Cherreads

Compendium of Knowledge

[This chapter serves as a compendium of knowledge about the world of Orbis Fractus. The information is gradually revealed within the story and is duplicated here for ease of access. As such, it may contain minor spoilers regarding the mechanics of the world.]

General Information

❖ The Great Fall (The Breach)

The cataclysmic event that occurred in 0 AD (After Dark). The dimensional barriers collapsed, smashing the continents of Earth into a single, twisted super-continent and merging reality with the Mirror Dimension. This event introduced Ether into the atmosphere and birthed the System.

❖ The System

A metaphysical interface that governs the new world. It quantifies the power of individuals, assigns Tiers, and manages the progression of the Awakened. It is unknown if the System is a sentient entity or a cosmic law.

❖ The Crucible

The Trial of Awakening. Randomly selected individuals (usually during their late teens) are transported to a sub-space survival zone—often a harsh environment like a frozen wasteland or a burning desert. Survival in the Crucible is the only way to unlock the System. Those who die in the Crucible die in reality. Those who survive return as Awakened.

❖ The Awakened vs. Zeros

Awakened: Individuals who survived the Crucible and unlocked a Sequence. They possess supernatural abilities, enhanced physical stats, and the ability to manipulate Ether.

Zeros: Normal humans who have not entered or survived a Crucible. They make up the majority of the population and rely on the Awakened for protection.

The World: Orbis Fractus

❖ The Geography

The world is a single super-continent surrounded by three distinct oceans:

The Crimson Sea (North): A toxic, red ocean filled with high-density Ether and mutated leviathans. Bordered by the Iron Kingdom of Aethelgard.

The Dead Sea (South): A pitch-black void zone where spirits roam. Bordered by the Empire of Sylvaris.

The Sapphire Expanse (West): The "Normal" ocean, used for trade. Bordered by the Kingdom of Westminster.

❖ The Mirror Dimension

A fractured reality that runs parallel to the physical world. It is the home of monsters and the source of magical pollution. Occasionally, "Cracks" form in reality, allowing creatures from the Mirror Dimension to spill into the real world.

❖ Mirror Echoes

Monsters that originate from the Mirror Dimension. They do not have souls in the traditional sense but possess Ether Crystals within their bodies.

Progression & Magic

❖ Ether

The magical energy source of the world. It exists in the atmosphere but is toxic to normal humans in high concentrations (e.g., the Ashen Belt). Awakened use Ether to fuel their abilities.

❖ Sequences

The specific "path" of power an Awakened follows. A Sequence determines one's abilities, strengths, and role (e.g., Sequence of War, Sequence of Preservation, Sequence of Death).

❖ Advancement (The Two Keys)

To advance from one Tier to the next, an Awakened requires two things:

Ether Crystal: The core of a monster from the target Tier (e.g., consuming a Tier 2 Crystal to reach Tier 2).

The Ritual: A specific set of actions required to "unlock" the body to accept the new power. Without the Ritual, consuming a crystal is fatal. (e.g., The "Mud Ritual" required for Tier 7 War Ascension).

❖ Constraints & Sins

Powerful Awakened or those with unique lineages are often bound by a Constraint (a limitation or curse). The most dangerous of these are the Seven Sins, ancient curses that grant immense power but strip away specific emotions or freedoms (e.g., The Sin of Pride suppresses fear and joy).

Hierarchy of Power

The System categorizes power into numerical Tiers. The gap between Tiers is immense, often insurmountable without superior numbers or strategy.

Tier 1 (Novice): The starting point for most Awakened. Enhanced physicals.

Tier 2 (Soldier): Capable of using external Ether manipulation.

Tier 3 (Elite): The standard rank for Guild Captains and veteran soldiers.

Tier 4 (Master): A significant leap in power. Capable of altering the local environment slightly.

Tier 5 (Grandmaster): The peak of human potential for most. Strategic weapons.

Tier 6 (Demigod / Lieutenant): Beings capable of surviving nuclear-level threats. (e.g., Raphael before ascension).

Tier 7 (Grounded Angel): Existences that can destroy cities single-handedly. They possess partial wings and vast reality-warping abilities.

Tier 8 (True Angel): Living calamities. They serve the Gods directly and can influence the laws of nature on a continental scale. (e.g., Michael, Samael).

Tier 9: [REDACTED]

Important Locations

❖ Kingdom of Westminster (The Golden Shield)

The capital of finance and the primary human stronghold in the West. Protected by the "Golden Halo." Ruled by King Charles IV.

❖ Iron Kingdom of Aethelgard (The Black Forge)

The industrial superpower of the East. A militaristic nation covered in smog and machinery. Currently at war with Westminster.

❖ The Ashen Belt

The radioactive wasteland separating the West and East. A "No Man's Land" filled with poison gas and ruins.

❖ Bond Street & Victoria City

Bond Street: A satellite city of Westminster, home to the Guild of Preservation.

Victoria City: Formerly a major residential hub, now a crater following the start of the war.

More Chapters