I have realized that a lot of people might be confused with some of the terms I use. This is a very different and diverse universe this comic is in, so let me help you out and put up some terms and maps of what is and what will eventually be.
Aura: An Aura is part of the Life Force, the soul of any Magic Wielder. It is the emanating Magical presence that all wielders can see or sense, coming from the Life Force. Most are minor, usually only encompassing just above the last layer of skin, but powerful wielders can increase their Aura for magical purposes. Each Aura has it’s own individual Color, Density, and individual power. Usually the color is based on what kind of wielder is using the magic, and the darker the color, the more evil the wielder is. The description of the Life Force can be read below.
Auras play a vital function in rejuvenating Life Force for Magical use. The idea around magic is that everything is connected, which explains how magic is used, moving things, or using the elementals. Auras absorb what electrical energy is in the environment, and transmits it to the Life Force. Then it is converted for either two functions: Supporting the body, or used as a means to conjure magic for the user.
Closed Aura: Most Auras are closed, and are extremely difficult to cut into or open. Basically the body, or the Life Force refuses to be open to absorbing energy for a few reasons, but mostly because either there is no need to absorb any more, or the environmental energy is hostile or polluted.
Open Aura: An Open Aura is when the Life Force needs to feed on surrounding energy to rejuvenate.
Aura-Absorption: If used accordingly, this spell can be helpful. However, if used by someone inexperienced, this spell can kill both people. Basically, it is where one person absorbs a part of the Aura of another person. This is to gain a quick amount of power, usually used in the military or rebel groups of advanced Mage’s.
Council of Seven: After the War of Eternity, every major nation, at the time there were seven, brought forth their most powerful Fore Tellers, and created a fortress in the sky high above the Earth. Their jobs are to protect the Earth and prevent the next War of Eternity. Little is known about the Council, and some have forgotten what they are there for, or if they are even needed anymore.
Cy: Cy are a race of cybernetic beings that rose up after the end of the War of Eternity. There are many, but are rarely seen in human, elf, or half-elf societies, keeping to themselves on an island in the South Pacific. Most do not have names, and the few that do, are generally outcasts or are highly regarded. Most Cy go by their version name: V.1.xx.xxx
1 = The first version, this is the entirety of the Cy race.
The remaining digits are of what generation, and how many sub-files down. 33rd generation, 254th child, basically. The Cy are lead by a mysterious entity, no one has seen his or her face, but every few years, a new generation is brought forward from this leader. They call him V.00.
Cy, while “robots” do have certain qualities like humans, including sex, violence, and pleasures. This can be traced back to the Origin Source Code, that exists in all Cy. While normally left alone, it has been created to be Open, and allows any of it’s Versions to edit it.
Gateways: Gateways are paths between two separate points connected by several different means of travel. In the realm of Triune there are three types of Gateways.
Teleportation Gateways: There are two types: Technological and Magical Teleportation Gateways, one uses Human Technology, the other uses more often than not, Elven Magic. Teleportation Gateways (aka Teleways), break the object down into little itty bitty pieces of particles, and using light speed directionality, point the particles to their destination then realign the particles in order.
Wormhole Gates: (aka Wormways or Wormgates), open a singularity controlled and shielded by Technology or Magic, and reopen another at the destination.
Ecto-Plasmic Gateway:. This is a newly invented type of Gateway that connects the two points using the Metaphysical Realm, so it’s used mostly by Elves, but can be used with technology as well. The only downside to Ectoplasmic Gateways (aka Ectogates) is that despite all the Technology in the world, despite all the magic used to safeguard from spirits and malevolent ghosts, some still slip through if the gateway is open for far too long. All Ectogates have at least one charm set to ward off the spirits. But the School of the Sun and Sword has five one-site Warding Stations, where Necromancers, High Class White Mages and other types of Warders can work as a base of Operations.
Healers: Healers are special people who can use their own Aura, or in desperate situations, their Life Force, to repair almost any wounds.
Healing: The act of being able to repair damage to life.
The Three Laws of Healers: Unlike most worlds, like D&D or World of Warcraft, there are specific laws that Healers have to, even unwillingly abide by. These laws are considered to be like the laws of physics to magic wielders.
The First Law states: ‘Healers cannot Heal themselves’. The only exception to this rule is Susanne. She herself is still unsure why, but for most Healers, the ability to do it to oneself is doable, if deadly. It would replace the Life Force driving themselves to heal any wounds they have, which is only affected by their Aura. This can increase their Aura around them, suffocating them, and eventually, killing them. Aura’s can be explained above.
The Second Law states: ‘Healers cannot heal mental impairments’. This was tested on many test subjects and still remains a mystery as to why it will not work. Most of the subject were prone to insanity, including Schizophrenia and hallucinations. Some would just, die, on the spot. Others would actually implode. Most Healers have given up, but others experiment on wild animals, as they are the most viable, and usable test subjects.
The Third Law states: ‘All Heals leave scars’. No matter how powerful the Healer is, no mater how hard they have tried, every single Healer leaves a scar. Some believe it is because they have to punch an almost literal hole into the Aura and Heal the damage from within, but no one can Heal anothers Aura. So it leaves a small physical scar on the victim.
Life Force: The Life Force is the main source of power for all Magic Wielders. Although it is speculated that the Life Force exists in others as well, hidden deep within those who do not have Magical strength. Some believe it is the soul of everyone on the planet, and beyond. No one is truly certain, but what they are certain is that the base of all Magical Wielders comes from the Life Force.
Life Force Transfer: Used only by high-level Mage’s, this technique takes the remaining life from another. Or transfers one’s Life Force to another person, one with an Open Aura (see above). This is a fatal technique, but does offer some benefits. Whomever absorbs the others Life Force, gains their abilities, for life. Now, if a High-Level Mage gives a Low-Level User his or her magic, it does not make that person powerful. The reason is there is some resistance of the body. For instance if the Mage was a Fire Mage, and the User was a Water-based person, that person could only use a small amount of that energy. He knows all of it instantly, but because he has a certain Aura, a certain specialty, he cannot use it as much.
However if it was from one similar person to the next, it would make that person more powerful…
Mage: There are 3 levels of Mage’s:
Low-Level: As it sounds, a Mage that can only use limited abilities and spells. More than likely elemental spells. These Mage’s are divided by their Elemental specialty, and sorted into squads. Typically speaking, they are “Battle Mage’s”.
Mid-Level: These Mage’s are more specialty trained in specific Elemental spells, but also now have a great deal of experience with war-games and strategy. Generally, they are leaders in their squads, and are highly respected amongst most people.
High-Level: There are few Mage’s that reach this position, a highly respected title. They either specialize in a broad range of spells, or are specific in their specialties, such as Water Mage, Fire Mage, and so forth.
Shifter: A Shifter is any being that can bend both space and time with their Aura. Shifters in this world are quite rare, as it takes a great magnitude of Magic for even one second of Shifting. Even the greatest Shifters can only Shift time for a maximum of 30 seconds. From the Shifters eye’s, everything in the world has stopped, completely, for thirty of his seconds, he can move himself, and any object around him. There have been great disasters because of Shifters using their Magic inappropriately. During the War of Eternity on both sides, Shifters were exterminated, until a truce between the races came into effect. But by that time, the damage was done, and only two are known in this universe.
User: A User is someone who uses magic but is not military, militia, or rebel based. This is a great part of the population of Sephoria City. Users require no license to use their magic, however they are monitored by cameras, satellites, and other means. Most citizens use magic for daily chores, or for their jobs. Like Healers are usually in the back of ambulances, or become doctors. Baseball, a popular sport in Sephoria City allows the use of some magic, if only for greater games. The stadium is massive.
War of Eternity: A war between Elves and Men, dubbed so because of the length of the war: 1,000 years. The war began in 999, after certain governments began to bring Elves above ground, to be welcomed. But things didn’t go as planned, and every nation was enveloped in hatred and rage. The war ended in 1999, shortly before a major breakthrough in Genetic Research was found, but now, all nations are at peace, with the Council of Seven watching over.
White Magic: White magic is a little different from how most people would view it. First and foremost, let me say now that White Magic is closely related to Healing, but NOT RELATED. White Magic is generally taught to those who can heal, but not all White Magic, or WM users can Heal. On the spectrum of Offensive and Defensive spells, WM falls in the latter category. There are advanced Offensive WM spells, but they are designed to stun, or deflect an enemy, not harm him/her. On the eighth page of issue 2, Susanne says she uses WM as a cover for her real abilities. She claims to her instructors that she cannot Heal, and while they are usually able to sense that sort of potential in most cases, her magic is vastly different. In the end, she is able to use WM as a cover for her real abilities, and no one is the wiser.
SEPHORIA CITY MAP