within this cavernous realm. Vast, however, does not begin to describe how massive its caverns are, as often times the ceiling can never be seen. As a result, very few know that they live beneath a false sky. It is where the rumoured One Way Ticket To Hell, which refers to the disappearing Caldera Industries Trains, end up to have their Cores harvested. There is little else known about this hellish layer. The expected final layer of Elysia. It is an infernal realm where fires burn hotter than the stars, and where those who commit the worst crimes are sent via an iron coffin to extract their Nex in the most violent, prolonged way possible. Untold creatures roam this realm, and is where items placed into the Dimensional Storage is stored. Very little is known of this place. [collapse] Spoiler A region located directly to the east of the Nexus. It is known for its vast grassy plains and the Nex Megalopolis; currently the most populated city in all Elysia. Dungeons and all sorts of diabolical monsters exist in region and roam beyond the safety of the Nex Megalopolis. The Nex Megalopolis is the only safe haeven in Brandar, for the lands beyond are inhospitable by nightfall. Millions of pores emerge along Brandar's surface over night, introducing the horrors known as the Impuritas upon the world. Known Wandering Healer: D-5 Currently the most populated area in the world. It houses approximately 5 million people and is separated into 5 distinct cities, all with at least 10 sectors not including the 3 within the heart of the city itself. The Nex Megalopolis stands as a testament to the powers of the Beholders and their Ateliers, for it not only houses these people, but also acts as a protective barrier for the Nexus. was created by the combined efforts of the Ateliers of the Nexus. However, this was created with the intention of protecting the Nexus first and foremost. While life is peaceful for the inhabitants, they are NOT the priority and are prone to Dungeon infestations that have been known to spontaneously appear, gobbling everything within the area. The 5 cities of the Nex Megalopolis are as follows: Atelier: Golden Index The city of diamonds and its sectors is home to merchants and acts as the hub for foreign trade. Within lays its fabulous casinos. It is responsible for managing all economic systems in the Nex Megalopolis. Many guilds and companies flourish here, and the main apparel worn here. The city itself is home to 5 predominant buildings, arranged like fingers reaching for the skies. The Golden Thumb, the Golden Index (Carpal Tower), the Golden Middle, the Golden Ring and the Golden Pinky. Each are responsible for individual tasks and are all subsidiaries of the Golden Index. A massive 52 story casino filled with an unbelievable number of poker tables, slot machines managed by Fairies and the esteeemd people of the Golden Index. It serves as Beholder Carpalis' home and the headquarters of the Golden Index. It is also currently where the Archetype of Hope, the Magician, currently resides. A room so vast that it is a world of its own, filled with treasures and piled of gold stacked higher than mountains. Atelier: ImpulseWorks The city and its sectors facilitate many functions, such as brothels, inns is usually where people go to socialise. It is where many Adventurers are pointed to when beginning as it is considered the most 'easiest' place to live compared to the rest of the Megalopolis. Many themes of romance and imagery of hearts can be seen throughout its sectors. It is responsible for managing people throughout the Megalopolis. The most common color scheme is red and black. Love hearts are seen integrated into the architecture. The apparel is slutty and many wear maid-like outfits due to the culture of the Aquatid-dominated Sector. They call the City of Hearts the City of Lust for a reason, after all. Predominantly Aquatid and Insectid populated. Houses a massive inland sea that connects to H3 towards the north. A small luxury town home to 500 Aquatid. It lays between H3 and H5 along a great plains. Contains a beautiful lake with a seemingly endless supply of fish. Adventurers come here for respite and on holidays. It is an overall friendly town. It was also in Wharftow where Frost and Jury finally sealed the deal and moved onto the next stage of their relationship. Many pleasant memories are associated with this cosy little place situated in seemingly the middle of nowhere. Frost also helped the town with radiation sickness and further spread her name as the Black Dove, which had become a Color Wharftow now cherishes. Mixed races, but mostly Insectid dominated. Music lives and breathes in every inch of H5 as it was the home of the Green Conductor. Hellen's shop is also located in H5. Additionally, H5 houses a sinister secret within its darkest shadows... Home to an ImpulseWorks Site that specializes in research and Corrupted categorization, as well as determining whether a Corrupted is fit to harvest, regardless of the danger it poses. The Sector devastated by the Zeroed Horizon Event of A-L7, leaving behind a colossal crater where waterfalls gorgeously descend. Towns and settlements exist along the rims of the crater. The crater itself is found on a hill located in the centre of H6. Atelier: Scarlet Logic A power-driven economy were strength prevails over coins. Murder is rampant in certain S-Sectors, and they are infamous for being a dumping and festering grounds for violent criminals, and overall violence in general. The City of Spades carries many tales of abhorrent cruelty and is where several major Syndicates exist, and were born from. One major event that occurred is the City of Spades Massacre, which saw a Star of the Nexus, Raoul, lay waste to countless thousands with a brigade of CogitO's Repenters and the Orange Disruptor in an effort to recover the Hell Train that held a pair of twin healers. Following the recovery of the broken healers, who had been trapped with the most depraved criminals whom had murdered one another long before their arrival, Raoul rampaged further. During the City of Spades Massacre, an Atelier War waged by Justica Arms (2nd Branch) against Scarlet Logic on their own turf. The war resulted in a stalemate and saw the region's lands become severely fractured as gorges and cracks now run throughout the entire outskirts of the City of Spades. As a result, the City of Spades Massacre refers to both Raoul's rampage, and the Atelier War. Atelier: Inflow Direct The City of Clubs is a mostly civil society governed by Inflow Direct, and is one of the few places where its Sectors and citizens are defended by Atelier Personnel. The price of their paradise however is that they are under the agreement that in the event of a war or escalation, they are to offer their most prized organ to aid in Inflow Direct's efforts to protect them and their homes. It it home to many potion vendors and where academic facilities, libraries and public services are available at large. Healers are frequently born in this healthy environment. The City of Clubs stands as the gold standard of civilization in a world where kingdoms and even neighbouring, partnered cities are ruled by the most violent. The City of Clubs saw numerous assaults from the Impuritas and Scarlet Logic personnel, wrecking havoc across all Sectors. C3 and C4 however, are of notable mention as they were the front lines of the Scarlet Logic assault. As such, Inflow Direct - after a mass evacuation - bombarded their C3 and C4 with Infusions in the form of magical artillery, completely destroying both Sectors. Very, very few that remained in these assaulted Sectors lived to tell the tale. Atelier: Act X It is the only city located outside of Brander and inside of the diabolical region of Emvita. Not much else is known about it. It is highly suspected that the Fate Mechanism - or at least a part of it - exists directly above the City of Strings, hence the emphatic blue glow of its skies. If one were to listen closely, they could hear the murmurs of a machine - the heart of the city. [collapse] Spoiler A region located to the west of the Nexus. Is known for its spectacular valleys and mountains. The Blessed are currently prohibited entry into Grandis as it has been designated as Paradise Lost. Known Wandering Healer: D-13 The 'starting' village that Iscario lured Frost into. The once peaceful village was home to a Relay Site. All inhabitants were murdered and all that remains is a sea of graves underneath the broken Relay Site. A town that used to be a trading hub for many of the kingdoms in the past where slave trading and mercenary work was common. It now stands destroyed. Not a single speck of life remains thanks to an encounter with the Listening Bird. The ruined city that served as the epicentre of a Plagued Heart. What was once home to upwards of 70,000 people was lost by a series of tragic events that spanned over 14 days. The first was Iscario's use of Infusion S which levelled the city centre, the Crimson Hunger Infestation, and finally, the battle between Frost and the Iron Candle (Corrupted Calfasio) and the Scorched Girl (Corrupted Ignis). The megacity of Paradise. In the year 335 PA, one million lives were claimed by a Corrupted known as the dozen-winged bird. By daybreak the city was lost, and all that is left are its ruins and a land ravaged beyond repair. The successor city to Paradise. Not much else is known about it. The domain of the One Thousand Eyed Bird. The forests that were once used to execute criminals was burnt down mysteriously one day. The tale of a beast circulated Grandis until one day, the folklore manifested into a Corrupted. The Black Forest still exists, but its tale has been concluded. There is much mystery revolving around the Black Forest due to Jury's emergent memories that recall a pale forest and how she spent 26 years within when it only existed for 12 years. [collapse][collapse] Spoiler Soul Rank: Incandescent | Adventurer Rank: Unbound Rated for: Eternal Night The pinnacle of power. An Incandescent Soul Rank is reached when a person hits level 140. It is impossible to further progress without being a Blessed, and therefore, this is the strongest any non-Blessed will be. Moons, Stars, Exalted and Beholders are also Incandescent Souls as they all above level 140. The non-Blessed of this Soul Rank are named after a color, such as the Red Barron. There are however, exceptions to this rule such as the Mycelli Colony (Massive Fungal Colony), very few Dragons, and certain Anids. Soul Rank: White | Adventurer Rank: Radiant Rated for: White Monsoon Soul Rank: Black | Adventurer Rank: Diamond Rated for: Black Monsoon Soul Rank: Violet | Adventurer Rank: Platinum Rated for: Violet Hailstorm Soul Rank: Red | Adventurer Rank: Gold Rated for: Red Hailstorm Soul Rank: Blue | Adventurer Rank: Silver Rated for: Blue Trickle Soul Rank: Yellow| Adventurer Rank: Copper Rated for: Yellow Trickle Soul Rank: Green | Adventurer Rank: Tin Rated for: Green Trickle [collapse] Spoiler Frost's second identity. The title itself serves as means for Frost for exert her influence to the greater part of the world ignorant to her identity as the Amalgam. The name is also caked with irony and a contradiction as healers are usually called doves. For one to be black twists the meaning which is true as Frost is capable of inflicting harm despite being a healer. An absurdly powerful Color that is both revered and feared by high ranking Atelier personnel. Her existence is a legend and seldomly spoken of. However, the source of her power stems from the fact that she is no ordinary individual, but one of 7 Old World Angels hellbent on murdering Elysia. There is very little known about the Red Barron. But they are known to be an acquaintance of Iscario, and their speciality is speculated to be in fire magic. He is widely believed to have died by mysterious means alongside the Orange Disruptor. The (late) Green Composer was a musical conductor capable of orchestrating magical symphonies. They are the father of Helen the Vocalist, and the grandfather of Alice. His name was known to be Mr. Haydn. Not much else is known about him other than his beautiful compositions. Trivia: Mr.Haydn is a direct reference to the real life equivalent of the inspirational Joseph Haydn, the classical composer. An enigmatic Color with the ability to sense the presence of Nex. Not much else is known about her aside from her love of women, her mysterious death in G-Z0, and her involvement in the City of Spades Massacre. No known information on the following Colors: [collapse][collapse] Spoiler The Nexus, otherwise known as the Second Advent or the Advent of Amalgamation. The rest of the world calls it the heavens, the celestial tower or the place where the Gods and Deities reside. It is an enigmatic existence that cannot be described as an object or artefact. The floating tower stretches higher than the stars themselves, with its peak nowhere to be seen. Contrary to widespread belief, the Advent of Amalgamation is actually the very first Advent. The Nexus is largely responsible for giving out the Blessing of the Nexus; an ability that allows people to gain access to what Frost calls the 'System'; a modernised RPG 'prompt' that allows one to grow exponentially stronger than the ordinary person. The people who possess these number in only the thousands, and they are called the Blessed. Spoiler Spoiler Not much is known about the Archetypes. While it is widely known that the first Archetype was the Arbiter (The Archetype of Judgement), they are in fact the second Archetype to come into existence. The very first Archetype was the Archivist (The Archetype of Civilization). Her identity is a close secret to the Nexus, for it was through her that the Beholders were able to receive unprecedented power and their fabled technologies. Archetypes can interact with the Nexus and Advents of the same Affinity. As the Amalgam has control over the Nexus, the Archivist has reign over the Eternal Library. Archetypes like the Arbiter have shown to also be able to influence the Nexus by revamping its old way of detecting threat levels, giving birth to the Arbiter's Trumpet. The Archivist bestowed power to the Blessed and created the Beholders who now rule the Nexus. They are known to be born from the Nexus directly but the truth regarding how they came to be is still in the dark, aside from that all Archetypes are connected to the same strand of fate. Each and every one of them come from a past technological world but carry little to no memories. The only way to recover them is to collect Main Sequence Corrupted to Awaken their Floors and in turn, themselves. They are the most powerful and the most influential of all beings in Elysia. The one Archetype to rule them all and she who goes by the namesake of Frost/The Amalgam/The Black Dove/The Head. The Archetype of Amalgamation was a special case Archetype that was betrayed by a Star of the Nexus, leading her to slowly climb the well of hell until she reclaimed her rightful spot. But before her ruthless nature and zero tolerance to evil - she was first and foremost a human nurse from Earth who would never have dared to hurt a fly. The Amalgam now oversees all activity within the Nexus and is responsible for its actions. Due to her control over the Advent, she exerts absolute authority over all denizens of the Nexus for the better. The Amalgam, true to her name, is able to utilize the powers of multiple beings including the Corrupted. In her normal state she is lower than even the Beholders but when pushed to her absolute breaking point (and beyond), she becomes nigh unstoppable and must be suppressed with the entire available force of the Nexus. Therefore, it is in everyone's interest to appease the Amalgam to prevent another Corruption Event. A once blind Archetype who recently regained her eyes thanks to the Amalgam's contributions to her tale. The Arbiter is seen as the second most powerful Archetype just behind the Amalgam when in reality the Arbiter is beyond the Amalgam's capabilities. She overseers the Annual Arbiter's Council which invites all Moons and Stars of the Nexus to witness the peaceful dealings of the Beholders. However, it was not until recently before she was able to actively press them for the truth for she was blind for the last 14 Councils. The 15th changed everything. The Arbiter is an interesting character with a fixation for judgement and the concept of the Price of Paradise. She is in some way connected with the loss of paradise and likely the late princess of Puritas. She had lived multiple lives, one in the distant past, one in Puritas and her current one within the Nexus. Her primary role is to ward Elysia's reach/interference within the Nexus. She is also particularly close with Galia - the Beholder of Justica Arms. The oldest Archetype to ever live. While the Arbiter - the second Archetype to awaken - has been around for 15 years, the Archivist is close to 300 years old. This does not include how time operates in the Eternal Library which fluctuates between accelerating or decelerating. The Archivist - who goes by the name of Anna - manages the Eternal Library: the only Advent currently fused with the Nexus. She has been responsible for inviting potential Beholders into her Library for the chance to find their one and only technology from the infinite isles of books. She also allows for Blessed to equip Corrupted Personas so long as they are Archived within her Library. The Archivist used to be a timid girl who was shackled down by her obsession and fear of letting go of an old friend, but now she's become more confident in herself and had finally learned to let go, leading to both the defeat of Sinder | The Crowned, and making way for her to be the first Awakened Archetype. She now cherishes new experiences, noting that she can't stay huddled indulging in books because reading and experiencing things are two entirely different things. Magus, the Magician is a bizarre Archetype with a powerful ability - to know how close one is to an Awakening. He wears a golden suit, with a golden tie and gloves to match. A golden top hat and a diamond-encrusted cane is also seen on his character at all times. What makes him so visually different from the others is the fact that his head is a giant card which is able to depict any card from the traditional 56 deck suit, or from the tarot card deck. He is an eloquent fellow, presenting himself as a gentleman with a broad sense of humour. As a result, he strikes people as less of an Archetype and more as an outlier. Regardless, Magus has had his hand in many efforts and works closely with the Golden Index and its Beholder - Carpalis. He currently serves as their consigliere and offers guidance and aid in the form of laughs and magic tricks. The Director is an enigmatic Archetype that currently meddles with the Advent of Purpose - The Fate Mechanism. They are known to be close to the Magician and have communicated to Frost/The Amalgam via those that worships Act X's Scripts. Not much else is known about him other than that he attempts to sabotage the predictions/outcomes of the Fate Mechanism that favour the Impuritas. Works very closely with Beholder Marionette of Act X. The newest Archetype to join the fray. The Star Child resembles a much younger and innocent version of Frost but with pale hair. She therefore is easily mistaken for a young healer when in truth she is beyond that. The Star Child does not speak and instead communicates by drawing glowing equations in the air with a finger for even the most simplest of things. Despite how she looks, she is a genius and had a hand in allowing Nav to claim a mechanical body to live amongst the others. The Star Child's power is not yet known, but it is heavily tied with the Advent of Purpose - The Piece of the Fallen Star which has the power to grant wishes. [collapse] Spoiler The most powerful beings only behind the Archetypes. These individuals are rarely seen outside of specific circumstances. They are myths to the common folk and even the Blessed themselves. Their name is thrown around but none truly understand the weight of a Beholder's power, for they possess and harness the full capabilities of their technologies. However, it is confirmed that the Beholders are in some way 'impure' or 'broken', whether due to their immense lifespan or by their technologies. It can therefore be seen that these technologies take a certain toll on their owners, although to what extent or if this is even true is unknown. What is known however, is that they cannot survive or utilize their powers without Nex. Galia is among the most well known, having founded the Warped Stone technology. She is responsible for creating the Hyperlink and Hyperwarp Networks, the Relay Sites, Repositories and the Central Relay. Another known Beholder is Carpalis, who is widely responsible for fostering the use of currency and founding the various guilds now seen across all of Elysia. The Beholders also command their Atelier; an organization that solely acts on their behalf. The newest addition to the ranks of the Beholders. Jury rose to a Beholder at a record pace of less than 4 months whereas others had spent lifetimes struggling to reach where they are now. But do not be fooled, Jury has a past just as rich for her memories predate her current body. Jury is the only Beholder the Amalgam can fully trust as she is her lover. Very few are aware of their relationship and it is not openly shown in front of the other Beholders. Outside of important duties, Jury freely flirts with Frost/the Amalgam. Her speciality is time magic and her technology is the Heart of Time. The Heart of Time is derived from the Book of Elysia. [collapse]Spoiler[collapse]Spoiler[collapse][collapse]SpoilerSpoiler[collapse][collapse]Spoiler[collapse]Spoiler[collapse][collapse]Spoiler[collapse]Spoiler[collapse]Spoiler A diverse race of mostly bipedal anthropomorphic creatures that inherent characteristics and features of the animal/creature they take after. Due to the sheer number of creatures in Elysia, the number of Beastkin Clans is uncountable. They originate from the southern continent of Demis and are the progenitors of the Demi-Humans found throughout the main, centre-most continent of Elysia. Beastkin boast physical prowess over magic and depending on their form they can be quite capable even at lower levels. They are very rarely seen in the main continent but once populated it many centuries ago. They are prideful beings that honour the strong and those within their clans. Although, not all take this approach. Like the Elves, they are prone to fighting amongst themselves. Their intelligence has been observed to be less than other races as they operate on a more instinctual, primal level, often acting on impulse before assessing the situation. Due to their seclusion in Demis, they are rarely seen as Atelier Personnel. One can commonly find them in Scarlet Logic's ranks, however. A race resulting in the copulation between a human and a Beastkin. They are seen as inferior in the eyes of both, but depending on cultural beliefs Demi-Humans are either equal or so far underneath them that they are considered slaves. They possess animal characteristics in the form of their personality, behaviour, ears, tails, etc. Some of the most friendliest people come from their cut of cloth, but similarly the most vicious of them all are bred by the violence conducted against the Demi-Humans, namely the Wise Black Wolf who ran the infamous Syndicate: the Solemn Paw. Like humans, they can reach their hand into just about any skill, although, this may be limited to certain Demi-Humans, such as Centaurs, Lamias, etc who don't possess the full range of motion or dexterity as other Demi-Humans do. Demi-Humans are found anywhere humans are in the main continent of Elysia, mostly populating the modern paradise of Brandar and the Nex Megalopolis. The majority of the Blessed also seem to consist Demi-Humans. Their situation in Emvita is not so different from Brandar (albeit worse) as they and the humans fight a common enemy. In Grandis however, Demi-Humans are persecuted heavily by the humans solely because they see them as inferior and have been known to sever ears and tails to make them appear more 'human'. Demi-Humans of Grandis echo the mass persecution of the healers decades ago, as well as the time when the humans of Grandis were preyed upon by virtually every other race, including the Insectids, Aquatids and most predominantly the Anids - a race which was capable of liquefying its victims whilst keeping them alive in this horrifying state for years - perhaps decades on end. A seafaring race that, like Demi-Humans, boast the characteristics of humans and marine creatures. Despite their human appearance they are not in any way related to them. In fact, Aquatids are known to predate on humans and other humanoid races, whether to be used as food, breeding partners, pets or forced, tragic lovers. Unlike Demi-Humans who are characterised by their features, the Aquatids are categorised by the pressures they can withstand. Surface-dwelling Aquatids are nowhere near as frightening as the deep-sea Aquatids, let alone the Abyssal Aquatids who are often hired as cold-blooded assassins by Ateliers. Their culture has taken a considerable twist in Brandar as of recent, particularly in the City of Hearts where their hunger for humans has turned into infatuation. They adore humans, especially those that wear maid outfits as it scratches a primal itch. Due to their slimy appendages and tendency to latch, caress and hug people; they are seen as a perverted race when in truth it is how they greet one another, as well as 'taste' and 'sense' others. Aquatids are known to be obsessive lovers and don't generally betray their partners. But this is also a dangerous trait, as they can be incredibly controlling, manipulative and restrictive. Although, this is not always the case as future generations of Aquatids have learned to tame this instinct. It does still remain dormant, however. Whether they have tails for legs, or tentacles for arms, or live inside of a shell - no two Aquatids are quite the same. Insectids outnumber every other race combined by a considerable margin. Their numbers are in the billions, confined in the northwest Region of Gnawer where wars are waged at every waking hour between each Insectid species. From Bees to Ants, to Wasps to Beetles - they are genetically hard wired for the purpose of war and know nothing beyond conflict. They are vaguely human in appearance and are characterized by their insect-like features, which usually doubles as a weapon. Insectids at the core are violent, murderous and driven solely by pheromones and instincts. Individuality is lost on them as they function in the interests of the collective. Later generations that have escaped the war have shown to be just like any other race, with many turning to music and art within the City of Hearts. Insectids have a generally low lifespan ranging from as little as a week to 20 years. Particularly rare and powerful Insectid can exceed this biological limit, although it is unknown if their lifespan is due to their biology or the countless wars. They make up the bulk of Scarlet Logic's forces as a result of their unquestioning fealty to the morbid art of bloodshed. It is all they have and will ever know. Insectids are normally born from eggs rather than live births like most races and have multiple stages of metamorphosis. Some are born as adults and are ready to fight within seconds of entering the world. Not to be mistaken for Angels. Avians are one of the few winged races capable of flight. Their ears tend to be hidden by fluffy flaps found on the side of their head and they are known for their mischievous and energetic nature. They tend to be on the optimistic side of things in life and often call places of high elevation their home. Their homelands are anywhere where the world meets the sky, but more and more have found the civil life in the Nex Megalopolis far more comfortable. They are rarely found in combat or adventuring roles and make up a decent bulk of store owners. They have a splendid palette for coffee and tea, making them the perfect baristas. Due to their ability to fly, their weakness is hard to exploit as they can flee with ease. Avians are amongst the most fun races one can come across, but they can be very clumsy. If you befriend an Avian, then please look out for them! An incredibly rare race that is said to be extinct in Elysia. Only seven are known to exist and these Angels have lived lives preceding even the world itself. They carry untold power and access to certain technologies of the old world, such as the White Wing and her teleportation pocket watch. Healers classify as Angels too (New World Healers), whereas the traditional Angels are specifically called Old World Angels. They do not get along with the similarly aged seven Primordial Demons of the Atelier Oboros Infintas. Mechanical arachnid-like entities coated in pure white materials, usually metal. It is unknown how they even exist. They are an enigmatic, sapient race that parasitize other races in order to reproduce and survive. They have a strict hierarchy that is dependant on the number of legs an Anid possesses, for example - Octanids (Eight) are the warriors and defenders of the Nest, whereas the Decanids (Ten) are the 'hive mind' of a particular Nest. As a result, the number of legs also determines the role an Anid assumes. They are ruthless and are universally considered enemies. Their methods are cruel for they can liquefy an entity and keep them alive like a festering barrel of alcohol for decades on end. They quite literally become their blood. Anids abduct and reproduce with the wombs of all races, resulting in a 100% death rate as the hatchings burrow and burst their way out from their mothers, before feasting upon them. However, in spite of their cruelty, they have been known to take pity on slaves, those with good hearts, and most notably the healers. They are oddly affectionate to these tortured souls. Healers are the only people that can survive an Anid birth, resulting in the limbless Nilhind - a half-human, half-Anid creature that is doomed to perish without intensive care. The largest Anid known is the Millinid - a one thousand legged Anid said to tower mountains as it strides across the snow-capped land of the Anid Region. They once called themselves Insectids, but have learned to avoid the futility of war and banded together under their true identity. Arachnids are a cunning race that specializes in manipulation, assassination and control. They are found infrequently across Elysia and come in two forms: Civilized; which are Arachnids that have assimilated with society and conventional norms, or Feral; which are Arachnids that predate on those they can get their hands on and typically live in seclusion. Their lower bodies are that of a giant spider, and their upper is that of typically a beautiful human. They are able to weave intricate webs in the blink of an eye. Females tend to be larger and depending on how civilized they are, will devour their mates. Strangely enough, a civilized Arachnid's eggs will not cause injury to the mother, whereas a Feral's eggs will always kill during birth much like an Anid's. Arachnids are particularly powerful and excel in agility. Mercenary work as well as weaving tend to be positions they find themselves in if they are not busy tending to their families. Like Aqautids, they are quite obsessive of their lovers. Unlike how they are depicted in traditional media, Orcs are an honourable race in spite of their tendency to raid villages. However, they never attack those that cannot fend for themselves, often choosing targets that are capable of retaliation. Orc tribes are inclined to help struggling villages and towns to thrive until they are ripe for battle, but usually never attack civil structures. In the case of a full blown battle, Orcs excel in total devastation as their hoards are able to run down everything gin their path like a tidal wave. Their physical prowess is second to none and their choice of weapons range from anywhere between ten to fifty kilograms depending on their level, allowing them to quite literally delete a wall upon contact. Due to their combat prowess they find themselves in Scarlet Logic's ranks, but rarely as Adventurers as they dislike being tied down to needles things like rules and conducts. Whilst Demi-Humans are the product of Beastkin and Humans, Half-Breeds are the result of Humans and virtually every other race. And like the Demi-Humans, they are amongst the lowest common denominators and find themselves in less fortunate roles, usually as slaves, cannon fodder or other miserable places. However, they make an overwhelming majority of Elysia's population as they can be impossible to differentiate between Demi-Humans and regular humans. Not all of them inherit the characteristics of their parents. Unfortunately, they also do not inherent racial traits and are as ordinary, if not worse off than an ordinary human. Where they shine is in their work ethic as they make up a bulk of ImpulseWorks' Workers who happily offer their lives for the sake of satisfying the status quota. Beneath it all Half-Breeds are not very different from the rest. Do not be mistaken by the ears they possess, for they are horns made to mimic ears. Demon is a term often used to generalize all creatures originating from the western continent of Zelmori, where the likes of Vampires and Succubus thrive. Demons themselves have a black sclera and golden pupils, as well as a wealth of abnormal characteristics that makes no two Demons ever the same. They have sharp teeth like the Angels and have the lowest population out of every race. To put that into perspective, there is around 100 humans for every 1 Demon. They are mistakenly blamed for the Corruption by the opposing humans, and they prey on those same humans to fuel their societies whether it be by devouring flesh, their mind, soul or sexual energy. Demons as a result are sometimes considered as an apex race, although, this is highly debatable. A blood-sucking race that prefers the taste of a sapient's blood rather than an animal or creature. The higher the level of an individual, the more refined the taste according to their palette. They are born with the insatiable drive to consume blood and rather than drinking milk from their mothers, they draw blood from their napes. Vampires range from humble and docile to incredibly violent masterminds. The worst thrive off the chaotic lands of Emvita where they terrorise villages, and stalk the streets of major settlements every night to sate their hunger. Unlike Vampires in traditional, Earth media - they cannot create subordinates. There is no such thing as a half vampire. Any crossbreeding will result in a full vampire, although that vampire in question may also possess the traits of their other parent. This is rare as Vampires are mostly compatible with humans and very rarely with other humanoid races. A lust-driven race that feeds off the sexual energy of their prey. They possess horns and are capable of creating illusions to disguise themselves as virtually anything they wish. They are not as dangerous on the surface as Demons or Vampires, but they have been known to wipe out entire settlements in a single night, leaving the withering husks of every ounce of life behind. Succubus may also invade dreams, or manipulate them at will. The more civilized of Succubus run successful brothels and similar businesses in the infamous City of Hearts (or also known as the City of Lust), most predominantly in H9 where anyone's perverted dreams can come true thanks to their elusive powers. Experts in craftsmanship, masonry and engineering. Their entire lives revolve around rocks, machines and their trusted blast furnaces deep within their mountain fortresses in the Dwarhelven Region. They are the only race to be highly associated with an Atelier, with 60% of all Dwarves being in some way connected to Caldera Industries. Aside from their typical short, drunken and bearded appearance - the High-Dwarfs are extremely tall, 'royal' variants that make the majority of the decisions regarding their race and settlements. The most notable High Dwarf is Beholder Knalzark, the founder of Caldera Industries and the Gravity Engine. They have racial magic that allows them to resist the immense heat of the furnaces and easily chip away at bedrock. There is also an instinctual affinity in their craft which does not become apparent until they pick up a hammer, pickaxe, or in the case of Caldera Industries, a gravity hammer. Humanoid dragons. It is not known how they have come to be, but it is theorized that Dragons had undergone an unknown process that caused one of them to assume the form of a human with wings, scales and the full power of their previous body. They are an incredibly powerful race that gives the Demons a run for their money, possessing incredible resistance to the elements depending on their elemental affinity. Their homeland is in the far northeastern Region of Drakos, with multiple clans found to the western deserts of Scaldak. Modern Dragonkins are almost always in venerated roles due to their immense power, but their overinflated pride is something that dissuades even Ateliers from integrating them into their ranks. Caldera Industries/the Dwarfs and the Dragons/Dragonkin have a long, bloody history with echoes still felt to this day. An often overlooked race that functions as one part hive mind, and one part individual. The Mycelli are a fungal race ranging from humanoids with fungus-like characteristics (such as a mushroom for a head/hat), to complex ecosystems that extend for hundreds of kilometres. They are a highly unpredictable race with a danger that rivals lesser Corrupted. Where there are fairy tales about the Mycelli depicting them as saviours for some, others depict them as vile, infectious diseases that control the minds of those they touch. Both are true, but none ever capture the true horror and mystery of the Mycelli. Mycelli may also find themselves integrated in society but only under immense scrutiny, and after ensuring that they have been severed from the main hivemind/synapse of a greater colony. They are one of the few races that can exceed the non-Blessed level limit of 140. Colloquially called 'Plant people', because that is what they pretty much are. They are living plants that assume a familiar, alluring form to sapient races to maximise interaction whether it be for luring prey, to spread their pollen, or simply to communicate. When it all boils down to things, Verdanians are not very different to regular people and are known to be protective or generally helpful to lost souls. Even the most violent of Verdanian will act empathetic to prey depending on their circumstances, but of course, that does not necessarily mean they are kind and will usually strike a deal with the said person. Verdanians come in many different forms and species, with the most famous being the Dryads and Alarunes. They are extremely close with Elves and are found mostly in the Spiritas Region, and rarely in the main continent. Coming across one is considered a good omen. [collapse] Spoiler The Arbiter's Trumpet is a warning system that classifies the threat level of all creatures, including animals, monsters, Corrupted, people, events and disasters. It was founded by the Archetype of Judgement after the megacity Paradise fell to the pale, dozen-winged entity. It is said that the number of times the trumpet sounds determines the difficulty. But if one should find themselves unable to hear the trumpet at all, then they must abandon all hope. The following list displays the order from the highest classification to the lowest. "The Icon of Judgement." The 7th and final classification of the Arbiter's Trumpet, named directly after the loss of Paradise. No Beholder, Exalted, Star or Moon are capable of fighting creatures of this calibre. In the 150 years that the Nexus had stood to defend the world from the Corrupted, the loss of Paradise was the first time they had ever failed. The death count was more than a million when Paradise fell, and that was only in a single night. The adage was therefore born: "Abandon all hope those who enter. Forfeit the aspirations of life for those that remain. And be damned to those that wish to flee." "Sinder, the Crowned." The 6th classification of the Arbiter's Trumpet. Apocalypse-levelled events are considered catastrophic, but not unrecoverable. They require the almighty Beholders and all available resources from the Nexus. More often than not however, the responsibility falls solely upon the shoulders on the Beholders. "Heart of Ours." The 5th classification of the Arbiter's Trumpet. It is expected of the Stars, Exalted and Moons to quell these threats without the aid of a Beholder, but require immense coordination with the Ateliers of the Nexus. Large-scale destruction is expected from entities of this risk classification. Kingdoms will fall, and cities will crumble under their might. "One Thousand Eyed Bird." The 4th classification of the Arbiter's Trumpet. These threats are known to wreck havoc upon the lands they tread, and are the among the most powerful entities that normal people without the Blessing of the Nexus will ever face. There are only a select handful of these people capable of facing entities of this risk classification. A Moon, Star or Exalted are expected to be able to deal with these threats alone or in small groups. "Listening Bird, and Its Screaming Galleries." The 3rd classification of the Arbiter's Trumpet. This is the last classification that is shared directly with the Guilds/Adventurers Guilds in all of Elysia. It consists of the most difficult quests, monsters and Corrupted. It is also the last difficulty classification that is used by the Nexus for raids, events and missions that are granted to the Blessed. Creatures of this difficulty are easily capable of levelling undefended cities, but the Moons, Stars and Exalted and certain powerful individuals should have no trouble in dealing with these entities alone. Very few dungeons find themselves in this category. It is assumed to be the peak difficulty of a dungeon. Entities of this classification are not seen as a threat by the Nexus. "Ber, the Unloved Duckling." The 2nd classification of the Arbiter's Trumpet. This is another classification that is shared directly with the Guilds/Adventurers Guilds in all of Elysia. It consists of high-risk quests and monsters capable of ravaging towns. Most high-ranked dungeons find themselves in this category. An overwhelming number of Corrupted are found in this category. Overall, they are not seen as a threat by the Nexus. "We Discarded Many." The 1st classification of the Arbiter's Trumpet. Entities of this category are insignificant and mostly consist of low to mid ranking quests. These make up the overwhelming majority of quests given by the Adventurer's Guilds of Elysia. Insignificant threat overall. [collapse] Spoiler A new method of both identifying and categorizing the Corrupted beyond the Arbiter's Trumpet: Risk Classification System. The Amalgam's Eye works in two ways: the first is direct confirmation using individuals personally blessed by the Amalgam herself, or/and by a series of deductions that help identify the Origins, Affinity, and even the flavour text of a Corrupted. This is combined with the standard identification method that ImpulseWorks employs, allowing Corrupted to be more accurately documented and significantly reducing the risk of accidental negative interactions. The true names of the Corrupted are able to be seen. There is no longer a need to base their names off appearances and behaviour. This serves a double edged sword, however, as not all names are indicative of what a Corrupted actually is, whereas in other times it eludes to precisely what they are capable of. The message of unknown origins that hint the background, history, tale or characteristic of the Corrupted. This alone can grant major insight into the true origins of the Corrupted, as well as what it is capable of. It is unknown how, why or where these messages come from. There are a total of 11 Affinities that serve as a foundation of the Corrupted, as well as the Archetypes. For each Floor and Archetype that exists is an Affinity to match. All Corrupted possess an Affinity of some kind and will dictate the concepts, origins of the Corrupted, story and woes that surround it. Corrupted that follow the concept of 'amalgamation', or the coming of things. The only two Amalgamation Corrupted known is Mimicry and the Crowned; two of which are very closely related to Frost/the Amalgam. Corrupted of this Affinity are therefore seen as an extension of the Amalgam, and are incredibly powerful. Beings that are based on the concept of righteousness or the lack thereof. Corrupted of this nature have so far been seen depicted as feathered, bird-like entities. But this may not always be the case. It is unknown what an Ego Corrupted encapsulates, but it is likely to refer to oneself. Based on happiness, bliss, or pure ignorance. Despite it's name, Hope-Corrupted are not always pleasant. The total breakdown of the self. Corrupted of this nature typically manifest as highly distressed entities, and depict extremely depressing and shocking elements. Concepts that take the form of an entity. The concepts of civilization range from the discarded masses, greed, loss of individuality/ambition, war, and destruction. Corrupted of this nature are massive, and their Corrupted Zones are equally as intimidating. The concept of motivation, drive, and in a way, desire. Machines are usually the entities that manifest to depict one's struggle, wheather it is compliance, loss of purpose, or seeking to break free from their bonds. Corrupted of this Affinity tend to manifest as object or items close to the source that formed the Corrupted in the first place. Children's toys are an example. Extreme guilt, grief and coping. Corrupted of this kind are sometimes not even violent and merely exist to lament for the remainder of their existence. They are a rare type of Corrupted born from immense suffering. The most straightforward of them all. They are wrathful Corrupted that boast extraordinary physical abilities and an appearance to match. They are purely physical-based, and are highly aggressive. Corrupted that tend to also have a mind of their own, albeit within the limitations of their Corrupted form. They can aspire for things that other Corrupted may not be able to. Humanoid Corrupted as well as some machines tend to fall into this Affinity. A vital component to properly identifying a Corrupted. Origins refers to the root cause of the Corrupted. From intense trauma to folklore and tales, to a collective illusion - the ATFOOD system has them all. Unique only to the eleven Archetypes. Whilst they are technically Corrupted, they govern many aspects of the Nexus and the Advents of the world, and consequently, have major sway in the politics of the Ateliers and the Nexus. They are a one of a kind and are highly venerated. Corrupted born from extreme psychological or physical distress, usually in the form of total despair, anguish, euphoria, rage, or sorrow. Entities born from stories, books, fairytales, folklores, bedtime stories, etc. They usually manifest as a dangerous twist of the story they originate from. Corrupted that have gained control over their existence. Whilst still a Corrupted, they can operate and think like a normal, living being, requiring sustenance, rest and gaining the capacity to contemplate their existence. Essentially, they are self-aware Corrupted. Items with anomalous properties. They are rarely documented as they are frequently used as weapons or trinkets to be used in battle, or by the top brass. Those carrying significant risks or have significant intrigue are documented within the Codex. Corrupted Objects are usually referred to as Corrupted Items and are commonly formed upon the death/subjugation of a Corrupted. They can also be gained by forming a bond with a Corrupted. However, not all Corrupted Items come from Corrupted, hence why the Object Origin exists. Corrupted born from a population’s collective thoughts, nightmares, or traumas. Corrupted of this Origin are almost guaranteed to be of Eternal Night or stronger. No other being - not even those Blessed by the Nexus - can see the stats of the Corrupted like those Blessed by the Amalgam. This allows for accurate planning, as well as knowing which personnel are fit for the job. This alone significantly reduces the risk of failure. The most important piece of information regarding a Corrupted. It is what dictates certain death to a straightforward victory. Few Corrupted have been known to become nigh invincible. Unbeknownst to them was that this was caused by unseen Conditions that were not met or that prevented the Corrupted from perishing easily. Playing by the rules of the Corrupted and abusing it is the easiest way to take them down. Furthermore, it allows for significantly weaker personnel to take on Corrupted far beyond their capabilities. As a result, Aspiring Moons Blessed by the Amalgam are made to partner with old Moons to relay this information. [collapse] Spoiler It is Frost's inherent ability as the Amalgam to manifest the power of the Corrupted that have been added to their 'collection'. The Will of the Amalgam may also manifest a certain affinity, such as Judgement. When this occurs only Corrupted with the Judgement affinity may be chosen. But their unique skills become open for use during this. The Will of the Amalgam is invoked in two different ways. The first is by lowering her HP, and the second is by heightening her emotions. Frost will be inflicted with insatiable hunger until combat concludes or her heightened emotional state lowers. Allows Frost to manifest certain affinities depending on her emotional state, ranging from Judgement to Despair. It allows access to unique skills that otherwise would be impossible to use without manifesting a certain affinity. Manifesting an affinity can only be done once per state. There are five states in total regarding the heightening of emotions. This is a phenomenon not exclusive to Frost, as others can experience the same thing. However, her ability to continue manifesting Corrupted one after another is a power reserved only for the Amalgam herself. As a rule of thumb: The higher one's emotional state is, the higher the state overall become and it keeps on climbing to terrifying levels. Self-control becomes increasingly difficult. The higher the State the higher the risk of Instability, meaning allowing the Corrupted to temporarily consume oneself. Only Corrupted that are Monsoon or lower may have their Active and Passive Skills borrowed. Only Corrupted that are Eternal Night may have their Active and Passive Skills borrowed. Only Corrupted that are Woe of the Fallen Star may have their Active and Passive Skills borrowed. Only Corrupted that are Apocalypse may have their Active and Passive Skills borrowed. May manifest a Corrupted Zone from any Corrupted in your possession with the matching Affinity of the Fourth State. Your Corrupted Zone cannot be overruled by Corrupted lower than Apocalypse. Most knowledge of this State is largely unknown. It has only been reached once and it resulted in the Corruption of the Amalgam. It is unknown if reaching the Fifth State causes a Corruption to occur. The Amalgam will experience significant mental stress and/or distress. The last of which caused them to relive the memories of the past. Expect anomalous effects in this uncharted territory. We can however, expect these few effects. Only Corrupted that are Paradise Lost may have their Active and Passive Skills borrowed. May manifest a Corrupted Zone from any Corrupted in your possession with the matching Affinity of the Fifth State. Your Corrupted Zone cannot be overruled by Corrupted lower than Paradise Lost. [collapse] Spoiler Highly enigmatic and nightmarish creatures. From a stuffed teddy bear that strangles children, to a machine that sings until your head pops, and to a black bird with one thousand eyes; these are creatures that exist not to survive, but for something indescribable. The One Thousand Eyed Bird existed solely to enact its prejudice, and the singing machine existed to only sing its mind-crushing tune. They cannot be reasoned with or understood. Therefore, they are the most dangerous entities in all of Elysia. Spoiler [collapse] The most important Corrupted known to exist. They are Corrupted required for the tales and the Awakening of a Floor and an Archetype. They are based on aspects of the past world and the present, often relating closely to the Archetypes on a personal level. Corrupted of this calibre are significantly more powerful than their normal relatives and possess Conditions that make them near impossible to defeat without the Amalgam's Blessing. All attempts to eliminate a known Main Sequence Corrupted is seen as an act of treason against the Nexus. An entirely different category of Corrupted. It was always thought that people could not become Corrupted themselves but is far from the truth. They are not created by residual emotion, folklore or through similar means of the Corrupted alone, but require a person to completely lose control of themselves thus, becoming a Corrupted characterised by traumas, obsessions, and whatever woes that define them. Corrupted Personas may also be archived within the Eternal Library where they can be stored as books, and then wielded by appointed individuals. The strongest power of a Corrupted. After some time or depending on the strength of a Corrupted, their concepts will seep into the world, transforming it into one that closely resembles theirs. A Corrupted Zone can transform a harmless Corrupted into one that poses significant danger, for their world is their own to govern. New entities based on the Corrupted may form to aid them in the physical manifestation of their state of mind. Unique Conditions are known to be imposed on those that trespass. Time operates differently as well. A day could be a week in real time, or a mere second. It is highly advised that Corrupted are removed before this can occur. Thankfully, this is only known to occur to Corrupted of Eternal Night and higher. It very rarely occurs to those lower, but it can happen. The utter breakdown of oneself. This is usually done via the positive reinforcement of a corroded aspect of oneself. Corrupted Events signal the beginning of a person's transformation into a Corrupted. It eats them; consumes them to a point of no return where the singular worst quality of themselves comes to light, inevitably becoming them. It was always believed to be impossible. People shouldn't be able to Corrupted. But this was but one of the thousands of lies that plague the world. It was always possible. People, most notably the Moons of the Nexus, were just killed before it could occur. The State of Mind refers to the inner workings of a Corrupted. Or, in other words, seeing precisely what they do. Corrupted Zones are in a way a projection of their inner mind, manifested as a world of their own. This also is true for Corrupted Personas, and when caught in a narrow time frame (before Corruption) by the Amalgam using her Atelier Item - Die Agonsis - then she can enter the State of Mind of a person, learning of their woes as she dismantles them one by one, resulting in one of two things - - A complete Corruption, or their Salvation. It is now known that the Magician, the Archetype of Hope, can see the criteria required for an Awakening. An Awakening is seen as the 'true' version of oneself. The most complete, honest, and real side. It is unknown of Corruption can even occur to Awakened individuals. This also grants unique powers. Archetypes are able to regain their memories through a process which requires Frost to gather up to 5 specific Corrupted and bring them to their specified Floors, resulting in the Awakening of the Floor and the Archetype. It is unknown however if all Awakenings require a Corruption Event to occur beforehand much like the Floor of Civilization. Additionally, people can somehow also become Awakened according to the Magician. What this entails however, is still yet to be determined. An event only available to the Corrupted. The process is unknown as the criteria required is hidden even to Frost herself. It allows Frost to grant a targeted Corrupted the Blessing of Amalgam and thus, changing their Origin into an Original. It seen as another version of Salvation, except this fundamentally transforms the individual into something closely, or loosely representative of their previous Corrupted form. Salvation is reached at the tail end of interacting with a person's State of Mind. It is the conclusion of their intentional struggles, and the embracing of the new as they hatch from the egg in a form much like their old selves, but changed in a way that symbolizes them moving forward. The main difference between the Realized and those rescued via the Salvation Criteria is that the former are technically sapient Corrupted, whilst the later are still their old selves but possess the ability to manifest the States just like Frost and gradually wield the full power of their Corrupted Persona. Ber is the poster girl of this, having been the first to undergo a tragic breakdown, and was then saved by Frost in her darkest hour. As a result, Ber now exists as a larger, more mature, and feminine version of her old self as well as wielding her very own personal Corrupted Persona - the Black Swan. [collapse]

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