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World Guide · Ch-0 Before the GlassWas Built

A Complete Record of the World's Laws

"Before you can understand the story, you must understand the world it lives inside — the forces that broke it, the glass that preserved it, and the power that may yet redeem it."

I

The World & the Glass

The world does not belong to humanity. It never did — not entirely. Beneath the soil, above the clouds, and in the invisible spaces between things, forces called Demetrons have existed since before any civilisation drew its first wall. They are not monsters in the classical sense. They do not scheme or hate. They simply exist — and their existence is catastrophic to every living environment around them.

Demetrons do not breathe poison or spread plague. They destroy by being what they are: immense concentrations of power that unmake ecosystems simply by passing through them, the way a river unmakes a valley over sufficient time. In the Age Before Glass, three entire continents were reduced to grey, lifeless dust by their migration patterns alone.

Humanity's answer was the Bubble Cities — vast domes of enchanted glass that seal entire populations inside a protected environment. The glass is not magic. It is engineering: the finest enchantment work that human civilisation has ever produced, layered and reinforced over generations, maintained daily by teams of enchanters who repair the hairline fractures that appear without warning and tell no one about them.

The Valid Card System: Every person born inside a dome has a Valid Card issued at birth — a palm-sized tile of enchanted glass stamped with their dome's seal and their registered system signature. Without a current Valid Card, no dome gate opens for you. Travelling between domes requires cards for both origin and destination. Let a card expire and you are trapped wherever you stand until you physically return to your dome of origin to renew it. This has ended careers. Most people never leave their dome. Most people have never needed to.

II

The Demetrons — Eight Categories of Power

Demetrons are classified by the Guild into eight power categories, each measured in individual levels. No official ceiling exists for any category — the highest levels ever confirmed were simply recorded as beyond current measurement parameters and filed in the restricted archive. Every Demetron, regardless of category, carries a numeric level representing its individual strength. Two Demetrons of the same category can differ by a hundred levels. The category tells you the shape of the threat. The level tells you the scale of it.

Devils

Level 1 – ???

Cunning and aggressive. The most commonly encountered category near dome perimeters. Manageable alone; genuinely dangerous in coordinated packs.

Dirlets

Level 1 – ???

Fast and brittle at low tiers. High-level Dirlets move between detection sweeps — they understand surveillance rhythms and exploit the gaps.

Giants

Level 1 – ???

Massive at every tier. High-level Giants cause seismic damage simply by walking. Their hide yields the densest armour material known to Guild craftsmen.

Celestials

Level L – ???

Rare. Begin at an elevated baseline — no confirmed low-level Celestial has ever been recorded. Believed to originate from upper atmospheric layers. Guild records are incomplete.

Spirits

Level 1 – ???

Partially incorporeal. Standard physical strikes pass through them at reduced effectiveness. Elemental magic is required for reliable damage output against Spirit-category.

Chaos

Level 1 – ???

Unpredictable by definition. Their Chaos aura randomly nullifies magic in proximity. In enclosed spaces, they create spatial distortions that make distances unreliable and targeting difficult.

Demonic

Level 1 – ???

Includes the Dark Nightmare variant. Demonic-category Demetrons often evolve elemental counters — they adapt specifically to consume their own weaknesses, making them resistant to their natural counter-element.

Primal

Level 1 – ???

The rarest and most ancient category. High-level Primals possess rudimentary cross-dimensional intelligence. Emperor-breeds are Primal sub-type. They have been watching something across many cycles.

III

The Five Known Breeds

Within each category, Demetrons are further divided into breeds — distinct biological variants carrying unique abilities, hide properties, and behavioural patterns. Five breeds are designated high-priority by the Guild for their combination of raw power and frequency of dome-proximity incidents.

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Emperor-breed · Primal sub-type

The apex of the known world. Drops Tier-1 Cores on death — the last confirmed kill was fourteen years ago, and the Guild has no plans to attempt another. At high levels, Emperor-breeds possess cross-dimensional intelligence structures that allow them to communicate intent and track specific targets across vast distances. They have, on extremely rare occasions, approached specific humans voluntarily. Guild combat designation: Do Not Engage.

❄️

Icy-breed · Spirit sub-type

Long, crystalline bodies that move through frozen ground the way fish move through water, surfacing occasionally to leave trails of hoarfrost across the dead landscape. Their hides are the most prized armour material on the continent — Dome Solvane's economy is built almost entirely upon them. High-level Icy-breeds can freeze the air-current seals inside dome barriers from the outside, weakening the glass from within.

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Enraged-breed · Devil sub-type

Their defining biological trait is a rage state that activates below fifty percent HP — at which point all stat modifiers spike violently and without pattern. Swordsmen who bring an Enraged-breed to half health and then hesitate rarely file their own after-hunt reports. The second half of the fight is always harder than the first.

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Abyss-breed · Demonic sub-type

Believed to originate from sub-dimensional rifts rather than this reality layer. Can distribute its body across overlapping dimensional planes simultaneously, making it fully untouchable during phase transitions. Its only reliable physical anchor is the Core bond point at the juncture of neck and primary mass. Drops Demonic-element Cores at high tiers. The Core bond point is always visible as a slightly warmer region of its surface — cold comfort when reaching it requires getting past the rest of it first.

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Dark Nightmare-breed · Demonic sub-type

Feeds on Light-element magic — evolved across millennia specifically to consume its own natural counter-element. Its body absorbs ambient light from the surroundings, creating a moving void in any landscape it occupies. Dome walls show stress fractures in its presence. Base level range begins at 40+. No confirmed taming in all Guild recorded history. Historically considered the end of any engagement that features one.

IV

Magic — The Seven Elements & God Style

Not every human is born with magic. Of those who are, most can express it only passively — as personal enhancement, environmental effect, or raw elemental discharge. A rarer subset, called Sword Magic wielders, can channel their element entirely through a blade — concentrating power that would otherwise dissipate into the air into a focused, amplified strike with controlled output and direction. Sword Magic is the combat standard for the Guild's swordsmen.

There are seven base elements. Most humans manifest one. Dual-element manifestation is exceptional. Tri-element has been recorded twice in the Guild's history, both times with individuals who were later confirmed as significant figures in their eras.

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Fire

Aggressive, high raw output. Effective against Chaos-type aura fields.

🪨

Earth

Terrain control and structural defence. Durable barriers that channel rather than block.

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Water

Suppressive and fluid. Pairs with Ice for layered enchantment lattice work.

🌬️

Air

Speed enhancement and natural stealth. Amplifies hearing and reaction time at all levels.

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Dark

Precision suppression. Highly effective against Abyss and Primal types. Rare. Not inherently malevolent.

Light

Counter to Demonic-category. At purity thresholds, overwhelming output — and devastating liability against Dark Nightmare-breed.

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Ice

Structural sealing and fine enchantment work. Natural counter to Chaos dissolution fields.

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God Style

Not an element — an attribute. All swordsmen receive it. See Section VI.

V

The System — Normal vs. Super

A System is a personal power framework — an invisible structure that quantifies a person's strength, tracks their growth, and governs the rate at which they can improve. Not everyone receives one. The odds are approximately four in ten. Systems are assessed at age eighteen at the Guild's registration offices; the assessment crystal reads a person's innate capacity and either manifests a system or does not. A failed assessment is not a tragedy — most of the world's enchanters, craftsmen, and merchants have no system at all, and are no lesser for it.

For those who receive one, the system becomes the framework of their professional life.

Normal System

Received by approximately 4 in 10 people. Displays level, stats (Strength, Agility, Magic), element, and God Style attribute. Progression is steady and real — but capped. Every normal system has a hard level ceiling, the exact number varying by individual. A swordsman who reaches their ceiling cannot grow further without external enhancement through enchanting, Core absorption, or rare system upgrade items. The ceiling is the single greatest limiting factor in any professional career. Most swordsmen never reach theirs — it is simply too high to hit in a normal lifespan. Some do. They spend the rest of their careers searching for a way past it.

Super System

Granted to exactly 5 people per cycle — one cycle being an era of civilisation — across the entire known universe. Features: infinite level progression with no diminishing returns between levels (the effort required to advance from level 1 to 2 is identical to the effort from level 100 to 101). Passive intent-reading. Perfect information retention and recall. Sovereign bond capability for willing high-tier Demetrons. Cross-resonance between multiple Super System holders in proximity. A God Style that does not merely enhance — it teaches. Super System manifestation events are visually dramatic — assessment crystals crack or shatter, light columns pierce dome ceilings, and every Demetron within three kilometres feels the pulse.

VI

God Style — The Swordsman's Attribute

Every swordsman with a system — normal or super — receives the God Style as a base attribute. It is the most useful thing any swordsman possesses and the least understood. The Guild's official definition describes it as a "combat enhancement overlay." This is technically accurate and practically useless as a description.

In practice, the God Style is certainty. It reads an opponent's body, position, mass, elemental output, and — at higher levels — intent, and translates all of that into pre-cognitive action. A swordsman with God Style active does not calculate where to strike. They know, with the bone-deep confidence of something that has already happened, exactly where the blow needs to land and at precisely what force to produce the desired result. The God Style does not make decisions. It reveals them.

For normal system holders, it sharpens steadily with level — a passive enhancement that makes experienced swordsmen uncannily difficult to surprise. For Super System holders, it becomes something categorically different.

Known God Style Techniques — Super System tier:

Precision Mode — Exact damage output control down to the finest increment. Required for Corrupted Demetron taming. Strips all randomness from strike output.

Sovereign's Edge — Activates when Sovereign-bonded companions are within 100 metres. The damage ceiling is temporarily suspended entirely.

Cross-Resonance — Active when two or more Super System holders are in close proximity. Shared combat instinct flows between all holders simultaneously. Friendly fire probability becomes zero. Coordination without communication becomes possible.

Intent Reading (passive) — Not telepathy. Amplified observational accuracy approaching certainty. Distinguishes genuine statements from deliberate misdirection. Cannot be suppressed once active at sufficient level.

VII

Cores, Corrupted Demetrons & Taming

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Cores

Dense, internally luminous objects dropped only by high-level Demetrons on death. Each Core carries the elemental signature of the creature it came from — Fire Cores, Earth Cores, Dark Cores, and so on. Guild policy mandates that all Cores recovered in sanctioned hunts are registered and stored in secured vaults as Guild property. Two primary uses exist: summoning Corrupted Demetrons via activation ritual, or as raw material for advanced enchanting work at master-tier.

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Corrupted Demetrons

When a Core is used in an activation ritual, it summons a Corrupted version of the Demetron it came from, bound to the summoning site by the Core-tether. Corrupted Demetrons carry a mandatory 10% stat reduction compared to their wild counterparts — the suppression cost of the tether. They are tameable, can grow stronger over time, and synchronise their level progression with their bonded swordsman's advancement.

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The 5% Taming Threshold

To tame a Corrupted Demetron, the swordsman must reduce it to exactly 5% of its maximum health — then make direct contact with its Core anchor point. Fatal overstrike destroys the Core bond permanently, leaving the creature wild and unrecoverable. Below 20% HP, Demetron damage response becomes non-linear and cascade-prone. God Style Precision Mode is the only reliable method for executing the threshold precisely. Without it, taming attempts below 15% HP have an extremely high casualty rate.

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Sovereign Bond (Super System holders only)

A fundamentally different mechanism from standard taming. A Sovereign Bond is a mutual recognition — not the suppression of a wounded creature but a bilateral agreement between a Super System holder's infinite-progression system and a willing high-tier Demetron's own intelligence. Sovereign-bonded companions retain their full stats, unreduced. They do not accept commands — they follow purpose. If the holder's actions align with their nature, they move. If not, they wait. Sovereign Bonds are permanent once formed and cannot be transferred or broken by external means.

VIII

Hides, Enchanting & Equipment

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Hides

Every Demetron of any level or category drops a hide on death. Hides are the primary raw material for armour and weapons. Quality and latent properties scale with the Demetron's level and elemental category — an Icy-breed hide at level 30 yields armour with natural cold-resistance and density properties, while higher-level hides carry latent elemental charges that persist through the crafting process. A weapon made from Enraged-breed hide is noticeably more durable under sustained high-damage combat conditions. The practical upper limit of hide-quality armour is determined by the enchanter working it, not the material itself.

Enchanting

Enchanting is the technique of layering magic into a material object to increase its effective Item Level and activate its latent properties. Any object can be enchanted — weapons, armour, tools, clothing, boots, even utility items. Enchanting applies to swords: a higher Item Level sword conducts elemental magic more efficiently, amplifies strike output, and holds structural integrity longer under high-level combat stress. The practical ceiling for enchanting output is the enchanter's own system level — you cannot enchant an item to a functional level that exceeds your system's current capacity. Super System holders who develop enchanting ability are theoretically uncapped.

IX

The Convergence Protocol — What the Glass Was Always For

The glass was never meant to hold forever.

The Bubble Cities are a survival measure — a holding pattern, not an answer. The Demetron population has no natural ceiling. It grows. Every decade, more Demetrons populate the wasteland, the glass requires more maintenance, the fractures appear more frequently, and the enchanting teams work through more nights without acknowledgement.

There is a threshold. When the Demetron population reaches it, dome-based survival becomes mathematically impossible. Not immediately — but inevitably. The glass will fail. All of it, eventually, everywhere.

The Convergence Protocol is the world's answer. Once per cycle, the universe selects five individuals and grants them Super Systems. These five are not chosen to be the strongest fighters in a generation. They are chosen to become something humanity has never had before: people capable of living in the world beyond the glass, of making the transition from dome-era to open-world survivable.

I

The five must find each other. Isolated, a Super System holder is powerful but insufficient. United, the cross-resonance of five God Styles creates a strategic and combat capability that no Demetron population or human faction can reliably counter indefinitely.

II

The five must grow together. Infinite progression compounds in proximity — each holder's development accelerates the others'. A year of isolated training is worth less than a month of unified operation at full cross-resonance.

III

The five are not the goal — they are the instrument. Convergence does not end with five powerful people. It ends when the domes open: voluntarily, safely, on terms humanity controls rather than terms the Demetron threshold imposes. The five are chosen specifically to make that transition survivable for everyone behind the glass, not just themselves.

There exists a faction called the Architects — ancient, organised, patient — that has opposed convergence across multiple cycles. Their position: the transition period required by convergence is too costly in human lives, and the glass, however limiting, is safer than what comes after it. They are not entirely wrong about the cost. They are wrong that prevention is permanently possible. The threshold is coming regardless of what they do. The only question the Convergence Protocol actually answers is whether humanity will be ready when it arrives.

This is the world Raiden Kael was born into.

This is the glass he pressed his palm against every morning of his life, watching shapes move in the dark beyond it — counting them, memorising them, refusing to look away the way everyone else did.

Eleven. Yesterday there were four.

He was right to count. The story begins on the morning the count became too high to ignore.

— End of Chapter Zero · The Chronicles Begin in Chapter I —

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