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Chapter 82 - Alternative Modern-Era Earth: "Eclipsed Dawn" World Overview

This is just a draft I made with the help of AI

In this alternate version of Earth, the boundaries between the natural and the supernatural have always been blurred, though humanity only began to realize it fully in the early 21st century. Magic and monsters, long considered myths, are now part of everyday life, hidden behind the curtains of society but constantly tugging at its edges. Earth's technological progress has skyrocketed due to advancements in magical knowledge and the cultivation of magical resources, but so has the danger that lurks just beyond the veil of the ordinary world.

The modern age, in this alternate Earth, is not just a time of smartphones and skyscrapers but a world where mages, magical creatures, and ancient gods walk among the population. Magic is a thriving industry, with universities and corporations dedicated to studying and applying it to solve human problems—everything from curing diseases to powering cities to creating superhuman athletes. Yet, for all this advancement, the world is a tinderbox of conflict and mystery. The existence of magical creatures has reshaped geopolitics, urban design, and even individual identity.

Geography and Society

In this world, Earth's continents remain largely the same, but certain areas have undergone radical transformation due to the eruption of magical activity. The "Eclipsed Dawn" refers to a cataclysmic event, a surge of magic that occurred a few decades ago, during which creatures from other realms—monsters, gods, and spirits—began to materialize on Earth. Cities and countries now have a more fractured and paranoid relationship with the supernatural.

Megacities like New Tokyo, Neo-London, and Arcadia (formerly New York) are built to accommodate both humans and magical beings, and special districts exist to house magical creatures or those born with magical abilities. This creates a society where two factions often emerge: the so-called "Naturals," who are people with no magical connection, and "Wielders," who possess magic either through ancestry, training, or unnatural means.

Some regions, like the Wild Zones, remain off-limits, ungovernable areas where monstrous creatures roam freely, and magic is chaotic. A clear example of this is the area surrounding what was once the Amazon rainforest, now known as the Chimera Rift, a vast wilderness filled with hybrid creatures, lost civilizations, and rogue magic-users.

Magic System

Magic is not a singular force but a collection of diverse, mysterious energies that can be harnessed in different ways. Known as the Arcane Elementals, magic is divided into five primary schools:

Elemental Magic: This is the most widely known and studied type of magic. It governs the manipulation of the basic elements: fire, water, earth, and air. People in this school can control and shape the elements, but it requires intense training to avoid collateral damage.

Necromancy: The power over death and life, able to raise the dead, speak with spirits, and manipulate shadows. It's often seen as taboo and associated with dark guilds and underground factions. However, necromantic magic is also essential in medicine, where it is used to reanimate comatose patients or revive organs.

Divination: The magic of foresight, seeing into possible futures, interpreting omens, and reading minds. Diviners are highly sought after, as their insights can be used for everything from business decisions to military strategies.

Blood Magic: Considered one of the most dangerous schools, this magic involves the manipulation of life essence, either of the caster or of others. It's used for healing, but also for curses and rituals that require great personal sacrifice. Blood magic is illegal in many countries but thrives in the black market.

Transmutation: The ability to transform substances into other forms. Transmuters are often engineers, architects, and scientists, as they can convert materials, like turning metal into energy or organic matter into fuel.

Monsters and Mythology

In this world, monsters are real, and many come from the mystical realms that overlapped Earth during the Eclipsed Dawn. Their presence has sparked new branches of anthropology, biology, and even political science, as societies must deal with their existence and impact.

Common Monsters Include:

Lurkers: Shadowy entities that thrive in darkness and are believed to feed on human emotions. They often remain invisible, but their presence can be felt in areas of extreme fear or anxiety, particularly in urban environments where technology interferes with the flow of magic.

Drakes: Large, winged reptilian creatures that resemble dragons. These creatures are rare and highly coveted for their scales, which are used in everything from armor to spellcrafting. Though generally territorial, some have been tamed by private military corporations for use in combat.

Fae: A group of mystical, semi-immortal beings that come in many forms, from winged, delicate fairies to more grotesque, insect-like creatures. The Fae live on the edges of human society, in hidden courts, and are often involved in political manipulation and inter-realm diplomacy.

Wraithbeasts: Half-human, half-animal creatures that serve as soldiers or mercenaries. They are created using dark magic, usually by transforming criminals or war prisoners into these twisted entities. They're often used by governments in covert military operations.

Abyssal Titans: Massive, ancient creatures that roam the oceans and deep caverns. These terrifying beings, once thought to be myth, are now known to be the remnants of a time before humanity. They are sometimes worshiped by secret cults that seek their power.

Technology and Magic Integration

While technology has advanced in many ways, it has also been influenced and enhanced by magic. Magical Constructs—machines powered by magic—are used in almost every aspect of life. These range from levitating vehicles and magical city surveillance systems to rejuvenating potions and teleportation devices. Some of the most advanced corporations, like ArcaneTech Industries, specialize in fusing magic with tech to produce cutting-edge products.

However, magic has a limitation: its unpredictable nature. While magic can solve many of humanity's problems, it's not perfect. Magic is dangerous and requires a level of control and precision. As a result, magic-based technology has to be maintained by magi-tech engineers, individuals who are skilled both in magic and engineering.

Cybernetics and magic-infused prosthetics have also become common, with people replacing lost limbs with mechanical and magical combinations that give them enhanced abilities.

Political Landscape

The world's political landscape is highly fractured. Nations that have relied on traditional power—such as the United States, China, and Russia—have had to adapt to the influx of magic. Some governments are hostile toward magical beings, while others try to harness magic to maintain power. The United Nations of Arcane States (UNAS) is a global body that attempts to regulate magic and magical creature interactions. However, corruption, black markets, and rogue mages often undermine their efforts.

In cities like Neo-London, the government has embraced magical regulation, setting up official Magic Police who deal with rogue spellcasters and monster attacks. In contrast, in places like The Chimera Rift, a lawless zone, there's an open trade in magical artifacts and monster parts, with gangs and rogue factions holding sway.

The rise of Technomancers, individuals who can manipulate both technology and magic, has created a new class of power players in this world. They have access to some of the most advanced magical tech and could potentially change the balance of power on Earth forever.

Culture and Conflict

Culture in this world has adapted to the presence of magic and monsters. Fashion has taken on magical elements—clothing that can change shape, light up, or even grant temporary powers. Sports like Magical Combat League and Elemental Racing are incredibly popular, where athletes showcase their supernatural abilities.

Despite this, tensions between Naturals and Wielders are rising. Many Naturals feel overshadowed by the magical elite, while some Wielders believe that their power entitles them to lead humanity into a new era. Small, isolated groups of anti-magic extremists are also on the rise, fearing that the world is being taken over by a new breed of rulers: the magically gifted.

There are whispers of a coming event—a new Eclipsed Dawn, perhaps even darker than before, when the rifts between realms might open wide, bringing with them an age of monsters and gods once again.

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