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	<title>Erakh Codex - User contributions [en]</title>
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	<updated>2026-09-01T10:07:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://codex.erakh.com/index.php?title=Operation_Black_Mamba&amp;diff=191</id>
		<title>Operation Black Mamba</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Operation_Black_Mamba&amp;diff=191"/>
		<updated>2026-08-21T18:00:50Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Event | name        = Operation Black Mamba | image       =  | type        = Special operation (elimination of an Elder-tier being) | date        = AY 149 (December 2) | location    = Wendigo Continent | nation      = Krossen (Kosmi) / commissioned by Levantia | casualties  = Altanos and one escort dragon killed | cause       = Escalating instability and destruction caused by Altanos | outcome     = Altanos killed; the Imprint &amp;quot;Sky Fall&amp;quot; passed to Roderick Vanc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = Operation Black Mamba&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Special operation (elimination of an Elder-tier being)&lt;br /&gt;
| date        = AY 149 (December 2)&lt;br /&gt;
| location    = Wendigo Continent&lt;br /&gt;
| nation      = Krossen (Kosmi) / commissioned by Levantia&lt;br /&gt;
| casualties  = Altanos and one escort dragon killed&lt;br /&gt;
| cause       = Escalating instability and destruction caused by Altanos&lt;br /&gt;
| outcome     = Altanos killed; the Imprint &amp;quot;Sky Fall&amp;quot; passed to Roderick Vance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Operation Black Mamba was an operation carried out in December, AY 149, in which Kosmi, the special judicial body of the Krossen Court of Justice, hunted down and killed Altanos, a White Dragon of the continent of Wendigo. It was conducted at the covert request of King Ferrick of Levantia, and led by Kosmi commander Roderick Vance. While it was not the first instance of humans taking up arms against an Elder-tier being, the operation stands as a notable example of a limited force, using human-developed weaponry, tracking, isolating, and subduing a dragon of White lineage through deliberate planning.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Altanos had defeated the red dragon Igniventus in a personal conflict, but was left with a severe wound. He grew increasingly unstable in the time that followed, his condition worsening until it spiraled out of control. As the resulting damage mounted, King Ferrick of Levantia, after consulting his court, secretly commissioned Kosmi, under the Krossen Court of Justice, to deal with the matter.&lt;br /&gt;
&lt;br /&gt;
== The Operation ==&lt;br /&gt;
Krossen was in the midst of civil war at the time, making even the transport of equipment to the dragon&#039;s territory a considerable challenge. The route in particular passed near a mountain held by Goeyu&#039;s forces, requiring a careful detour to avoid unnecessary conflict. Kosmi established four firing positions near the dragon&#039;s habitat, each equipped with a large crossbow. A total of seven KAA-51A1 bolts were allocated for the operation, distributed across the crossbows in a 2-2-2-1 pattern. With no possibility of resupply, every shot had to count. The operation began on December 2nd.&lt;br /&gt;
&lt;br /&gt;
Altanos moved with a number of other White Dragons, so Kosmi&#039;s objective was not to confront the group as a whole but to separate Altanos from it. His mentally unstable state factored into how that separation was achieved.&lt;br /&gt;
&lt;br /&gt;
Altanos was accompanied by two escort dragons. One was brought down when a KAA-51A1 bolt pierced its wing joint, and was finished off at close range by Kosmi&#039;s forces. The other broke off to raise the alarm and call for reinforcements. In the volley that followed, two bolts deflected off scales, but one struck the back and another the collarbone, costing Altanos his ability to fly and bringing him down.&lt;br /&gt;
&lt;br /&gt;
With Altanos grounded, Kosmi&#039;s forces engaged him at close range. A follow-up shot aimed at a leg missed. The last remaining bolt, held at a separate firing position, was rushed to the crash site while Roderick Vance struck repeatedly at Altanos&#039;s neck with his greatsword. The engagement continued under mounting time pressure, with reinforcements expected before long.&lt;br /&gt;
&lt;br /&gt;
The final KAA-51A1, once brought to the site, pierced through from the back and into the heart. In that opening, Roderick Vance severed the neck entirely, bringing the operation to its close. Kosmi&#039;s forces withdrew with most of their equipment, though several crossbows and a handful of bolts had to be left behind at the site.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
At the moment of Altanos&#039;s death, the Imprint he carried, &amp;quot;Sky Fall,&amp;quot; passed to Roderick Vance, the nearest individual present. In the aftermath, divisions reportedly grew sharper within the White Dragon faction over how to regard humanity. Operation Black Mamba never became widely known, but word of it spread gradually through diplomatic and military channels between nations.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=190</id>
		<title>Ardgate Arsenal</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=190"/>
		<updated>2026-08-21T15:38:35Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Organization&lt;br /&gt;
| name         = Ardgate Arsenal&lt;br /&gt;
| type         = State arsenal&lt;br /&gt;
| founded      = AY 31&lt;br /&gt;
| nation       = United Domains of Krossen&lt;br /&gt;
| headquarters = Drozhenya&lt;br /&gt;
| members      = &lt;br /&gt;
| purpose      = Development and production of standardized weaponry for the Krossen military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ardgate Arsenal&#039;&#039;&#039; is a state arsenal under the direct command of the Assembly Command of the United Domains of Krossen, situated in the domain of Drozhenya. Though nominally associated with the Assembly Army, it develops and produces weaponry for use by both the Royal Army and the Assembly Army.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ardgate Arsenal specializes in mass production and the standardized development of frontline weaponry. Its location in Drozhenya reflects industrial rather than cultural considerations: the domain&#039;s established mining and steel industries, together with its skilled technical labor force, provide the practical foundation for the arsenal&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In the early years following the founding of Krossen, weapons production was consolidated under a single body, Krossen Arsenal, which performed a role comparable to that of the present-day Ardion Armoury — largely ceremonial in nature. Frontline weaponry was instead supplied individually by local smithies, resulting in inconsistent quality and a lack of standardization.&lt;br /&gt;
&lt;br /&gt;
During the reign of Arvolik Krossen, the third head of state, the importance of a dedicated arsenal was raised in a state council held around August of AY 27. Following a period of increased investment and the recruitment of skilled smiths, the arsenal was formally divided into two bodies in September of AY 31: Ardion Armoury inherited the original ceremonial function, while Ardgate Arsenal assumed the role of a genuine frontline arsenal.&lt;br /&gt;
&lt;br /&gt;
Ardgate initially operated under the Quartermaster Corps. In May of AY 37, it was elevated to independent status outside that command. It was further elevated in January of AY 55, placed directly under the Assembly Command, its present affiliation.&lt;br /&gt;
&lt;br /&gt;
Over the course of its history, Ardgate&#039;s role expanded from basic weapons manufacture to encompass systematic standardization and quality control, and then to the development of standardized mass-production weaponry. In time, most of the standardized weapon patterns used throughout the Krossen military came to originate from Ardgate. It was on this foundation that the arsenal began undertaking specialized weapons projects — Black Mamba among them.&lt;br /&gt;
&lt;br /&gt;
== Designation System ==&lt;br /&gt;
Weapons developed by Ardgate Arsenal are assigned a standardized designation in the form KAA-[Serial Number]. KAA denotes Krossen Ardgate Arsenal.&lt;br /&gt;
&lt;br /&gt;
Serial numbers are assigned sequentially as new weapon designs are approved. Each new design receives the next available serial number.&lt;br /&gt;
&lt;br /&gt;
Structural modifications to an existing weapon design do not result in a new serial number. Instead, a generation suffix is appended to the original designation in the form A1, A2, A3, and so forth.&lt;br /&gt;
&lt;br /&gt;
For example, the original prototype of Black Mamba is designated KAA-51A1, while the subsequent improved model incorporating operational data is designated KAA-51A2.&lt;br /&gt;
&lt;br /&gt;
Ardgate Arsenal may subcontract portions of production to certified workshops when its own manufacturing capacity is insufficient to meet demand. Subcontracted production does not alter the weapon&#039;s designation or serial number.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Ardgate maintains a close relationship with Kosmi, the special judicial body of Krossen, through which new weapons and tactics undergo field testing.&lt;br /&gt;
&lt;br /&gt;
Ardgate is frequently contrasted with Ardion Armoury, the arsenal of the Royal Army. The two differ markedly in orientation and scale — Ardgate pursues mass production and standardization, while Ardion pursues ceremonial and small-batch custom work — but this reflects a difference in direction rather than a difference in skill. Ardion has itself produced custom specialized weapons to meet the requirements of special operations units.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=KAA-51&amp;diff=189</id>
		<title>KAA-51</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=KAA-51&amp;diff=189"/>
		<updated>2026-08-20T22:00:28Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Artifact&lt;br /&gt;
| name     = KAA-51&lt;br /&gt;
| type     = Heavy crossbow bolt&lt;br /&gt;
| origin   = United Domains of Krossen&lt;br /&gt;
| creator  = Ardgate Arsenal&lt;br /&gt;
| material = Vandinium&lt;br /&gt;
| abilities = Effective range of approximately 1,500 meters when paired with the KAA-33 heavy crossbow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KAA-51&#039;&#039;&#039; is a specialized heavy crossbow bolt developed by Ardgate Arsenal, the Assembly Army&#039;s arsenal within the United Domains of Krossen. It is more widely known by its codename, &#039;&#039;&#039;Black Mamba&#039;&#039;&#039;. Forged from the rare metal &#039;&#039;&#039;Vandinium&#039;&#039;&#039;, which conducts both mana and Thymos simultaneously, its performance varies dramatically depending on how skillfully its user channels Thymos into it.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most items classified as Relics, KAA-51 carries no Imprint of its own — its capabilities derive entirely from material properties and conventional mana-engineering. Its actual reach depends on the crossbow it is fired from; paired with the KAA-33, the Krossen military&#039;s standard-issue heavy crossbow, it achieves an effective range of roughly 1,500 meters.&lt;br /&gt;
&lt;br /&gt;
== Form and Material ==&lt;br /&gt;
The bolt&#039;s head and shaft form a single continuous spiral. This is not ornamental — the twist reduces air resistance in flight and imparts a stabilizing spin, improving accuracy. The entire body is forged from Vandinium, whose distinctive black luster is widely believed to be the origin of the &amp;quot;Black Mamba&amp;quot; name.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
KAA-51 exists in two variants, distinguished by a generational suffix.&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A1 (Prototype) ===&lt;br /&gt;
The original design. Its more intricate spiral geometry gives it superior aerodynamic performance, but the complexity of manufacture makes mass production difficult, and few heavy crossbows are compatible with its dimensions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 8.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 4.1 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 65 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A2 (Improved) ===&lt;br /&gt;
A simplified successor developed from field data gathered during A1&#039;s combat use. Its performance is comparable to the prototype, but production efficiency and compatibility with standard-issue crossbows are substantially improved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 7.23 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 3.44 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 53.34 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Neither variant requires a dedicated launcher; either can be fired from any heavy crossbow of matching specification.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The KAA-51 project did not enjoy broad support within Ardgate Arsenal from the outset. It had originally been designed with large-bodied races in mind, and a basic question dogged its early development: against whom, exactly, was such a weapon meant to be used? Even so, the tensions that had accumulated with the Old Ones over the course of the Second Dark Age (AY 122–152), and a growing sense that humanity needed to build strength of its own, could not be dismissed outright. For these reasons, KAA-51 was developed as a classified project.&lt;br /&gt;
&lt;br /&gt;
In December of AY 149, Kosmi commander Roderick Vance used a prototype KAA-51A1 to strike down Altanos, a white dragon of the Wendigo continent whose mind had grown unstable. The bolt struck the heart; Vance then delivered the killing blow by decapitation (see Operation Black Mamba). The operation&#039;s disclosure brought the previously classified KAA-51 into public knowledge as well, and it became widely known under its codename. Lessons drawn from that combat deployment were incorporated directly into the design of the succeeding KAA-51A2, and the process stands as a representative example of the close working relationship between Ardgate Arsenal and Kosmi.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Black_Mamba&amp;diff=188</id>
		<title>Black Mamba</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Black_Mamba&amp;diff=188"/>
		<updated>2026-08-20T21:53:30Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Redirected page to KAA-51&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[KAA-51]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=KAA-51&amp;diff=187</id>
		<title>KAA-51</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=KAA-51&amp;diff=187"/>
		<updated>2026-08-20T21:53:07Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Artifact&lt;br /&gt;
| name     = KAA-51&lt;br /&gt;
| type     = Heavy crossbow bolt&lt;br /&gt;
| origin   = United Domains of Krossen&lt;br /&gt;
| creator  = Ardgate Arsenal&lt;br /&gt;
| material = Vandinium&lt;br /&gt;
| abilities = Effective range of approximately 1,500 meters when paired with the KAA-33 heavy crossbow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KAA-51&#039;&#039;&#039; is a specialized heavy crossbow bolt developed by Ardgate Arsenal, the Assembly Army&#039;s arsenal within the United Domains of Krossen. It is more widely known by its codename, &#039;&#039;&#039;Black Mamba&#039;&#039;&#039;. Forged from the rare metal &#039;&#039;&#039;Vandinium&#039;&#039;&#039;, which conducts both mana and 投力 (Tuli) simultaneously, its performance varies dramatically depending on how skillfully its user channels 投力 into it.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most items classified as Relics, KAA-51 carries no Imprint of its own — its capabilities derive entirely from material properties and conventional mana-engineering. Its actual reach depends on the crossbow it is fired from; paired with the KAA-33, the Krossen military&#039;s standard-issue heavy crossbow, it achieves an effective range of roughly 1,500 meters.&lt;br /&gt;
&lt;br /&gt;
== Form and Material ==&lt;br /&gt;
The bolt&#039;s head and shaft form a single continuous spiral. This is not ornamental — the twist reduces air resistance in flight and imparts a stabilizing spin, improving accuracy. The entire body is forged from Vandinium, whose distinctive black luster is widely believed to be the origin of the &amp;quot;Black Mamba&amp;quot; name.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
KAA-51 exists in two variants, distinguished by a generational suffix.&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A1 (Prototype) ===&lt;br /&gt;
The original design. Its more intricate spiral geometry gives it superior aerodynamic performance, but the complexity of manufacture makes mass production difficult, and few heavy crossbows are compatible with its dimensions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 8.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 4.1 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 65 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A2 (Improved) ===&lt;br /&gt;
A simplified successor developed from field data gathered during A1&#039;s combat use. Its performance is comparable to the prototype, but production efficiency and compatibility with standard-issue crossbows are substantially improved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 7.23 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 3.44 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 53.34 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Neither variant requires a dedicated launcher; either can be fired from any heavy crossbow of matching specification.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The KAA-51 project did not enjoy broad support within Ardgate Arsenal from the outset. It had originally been designed with large-bodied races in mind, and a basic question dogged its early development: against whom, exactly, was such a weapon meant to be used? Even so, the tensions that had accumulated with the Old Ones over the course of the Second Dark Age (AY 122–152), and a growing sense that humanity needed to build strength of its own, could not be dismissed outright. For these reasons, KAA-51 was developed as a classified project.&lt;br /&gt;
&lt;br /&gt;
In December of AY 149, Kosmi commander Roderick Vance used a prototype KAA-51A1 to strike down Altanos, a white dragon of the Wendigo continent whose mind had grown unstable. The bolt struck the heart; Vance then delivered the killing blow by decapitation (see Operation Black Mamba). The operation&#039;s disclosure brought the previously classified KAA-51 into public knowledge as well, and it became widely known under its codename. Lessons drawn from that combat deployment were incorporated directly into the design of the succeeding KAA-51A2, and the process stands as a representative example of the close working relationship between Ardgate Arsenal and Kosmi.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=KAA-51&amp;diff=186</id>
		<title>KAA-51</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=KAA-51&amp;diff=186"/>
		<updated>2026-08-20T21:48:49Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Artifact | name     = KAA-51 | type     = Heavy crossbow bolt | origin   = United Domains of Krossen | creator  = Ardgate Arsenal | material = Vandinium | abilities = Effective range of approximately 1,500 meters when paired with the KAA-33 heavy crossbow }}  &amp;#039;&amp;#039;&amp;#039;KAA-51&amp;#039;&amp;#039;&amp;#039; is a specialized heavy crossbow bolt developed by Ardgate Arsenal, the Assembly Army&amp;#039;s arsenal within the United Domains of Krossen. It is more widely known b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Artifact&lt;br /&gt;
| name     = KAA-51&lt;br /&gt;
| type     = Heavy crossbow bolt&lt;br /&gt;
| origin   = United Domains of Krossen&lt;br /&gt;
| creator  = Ardgate Arsenal&lt;br /&gt;
| material = Vandinium&lt;br /&gt;
| abilities = Effective range of approximately 1,500 meters when paired with the KAA-33 heavy crossbow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KAA-51&#039;&#039;&#039; is a specialized heavy crossbow bolt developed by [[Ardgate Arsenal]], the Assembly Army&#039;s arsenal within the [[United Domains of Krossen|United Domains of Krossen]]. It is more widely known by its codename, &#039;&#039;&#039;Black Mamba&#039;&#039;&#039;. Forged from the rare metal &#039;&#039;&#039;Vandinium&#039;&#039;&#039;, which conducts both mana and 投力 (Tuli) simultaneously, its performance varies dramatically depending on how skillfully its user channels 投力 into it.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Unlike most items classified as Relics, KAA-51 carries no Imprint of its own — its capabilities derive entirely from material properties and conventional mana-engineering. Its actual reach depends on the crossbow it is fired from; paired with the [[KAA-33]], the Krossen military&#039;s standard-issue heavy crossbow, it achieves an effective range of roughly 1,500 meters.&lt;br /&gt;
&lt;br /&gt;
== Form and Material ==&lt;br /&gt;
The bolt&#039;s head and shaft form a single continuous spiral. This is not ornamental — the twist reduces air resistance in flight and imparts a stabilizing spin, improving accuracy. The entire body is forged from Vandinium, whose distinctive black luster is widely believed to be the origin of the &amp;quot;Black Mamba&amp;quot; name.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
KAA-51 exists in two variants, distinguished by a generational suffix.&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A1 (Prototype) ===&lt;br /&gt;
The original design. Its more intricate spiral geometry gives it superior aerodynamic performance, but the complexity of manufacture makes mass production difficult, and few heavy crossbows are compatible with its dimensions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 8.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 4.1 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 65 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== KAA-51A2 (Improved) ===&lt;br /&gt;
A simplified successor developed from field data gathered during A1&#039;s combat use. Its performance is comparable to the prototype, but production efficiency and compatibility with standard-issue crossbows are substantially improved.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specification !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Length || 232.5 cm&lt;br /&gt;
|-&lt;br /&gt;
| Head diameter (max) || 7.23 cm&lt;br /&gt;
|-&lt;br /&gt;
| Shaft diameter || 3.44 cm&lt;br /&gt;
|-&lt;br /&gt;
| Weight || 53.34 kg&lt;br /&gt;
|-&lt;br /&gt;
| Material || Vandinium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Neither variant requires a dedicated launcher; either can be fired from any heavy crossbow of matching specification.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The KAA-51 project did not enjoy broad support within Ardgate Arsenal from the outset. It had originally been designed with large-bodied races in mind, and a basic question dogged its early development: against whom, exactly, was such a weapon meant to be used? Even so, the tensions that had accumulated with the Old Ones over the course of the [[Second Dark Age|Second Dark Age]] (AY 122–152), and a growing sense that humanity needed to build strength of its own, could not be dismissed outright. For these reasons, KAA-51 was developed as a classified project.&lt;br /&gt;
&lt;br /&gt;
In December of AY 149, Kosmi commander [[Roderick Vance]] used a prototype KAA-51A1 to strike down [[Altanos]], a white dragon of the Wendigo continent whose mind had grown unstable. The bolt struck the heart; Vance then delivered the killing blow by decapitation (see [[Operation Black Mamba]]). The operation&#039;s disclosure brought the previously classified KAA-51 into public knowledge as well, and it became widely known under its codename. Lessons drawn from that combat deployment were incorporated directly into the design of the succeeding KAA-51A2, and the process stands as a representative example of the close working relationship between Ardgate Arsenal and Kosmi.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=185</id>
		<title>Ardgate Arsenal</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=185"/>
		<updated>2026-08-18T03:26:38Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Organization&lt;br /&gt;
| name         = Ardgate Arsenal&lt;br /&gt;
| type         = State arsenal&lt;br /&gt;
| founded      = AY 31&lt;br /&gt;
| nation       = United Domains of Krossen&lt;br /&gt;
| headquarters = Drozhenya&lt;br /&gt;
| members      = &lt;br /&gt;
| purpose      = Development and production of standardized weaponry for the Krossen military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ardgate Arsenal&#039;&#039;&#039; is a state arsenal under the direct command of the Assembly Command of the United Domains of Krossen, situated in the domain of Drozhenya. Though nominally associated with the Assembly Army, it develops and produces weaponry for use by both the Royal Army and the Assembly Army.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ardgate Arsenal specializes in mass production and the standardized development of frontline weaponry. Its location in Drozhenya reflects industrial rather than cultural considerations: the domain&#039;s established mining and steel industries, together with its skilled technical labor force, provide the practical foundation for the arsenal&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In the early years following the founding of Krossen, weapons production was consolidated under a single body, Krossen Arsenal, which performed a role comparable to that of the present-day Ardion Armoury — largely ceremonial in nature. Frontline weaponry was instead supplied individually by local smithies, resulting in inconsistent quality and a lack of standardization.&lt;br /&gt;
&lt;br /&gt;
During the reign of Arvolik Krossen, the third head of state, the importance of a dedicated arsenal was raised in a state council held around August of AY 27. Following a period of increased investment and the recruitment of skilled smiths, the arsenal was formally divided into two bodies in September of AY 31: Ardion Armoury inherited the original ceremonial function, while Ardgate Arsenal assumed the role of a genuine frontline arsenal.&lt;br /&gt;
&lt;br /&gt;
Ardgate initially operated under the Quartermaster Corps. In May of AY 37, it was elevated to independent status outside that command. It was further elevated in January of AY 55, placed directly under the Assembly Command, its present affiliation.&lt;br /&gt;
&lt;br /&gt;
Over the course of its history, Ardgate&#039;s role expanded from basic weapons manufacture to encompass systematic standardization and quality control, and then to the development of standardized mass-production weaponry. In time, most of the standardized weapon patterns used throughout the Krossen military came to originate from Ardgate. It was on this foundation that the arsenal began undertaking specialized weapons projects — Black Mamba among them.&lt;br /&gt;
&lt;br /&gt;
== Designation System ==&lt;br /&gt;
Weapons developed by Ardgate are identified by a designation of the form &amp;lt;code&amp;gt;[Category Code]-[Serial] Mark [N] Lot [N]&amp;lt;/code&amp;gt;. The Mark number denotes a design generation, incremented whenever a structural revision occurs; the Lot number denotes a production batch, incremented with each additional run of an unrevised design. Because Ardgate&#039;s own capacity cannot meet total demand, production is at times contracted out to certified contracted workshops — the Lot number allows a given batch to be traced to its producer. For example, the prototype unit of Black Mamba carries the designation S-1 Mark I Lot 1.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Ardgate maintains a close relationship with Kosmi, the special judicial body of Krossen, through which new weapons and tactics undergo field testing.&lt;br /&gt;
&lt;br /&gt;
Ardgate is frequently contrasted with Ardion Armoury, the arsenal of the Royal Army. The two differ markedly in orientation and scale — Ardgate pursues mass production and standardization, while Ardion pursues ceremonial and small-batch custom work — but this reflects a difference in direction rather than a difference in skill. Ardion has itself produced custom specialized weapons to meet the requirements of special operations units.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=184</id>
		<title>Ardgate Arsenal</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Ardgate_Arsenal&amp;diff=184"/>
		<updated>2026-08-18T03:21:46Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Organization | name         = Ardgate Arsenal | type         = State arsenal | founded      = AY 31 | nation       = United Domains of Krossen | headquarters = Drozhenya | members      =  | purpose      = Development and production of standardized weaponry for the Krossen military }}  &amp;#039;&amp;#039;&amp;#039;Ardgate Arsenal&amp;#039;&amp;#039;&amp;#039; is a state arsenal under the direct command of the Assembly Command of the United Domains of Krossen, situated in the domain of Drozhenya. Though nominally a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Organization&lt;br /&gt;
| name         = Ardgate Arsenal&lt;br /&gt;
| type         = State arsenal&lt;br /&gt;
| founded      = AY 31&lt;br /&gt;
| nation       = United Domains of Krossen&lt;br /&gt;
| headquarters = Drozhenya&lt;br /&gt;
| members      = &lt;br /&gt;
| purpose      = Development and production of standardized weaponry for the Krossen military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ardgate Arsenal&#039;&#039;&#039; is a state arsenal under the direct command of the Assembly Command of the United Domains of Krossen, situated in the domain of Drozhenya. Though nominally associated with the Assembly Army, it develops and produces weaponry for use by both the Royal Army and the Assembly Army.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Ardgate Arsenal specializes in mass production and the standardized development of frontline weaponry. Its location in Drozhenya reflects industrial rather than cultural considerations: the domain&#039;s established mining and steel industries, together with its skilled technical labor force, provide the practical foundation for the arsenal&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In the early years following the founding of Krossen, weapons production was consolidated under a single body, Krossen Arsenal, which performed a role comparable to that of the present-day Ardion Armoury — largely ceremonial in nature. Frontline weaponry was instead supplied individually by local smithies, resulting in inconsistent quality and a lack of standardization.&lt;br /&gt;
&lt;br /&gt;
During the reign of Arvolik Krossen, the third head of state, the importance of a dedicated arsenal was raised in a state council held around August of AY 27. Following a period of increased investment and the recruitment of skilled smiths, the arsenal was formally divided into two bodies in September of AY 31: Ardion Armoury inherited the original ceremonial function, while Ardgate Arsenal assumed the role of a genuine frontline arsenal.&lt;br /&gt;
&lt;br /&gt;
Ardgate initially operated under the Quartermaster Corps. In May of AY 37, it was elevated to independent status outside that command. It was further elevated in January of AY 55, placed directly under the Assembly Command, its present affiliation.&lt;br /&gt;
&lt;br /&gt;
Over the course of its history, Ardgate&#039;s role expanded from basic weapons manufacture to encompass systematic standardization and quality control, and then to the development of standardized mass-production weaponry. In time, most of the standardized weapon patterns used throughout the Krossen military came to originate from Ardgate. It was on this foundation that the arsenal began undertaking specialized weapons projects — Black Mamba among them.&lt;br /&gt;
&lt;br /&gt;
== Designation System ==&lt;br /&gt;
Weapons developed by Ardgate are identified by a designation of the form &amp;lt;code&amp;gt;[Category Code]-[Serial] Mark [N] Lot [N]&amp;lt;/code&amp;gt;. The Mark number denotes a design generation, incremented whenever a structural revision occurs; the Lot number denotes a production batch, incremented with each additional run of an unrevised design. Because Ardgate&#039;s own capacity cannot meet total demand, production is at times contracted out to certified partner workshops — the Lot number allows a given batch to be traced to its producer.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Ardgate maintains a close relationship with Kosmi, the special judicial body of Krossen, through which new weapons and tactics undergo field testing.&lt;br /&gt;
&lt;br /&gt;
Ardgate is frequently contrasted with Ardion Armoury, the arsenal of the Royal Army. The two differ markedly in orientation and scale — Ardgate pursues mass production and standardization, while Ardion pursues ceremonial and small-batch custom work — but this reflects a difference in direction rather than a difference in skill. Ardion has itself produced custom specialized weapons to the specifications of special operations units.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Central_Mana_Authority&amp;diff=183</id>
		<title>Central Mana Authority</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Central_Mana_Authority&amp;diff=183"/>
		<updated>2026-08-18T00:24:47Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Organization&lt;br /&gt;
| name        = Central Mana Authority&lt;br /&gt;
| abbreviation = CMA&lt;br /&gt;
| type        = International regulatory body&lt;br /&gt;
| established = AY 23&lt;br /&gt;
| headquarters = Wendigo&lt;br /&gt;
| region      = Mirtess (global jurisdiction)&lt;br /&gt;
| purpose     = Regulation and oversight of mana and magic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039; (CMA) is the foremost international body overseeing all matters related to mana and magic. It was established in the conviction that no single scholarly institution could be entrusted with the full scope of mana-related affairs, and it has since absorbed a number of existing and newly created bodies under its authority.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Central Mana Authority serves as the highest coordinating body for mana and magic across the Central Continent and beyond. Its founding followed the Mana Cataclysm, an event that exposed the risks of leaving mana-related governance to a single institution. In the decades since, the Authority has grown into a multi-branch organization encompassing research, safety, certification, and legal oversight.&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Central Mana Authority was formally founded in AY 23, three years after the conclusion of the Third Summit of the Three Powers. A significant portion of its founding staff were drawn from the ranks of the Arcane Academy, many of whom transferred into the new organization as part of an internal promotion.&lt;br /&gt;
&lt;br /&gt;
The Authority&#039;s headquarters is located on the continent of Wendigo. The Arcane Academy, by contrast, retains its own headquarters on the continent of Aim, leaving the central authority and its foremost subordinate body geographically separated.&lt;br /&gt;
&lt;br /&gt;
== Subordinate Organizations ==&lt;br /&gt;
The Central Mana Authority carries out its mandate through the following subordinate bodies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Academy&#039;&#039;&#039;&lt;br /&gt;
: Responsible for research and education in mana and magic. The Academy traces its lineage to a tradition of magical scholarship predating the Yalta Empire, and was absorbed into the Authority&#039;s structure at the time of its founding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Safety Bureau (MSB)&#039;&#039;&#039;&lt;br /&gt;
: Oversees the management of hazardous mana materials, including Monolith-grade mana stones, and works to prevent incidents on the scale of the Mana Cataclysm. The Bureau maintains regional offices on the Central Continent, Aisa, and Aim; on Wendigo, the Authority&#039;s headquarters fulfills this function directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Registry Office (ARO)&#039;&#039;&#039;&lt;br /&gt;
: Handles the verification and cataloguing of spells. Rather than operating fixed regional offices, the ARO maintains its presence through personnel stationed within the relevant administrative bodies of individual nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Office of Mana Law and Ethics (OMLE)&#039;&#039;&#039;&lt;br /&gt;
: Addresses matters of legal and ethical concern arising from the use of mana and magic.&lt;br /&gt;
&lt;br /&gt;
== Funding and Oversight ==&lt;br /&gt;
The Central Mana Authority is funded through contributions from multiple nations. In turn, each contributing nation maintains its own auditing body responsible for overseeing the Authority&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When asked who is truly responsible for regulating magic, most people point to the Arcane Academy rather than the Central Mana Authority itself. Though the Academy is, formally, a subordinate body, its long-standing tradition and scholarly authority have made it the public face of magical governance in the popular imagination.&lt;br /&gt;
* Spells verified and registered by the Arcane Registry Office are estimated to account for roughly 70% of all spellcasting worldwide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Kosmi&amp;diff=182</id>
		<title>Kosmi</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Kosmi&amp;diff=182"/>
		<updated>2026-08-17T14:33:59Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Organization | name         = Kosmi | type         = Special judicial body | nation       = United Domains of Krossen | headquarters =  | members      =  | purpose      = Extraterritorial law enforcement and special operations }}  &amp;#039;&amp;#039;&amp;#039;Kosmi&amp;#039;&amp;#039;&amp;#039; (formally, the &amp;#039;&amp;#039;&amp;#039;Krossen Office of Special Magistracy and Investigation&amp;#039;&amp;#039;&amp;#039;, abbreviated &amp;#039;&amp;#039;&amp;#039;KOSMI&amp;#039;&amp;#039;&amp;#039;) is a special judicial body operating under the Court of Krossen. Though nominally classified as a domestic law enforceme...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Organization&lt;br /&gt;
| name         = Kosmi&lt;br /&gt;
| type         = Special judicial body&lt;br /&gt;
| nation       = United Domains of Krossen&lt;br /&gt;
| headquarters = &lt;br /&gt;
| members      = &lt;br /&gt;
| purpose      = Extraterritorial law enforcement and special operations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kosmi&#039;&#039;&#039; (formally, the &#039;&#039;&#039;Krossen Office of Special Magistracy and Investigation&#039;&#039;&#039;, abbreviated &#039;&#039;&#039;KOSMI&#039;&#039;&#039;) is a special judicial body operating under the Court of Krossen. Though nominally classified as a domestic law enforcement institution, it functions as the United Domains of Krossen&#039;s principal instrument for extraterritorial and special operations.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Kosmi is organized as a regiment-sized force of three battalions, disproportionately small relative to Krossen&#039;s standing military — under two percent of total national manpower. Despite this scale, it is widely regarded as the most combat-experienced body under the Krossen crown, a consequence of its habitual deployment to hostile and unregulated territory.&lt;br /&gt;
&lt;br /&gt;
== Founding and Legal Basis ==&lt;br /&gt;
Agenda 4 of the Three Powers Summit prohibits the deployment of military forces within Yalta. As Kosmi is constituted as a judicial rather than military body, it falls outside this prohibition and may lawfully operate within Yalta and other extraterritorial jurisdictions.&lt;br /&gt;
&lt;br /&gt;
== Jurisdiction ==&lt;br /&gt;
Kosmi&#039;s formal mandate covers cross-domain and extraterritorial matters broadly. Its activity in Yalta is continuous but is never presented as a standing military presence; individual deployments are instead publicly framed under specific civil pretexts, such as the escort of research personnel or liaison visits to Yalta&#039;s native settlements.&lt;br /&gt;
&lt;br /&gt;
== Structure and Ranks ==&lt;br /&gt;
Kosmi follows a conventional squad–platoon–company–battalion–regiment structure, with rank titles drawn from the Marshal lineage in recognition of its dual identity as both a judicial and a martial institution:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rank !! Command Scope&lt;br /&gt;
|-&lt;br /&gt;
| Marshal Initiate || None (trainee)&lt;br /&gt;
|-&lt;br /&gt;
| Marshal || None (individual operative)&lt;br /&gt;
|-&lt;br /&gt;
| Senior Marshal || Squad&lt;br /&gt;
|-&lt;br /&gt;
| Marshal Lieutenant || Platoon&lt;br /&gt;
|-&lt;br /&gt;
| Marshal Captain || Company&lt;br /&gt;
|-&lt;br /&gt;
| Marshal Commandant (three positions) || Battalion&lt;br /&gt;
|-&lt;br /&gt;
| Grand Marshal (one position) || Regiment (supreme command)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In peacetime, each of the three battalions operates independently under its own Marshal Commandant. Under national-level mobilization, the Grand Marshal assumes direct command of the entire regiment — a matter of Kosmi&#039;s own internal chain of command, distinct from the crown&#039;s wartime unified command over the Royal and Assembly Armies (see the Wartime Status section below).&lt;br /&gt;
&lt;br /&gt;
== Personnel ==&lt;br /&gt;
The overwhelming majority of Kosmi&#039;s personnel are drawn from the ranks of the stateless — individuals without Krossen citizenship. Service in Kosmi is widely regarded as the fastest and most reliable path to citizenship, and this prospect constitutes the primary motive for enlistment. Citizenship is not granted as a reward tied to rank or promotion, but as formal recognition extended by the state following a substantial period of service. Rank and advancement otherwise follow conventions broadly comparable to those of a standard military force.&lt;br /&gt;
&lt;br /&gt;
== Ethos ==&lt;br /&gt;
Kosmi&#039;s operational culture is popularly summarized by an internal maxim: &#039;&#039;&#039;&amp;quot;It is not the strong who survive, but the survivors who are strong.&amp;quot;&#039;&#039;&#039; Given the extreme hazard of its typical operating environment, particularly within Yalta, a return from deployment is itself regarded as a demonstration of competence.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Kosmi units receive minimal provisioning on a biweekly basis during peacetime, with the deliberate absence of standing stockpiles; additional supply is obtained by request as needed. Prior to deployment, units draw only the materiel required for the specific operation from the nearest supporting depot, rather than maintaining independent stores. As a matter of principle, covert operations are conducted without an active external supply line — missions are planned on the assumption that no resupply will be available for the duration. Overt operations, such as the escort of research personnel or diplomatic liaison visits, are the exception to this principle and may receive conventional logistical support.&lt;br /&gt;
&lt;br /&gt;
Kosmi maintains an ongoing partnership with Ardgate Arsenal, the armory of the Assembly Army, for the testing of new weapons and tactics.&lt;br /&gt;
&lt;br /&gt;
== Wartime Status ==&lt;br /&gt;
Even when Krossen&#039;s Royal Army and Assembly Army are placed under the king&#039;s unified wartime command, Kosmi is not automatically absorbed into that command structure and retains its own independent chain of command.&lt;br /&gt;
&lt;br /&gt;
Kosmi does not originate its own operational mandates. Objectives are issued by legitimate national authority — the crown, the Assembly, or the judiciary — and may take the form of a specific directive for a single operation or a standing, open-ended mandate. Within the scope of a given mandate, Kosmi independently determines the target, timing, method, and means of execution, without requiring prior approval from the crown or the Assembly for these operational decisions. This operational independence does not extend to independence from the legal authority and judicial accountability to which Kosmi remains subject; operational activity is reported to the Court through a separate channel.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Kosmi&#039;s paradoxical combat depth relative to its size stems from its habitual exposure to genuinely hostile conditions in the field, in contrast to forces that see comparatively little live engagement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=179</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=179"/>
		<updated>2026-08-13T21:47:57Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Stagnation of Settlement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Region&lt;br /&gt;
| name       = Yalta&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Wasteland / Ruins&lt;br /&gt;
| nation     = &lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = ~2,550,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. None of the three powers stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=178</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=178"/>
		<updated>2026-08-13T21:45:59Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Region&lt;br /&gt;
| name       = Yalta&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Wasteland / Ruins&lt;br /&gt;
| nation     = &lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = ~2,550,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. No power stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Levantia&amp;diff=177</id>
		<title>Levantia</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Levantia&amp;diff=177"/>
		<updated>2026-08-13T21:39:23Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Nation&lt;br /&gt;
| name          = Levantia&lt;br /&gt;
| official_name = &lt;br /&gt;
| image         = &lt;br /&gt;
| capital       = &lt;br /&gt;
| government    = Hereditary Monarchy (de facto partitioned)&lt;br /&gt;
| ruling_house  = House Chandler&lt;br /&gt;
| region        = Wendigo Continent&lt;br /&gt;
| area          = &lt;br /&gt;
| founded       = IY 722&lt;br /&gt;
| race          = Human&lt;br /&gt;
| religion      = &lt;br /&gt;
| language      = English (Levantia dialect)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Box|A single nation, claimed by two crowns.}}&lt;br /&gt;
Levantia was once the sole unified nation of the Wendigo Continent, built on the world&#039;s foremost mana stone industry. A three-year war (AY 149–152) shattered that unity, and the ceasefire that followed left the continent split along the line where the fighting stopped. Both successor states still call themselves Levantia; the wider world knows them simply as North and South.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
Levantia was founded in the aftermath of the Three-Day War (IY 722), when miner-turned-rebel Walter Chandler drove off a faction claiming to be heirs to the fallen Yalta Empire and took the crown himself. Edmund Sterling, head of the mining administrators who had overseen the colony&#039;s operations, remained in place beneath the new throne — and it was Sterling&#039;s descendants, operating under the public banner of the Zirconia Foundation, who came to control nearly every aspect of the mana stone industry: extraction, refinement, and the workforce that carried it out. The mines themselves remained state property in name only.&lt;br /&gt;
&lt;br /&gt;
Over the following generations, House Sterling&#039;s grip on the nation&#039;s economy bred quiet resentment among the rest of the nobility, who saw a chance to strengthen the crown — and their own standing — at Sterling&#039;s expense.&lt;br /&gt;
&lt;br /&gt;
=== A Crisis of Succession ===&lt;br /&gt;
When King Ferrick fell ill and could no longer attend to matters of state, the question of succession threw the court into turmoil. Crown Prince Frederic — gentle, well-liked, and by his own public admission less suited to rule than his sister — was widely respected for his character rather than his statecraft. His devotion to his ailing father was well known, and when Queen Lucienne (herself born into House Sterling) prepared to visit her family, Frederic insisted on escorting her himself, leaving the capital in his absence.&lt;br /&gt;
&lt;br /&gt;
Princess Isolde, a natural leader whose charisma had already won her the backing of the crown-strengthening nobility, used the opening to seize the throne. The coup caught House Sterling as much by surprise as anyone else.&lt;br /&gt;
&lt;br /&gt;
=== The Three-Year War ===&lt;br /&gt;
What began as a standoff of harsh words and failed negotiations erupted, roughly a year later, into open war — a four-sided conflict drawing in the Prince&#039;s and Princess&#039;s factions alongside the long-oppressed peasant uprising known as Goeyu and the neutral holdout of the port city of Lucerre. The destruction of Opulesse, a floating city of pure luxury, in a bombing over the Ranmimar Plain, and the still-unexplained death of King Ferrick, hardened the conflict beyond negotiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(For the full account of the war&#039;s course, see the Three-Year War.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Armistice and Partition ===&lt;br /&gt;
The war ended in AY 152 with a ceasefire, publicly framed as a shared sacrifice for the sake of the world&#039;s mana stone supply. The abruptness of the armistice — and its timing alongside the reunification of Levantia&#039;s wartime currencies — has fed persistent public suspicion that the peace served interests other than the ones announced.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the ceasefire, each side retained the industrial assets that had come under its control during the war, with token shares extended to the foreign powers that had sent troops. The Ranmimar Plain, left without functioning leadership after the war, was absorbed into the Princess&#039;s territory; the port city of Lucerre, having held out as neutral ground throughout the conflict, was ceded to the Zirconia Foundation under South Levantia. Both have since been rebuilt and are inhabited once more.&lt;br /&gt;
&lt;br /&gt;
The front line where the fighting stopped became the border it remains today.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Levantia is divided along a north–south line drawn where the Three-Year War&#039;s front lines came to rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; holds the former capital and the mana stone mines themselves, rich in raw ore. The Ranmimar Plain lies within its borders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; holds House Sterling&#039;s ancestral lands and the nation&#039;s refining industry — the workforce and facilities that turn raw mana stone into finished product, including the port city of Lucerre.&lt;br /&gt;
&lt;br /&gt;
== Government &amp;amp; Politics ==&lt;br /&gt;
Both Levantian states are ruled by surviving members of House Chandler, and both claim to be the legitimate continuation of the single Levantian crown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; is ruled by Queen Isolde, governing from the former capital with the nation&#039;s mana stone mines under her control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; is ruled by King Frederic, though House Sterling retains substantial influence over the state&#039;s industrial and economic affairs.&lt;br /&gt;
&lt;br /&gt;
No formal reunification talks are known to be underway.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Levantia&#039;s economy has always centered on mana stone. Mining activity had long tended to cluster in what is now North Levantia, while refining infrastructure was concentrated in what is now the South — an accident of geology and settlement history rather than deliberate design. Before the war, the two stages remained part of a single integrated industrial system under Levantian rule, with House Sterling exercising substantial control over the industry. The war divided that system along the existing geographic tendency, leaving each side with resources or infrastructure essential to the other. Since the armistice, each state has retained what lies within its own territory, turning what had once been an unplanned geographic tendency into a formal industrial divide.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
Levantia has long maintained a close relationship with Tragon, and its diplomatic reputation once made outside threats to the continent a rare concern. During the Three-Year War, both factions offered shares of the mana stone industry to secure foreign military support, and the states that answered the call still hold small stakes in the industry today.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Levantia&amp;diff=176</id>
		<title>Levantia</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Levantia&amp;diff=176"/>
		<updated>2026-08-13T21:37:15Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Nation&lt;br /&gt;
| name          = Levantia&lt;br /&gt;
| official_name = &lt;br /&gt;
| image         = &lt;br /&gt;
| capital       = &lt;br /&gt;
| government    = Hereditary Monarchy (de facto partitioned)&lt;br /&gt;
| ruling_house  = House Chandler&lt;br /&gt;
| region        = Wendigo Continent&lt;br /&gt;
| area          = &lt;br /&gt;
| founded       = IY 722&lt;br /&gt;
| race          = Human&lt;br /&gt;
| religion      = &lt;br /&gt;
| language      = English (Levantia dialect)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Box|A single nation, claimed by two crowns.}}&lt;br /&gt;
Levantia was once the sole unified nation of the Wendigo Continent, built on the world&#039;s foremost mana stone industry. A three-year civil war (AY 149–152) shattered that unity, and the ceasefire that followed left the continent split along the line where the fighting stopped. Both successor states still call themselves Levantia; the wider world knows them simply as North and South.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
Levantia was founded in the aftermath of the Three-Day War (IY 722), when miner-turned-rebel Walter Chandler drove off a faction claiming to be heirs to the fallen Yalta Empire and took the crown himself. Edmund Sterling, head of the mining administrators who had overseen the colony&#039;s operations, remained in place beneath the new throne — and it was Sterling&#039;s descendants, operating under the public banner of the Zirconia Foundation, who came to control nearly every aspect of the mana stone industry: extraction, refinement, and the workforce that carried it out. The mines themselves remained state property in name only.&lt;br /&gt;
&lt;br /&gt;
Over the following generations, House Sterling&#039;s grip on the nation&#039;s economy bred quiet resentment among the rest of the nobility, who saw a chance to strengthen the crown — and their own standing — at Sterling&#039;s expense.&lt;br /&gt;
&lt;br /&gt;
=== A Crisis of Succession ===&lt;br /&gt;
When King Ferrick fell ill and could no longer attend to matters of state, the question of succession threw the court into turmoil. Crown Prince Frederic — gentle, well-liked, and by his own public admission less suited to rule than his sister — was widely respected for his character rather than his statecraft. His devotion to his ailing father was well known, and when Queen Lucienne (herself born into House Sterling) prepared to visit her family, Frederic insisted on escorting her himself, leaving the capital in his absence.&lt;br /&gt;
&lt;br /&gt;
Princess Isolde, a natural leader whose charisma had already won her the backing of the crown-strengthening nobility, used the opening to seize the throne. The coup caught House Sterling as much by surprise as anyone else.&lt;br /&gt;
&lt;br /&gt;
=== The Three-Year War ===&lt;br /&gt;
What began as a standoff of harsh words and failed negotiations erupted, roughly a year later, into open war — a four-sided conflict drawing in the Prince&#039;s and Princess&#039;s factions alongside the long-oppressed peasant uprising known as Goeyu and the neutral holdout of the port city of Lucerre. The destruction of Opulesse, a floating city of pure luxury, in a bombing over the Ranmimar Plain, and the still-unexplained death of King Ferrick, hardened the conflict beyond negotiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(For the full account of the war&#039;s course, see the Three-Year War.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Armistice and Partition ===&lt;br /&gt;
The war ended in AY 152 with a ceasefire, publicly framed as a shared sacrifice for the sake of the world&#039;s mana stone supply. The abruptness of the armistice — and its timing alongside the reunification of Levantia&#039;s wartime currencies — has fed persistent public suspicion that the peace served interests other than the ones announced.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the ceasefire, each side retained the industrial assets it had held before the war, with token shares extended to the foreign powers that had sent troops. The Ranmimar Plain, left without functioning leadership after the war, was absorbed into the Princess&#039;s territory; the port city of Lucerre, having held out as neutral ground throughout the conflict, was ceded to the Zirconia Foundation under South Levantia. Both have since been rebuilt and are inhabited once more.&lt;br /&gt;
&lt;br /&gt;
The front line where the fighting stopped became the border it remains today.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Levantia is divided along a north–south line drawn where the Three-Year War&#039;s front lines came to rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; holds the former capital and the mana stone mines themselves, rich in raw ore. The Ranmimar Plain lies within its borders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; holds House Sterling&#039;s ancestral lands and the nation&#039;s refining industry — the workforce and facilities that turn raw mana stone into finished product, including the port city of Lucerre.&lt;br /&gt;
&lt;br /&gt;
== Government &amp;amp; Politics ==&lt;br /&gt;
Both Levantian states are ruled by surviving members of House Chandler, and both claim to be the legitimate continuation of the single Levantian crown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; is ruled by Queen Isolde, governing from the former capital with the nation&#039;s mana stone mines under her control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; is ruled by King Frederic, though House Sterling retains substantial influence over the state&#039;s affairs.&lt;br /&gt;
&lt;br /&gt;
No formal reunification talks are known to be underway.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Levantia&#039;s economy has always centered on mana stone. Mining activity had long tended to cluster in what is now North Levantia, while refining infrastructure was concentrated in what is now the South — an accident of geology and settlement history rather than deliberate design. Before the war, the two stages remained part of a single integrated industrial system under Levantian rule, with House Sterling exercising substantial control over the industry. The war divided that system along the existing geographic tendency, leaving each side with resources or infrastructure essential to the other. Since the armistice, each state has retained what lies within its own territory, turning what had once been an unplanned geographic tendency into a formal industrial divide.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
Levantia has long maintained a close relationship with Tragon, and its diplomatic reputation once made outside threats to the continent a rare concern. During the Three-Year War, both factions offered shares of the mana stone industry to secure foreign military support, and the states that answered the call still hold small stakes in the industry today.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Three-Year_War&amp;diff=175</id>
		<title>Three-Year War</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Three-Year_War&amp;diff=175"/>
		<updated>2026-08-13T03:33:24Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = the Three-Year War&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Civil War / International Conflict&lt;br /&gt;
| date        = AY 149 (March 14) – AY 152 (September)&lt;br /&gt;
| location    = Wendigo Continent&lt;br /&gt;
| nation      = Levantia (partitioned as a result)&lt;br /&gt;
| casualties  = Unrecorded&lt;br /&gt;
| cause       = Succession dispute between Prince Frederic and Princess Isolde, following the coup of March 14, AY 149&lt;br /&gt;
| outcome     = Armistice; partition of Levantia into North and South Levantia&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Three-Year War was a succession conflict that erupted in the kingdom of Levantia on the Wendigo Continent and, over the course of three years, drew in foreign expeditionary forces and mercenary companies from across the known world. The war ended without a clear victor, reaching an armistice in September of AY 152 that left Levantia permanently divided into what are known today as North Levantia and South Levantia.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Levantia had long been shaped by an uneasy balance between the ruling House Chandler and the industrial House Sterling, publicly known abroad as the Zirconia Foundation. This tension found new expression in the rivalry between King Ferrick&#039;s two children: Prince Frederic, born of a queen from House Sterling, and Princess Isolde, born of a concubine from a declining noble house. The extravagance of the aristocracy centred on the floating city of Opulesse, set against deepening social inequality despite the kingdom&#039;s industrial growth, had quietly strained the kingdom&#039;s internal cohesion well before war broke out.&lt;br /&gt;
&lt;br /&gt;
== Outbreak ==&lt;br /&gt;
On March 14, AY 149, Princess Isolde seized the royal court in the absence of Prince Frederic, igniting a succession crisis that would soon escalate into full-scale war.&lt;br /&gt;
&lt;br /&gt;
On July 2, King Ferrick, who had long suffered from illness, died. Amid the ensuing political turmoil, Prince Frederic was unable to attend his father&#039;s funeral on July 6, a personal blow said to have hardened his resolve for open war.&lt;br /&gt;
&lt;br /&gt;
On October 11, Opulesse — the floating city that stood as a symbol of aristocratic luxury — was brought down over the Ranmimar Plain in an act of terrorism by an unidentified party. The catastrophic loss of life, together with the destruction of the Zirconia Foundation&#039;s enormous investment in the city, hardened both sides&#039; hostility beyond any hope of reconciliation.&lt;br /&gt;
&lt;br /&gt;
On November 15, the first major clash of the war was fought at Ranmimar Plain, near the wreckage of Opulesse, marking the war&#039;s entry into open conflict.&lt;br /&gt;
&lt;br /&gt;
== Course of the War ==&lt;br /&gt;
The war settled into a prolonged war of attrition centred on the Ranmimar Plain and the ruins of Opulesse, without any decisive shift in the front line. Foreign expeditionary forces arrived from across the world, but for the most part these regular troops did not fight directly; instead, they oversaw and directed the mercenary companies who bore the brunt of the actual fighting. In the war&#039;s early phase, engagements between these mercenaries were frequently little more than shows of force.&lt;br /&gt;
&lt;br /&gt;
Throughout the war, a peasant uprising centred on a woodworker named Goeyu established a mountain stronghold guarded by dragons, operating independently of both the prince&#039;s and princess&#039;s factions and repeatedly targeting government installations. Regular forces failed for years to suppress this movement; it was only in the war&#039;s final phase, under the pretext of managing the risks posed by the glut of mercenaries flooding the homeland, that a large-scale campaign was launched that brought the Goeyu uprising to an effective end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the same period, on the Wendigo Continent, Operation Black Mamba — carried out by Kosmi forces of Krossen — unfolded as a separate development, representing another turning point in the relationship between humanity and the Old Ones. This event, however, is treated as an independent incident with its own causes and objectives, unconnected to the Three-Year War.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Economic Turmoil ==&lt;br /&gt;
Levantian currency had long served as the de facto reserve currency of international trade, underpinned by the kingdom&#039;s position as the world&#039;s foremost producer and refiner of mana stones. Even after the outbreak of war, the currency&#039;s value declined only gradually, sustained by market expectations that reunification would eventually come. Both factions continued for a time to accept the old currency for tax payments, preserving its standing, though this practice was gradually curtailed following the introduction of independent currencies. With the issuance of rival currencies, confidence in eventual reunification collapsed, sending the value of the old currency into rapid decline.&lt;br /&gt;
&lt;br /&gt;
== Armistice and Partition ==&lt;br /&gt;
After three years of grinding attrition, an armistice was reached abruptly in September of AY 152, with no clear turning point marking its arrival. The stated justification was a shared sacrifice made &amp;quot;for the sake of the world&#039;s economy.&amp;quot; Rumours have long persisted of an undisclosed financial settlement clause attached to the armistice.&lt;br /&gt;
&lt;br /&gt;
The terms of the armistice favoured Princess Isolde&#039;s faction — the Ranmimar Plain and the mountain stronghold formerly held by the Goeyu uprising were ceded to North Levantia, while the port city of Lucerre was ceded to South Levantia, under the Zirconia Foundation.&lt;br /&gt;
&lt;br /&gt;
Following the armistice, the former Central Bank of Levantia was reorganised into a liquidation commission, whose final act was to administer a time-limited exchange programme for the old Levantian currency. Announced as a measure &amp;quot;to honour the property rights of those still holding the old currency,&amp;quot; the programme allowed conversion into each nation&#039;s new currency over a period of six months, after which the old currency was permanently withdrawn from circulation. The commission&#039;s final act was, in effect, the formal declaration of the old currency&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
Levantia remains divided to this day between North and South Levantia, each continuing to claim the name &amp;quot;Levantia&amp;quot; as its own. The string of unexplained deaths among Lucerre&#039;s neutralist leadership in the immediate aftermath of the armistice, and the mysterious fire that wiped out the remnants of the Goeyu uprising after it had lost its leadership, remain subjects of speculation among both historians and the public.&lt;br /&gt;
&lt;br /&gt;
== Historiographical Dispute ==&lt;br /&gt;
Some economic historians have long questioned the fairness of the currency exchange programme, arguing that its terms appear to have favoured a disproportionately narrow group of beneficiaries. No official investigation has ever substantiated these concerns, and the programme remains part of the official historical record.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Three-Year_War&amp;diff=174</id>
		<title>Three-Year War</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Three-Year_War&amp;diff=174"/>
		<updated>2026-08-13T03:30:25Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Event | name        = the Three-Year War | image       =  | type        = Civil War / International Conflict | date        = AY 149 (March 14) – AY 152 (September) | location    = Wendigo Continent | nation      = Levantia (partitioned as a result) | casualties  = Unrecorded | cause       = Succession dispute between Prince Frederic and Princess Isolde, following the coup of March 14, AY 149 | outcome     = Armistice; partition of Levantia into North and Sout...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = the Three-Year War&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Civil War / International Conflict&lt;br /&gt;
| date        = AY 149 (March 14) – AY 152 (September)&lt;br /&gt;
| location    = Wendigo Continent&lt;br /&gt;
| nation      = Levantia (partitioned as a result)&lt;br /&gt;
| casualties  = Unrecorded&lt;br /&gt;
| cause       = Succession dispute between Prince Frederic and Princess Isolde, following the coup of March 14, AY 149&lt;br /&gt;
| outcome     = Armistice; partition of Levantia into North and South Levantia&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Three-Year War was a succession conflict that erupted within the kingdom of Levantia on the Wendigo Continent and, over the course of three years, drew in foreign expeditionary forces and mercenary companies from across the known world. The war ended without a clear victor, reaching an armistice in September of AY 152 that left Levantia permanently divided into what are known today as North Levantia and South Levantia.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Levantia had long been shaped by an uneasy balance between the ruling House Chandler and the industrial house of Sterling, publicly known abroad as the Zirconia Foundation. This tension found new expression in the rivalry between King Ferrick&#039;s two children: Prince Frederic, born of a queen from House Sterling, and Princess Isolde, born of a concubine from a declining noble house. The extravagance of the aristocracy centred on the floating city of Opulesse, set against deepening social inequality despite the kingdom&#039;s industrial growth, had quietly strained the kingdom&#039;s internal cohesion well before war broke out.&lt;br /&gt;
&lt;br /&gt;
== Outbreak ==&lt;br /&gt;
On March 14, AY 149, Princess Isolde seized the royal court in the absence of Prince Frederic, igniting a succession crisis that would soon escalate into full-scale war.&lt;br /&gt;
&lt;br /&gt;
On July 2, King Ferrick, who had long suffered from illness, died. Amid the ensuing political turmoil, Prince Frederic was unable to attend his father&#039;s funeral on July 6, a personal blow said to have hardened his resolve for open war.&lt;br /&gt;
&lt;br /&gt;
On October 11, Opulesse — the floating city that stood as a symbol of aristocratic luxury — was brought down over the Ranmimar Plain in an act of terrorism by an unidentified party. The catastrophic loss of life, together with the destruction of the Zirconia Foundation&#039;s enormous investment in the city, hardened both sides&#039; hostility beyond any hope of reconciliation.&lt;br /&gt;
&lt;br /&gt;
On November 15, the first major clash of the war was fought at Ranmimar Plain, near the wreckage of Opulesse, marking the war&#039;s entry into open conflict.&lt;br /&gt;
&lt;br /&gt;
== Course of the War ==&lt;br /&gt;
The war settled into a prolonged war of attrition centred on the Ranmimar Plain and the ruins of Opulesse, without any decisive shift in the front line. Foreign expeditionary forces arrived from across the world, but for the most part these regular troops did not fight directly; instead, they oversaw and directed the mercenary companies who bore the brunt of the actual fighting. In the war&#039;s early phase, engagements between these mercenaries were frequently little more than shows of force.&lt;br /&gt;
&lt;br /&gt;
Throughout the war, a peasant uprising centred on a woodworker named Goeyu held a mountain stronghold guarded by dragons, operating independently of both the prince&#039;s and princess&#039;s factions and repeatedly targeting government installations. Regular forces failed for years to suppress this movement; it was only in the war&#039;s final phase, under the pretext of managing the risks posed by the glut of mercenaries flooding the homeland, that a large-scale campaign was launched that brought the Goeyu uprising to an effective end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the same period, on the Wendigo Continent, Operation Black Mamba — carried out by Kosmi forces of Krossen — unfolded as a separate development, constituting a separate turning point in the relationship between humanity and the Old Ones. This event, however, is treated as an independent incident with its own causes and objectives, unconnected to the Three-Year War.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Economic Turmoil ==&lt;br /&gt;
Levantian currency had long served as the de facto reserve currency of international trade, underpinned by the kingdom&#039;s position as the world&#039;s foremost producer and refiner of mana stones. Even after the outbreak of war, the currency&#039;s value declined only gradually, sustained by market expectations that reunification would eventually come. Both factions continued for a time to accept the old currency for tax payments, preserving its standing, though this practice was gradually curtailed following the introduction of independent currencies. With the issuance of rival currencies, confidence in eventual reunification collapsed, sending the value of the old currency into rapid decline.&lt;br /&gt;
&lt;br /&gt;
== Armistice and Partition ==&lt;br /&gt;
After three years of grinding attrition, an armistice was reached abruptly in September of AY 152, with no clear turning point marking its arrival. The stated justification was a shared sacrifice made &amp;quot;for the sake of the world&#039;s economy.&amp;quot; Rumours have long persisted of an undisclosed financial settlement clause attached to the armistice.&lt;br /&gt;
&lt;br /&gt;
The terms of the armistice favoured Princess Isolde&#039;s faction — the Ranmimar Plain and the mountain stronghold formerly held by the Goeyu uprising were ceded to North Levantia, while the port city of Lucerre was ceded to South Levantia, under the Zirconia Foundation.&lt;br /&gt;
&lt;br /&gt;
Following the armistice, the former Central Bank of Levantia was reorganised into a liquidation commission, whose final act was to administer a time-limited exchange programme for the old Levantian currency. Announced as a measure &amp;quot;to honour the property rights of those still holding the old currency,&amp;quot; the programme allowed conversion into each nation&#039;s new currency over a period of six months, after which the old currency was permanently withdrawn from circulation. The commission&#039;s final act was, in effect, the formal declaration of the old currency&#039;s demise.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
Levantia remains divided to this day between North and South Levantia, each continuing to claim the name &amp;quot;Levantia&amp;quot; as its own. The string of unexplained deaths among Lucerre&#039;s neutralist leadership in the immediate aftermath of the armistice, and the mysterious fire that wiped out the remnants of the Goeyu uprising after it had lost its leadership, remain subjects of speculation among historians and the public alike to this day.&lt;br /&gt;
&lt;br /&gt;
== Historiographical Dispute ==&lt;br /&gt;
Some economic historians have long questioned the fairness of the currency exchange programme, noting that its terms and its principal beneficiaries appear to have been disproportionately narrow. No official investigation has ever substantiated these concerns, and the programme remains part of the official historical record.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Category:Chronicle&amp;diff=172</id>
		<title>Category:Chronicle</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Category:Chronicle&amp;diff=172"/>
		<updated>2026-08-13T03:19:04Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Imperial Era (IY) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Timeline}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The following chronicle records the major events of the known world, organized by era. Events predating the Imperial Yalta calendar are marked as unknown in time.&lt;br /&gt;
&lt;br /&gt;
== Age of Mystery ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Period&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| The Primordial War erupts among the elder beings of the world. During the conflict, one of them unleashes a cataclysm that sunders a single unified landmass, giving rise to the separate Central Continent and Wendigo Continent. Details of the war itself remain largely lost to time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imperial Yalta Era (IY) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Year&lt;br /&gt;
! style=&amp;quot;width:8%;&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;width:6%;&amp;quot; | Day&lt;br /&gt;
! style=&amp;quot;width:76%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| IY 1 || January || 1 || The Yalta Empire is founded. The Imperial Yalta calendar takes effect.&lt;br /&gt;
|-&lt;br /&gt;
| IY 600s || — || — || A war of conquest sweeps the eastern kingdoms. The conflict ends with the fall of the Yin dynasty.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722 || January || 3 || The Mana Cataclysm strikes. The Yalta Empire collapses entirely. The epicentre of the blast is rendered permanently uninhabitable by mana storms; the wider surrounding region is devastated and depopulated.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722–745 || — || — || Known as the First Dark Age — an era of mass displacement and disorder following the fall of the Yalta Empire, lasting until the first Summit.&lt;br /&gt;
|-&lt;br /&gt;
| IY c. 724 || — || — || The Fabrus siblings settle beyond a mountain pass on the northeastern plains and coast, laying the earliest foundations of what will become Tragon.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722 || September || — || The Three-Day War is fought on the Wendigo Continent. Walter Chandler leads a three-day resistance against invaders claiming to be the Empire&#039;s rightful heirs, is crowned in victory, and founds the kingdom of Levantia.&lt;br /&gt;
|-&lt;br /&gt;
| IY 734 || — || — || The Half-Moon War. House Islabi allies with Sha-Called to drive the Lycan from the southeastern grainlands.&lt;br /&gt;
|-&lt;br /&gt;
| IY 735 || — || — || Tilrestan is founded.&lt;br /&gt;
|-&lt;br /&gt;
| IY 737 || — || — || Tragon is founded. The purification of the Fire Lands begins in the same year.&lt;br /&gt;
|-&lt;br /&gt;
| IY 724–737 || — || — || Agrippa Fabrus emigrates to the Aim continent and, together with a local leader, founds a sister kingdom to Tragon.&lt;br /&gt;
|-&lt;br /&gt;
| IY 740 || — || — || The United Domains of Krossen is founded, following roughly two decades of conflict among the factions of the western Central Continent.&lt;br /&gt;
|-&lt;br /&gt;
| IY 745 || December || 22–31 || The first Three Powers Summit of the Central Continent convenes in Tragon, ratifying urgent matters including national borders, a mutual non-aggression pact, and the status of the Yalta ruins.&lt;br /&gt;
|-&lt;br /&gt;
| IY 745 || December || 31 || Designated as the final day of the Imperial Yalta calendar.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Anno Yalta Era (AY) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Year&lt;br /&gt;
! style=&amp;quot;width:8%;&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;width:6%;&amp;quot; | Day&lt;br /&gt;
! style=&amp;quot;width:76%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| AY 1 || January || 1 || The Anno Yalta calendar begins.&lt;br /&gt;
|-&lt;br /&gt;
| AY 10 || — || — || The second Three Powers Summit convenes in Tilrestan, addressing imperial legacy, displaced peoples, prisoner repatriation, trade, and standardization.&lt;br /&gt;
|-&lt;br /&gt;
| AY 13 || — || — || Ardan Krossen I dies. Arben Krossen I succeeds him as ruler of Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 20 || — || — || The third Three Powers Summit convenes in Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 20–122 || — || — || The known world enters a Golden Age of prosperity and development.&lt;br /&gt;
|-&lt;br /&gt;
| AY 106 || — || — || Sinbad returns from an expedition beyond the Southern Limit with vast wealth, establishing the Trade Union and shifting the world&#039;s economic centre to his hands.&lt;br /&gt;
|-&lt;br /&gt;
| AY 122 || — || — || Known as the beginning of the Second Dark Age, sparked by the Landgrab movement&#039;s calls to defy the Permitted Land principle.&lt;br /&gt;
|-&lt;br /&gt;
| AY 137 || August || 22 || Loud Bell Wonder and Lonan Lansmaier are born.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || March || 14 || Princess Isolde seizes the royal court of Levantia in the absence of Prince Frederic, igniting the succession crisis that leads to the Three-Year War.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || July || 2 || King Ferrick of Levantia dies after a long illness.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || October || 11 || The floating city of Opulesse, destroyed in an act of terrorism, crashes onto the Ranmimar Plain.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || November || 15 || The first major clash of the Three-Year War is fought at Ranmimar Plain.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || December || — || Operation Black Mamba: Kosmi forces of Krossen slay the white dragon Altanos on the Wendigo Continent.&lt;br /&gt;
|-&lt;br /&gt;
| AY 151 || August || 21 || Prince Frederic&#039;s faction issues its own currency, signaling the collapse of hopes for Levantia&#039;s reunification.&lt;br /&gt;
|-&lt;br /&gt;
| AY 151 || September || 7 || Princess Isolde&#039;s faction follows with its own currency.&lt;br /&gt;
|-&lt;br /&gt;
| AY 152 || September || — || The Three-Year War reaches an armistice, partitioning Levantia into North and South.&lt;br /&gt;
|-&lt;br /&gt;
| AY 156 || — || — || Ardan Krossen II is born.&lt;br /&gt;
|-&lt;br /&gt;
| AY 165 || — || — || Aran Krossen dies. Ardin Krossen succeeds him as ruler of Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 169 || — || — || Lonan Lansmaier is appointed swordsmanship instructor to Ardan Krossen II.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Category:Chronicle&amp;diff=171</id>
		<title>Category:Chronicle</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Category:Chronicle&amp;diff=171"/>
		<updated>2026-08-13T03:17:53Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Timeline}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The following chronicle records the major events of the known world, organized by era. Events predating the Imperial Yalta calendar are marked as unknown in time.&lt;br /&gt;
&lt;br /&gt;
== Age of Mystery ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Period&lt;br /&gt;
! style=&amp;quot;width:90%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| Unknown&lt;br /&gt;
| The Primordial War erupts among the elder beings of the world. During the conflict, one of them unleashes a cataclysm that sunders a single unified landmass, giving rise to the separate Central Continent and Wendigo Continent. Details of the war itself remain largely lost to time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Imperial Era (IY) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Year&lt;br /&gt;
! style=&amp;quot;width:8%;&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;width:6%;&amp;quot; | Day&lt;br /&gt;
! style=&amp;quot;width:76%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| IY 1 || January || 1 || The Yalta Empire is founded. The Imperial Yalta calendar takes effect.&lt;br /&gt;
|-&lt;br /&gt;
| IY 600s || — || — || A war of conquest sweeps the eastern kingdoms. The conflict ends with the fall of the Yin dynasty.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722 || January || 3 || The Mana Cataclysm strikes. The Yalta Empire collapses entirely. The epicentre of the blast is rendered permanently uninhabitable by mana storms; the wider surrounding region is devastated and depopulated.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722–745 || — || — || Known as the First Dark Age — an era of mass displacement and disorder following the fall of the Yalta Empire, lasting until the first Summit.&lt;br /&gt;
|-&lt;br /&gt;
| IY c. 724 || — || — || The Fabrus siblings settle beyond a mountain pass on the northeastern plains and coast, laying the earliest foundations of what will become Tragon.&lt;br /&gt;
|-&lt;br /&gt;
| IY 722 || September || — || The Three-Day War is fought on the Wendigo Continent. Walter Chandler leads a three-day resistance against invaders claiming to be the Empire&#039;s rightful heirs, is crowned in victory, and founds the kingdom of Levantia.&lt;br /&gt;
|-&lt;br /&gt;
| IY 734 || — || — || The Half-Moon War. House Islabi allies with Sha-Called to drive the Lycan from the southeastern grainlands.&lt;br /&gt;
|-&lt;br /&gt;
| IY 735 || — || — || Tilrestan is founded.&lt;br /&gt;
|-&lt;br /&gt;
| IY 737 || — || — || Tragon is founded. The purification of the Fire Lands begins in the same year.&lt;br /&gt;
|-&lt;br /&gt;
| IY 724–737 || — || — || Agrippa Fabrus emigrates to the Aim continent and, together with a local leader, founds a sister kingdom to Tragon.&lt;br /&gt;
|-&lt;br /&gt;
| IY 740 || — || — || The United Domains of Krossen is founded, following roughly two decades of conflict among the factions of the western Central Continent.&lt;br /&gt;
|-&lt;br /&gt;
| IY 745 || December || 22–31 || The first Three Powers Summit of the Central Continent convenes in Tragon, ratifying urgent matters including national borders, a mutual non-aggression pact, and the status of the Yalta ruins.&lt;br /&gt;
|-&lt;br /&gt;
| IY 745 || December || 31 || Designated as the final day of the Imperial Yalta calendar.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Anno Yalta Era (AY) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Year&lt;br /&gt;
! style=&amp;quot;width:8%;&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;width:6%;&amp;quot; | Day&lt;br /&gt;
! style=&amp;quot;width:76%;&amp;quot; | Event&lt;br /&gt;
|-&lt;br /&gt;
| AY 1 || January || 1 || The Anno Yalta calendar begins.&lt;br /&gt;
|-&lt;br /&gt;
| AY 10 || — || — || The second Three Powers Summit convenes in Tilrestan, addressing imperial legacy, displaced peoples, prisoner repatriation, trade, and standardization.&lt;br /&gt;
|-&lt;br /&gt;
| AY 13 || — || — || Ardan Krossen I dies. Arben Krossen I succeeds him as ruler of Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 20 || — || — || The third Three Powers Summit convenes in Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 20–122 || — || — || The known world enters a Golden Age of prosperity and development.&lt;br /&gt;
|-&lt;br /&gt;
| AY 106 || — || — || Sinbad returns from an expedition beyond the Southern Limit with vast wealth, establishing the Trade Union and shifting the world&#039;s economic centre to his hands.&lt;br /&gt;
|-&lt;br /&gt;
| AY 122 || — || — || Known as the beginning of the Second Dark Age, sparked by the Landgrab movement&#039;s calls to defy the Permitted Land principle.&lt;br /&gt;
|-&lt;br /&gt;
| AY 137 || August || 22 || Loud Bell Wonder and Lonan Lansmaier are born.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || March || 14 || Princess Isolde seizes the royal court of Levantia in the absence of Prince Frederic, igniting the succession crisis that leads to the Three-Year War.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || July || 2 || King Ferrick of Levantia dies after a long illness.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || October || 11 || The floating city of Opulesse, destroyed in an act of terrorism, crashes onto the Ranmimar Plain.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || November || 15 || The first major clash of the Three-Year War is fought at Ranmimar Plain.&lt;br /&gt;
|-&lt;br /&gt;
| AY 149 || December || — || Operation Black Mamba: Kosmi forces of Krossen slay the white dragon Altanos on the Wendigo Continent.&lt;br /&gt;
|-&lt;br /&gt;
| AY 151 || August || 21 || Prince Frederic&#039;s faction issues its own currency, signaling the collapse of hopes for Levantia&#039;s reunification.&lt;br /&gt;
|-&lt;br /&gt;
| AY 151 || September || 7 || Princess Isolde&#039;s faction follows with its own currency.&lt;br /&gt;
|-&lt;br /&gt;
| AY 152 || September || — || The Three-Year War reaches an armistice, partitioning Levantia into North and South.&lt;br /&gt;
|-&lt;br /&gt;
| AY 156 || — || — || Ardan Krossen II is born.&lt;br /&gt;
|-&lt;br /&gt;
| AY 165 || — || — || Aran Krossen dies. Ardin Krossen succeeds him as ruler of Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| AY 169 || — || — || Lonan Lansmaier is appointed swordsmanship instructor to Ardan Krossen II.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Levantia&amp;diff=170</id>
		<title>Levantia</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Levantia&amp;diff=170"/>
		<updated>2026-08-09T20:26:20Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Nation | name          = Levantia | official_name =  | image         =  | capital       =  | government    = Hereditary Monarchy (de facto partitioned) | ruling_house  = House Chandler | region        = Wendigo Continent | area          =  | founded       = IY 722 | dissolved     = AY 152 (de facto; both successor states continue to claim the name — see Partition) | race          = Human | religion      =  | language      = English (Levantia dialect) }}  == O...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Nation&lt;br /&gt;
| name          = Levantia&lt;br /&gt;
| official_name = &lt;br /&gt;
| image         = &lt;br /&gt;
| capital       = &lt;br /&gt;
| government    = Hereditary Monarchy (de facto partitioned)&lt;br /&gt;
| ruling_house  = House Chandler&lt;br /&gt;
| region        = Wendigo Continent&lt;br /&gt;
| area          = &lt;br /&gt;
| founded       = IY 722&lt;br /&gt;
| dissolved     = AY 152 (de facto; both successor states continue to claim the name — see Partition)&lt;br /&gt;
| race          = Human&lt;br /&gt;
| religion      = &lt;br /&gt;
| language      = English (Levantia dialect)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Box|A single nation, claimed by two crowns.}}&lt;br /&gt;
Levantia was once the sole unified nation of the Wendigo Continent, built on the world&#039;s foremost mana stone industry. A three-year civil war (AY 149–152) shattered that unity, and the ceasefire that followed left the continent split along the line where the fighting stopped. Both successor states still call themselves Levantia; the wider world knows them simply as North and South.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
Levantia was founded in the aftermath of the Three-Day War (IY 722), when miner-turned-rebel Walter Chandler drove off a faction claiming to be heirs to the fallen Yalta Empire and took the crown himself. Edmund Sterling, head of the mining administrators who had overseen the colony&#039;s operations, remained in place beneath the new throne — and it was Sterling&#039;s descendants, operating under the public banner of the Zirconia Foundation, who came to control nearly every aspect of the mana stone industry: extraction, refinement, and the workforce that carried it out. The mines themselves remained state property in name only.&lt;br /&gt;
&lt;br /&gt;
Over the following generations, House Sterling&#039;s grip on the nation&#039;s economy bred quiet resentment among the rest of the nobility, who saw a chance to strengthen the crown — and their own standing — at Sterling&#039;s expense.&lt;br /&gt;
&lt;br /&gt;
=== A Crisis of Succession ===&lt;br /&gt;
When King Ferrick fell ill and could no longer attend to matters of state, the question of succession threw the court into turmoil. Crown Prince Frederic — gentle, well-liked, and by his own public admission less suited to rule than his sister — was widely respected for his character rather than his statecraft. His devotion to his ailing father was well known, and when Queen Lucienne (herself born into House Sterling) prepared to visit her family, Frederic insisted on escorting her himself, leaving the capital in his absence.&lt;br /&gt;
&lt;br /&gt;
Princess Isolde, a natural leader whose charisma had already won her the backing of the crown-strengthening nobility, used the opening to seize the throne. The coup caught House Sterling as much by surprise as anyone else.&lt;br /&gt;
&lt;br /&gt;
=== The Three-Year War ===&lt;br /&gt;
What began as a standoff of harsh words and failed negotiations erupted, roughly a year later, into open war — a four-sided conflict drawing in the Prince&#039;s and Princess&#039;s factions alongside the long-oppressed peasant uprising known as Goeyu and the neutral holdout of the port city of Lucerre. The destruction of Opulesse, a floating city of pure luxury, in a bombing over the Ranmimar Plain, and the still-unexplained death of King Ferrick, hardened the conflict beyond negotiation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(For the full account of the war&#039;s course, see the Three-Year War.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Armistice and Partition ===&lt;br /&gt;
The war ended in AY 152 with a ceasefire, publicly framed as a shared sacrifice for the sake of the world&#039;s mana stone supply. The abruptness of the armistice — and its timing alongside the reunification of Levantia&#039;s wartime currencies — has fed persistent public suspicion that the peace served interests other than the ones announced.&lt;br /&gt;
&lt;br /&gt;
Under the terms of the ceasefire, each side retained the industrial assets it had held before the war, with token shares extended to the foreign powers that had sent troops. Lucerre and the Ranmimar Plain, left without functioning leadership after the war, were absorbed into the Princess&#039;s territory; both have since been rebuilt and are inhabited once more.&lt;br /&gt;
&lt;br /&gt;
The front line where the fighting stopped became the border it remains today.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Levantia is divided along a north–south line drawn where the Three-Year War&#039;s front lines came to rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; holds the former capital and the nation&#039;s refining industry — the workforce and facilities that turn raw mana stone into finished product. The port city of Lucerre and the Ranmimar Plain lie within its borders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; holds House Sterling&#039;s ancestral lands and the mana stone mines themselves, rich in raw ore but without the North&#039;s refining capacity.&lt;br /&gt;
&lt;br /&gt;
== Government &amp;amp; Politics ==&lt;br /&gt;
Both Levantian states are ruled by surviving members of House Chandler, and both claim to be the legitimate continuation of the single Levantian crown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North Levantia&#039;&#039;&#039; is ruled by Queen Isolde, governing from the former capital with the nation&#039;s refining industry under her control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South Levantia&#039;&#039;&#039; is ruled by King Frederic, though House Sterling retains substantial influence over the state&#039;s affairs.&lt;br /&gt;
&lt;br /&gt;
No formal reunification talks are known to be underway.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Levantia&#039;s economy has always centered on mana stone: extraction from the South&#039;s mines and refinement in the North&#039;s workshops. Before the war, ownership of the mines and control of the industry that processed them were split between the crown and House Sterling — a division that left each side able to hold the other hostage once war broke out. Since the armistice, each state has kept only what it held before the fighting began, leaving the industry permanently divided along the new border.&lt;br /&gt;
&lt;br /&gt;
== Foreign Relations ==&lt;br /&gt;
Levantia has long maintained a close relationship with Tragon, and its diplomatic reputation once made outside threats to the continent a rare concern. During the Three-Year War, both factions offered shares of the mana stone industry to secure foreign military support, and the states that answered the call still hold small stakes in the industry today.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Three-Day_War&amp;diff=169</id>
		<title>Three-Day War</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Three-Day_War&amp;diff=169"/>
		<updated>2026-08-04T02:29:04Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Event | name        = the Three-Day War | image       =  | type        = Civil Conflict / Founding War | date        = IY 722 (September) | location    = Wendigo Continent | nation      = Levantia (founded as a result) | casualties  = Unrecorded | cause       = Attempted seizure of the continent&amp;#039;s mining wealth by a faction claiming imperial succession, in the administrative vacuum left by the Mana Cataclysm | outcome     = Repulsion of the invading faction; co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = the Three-Day War&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Civil Conflict / Founding War&lt;br /&gt;
| date        = IY 722 (September)&lt;br /&gt;
| location    = Wendigo Continent&lt;br /&gt;
| nation      = Levantia (founded as a result)&lt;br /&gt;
| casualties  = Unrecorded&lt;br /&gt;
| cause       = Attempted seizure of the continent&#039;s mining wealth by a faction claiming imperial succession, in the administrative vacuum left by the Mana Cataclysm&lt;br /&gt;
| outcome     = Repulsion of the invading faction; coronation of Walter Chandler; founding of Levantia; establishment of the Chandler-Sterling dual power structure&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Three-Day War was an armed conflict fought on the Wendigo Continent eight months after the Mana Cataclysm brought down the Yalta Empire. When a faction claiming to be the empire&#039;s rightful heirs arrived to seize the continent&#039;s mineral wealth, the region&#039;s mining labourers took up pick and shovel under Walter Chandler and drove them out after three days of fighting. Chandler was crowned in recognition of his victory, and Levantia was founded under his rule.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Demand for mana and magic stones rose sharply with the emergence of the Academy of Magic, and mineral veins across the former empire were developed in turn. Among these, the Wendigo Continent was developed earliest and most extensively, owing to both its proximity to the mainland and the exceptional richness of its deposits. It remained, however, an outlying settlement rather than a seat of power — the empire exercised little direct administration over the territory, content so long as shipments arrived and payment was made.&lt;br /&gt;
&lt;br /&gt;
== Outbreak ==&lt;br /&gt;
The Cataclysm brought this distant arrangement to a halt overnight. With no capital to place orders and no treasury to issue payment, the mines fell idle, and the labourers were left with little to do but wait.&lt;br /&gt;
&lt;br /&gt;
Into this vacuum came a tide of displaced people. In the eight months following the Cataclysm, refugees of the First Dark Age drifted steadily onto the continent — and among them came those who declared themselves nobles of the fallen empire. To such claimants, Wendigo&#039;s balance of agriculture, mining, and industry made it an ideal foothold. Banding together under the banner of imperial succession, they moved to seize the continent&#039;s mines and wealth for themselves.&lt;br /&gt;
&lt;br /&gt;
Walter Chandler, a labourer well regarded among his peers, answered the threat by rallying miners armed with picks and shovels into a line of resistance.&lt;br /&gt;
&lt;br /&gt;
== Course of the War ==&lt;br /&gt;
Three days of fierce fighting followed. Chandler&#039;s force had neither standing arms nor formal training — only their tools, and the desperation of men defending the land they had built. Edmund Sterling, then head of the continent&#039;s managerial class, is recorded as having lent the resistance his full support from behind the lines. By the third day, the invading faction had been driven from the continent entirely.&lt;br /&gt;
&lt;br /&gt;
== Aftermath ==&lt;br /&gt;
Chandler, carried by the overwhelming support of the miners and the backing of Sterling, ascended to the throne and founded Levantia. The Sterling family retained ownership of the continent&#039;s mana stone mining and refining industry, which subsequently became known abroad under the name of the Zirconia Foundation. From this arrangement emerged Levantia&#039;s dual structure of power — governance under House Chandler, industry under the Zirconia Foundation.&lt;br /&gt;
&lt;br /&gt;
== Historiographical Dispute ==&lt;br /&gt;
Some scholars have questioned the true scale of the invading faction. No record survives to confirm their origin or identity, and the swiftness of the power-sharing arrangement that followed the victory has been cited as grounds for suspicion. No evidence has ever substantiated these doubts, however, and the Three-Day War remains part of the official historical record.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=168</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=168"/>
		<updated>2026-08-02T21:06:05Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Region&lt;br /&gt;
| name       = Yalta&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Wasteland / Ruins&lt;br /&gt;
| nation     = Unclaimed (per the Three Powers Summit)&lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = ~2,550,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. No power stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=167</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=167"/>
		<updated>2026-08-02T20:57:14Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Region&lt;br /&gt;
| name       = Yalta&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Wasteland / Ruins&lt;br /&gt;
| nation     = Unclaimed (per the Three Powers Summit)&lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = ~2,550,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. No power stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=166</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=166"/>
		<updated>2026-08-02T20:56:05Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Yalta =&lt;br /&gt;
&lt;br /&gt;
{{Infobox/Region&lt;br /&gt;
| name       = Yalta&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Wasteland / Ruins&lt;br /&gt;
| nation     = Unclaimed (per the Three Powers Summit)&lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = ~2,550,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. No power stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta&amp;diff=165</id>
		<title>Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta&amp;diff=165"/>
		<updated>2026-08-02T20:54:29Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;= Yalta =  {{Infobox Location | name        = Yalta | type        = Wasteland / Ruins | continent   = The Central Continent | area        = ~2,550,000 km² | status      = Unclaimed territory (per the Three Powers Summit) }}  == Overview == Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated se...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Yalta =&lt;br /&gt;
&lt;br /&gt;
{{Infobox Location&lt;br /&gt;
| name        = Yalta&lt;br /&gt;
| type        = Wasteland / Ruins&lt;br /&gt;
| continent   = The Central Continent&lt;br /&gt;
| area        = ~2,550,000 km²&lt;br /&gt;
| status      = Unclaimed territory (per the Three Powers Summit)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Yalta is a region at the heart of the Central Continent, once the seat of the Yalta Empire. Since the Mana Cataclysm, it has existed without a governing state — a vast expanse of ruin and wasteland dotted with small, unaffiliated settlements. The name Yalta predates the empire itself and has continued to denote this land through every era, imperial or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Etymology ==&lt;br /&gt;
The name is said to descend from an Elder who once held dominion over this land in ages past. Among the Old Ones, the territory was known simply as belonging to him. Human settlers who later arrived shortened this into &amp;quot;Yalta,&amp;quot; and the empire that eventually rose here inherited the name from the land itself.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
=== The Blast Zones ===&lt;br /&gt;
Yalta is structured as a series of concentric zones radiating outward from the site of the Cataclysm, each defined by its degree of danger:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Epicenter&#039;&#039;&#039; (~3 km radius) — The only zone still uninhabitable today. Mana storms occur here without pause.&lt;br /&gt;
* &#039;&#039;&#039;The Yalta Ruins&#039;&#039;&#039; (~500 km radius) — The area of direct physical devastation from the blast. Though reduced to ruin and wasteland, it is not uninhabitable.&lt;br /&gt;
* &#039;&#039;&#039;The Ringwall&#039;&#039;&#039; (~700 km radius) — The remains of the fortifications that once shielded the imperial capital region. It was never a national border, but a wall built to defend the empire&#039;s core.&lt;br /&gt;
* &#039;&#039;&#039;Yalta at large&#039;&#039;&#039; (~900 km radius, ~2,550,000 km²) — The full extent of the region, including the outlying territories beyond the Ringwall.&lt;br /&gt;
&lt;br /&gt;
=== Waterways ===&lt;br /&gt;
A great river once ran through the heart of the empire. The Cataclysm reshaped the land and severed its old course, but the river&#039;s headwaters, lying outside the zone of destruction, remain intact. Its main flow now runs elsewhere across the continent, though a portion still feeds into the old imperial water network and reaches Yalta underground. No great river runs above ground any longer; settlements have instead formed around the points where this buried water surfaces — old intake points and reservoirs.&lt;br /&gt;
&lt;br /&gt;
=== Regional Geography ===&lt;br /&gt;
Beyond the blast zones, Yalta&#039;s terrain and ecology vary by direction:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;South&#039;&#039;&#039; — Desert bordering Tilrestan.&lt;br /&gt;
* &#039;&#039;&#039;East&#039;&#039;&#039; — A narrow green corridor following the river&#039;s headwaters, supporting most of the region&#039;s herbivores and small wildlife.&lt;br /&gt;
* &#039;&#039;&#039;North&#039;&#039;&#039; — High ground adjoining the Hammeval range.&lt;br /&gt;
* &#039;&#039;&#039;West&#039;&#039;&#039; — Open wasteland bordering Krossen.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Yalta&#039;s settlers hold no formal legal status. They fall broadly into two groups: descendants of those who never left after the Cataclysm, and refugees who arrived later — first during the First Dark Age, and again in far greater numbers during the Second Dark Age.&lt;br /&gt;
&lt;br /&gt;
Settlers are further divided by disposition: those who seek to build communities and live as townsfolk, and those who, worn down by betrayal and hardship, have turned to banditry as a way of life. The latter form the basis of Yalta&#039;s raider bands.&lt;br /&gt;
&lt;br /&gt;
Beyond human affairs, Yalta is also home to hostile creatures and dangerous wildlife — the land itself poses a constant threat.&lt;br /&gt;
&lt;br /&gt;
== Stagnation of Settlement ==&lt;br /&gt;
For nearly a century and a half, Yalta&#039;s settlements have remained no larger than villages. The region&#039;s physical instability is only a secondary obstacle; the true cause is political neglect. Rebuilding Yalta would require investment on the scale of a city-state, but because the land is unclaimed by treaty, any nation that commits such resources risks the appearance of asserting sovereignty — inviting the other powers&#039; objections. As a result, the three powers each limit themselves to modest aid: food and supplies, friendly trade, and survey missions meant to build goodwill rather than restore the land in earnest.&lt;br /&gt;
&lt;br /&gt;
This is compounded by an absence of security. No power stations formal forces in Yalta, since doing so could likewise be read as a claim of ownership. Bandits, raiders, hostile creatures, and predators remain a constant presence, making it exceedingly difficult for any settlement to grow beyond a small, fortified community.&lt;br /&gt;
&lt;br /&gt;
Between the Yalta Ruins and the Ringwall, a modest economy has taken root, sustaining the researchers and expeditions who travel toward the Epicenter for study.&lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
Yalta was formally declared unclaimed territory under the Three Powers Summit — land that can never be permanently held by any nation. The Ringwall is maintained autonomously by each power along its own stretch.&lt;br /&gt;
&lt;br /&gt;
== Border Policy ==&lt;br /&gt;
Entry into Yalta is unrestricted, though safety is never guaranteed to those who enter. Departure, by contrast, is subject to intense scrutiny at every checkpoint — a practice that arose after a caravan, secretly infiltrated by raiders, ambushed and slaughtered a border checkpoint from within.&lt;br /&gt;
&lt;br /&gt;
== The Empire&#039;s Legacy ==&lt;br /&gt;
Legends persist of great treasures still buried within the ruins, drawing a steady stream of fortune-seekers. Even organized expeditions, escorted by military detachments, find the barren land unforgiving — supply lines are difficult to maintain, and even seasoned soldiers have vanished without a trace.&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic_Architecture&amp;diff=164</id>
		<title>Magic Architecture</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic_Architecture&amp;diff=164"/>
		<updated>2026-08-01T22:59:10Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Lore | name          = Magic Architecture | image         =  | type          = Theoretical Framework | origin        =  | practitioners =  | difficulty    =  | prerequisites =  | related       = Mana, Magic, Magicology, Mage, Arcane Academy }}  == 1. Overview == Magic Architecture is the layered framework that underlies every act of spellcasting, tracing the full path from the mana circuit etched into a practitioner&amp;#039;s body, through the Path by which that circui...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic Architecture&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Theoretical Framework&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = Mana, Magic, Magicology, Mage, Arcane Academy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic Architecture is the layered framework that underlies every act of spellcasting, tracing the full path from the mana circuit etched into a practitioner&#039;s body, through the Path by which that circuit is governed, to the individual Spell it ultimately produces. This structure divides the practice of magic into eight layers, each layer building upon and fully encompassing those beneath it.&lt;br /&gt;
&lt;br /&gt;
Beneath Magic Architecture lies a more fundamental layer: the laws of Mana Dynamics, which govern mana itself regardless of whether magic is being practiced at all. This layer lies outside Magic Architecture proper, forming the ground upon which the framework is built.&lt;br /&gt;
&lt;br /&gt;
== 2. The Eight Layers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! # !! Layer !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &#039;&#039;&#039;Foundation&#039;&#039;&#039; || Governs what magic can, in principle, accomplish. The eight forms of energy conversion, Arcane Magic, complete determinism, the two-stage structure of mana runaway and Mana Critical Incidents, and the tiered model of difficulty all belong to this layer. Common to every Path without exception.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Constitution&#039;&#039;&#039; || Governs how an individual body gives physical form to the principles of Foundation. Casting speed, the capacity for true parallel casting versus sequential casting, the distinction between flow rate and total capacity, precision per variable, and total mana capacity all vary at this layer.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &#039;&#039;&#039;Grammar&#039;&#039;&#039; || Governs how the dual states of mana are reflected at the level of the circuit itself, and defines the physical upper limit of variable width.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &#039;&#039;&#039;Awakening&#039;&#039;&#039; || Governs the procedure by which a circuit first becomes active — the initial emergence of a practitioner&#039;s own circuit, and the inscription by which a circuit is etched into a Mana Stone or Magic Stone.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || &#039;&#039;&#039;Regulation&#039;&#039;&#039; || Governs the real-time management and allocation of resources during casting — the practical scheduling of parallel casting, interruption by dispelling or counter-magic, and the allocation of resources to sustained magic such as summons, wards, and enchantments.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &#039;&#039;&#039;Convention&#039;&#039;&#039; || Governs the conventions and standards specific to each Path — the Path-specific standard values for variable width, and the differences in efficiency, speed, and stability between Paths.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &#039;&#039;&#039;Attunement&#039;&#039;&#039; || Governs the conversion of a practitioner&#039;s understanding into an active circuit. Complete understanding is itself this act of conversion.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || &#039;&#039;&#039;Manifestation&#039;&#039;&#039; || Governs the final realization of an individual spell — the concrete effect produced, and the distinction between Spell and Craft.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Arcane Magic belongs in principle to the Foundation layer, yet in practice it also functions as a complete, independently viable technique in its own right, placing it within the Manifestation layer as well. This overlap is regarded as a natural consequence of Arcane Magic&#039;s dual role, rather than an inconsistency requiring resolution.&lt;br /&gt;
&lt;br /&gt;
== 3. Difficulty and Output ==&lt;br /&gt;
The tiered model of difficulty and the principle governing output are treated in full within the article on [[Magic]] (see Tiers of Difficulty; Output and Difficulty). Within Magic Architecture, the tier itself is classified as a Foundation-layer principle, held in common across every Path.&lt;br /&gt;
&lt;br /&gt;
Variable width (N) alone spans two layers: its physical upper limit belongs to Grammar, while the standard value adopted by each Path belongs to Convention.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magicology&amp;diff=163</id>
		<title>Magicology</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magicology&amp;diff=163"/>
		<updated>2026-08-01T22:56:18Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magicology&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Academic Discipline&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = Magic, Manology, Magic Architecture, Mana&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Magicology is the academic discipline devoted to the systematic study of magic — the practice of manipulating and transforming existing matter and energy through mana. Where Manology addresses the fundamental nature of mana itself, Magicology treats those laws as a settled foundation and turns instead to the question of how mana is put to purposeful use. Magicology could not exist without Manology, yet it constitutes an independent field of inquiry, organized in a manner that mirrors Manology&#039;s own division into theoretical, applied, and engineering branches.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Magicology&lt;br /&gt;
│&lt;br /&gt;
├── Theoretical Magicology&lt;br /&gt;
│   └── Magic Architecture&lt;br /&gt;
│&lt;br /&gt;
├── Applied Magicology&lt;br /&gt;
│   └── (subfields not yet established)&lt;br /&gt;
│&lt;br /&gt;
└── Magic Engineering&lt;br /&gt;
    ├── Magical Apparatus Engineering&lt;br /&gt;
    └── Enchantment Engineering&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Architecture&#039;&#039;&#039; examines the layered structure that underlies every act of spellcasting, from Foundation down through individual Manifestations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Engineering&#039;&#039;&#039; encompasses two distinct pursuits: the design and construction of magical apparatus and devices, and the imbuing of objects with magical properties through inscription.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mage&amp;diff=162</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mage&amp;diff=162"/>
		<updated>2026-08-01T22:55:23Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 2. Branches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Mage&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Classification of Practitioners&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Magic Circuit&lt;br /&gt;
| related       = Magic, Wizard, Sorcerer, Witch, Warlock, Blood Mage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mage is the broadest term for anyone who practices magic through the direct manipulation of their own mana via a magic circuit. What defines a Mage is not affiliation, Path, or method, but the physical basis of the practice: the mana drawn upon originates from, and passes through, the practitioner&#039;s own body.&lt;br /&gt;
&lt;br /&gt;
Effects produced through an external mediating device, such as a Magic Stone, do constitute the practice of magic, but do not qualify their user as a Mage in the strict sense. This distinction holds even for individuals who possess no magic circuit and are otherwise incapable of casting; such individuals may still produce magical effects through such devices, yet remain outside the classification of Mage.&lt;br /&gt;
&lt;br /&gt;
== 2. Branches ==&lt;br /&gt;
From this common root, several distinct branches have emerged. These branches are not mutually exclusive, and a practitioner who belongs to none of them, or whose specialization has not been established, may simply be referred to as a Mage without further qualification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039; — affiliated with the Arcane Academy, engaged primarily in research, education, and theoretical study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; — draws upon communion with elemental spirits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch&#039;&#039;&#039; — practices independently within the Witchcraft Path, outside institutional structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;&#039;&#039; — specializes in combat magic, holding rank within a military structure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Mage&#039;&#039;&#039; — a hybrid branch blending elements of Witchcraft, Wizardry, and Sorcery, oriented toward the medical applications of magic.&lt;br /&gt;
&lt;br /&gt;
== 3. Wizard Rank ==&lt;br /&gt;
Within the Arcane Academy, Wizards hold graduated rank according to scholarly achievement. Those who attain the highest tier become eligible for candidacy to the office of Grand Chancellor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mage&amp;diff=161</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mage&amp;diff=161"/>
		<updated>2026-08-01T22:55:13Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 1. Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Mage&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Classification of Practitioners&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Magic Circuit&lt;br /&gt;
| related       = Magic, Wizard, Sorcerer, Witch, Warlock, Blood Mage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mage is the broadest term for anyone who practices magic through the direct manipulation of their own mana via a magic circuit. What defines a Mage is not affiliation, Path, or method, but the physical basis of the practice: the mana drawn upon originates from, and passes through, the practitioner&#039;s own body.&lt;br /&gt;
&lt;br /&gt;
Effects produced through an external mediating device, such as a Magic Stone, do constitute the practice of magic, but do not qualify their user as a Mage in the strict sense. This distinction holds even for individuals who possess no magic circuit and are otherwise incapable of casting; such individuals may still produce magical effects through such devices, yet remain outside the classification of Mage.&lt;br /&gt;
&lt;br /&gt;
== 2. Branches ==&lt;br /&gt;
From this common root, several distinct branches have emerged. These branches are not mutually exclusive, and a practitioner who belongs to none of them, or whose specialization has not been established, may simply be referred to as a Mage without further qualification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039; — affiliated with the Arcane Academy, engaged primarily in research, education, and theoretical study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; — draws upon communion with elemental spirits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch&#039;&#039;&#039; — practices independently within the Witchcraft tradition, outside institutional structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;&#039;&#039; — specializes in combat magic, holding rank within a military structure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Mage&#039;&#039;&#039; — a hybrid branch blending elements of Witchcraft, Wizardry, and Sorcery, oriented toward the medical applications of magic.&lt;br /&gt;
&lt;br /&gt;
== 3. Wizard Rank ==&lt;br /&gt;
Within the Arcane Academy, Wizards hold graduated rank according to scholarly achievement. Those who attain the highest tier become eligible for candidacy to the office of Grand Chancellor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=160</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=160"/>
		<updated>2026-08-01T22:53:48Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 10. Magicology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of the Magical Path ==&lt;br /&gt;
Every magical Path practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every Path that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three Paths descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox Path) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this Path, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three Paths share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each Path applies those laws differ fundamentally. No Path holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of Path, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given Path.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three Paths. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Path (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single Path but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of Path; what differs from Path to Path is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
Seven tiers of difficulty are recognized, ranked from &#039;&#039;&#039;F&#039;&#039;&#039; (the lowest) through &#039;&#039;&#039;E&#039;&#039;&#039;, &#039;&#039;&#039;D&#039;&#039;&#039;, &#039;&#039;&#039;C&#039;&#039;&#039;, &#039;&#039;&#039;B&#039;&#039;&#039;, and &#039;&#039;&#039;A&#039;&#039;&#039;, to &#039;&#039;&#039;S&#039;&#039;&#039; — the theoretical maximum, believed to exceed the practical limits of casting altogether. No case of a practitioner reaching S-tier has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Output and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical output. Given an equal quantity of mana, whether that mana is concentrated into raw output or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward output-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from Foundation down through individual Manifestations — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=159</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=159"/>
		<updated>2026-08-01T22:53:24Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 8. Power and Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of the Magical Path ==&lt;br /&gt;
Every magical Path practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every Path that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three Paths descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox Path) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this Path, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three Paths share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each Path applies those laws differ fundamentally. No Path holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of Path, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given Path.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three Paths. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Path (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single Path but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of Path; what differs from Path to Path is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
Seven tiers of difficulty are recognized, ranked from &#039;&#039;&#039;F&#039;&#039;&#039; (the lowest) through &#039;&#039;&#039;E&#039;&#039;&#039;, &#039;&#039;&#039;D&#039;&#039;&#039;, &#039;&#039;&#039;C&#039;&#039;&#039;, &#039;&#039;&#039;B&#039;&#039;&#039;, and &#039;&#039;&#039;A&#039;&#039;&#039;, to &#039;&#039;&#039;S&#039;&#039;&#039; — the theoretical maximum, believed to exceed the practical limits of casting altogether. No case of a practitioner reaching S-tier has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Output and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical output. Given an equal quantity of mana, whether that mana is concentrated into raw output or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward output-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from the Model of Computation down through individual Applications — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=158</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=158"/>
		<updated>2026-08-01T22:52:04Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 7. Tiers of Difficulty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of the Magical Path ==&lt;br /&gt;
Every magical Path practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every Path that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three Paths descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox Path) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this Path, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three Paths share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each Path applies those laws differ fundamentally. No Path holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of Path, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given Path.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three Paths. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Path (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single Path but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of Path; what differs from Path to Path is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
Seven tiers of difficulty are recognized, ranked from &#039;&#039;&#039;F&#039;&#039;&#039; (the lowest) through &#039;&#039;&#039;E&#039;&#039;&#039;, &#039;&#039;&#039;D&#039;&#039;&#039;, &#039;&#039;&#039;C&#039;&#039;&#039;, &#039;&#039;&#039;B&#039;&#039;&#039;, and &#039;&#039;&#039;A&#039;&#039;&#039;, to &#039;&#039;&#039;S&#039;&#039;&#039; — the theoretical maximum, believed to exceed the practical limits of casting altogether. No case of a practitioner reaching S-tier has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from the Model of Computation down through individual Applications — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=157</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=157"/>
		<updated>2026-08-01T22:49:19Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 5. Spell and Craft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of the Magical Path ==&lt;br /&gt;
Every magical Path practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every Path that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three Paths descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox Path) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this Path, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three Paths share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each Path applies those laws differ fundamentally. No Path holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of Path, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given Path.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three Paths. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Path (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from the Model of Computation down through individual Applications — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=156</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=156"/>
		<updated>2026-08-01T22:48:31Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 4. Origins of Magical Tradition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of the Magical Path ==&lt;br /&gt;
Every magical Path practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every Path that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three Paths descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox Path) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this Path, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three Paths share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each Path applies those laws differ fundamentally. No Path holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of tradition, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given tradition.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three traditions. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Tradition (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from the Model of Computation down through individual Applications — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magicology&amp;diff=155</id>
		<title>Magicology</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magicology&amp;diff=155"/>
		<updated>2026-08-01T20:56:37Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Lore | name          = Magicology | image         =  | type          = Academic Discipline | origin        =  | practitioners =  | difficulty    =  | prerequisites =  | related       = Magic, Manology, Magic Architecture, Mana }}  == Overview == Magicology is the academic discipline devoted to the systematic study of magic — the practice of manipulating and transforming existing matter and energy through mana. Where Manology addresses the fundamental nature o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magicology&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Academic Discipline&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = Magic, Manology, Magic Architecture, Mana&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Magicology is the academic discipline devoted to the systematic study of magic — the practice of manipulating and transforming existing matter and energy through mana. Where Manology addresses the fundamental nature of mana itself, Magicology treats those laws as a settled foundation and turns instead to the question of how mana is put to purposeful use. Magicology could not exist without Manology, yet it constitutes an independent field of inquiry, organized in a manner that mirrors Manology&#039;s own division into theoretical, applied, and engineering branches.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Magicology&lt;br /&gt;
│&lt;br /&gt;
├── Theoretical Magicology&lt;br /&gt;
│   └── Magic Architecture&lt;br /&gt;
│&lt;br /&gt;
├── Applied Magicology&lt;br /&gt;
│   └── (subfields not yet established)&lt;br /&gt;
│&lt;br /&gt;
└── Magic Engineering&lt;br /&gt;
    ├── Magical Apparatus Engineering&lt;br /&gt;
    └── Enchantment Engineering&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Architecture&#039;&#039;&#039; examines the layered structure that underlies every act of spellcasting, from the Model of Computation down through individual Applications.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Engineering&#039;&#039;&#039; encompasses two distinct pursuits: the design and construction of magical apparatus and devices, and the imbuing of objects with magical properties through inscription.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mana&amp;diff=154</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mana&amp;diff=154"/>
		<updated>2026-08-01T20:54:01Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 10. Manology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Mana&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Fundamental Energy&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = Magic, Manology, Mana Stone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mana is a fundamental form of energy permeating the entirety of this universe, exhibiting both wave-like and particle-like properties simultaneously. The academic discipline concerned with the study of mana and its behavior is known as Manology. The technical practice of harnessing and operating mana is referred to as Magic.&lt;br /&gt;
&lt;br /&gt;
== 2. Fundamental Properties of Mana ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana simultaneously exhibits both wave-like and particle-like properties. Which characteristic predominates depends upon the method of observation and interaction. This duality has historically been one of the most contested subjects within the field of Manology, giving rise to competing schools of thought that persist to this day.&lt;br /&gt;
&lt;br /&gt;
Free mana that has not been observed or engaged tends to exist in an unresolved state, distributed continuously and without sharp boundary across space — its wave-like aspect. The moment mana is drawn into a circuit and put to use — that is, the moment it is observed — its state resolves into a single determined value, thereafter behaving as a discrete, clearly bounded unit — its particle-like aspect. Once resolved, mana behaves with complete determinism: identical conditions invariably yield identical outcomes, and no variation occurs following resolution. What precisely triggers this resolution remains a matter of unsettled debate within Manology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diffusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana possesses an inherent and continuous tendency to distribute itself uniformly across the universe. This diffusive force, though relatively weak, acts persistently and without cessation. The natural resting state of mana is therefore one of uniform spatial distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductivity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the presence of highly conductive media, mana exhibits a pronounced tendency to concentrate, drawn by an attractive force that significantly exceeds its baseline diffusive pressure. As a result, local mana density around high-conductivity materials is measurably elevated. This property is directly linked to the functional principles underlying the Mana Stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Particles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is structurally composed of discrete units termed &#039;&#039;&#039;mana particles&#039;&#039;&#039;. Each particle consists of two distinct components: an enduring vessel, and the mana energy contained within it. The vessel itself is permanent and is never destroyed under any circumstance; only the energy held within it is subject to depletion through use.&lt;br /&gt;
&lt;br /&gt;
When the energy within a particle is expended, the vessel is restored to capacity through the action of mana diffusion (see above): surrounding mana flows to equalize the local deficit. This restoration occurs instantaneously, without measurable duration. Although a state of zero internal energy is theoretically distinguishable as a discrete phase, it possesses no functional duration and is therefore considered negligible in practice.&lt;br /&gt;
&lt;br /&gt;
== 3. The Three Laws of Mana Dynamics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Law — Conservation of Mana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The total quantity of mana present within the universe remains invariant at all times. Mana is neither created nor destroyed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Second Law — Diffusion of Mana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana tends inherently toward a state of uniform distribution. Any action that opposes this tendency — including the condensation, redirection, or storage of mana — necessarily requires the application of an external force or agency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Third Law — The Prohibition of Mana Amplification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Under no process or circumstance can the mana output of any system exceed its mana input. The generation of perpetual motion or unlimited energy through mana is, without exception, impossible.&lt;br /&gt;
&lt;br /&gt;
== 4. Mana Stone &amp;amp; Magic Stone ==&lt;br /&gt;
&lt;br /&gt;
The Mana Stone is among the most well-documented high-conductivity media known, characterized by its capacity to retain a fixed quantity of mana within its internal structure. Functioning in essence as a mana reservoir, it serves as a foundational material across virtually all branches of Mana Engineering. A Mana Stone of exceptional magnitude and potency is designated a &#039;&#039;&#039;Mana Monolith&#039;&#039;&#039; — regarded as the ultimate expression of the Mana Stone in its most concentrated form.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Stone&#039;&#039;&#039; is a Mana Stone into which a &#039;&#039;&#039;magic circuit&#039;&#039;&#039; — a structured circuit encoding a specific magical effect — has been inscribed, enabling it to discharge that effect upon activation. Where the Mana Stone is a pure energy reservoir, the Magic Stone is a conversion device: designed not merely to hold mana, but to release it in a particular, predetermined form. A Magic Stone that has been depleted of mana ceases to function until resupplied.&lt;br /&gt;
&lt;br /&gt;
== 5. Mana Circuits ==&lt;br /&gt;
&lt;br /&gt;
A structured pathway through which mana flows is termed a &#039;&#039;&#039;mana circuit&#039;&#039;&#039;. The term applies broadly across two categories of fundamentally distinct nature: circuits inherent to living organisms, and circuits engineered within mana-operated devices.&lt;br /&gt;
&lt;br /&gt;
Biological mana circuits are non-physical in structure; they possess no observable anatomical counterpart and cannot be located through conventional dissection. Whether a given individual possesses a biological mana circuit is determined entirely at random — without correlation to species, lineage, or any known external factor. This is identical in meaning to Mana Sensitivity: an individual who possesses a biological mana circuit is, by definition, mana-sensitive, and the converse holds equally.&lt;br /&gt;
&lt;br /&gt;
Engineered mana circuits, by contrast, exist as physical conductive pathways formed within mana-conductive substrates, constituting the structural basis of mana-operated machinery.&lt;br /&gt;
&lt;br /&gt;
Despite sharing a common designation, the two categories are governed by distinct principles and are studied within separate branches of Manology — biological circuits within Mana Physiology, and engineered circuits within Mana Engineering.&lt;br /&gt;
&lt;br /&gt;
== 6. Mana Runaway ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana runaway&#039;&#039;&#039; refers to a state in which the depletion-and-restoration cycle of a mana particle (see above) repeats indefinitely without external cause. Under normal operation, the cycle terminates once active use ceases; in a runaway state, the cycle becomes self-sustaining and continues without intervention.&lt;br /&gt;
&lt;br /&gt;
The phenomenon arises from a failure to maintain proper separation between a particle&#039;s depletion pathway and its restoration pathway during mana handling — a fundamental technique instilled through elementary safety training. Properly observed, this separation reliably prevents runaway; its absence, however brief, can initiate the condition. For this reason, mana runaway is understood as a preventable but not infrequent hazard, typically arising from momentary lapses in basic technique rather than equipment failure or extraordinary circumstance.&lt;br /&gt;
&lt;br /&gt;
A runaway, once initiated, does not subside on its own; it persists indefinitely until halted through deliberate external intervention. Incidents are classified by the extent of their localized spread. Limited incidents are generally containable by a small number of trained practitioners. Incidents that exceed this localized threshold are designated &#039;&#039;&#039;Mana Critical Incidents&#039;&#039;&#039;, a category for which no method of direct intervention is currently known to be effective; such cases are managed through containment and avoidance rather than resolution.&lt;br /&gt;
&lt;br /&gt;
== 7. Mana Sensitivity ==&lt;br /&gt;
&lt;br /&gt;
The capacity to perceive and manipulate mana — that is, the possession of a biological mana circuit — manifests randomly at the level of the individual, without correlation to species or lineage. Within any given population, both sensitive and insensitive individuals are found in intermixed proportion. Across observed populations, approximately 77% of individuals possess some degree of mana sensitivity. Those entirely lacking this capacity represent a measurable but definitive minority. Mana sensitivity and the possession of a biological mana circuit are one and the same concept.&lt;br /&gt;
&lt;br /&gt;
== 8. Mana Energy Conversion ==&lt;br /&gt;
&lt;br /&gt;
Mana is a primordial energy source that carries no inherent physical form of its own. Through the use of spell formations as conversion interfaces, it can be translated into a wide range of physical energy outputs; the form of that output is determined entirely by the structure of the spell formation through which the mana passes. This property allows mana to function as a general-purpose energy source, unrestricted to any single application.&lt;br /&gt;
&lt;br /&gt;
The principal conversion forms recognised by contemporary scholarship are as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal conversion&#039;&#039;&#039; is the most fundamental and efficient form of mana conversion, and the earliest to have been developed. The spell formations required are comparatively simple. Applications range from heating, smelting, and cooking to the generation of steam power, and small-scale thermal conversion devices powered by Mana Stones have achieved widespread domestic distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic conversion&#039;&#039;&#039; translates mana directly into physical force and motion. It demands considerably more complex spell formations than thermal conversion and carries a higher technical threshold. Applications include the operation of canal pumps, mining equipment, and large-scale lifting machinery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminous conversion&#039;&#039;&#039; produces light from mana. The range of output extends from basic illumination to concentrated beams of specific wavelengths. Illumination-grade luminous conversion is in common use; high-output beam applications are employed on a limited basis in military and industrial contexts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal absorption conversion&#039;&#039;&#039; is the inverse of thermal conversion: mana is expended to draw heat away from a target area rather than to produce it. The spell formations involved are more complex than those of standard thermal conversion. Applications include food preservation, medical use, and the maintenance of specialised environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical conversion&#039;&#039;&#039; employs mana energy to accelerate or inhibit chemical reactions in physical matter. Mana does not itself participate in the reaction; rather, it supplies the activation energy the reaction requires. Applications include metallurgical processing, alloying, and pharmaceutical synthesis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal conversion&#039;&#039;&#039; translates mana into electrical signals for the purpose of transmitting information. Unlike most conversion forms, signal conversion is optimised for precision rather than output magnitude. It forms the technical foundation of the mana grid and long-distance communication networks, and represents one of the latest conversion forms to have reached practical application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biological conversion&#039;&#039;&#039; occurs when mana is converted through a biological mana circuit. This is the mechanism underlying magic as practised by mana-sensitive individuals. While biological conversion is less efficient than its engineered counterparts in terms of raw output, it offers a degree of precision and immediacy that engineered spell formations cannot match — where an engineered circuit is fixed to the conversion it was designed to perform, a mana-sensitive individual can adjust the parameters of conversion in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave conversion&#039;&#039;&#039; translates mana into physical wave phenomena. Research into military and industrial applications is ongoing, but wave conversion has not yet achieved full practical implementation and remains an active frontier of Manology.&lt;br /&gt;
&lt;br /&gt;
== 9. History ==&lt;br /&gt;
&lt;br /&gt;
Systematic inquiry into the nature of mana began in earnest during the era of the Yalta Empire. The Empire developed mana engineering to an advanced degree, drawing upon the Mana Monolith as its primary energy source, and it was during this period that the foundational laws of Mana Dynamics were established. The Mana Cataclysm of IY 722 — an uncontrolled release of mana energy of unprecedented scale, originating from the Mana Monolith — marked a decisive turning point in the history of Manology. The persistent mana storms at the blast origin remain among the most intensively studied phenomena in contemporary mana research.&lt;br /&gt;
&lt;br /&gt;
== 10. Manology ==&lt;br /&gt;
&lt;br /&gt;
Manology is the systematic academic discipline devoted to the study of mana in all its aspects. It is organized into three principal branches, each encompassing its own subordinate fields of inquiry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Manology&lt;br /&gt;
│&lt;br /&gt;
├── Theoretical Manology&lt;br /&gt;
│   ├── Mana Dynamics&lt;br /&gt;
│   ├── Mana Particle Theory&lt;br /&gt;
│   └── Mana Wave Theory&lt;br /&gt;
│&lt;br /&gt;
├── Applied Manology&lt;br /&gt;
│   ├── Mana Conductivity Studies&lt;br /&gt;
│   └── Mana Physiology&lt;br /&gt;
│&lt;br /&gt;
└── Mana Engineering&lt;br /&gt;
    ├── Mana Stone Engineering&lt;br /&gt;
    └── Mana Mechanics&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=153</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=153"/>
		<updated>2026-08-01T20:41:09Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 10. Magic Theory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of Magical Tradition ==&lt;br /&gt;
Every magical tradition practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every tradition that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three traditions descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox tradition) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this tradition, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three traditions share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each tradition applies those laws differ fundamentally. No tradition holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of tradition, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given tradition.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three traditions. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Tradition (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magicology ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magicology, each divided into theoretical, applied, and engineering branches. Within Theoretical Magicology, Magic Architecture examines the layered structure — from the Model of Computation down through individual Applications — that underlies every act of spellcasting. Within the engineering branch, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=152</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=152"/>
		<updated>2026-08-01T19:46:23Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Mage, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of Magical Tradition ==&lt;br /&gt;
Every magical tradition practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every tradition that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three traditions descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox tradition) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this tradition, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three traditions share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each tradition applies those laws differ fundamentally. No tradition holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of tradition, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given tradition.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three traditions. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Tradition (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. Its subordinate bodies include the &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; (research and education), the &#039;&#039;&#039;Mana Safety Bureau&#039;&#039;&#039; (safety oversight), the &#039;&#039;&#039;Arcane Registry Office&#039;&#039;&#039; (formal certification), and the &#039;&#039;&#039;Office of Mana Law and Ethics&#039;&#039;&#039; (legal and ethical oversight). The detailed role and structure of each body is addressed in its own dedicated entry.&lt;br /&gt;
&lt;br /&gt;
== 7. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 8. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 9. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 10. Magic Theory ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magic Theory, each divided into theoretical, applied, and engineering branches. Within the engineering branch of Magic Theory, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mage&amp;diff=151</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mage&amp;diff=151"/>
		<updated>2026-08-01T19:42:49Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Lore | name          = Mage | image         =  | type          = Classification of Practitioners | origin        =  | practitioners =  | difficulty    =  | prerequisites = Magic Circuit | related       = Magic, Wizard, Sorcerer, Witch, Warlock, Blood Mage }}  == 1. Overview == Mage is the broadest term for anyone who practices magic through the direct manipulation of their own mana via a magic circuit. What defines a Mage is not affiliation, tradition, or metho...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Mage&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Classification of Practitioners&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Magic Circuit&lt;br /&gt;
| related       = Magic, Wizard, Sorcerer, Witch, Warlock, Blood Mage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mage is the broadest term for anyone who practices magic through the direct manipulation of their own mana via a magic circuit. What defines a Mage is not affiliation, tradition, or method, but the physical basis of the practice: the mana drawn upon originates from, and passes through, the practitioner&#039;s own body.&lt;br /&gt;
&lt;br /&gt;
Effects produced through an external mediating device, such as a Magic Stone, do constitute the practice of magic, but do not qualify their user as a Mage in the strict sense. This distinction holds even for individuals who possess no magic circuit and are otherwise incapable of casting; such individuals may still produce magical effects through such devices, yet remain outside the classification of Mage.&lt;br /&gt;
&lt;br /&gt;
== 2. Branches ==&lt;br /&gt;
From this common root, several distinct branches have emerged. These branches are not mutually exclusive, and a practitioner who belongs to none of them, or whose specialization has not been established, may simply be referred to as a Mage without further qualification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard&#039;&#039;&#039; — affiliated with the Arcane Academy, engaged primarily in research, education, and theoretical study.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; — draws upon communion with elemental spirits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch&#039;&#039;&#039; — practices independently within the Witchcraft tradition, outside institutional structures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock&#039;&#039;&#039; — specializes in combat magic, holding rank within a military structure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Mage&#039;&#039;&#039; — a hybrid branch blending elements of Witchcraft, Wizardry, and Sorcery, oriented toward the medical applications of magic.&lt;br /&gt;
&lt;br /&gt;
== 3. Wizard Rank ==&lt;br /&gt;
Within the Arcane Academy, Wizards hold graduated rank according to scholarly achievement. Those who attain the highest tier become eligible for candidacy to the office of Grand Chancellor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=150</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=150"/>
		<updated>2026-07-28T03:26:04Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 7. Governing Institutions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of Magical Tradition ==&lt;br /&gt;
Every magical tradition practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every tradition that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three traditions descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox tradition) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this tradition, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three traditions share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each tradition applies those laws differ fundamentally. No tradition holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of tradition, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given tradition.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three traditions. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Tradition (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Types of Practitioners ==&lt;br /&gt;
Practitioners of magic are classified according to the character of their practice.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Wizard&#039;&#039;&#039; is a practitioner affiliated with the Arcane Academy, engaged primarily in research, education, and theoretical study rather than practical application.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Mage&#039;&#039;&#039; is the broadest general term for any practitioner capable of casting magic through direct manipulation of their own mana. Those who rely on external mediating devices, such as Magic Stones, are not classified as Mages.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Witch&#039;&#039;&#039; is a practitioner who researches and practices magic independently within the Witchcraft tradition. Though long regarded as a marginal or unorthodox pursuit, certain techniques developed within Witchcraft have been recognized for their practical value and adopted into collaborative research.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warlock&#039;&#039;&#039; is a practitioner specializing in combat magic. The term originally referred broadly to any practitioner of offensive magic, but came over time to denote specifically those holding rank within a military structure.&lt;br /&gt;
&lt;br /&gt;
== 7. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. The Authority oversees several subordinate bodies.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; is the principal research and education institution representing the circuit-based tradition. Considerably older than the Central Mana Authority itself, it stands as the direct successor of the ancient body from which magical tradition first descended. The Academy was absorbed into the Authority&#039;s structure at the time of the latter&#039;s founding, at which point its jurisdiction was narrowed to research and education. Its headquarters are located on the continent of Aim, adjacent to the Erakh Archive.&lt;br /&gt;
&lt;br /&gt;
A body devoted to safety oversight — the &#039;&#039;&#039;Mana Safety Bureau (MSB)&#039;&#039;&#039; — manages hazardous mana stones under joint authority and works to prevent Cataclysm-scale incidents.&lt;br /&gt;
&lt;br /&gt;
A body devoted to certification and registry — the &#039;&#039;&#039;Arcane Registry Office (ARO)&#039;&#039;&#039; — evaluates and catalogues magical effects for formal recognition as Spells.&lt;br /&gt;
&lt;br /&gt;
Internally, the Arcane Academy is organized around the following structures: a &#039;&#039;&#039;Grand Chancellor&#039;&#039;&#039; serving as chief executive, elected to office and subject to term limits with the possibility of renewal; a &#039;&#039;&#039;High Council&#039;&#039;&#039; serving as its principal deliberative body; an &#039;&#039;&#039;administrative division&#039;&#039;&#039; overseeing personnel, finance, facilities, and records; an &#039;&#039;&#039;academic division&#039;&#039;&#039; devoted to research and instruction, organized into subfields spanning arcane studies, arcane engineering, mana science, and mana engineering; a &#039;&#039;&#039;defense division&#039;&#039;&#039; responsible for mobilizing Warlocks and providing neutral dispatch in cases of interstate conflict; and an &#039;&#039;&#039;ethics and safety council&#039;&#039;&#039; charged with reviewing matters of mana misuse, hazardous research, and prohibited magic.&lt;br /&gt;
&lt;br /&gt;
Wizards hold graduated rank within the Academy according to scholarly achievement, with those reaching its highest tier eligible for candidacy to the office of Grand Chancellor.&lt;br /&gt;
&lt;br /&gt;
== 8. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 9. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 10. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 11. Magic Theory ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magic Theory, each divided into theoretical, applied, and engineering branches. Within the engineering branch of Magic Theory, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Central_Mana_Authority&amp;diff=149</id>
		<title>Central Mana Authority</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Central_Mana_Authority&amp;diff=149"/>
		<updated>2026-07-28T02:34:56Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox organization | name        = Central Mana Authority | abbreviation = CMA | type        = International regulatory body | established = AY 23 | headquarters = Wendigo | region      = Mirtess (global jurisdiction) | purpose     = Regulation and oversight of mana and magic }}  &amp;#039;&amp;#039;&amp;#039;Central Mana Authority&amp;#039;&amp;#039;&amp;#039; (CMA) is the foremost international body overseeing all matters related to mana and magic. It was established in the conviction that no single scholarly institut...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox organization&lt;br /&gt;
| name        = Central Mana Authority&lt;br /&gt;
| abbreviation = CMA&lt;br /&gt;
| type        = International regulatory body&lt;br /&gt;
| established = AY 23&lt;br /&gt;
| headquarters = Wendigo&lt;br /&gt;
| region      = Mirtess (global jurisdiction)&lt;br /&gt;
| purpose     = Regulation and oversight of mana and magic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039; (CMA) is the foremost international body overseeing all matters related to mana and magic. It was established in the conviction that no single scholarly institution could be entrusted with the full scope of mana-related affairs, and it has since absorbed a number of existing and newly created bodies under its authority.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Central Mana Authority serves as the highest coordinating body for mana and magic across the Central Continent and beyond. Its founding followed the Mana Cataclysm, an event that exposed the risks of leaving mana-related governance to a single institution. In the decades since, the Authority has grown into a multi-branch organization encompassing research, safety, certification, and legal oversight.&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Central Mana Authority was formally founded in AY 23, three years after the conclusion of the Third Summit of the Three Powers. A significant portion of its founding staff were drawn from the ranks of the Arcane Academy, many of whom transferred into the new organization as part of an internal promotion.&lt;br /&gt;
&lt;br /&gt;
The Authority&#039;s headquarters is located on the continent of Wendigo. The Arcane Academy, by contrast, retains its own headquarters on the continent of Aim, leaving the central authority and its foremost subordinate body geographically separated.&lt;br /&gt;
&lt;br /&gt;
== Subordinate Organizations ==&lt;br /&gt;
The Central Mana Authority carries out its mandate through the following subordinate bodies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Academy&#039;&#039;&#039;&lt;br /&gt;
: Responsible for research and education in mana and magic. The Academy traces its lineage to a tradition of magical scholarship predating the Yalta Empire, and was absorbed into the Authority&#039;s structure at the time of its founding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Safety Bureau (MSB)&#039;&#039;&#039;&lt;br /&gt;
: Oversees the management of hazardous mana materials, including Monolith-grade mana stones, and works to prevent incidents on the scale of the Mana Cataclysm. The Bureau maintains regional offices on the Central Continent, Aisa, and Aim; on Wendigo, the Authority&#039;s headquarters fulfills this function directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Registry Office (ARO)&#039;&#039;&#039;&lt;br /&gt;
: Handles the verification and cataloguing of spells. Rather than operating fixed regional offices, the ARO maintains its presence through personnel stationed within the relevant administrative bodies of individual nations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Office of Mana Law and Ethics (OMLE)&#039;&#039;&#039;&lt;br /&gt;
: Addresses matters of legal and ethical concern arising from the use of mana and magic.&lt;br /&gt;
&lt;br /&gt;
== Funding and Oversight ==&lt;br /&gt;
The Central Mana Authority is funded through contributions from multiple nations. In turn, each contributing nation maintains its own auditing body responsible for overseeing the Authority&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* When asked who is truly responsible for regulating magic, most people point to the Arcane Academy rather than the Central Mana Authority itself. Though the Academy is, formally, a subordinate body, its long-standing tradition and scholarly authority have made it the public face of magical governance in the popular imagination.&lt;br /&gt;
* Spells verified and registered by the Arcane Registry Office are estimated to account for roughly 70% of all spellcasting worldwide.&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Magic&amp;diff=148</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Magic&amp;diff=148"/>
		<updated>2026-07-28T00:29:39Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: Created page with &amp;quot;{{Infobox/Lore | name          = Magic | image         =  | type          = Applied Practice | origin        =  | practitioners = Mana-sensitive individuals | difficulty    =  | prerequisites = Mana Circuit | related       = Mana, Manology, Magic Circuit, Arcane Academy, Central Mana Authority }}  == 1. Overview == Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Magic&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Applied Practice&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = Mana-sensitive individuals&lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = Mana Circuit&lt;br /&gt;
| related       = Mana, Manology, Magic Circuit, Arcane Academy, Central Mana Authority&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Magic is the practice of manipulating and transforming existing matter and energy through mana. It is not an act of creation from nothing, but a process of converting what already exists into a different state. This transformative character is the defining nature of magic.&lt;br /&gt;
&lt;br /&gt;
Anyone who practices magic must possess a magic circuit within their body. Possession of a circuit is randomly distributed at the level of the individual, without correlation to species. Only those who possess one are capable of handling mana.&lt;br /&gt;
&lt;br /&gt;
== 2. The Magic Circuit ==&lt;br /&gt;
A magic circuit is not a physical diagram but a structure of pure imagination, fully rendered within the practitioner&#039;s mind. A practitioner must achieve complete understanding of the structure of the effect they intend to produce before the circuit can be completed; an incomplete circuit does not activate.&lt;br /&gt;
&lt;br /&gt;
This understanding is binary in nature. A caster who understands only part of a given structure does not produce a weakened version of the intended effect — incomplete understanding simply yields a different, flawed circuit. The notion of a &amp;quot;partially successful&amp;quot; casting does not exist.&lt;br /&gt;
&lt;br /&gt;
Identical circuits supplied with identical mana invariably produce identical outcomes. Magic is governed by complete determinism.&lt;br /&gt;
&lt;br /&gt;
== 3. Arcane Magic ==&lt;br /&gt;
Arcane Magic refers to the most fundamental form of magic: the projection of raw, unconverted mana, belonging to none of the eight established forms of energy conversion.&lt;br /&gt;
&lt;br /&gt;
Each of the eight conversion forms is the product of a carefully designed circuit that shapes mana into a specific output — heat, kinetic force, and so on. Arcane Magic, by contrast, undergoes no such shaping; it is mana itself, pushed or projected in its unaltered state. It carries no particular thermal, cryogenic, or precise character, yet because mana itself possesses mass and density as a substance, contact with a target produces a physical impact. This impact does not arise from kinetic conversion — it is simply the consequence of a massed substance striking something.&lt;br /&gt;
&lt;br /&gt;
Arcane Magic is regarded as the practical point of origin common to every magic circuit; the eight conversion forms are understood as specialized derivations branching outward from this unconverted state. For this reason, Arcane Magic functions both as the most elementary threshold through which a practitioner first develops a working sense of circuitry, and as a complete, independently viable technique in its own right — a form of physical impact that carries none of the secondary effects (burns, frostbite, and the like) associated with the elemental conversions.&lt;br /&gt;
&lt;br /&gt;
== 4. Origins of Magical Tradition ==&lt;br /&gt;
Every magical tradition practiced in the world today descends from a single point of origin.&lt;br /&gt;
&lt;br /&gt;
Long before the founding of the Yalta Empire, an ancient body of scholars devoted itself to the study of the fundamental laws governing mana. The principles this body established became the absolute foundation shared without exception by every tradition that would later branch from it — among them, the dual states of mana, the eightfold system of energy conversion, complete determinism, and the two-stage structure of mana runaway and Mana Critical Incidents.&lt;br /&gt;
&lt;br /&gt;
Three traditions descending from this common origin persist to the present day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circuit-based magic&#039;&#039;&#039; (the Western orthodox tradition) is regarded as the direct successor of the original body. The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; serves as its central institution, tentatively dated to its founding in the 300s IY (the exact year remains unconfirmed). Roughly seventy percent of the world&#039;s mana-sensitive population practices within this tradition, making it the dominant form of magic in practice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eastern Sorcery&#039;&#039;&#039; developed independently within the cultural sphere of the Aisa continent, having branched from the common origin at an early stage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchcraft&#039;&#039;&#039; likewise branched from the common origin, developing through informal, tradition-based transmission rather than institutional study.&lt;br /&gt;
&lt;br /&gt;
All three traditions share the same fundamental laws described above without exception, yet the manner, efficiency, and style with which each tradition applies those laws differ fundamentally. No tradition holds inherent superiority or greater legitimacy over another — the dominance of circuit-based magic reflects only its far greater scale of practice.&lt;br /&gt;
&lt;br /&gt;
== 5. Spell and Craft ==&lt;br /&gt;
Independent of tradition, magic is further classified along an axis defined by formal recognition.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Spell&#039;&#039;&#039; is a standardized magical effect that has been formally verified and certified by a recognized institution, guaranteeing reproducible results regardless of who performs it.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Craft&#039;&#039;&#039; is a magical effect that has not undergone such formal verification — typically transmitted through personal experience or informal lineage within a given tradition.&lt;br /&gt;
&lt;br /&gt;
This distinction exists independently within each of the three traditions. Witchcraft may include effects formally certified as Spells, just as circuit-based magic may include Crafts practiced outside institutional recognition. Tradition (the manner in which magic is practiced) and certification status (whether it has been formally verified) constitute two wholly independent axes of classification.&lt;br /&gt;
&lt;br /&gt;
== 6. Types of Practitioners ==&lt;br /&gt;
Practitioners of magic are classified according to the character of their practice.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Wizard&#039;&#039;&#039; is a practitioner affiliated with the Arcane Academy, engaged primarily in research, education, and theoretical study rather than practical application.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Mage&#039;&#039;&#039; is the broadest general term for any practitioner capable of casting magic through direct manipulation of their own mana. Those who rely on external mediating devices, such as Magic Stones, are not classified as Mages.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Witch&#039;&#039;&#039; is a practitioner who researches and practices magic independently within the Witchcraft tradition. Though long regarded as a marginal or unorthodox pursuit, certain techniques developed within Witchcraft have been recognized for their practical value and adopted into collaborative research.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warlock&#039;&#039;&#039; is a practitioner specializing in combat magic. The term originally referred broadly to any practitioner of offensive magic, but came over time to denote specifically those holding rank within a military structure.&lt;br /&gt;
&lt;br /&gt;
== 7. Governing Institutions ==&lt;br /&gt;
Overall jurisdiction over matters of mana and magic rests with the &#039;&#039;&#039;Central Mana Authority&#039;&#039;&#039;, a supreme integrated body established in the aftermath of the Mana Cataclysm, born of the recognition that mana and magic could no longer be entrusted to a single academic institution alone. The Authority oversees several subordinate bodies.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Arcane Academy&#039;&#039;&#039; is the principal research and education institution representing the circuit-based tradition. Considerably older than the Central Mana Authority itself, it stands as the direct successor of the ancient body from which magical tradition first descended. The Academy was absorbed into the Authority&#039;s structure at the time of the latter&#039;s founding, at which point its jurisdiction was narrowed to research and education. Its headquarters are located on the continent of Aim, adjacent to the Erakh Archive.&lt;br /&gt;
&lt;br /&gt;
A body devoted to &#039;&#039;&#039;safety oversight&#039;&#039;&#039; manages hazardous mana stones under joint authority and works to prevent Cataclysm-scale incidents.&lt;br /&gt;
&lt;br /&gt;
A body devoted to &#039;&#039;&#039;certification and registry&#039;&#039;&#039; evaluates and catalogues magical effects for formal recognition as Spells.&lt;br /&gt;
&lt;br /&gt;
Internally, the Arcane Academy is organized around the following structures: a &#039;&#039;&#039;Grand Chancellor&#039;&#039;&#039; serving as chief executive, elected to office and subject to term limits with the possibility of renewal; a &#039;&#039;&#039;High Council&#039;&#039;&#039; serving as its principal deliberative body; an &#039;&#039;&#039;administrative division&#039;&#039;&#039; overseeing personnel, finance, facilities, and records; an &#039;&#039;&#039;academic division&#039;&#039;&#039; devoted to research and instruction, organized into subfields spanning arcane studies, arcane engineering, mana science, and mana engineering; a &#039;&#039;&#039;defense division&#039;&#039;&#039; responsible for mobilizing Warlocks and providing neutral dispatch in cases of interstate conflict; and an &#039;&#039;&#039;ethics and safety council&#039;&#039;&#039; charged with reviewing matters of mana misuse, hazardous research, and prohibited magic.&lt;br /&gt;
&lt;br /&gt;
Wizards hold graduated rank within the Academy according to scholarly achievement, with those reaching its highest tier eligible for candidacy to the office of Grand Chancellor.&lt;br /&gt;
&lt;br /&gt;
== 8. Tiers of Difficulty ==&lt;br /&gt;
The difficulty of a given piece of magic is determined by the depth of branching within the circuit that constitutes it — the number of nested decision points the structure contains. Each additional layer of branching doubles the number of possible configurations the circuit may resolve into.&lt;br /&gt;
&lt;br /&gt;
This measure of difficulty belongs to no single tradition but to the fundamental laws shared by all three. The degree of branching complexity is measured identically regardless of tradition; what differs from tradition to tradition is how efficiently and stably that complexity is processed in practice.&lt;br /&gt;
&lt;br /&gt;
A theoretical maximum tier of difficulty is understood to exist, but it is believed to exceed the practical limits of casting altogether — no case of a practitioner reaching it has ever been documented.&lt;br /&gt;
&lt;br /&gt;
== 9. Power and Difficulty ==&lt;br /&gt;
Difficulty tier is not an absolute measure of magical strength. Given an equal quantity of mana, whether that mana is concentrated into raw power or distributed across range and duration is determined by the circuit&#039;s design — that is, by its tier. Circuits of lower tier tend toward power-concentrated designs, while those of higher tier tend toward versatile, multi-purpose designs; neither orientation holds inherent superiority over the other.&lt;br /&gt;
&lt;br /&gt;
Where a practitioner&#039;s total mana capacity is overwhelmingly large, however, even a simple, low-tier circuit may rival or exceed the output of a more sophisticated high-tier circuit. This is because talent (the capacity to handle higher tiers of difficulty) and total mana capacity (the sheer volume of mana one can hold) constitute two entirely independent axes of ability.&lt;br /&gt;
&lt;br /&gt;
== 10. Modes of Failure ==&lt;br /&gt;
When magic fails to activate fully, or produces an outcome other than intended, the resulting phenomenon falls into one of the following categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Unformed || The circuit silently fails to complete due to incomplete understanding. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Collapse || Partial failure of the circuit produces a small-scale unintended effect.&lt;br /&gt;
|-&lt;br /&gt;
| Runaway || The circuit stalls and the mana committed to it escapes containment. Hazardous.&lt;br /&gt;
|-&lt;br /&gt;
| Mismatch || The effect produced differs in character from the one intended. Harmless.&lt;br /&gt;
|-&lt;br /&gt;
| Target Loss || Occurs in target-designating magic when the designated target ceases to exist mid-casting. Does not apply to magic designed without an assumption of a persistent target.&lt;br /&gt;
|-&lt;br /&gt;
| Deadlock || Multiple branches of the circuit become entangled, causing mana to circulate indefinitely. Requires forced termination.&lt;br /&gt;
|-&lt;br /&gt;
| Exhaustion || Sustained casting accumulates physical strain until the practitioner is forced to sever the connection.&lt;br /&gt;
|-&lt;br /&gt;
| Interference || Branches presumed independent are found to draw from a shared mana source, producing unexpected instability.&lt;br /&gt;
|-&lt;br /&gt;
| Overflow || A failure arising not from insufficient understanding but from exceeding the practitioner&#039;s total mana capacity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Separate from these failure modes is an advanced technique in which a skilled practitioner reads and interferes with another caster&#039;s active circuit — its mental visualization — in real time. This is classified not as a failure mode but as a distinct advanced discipline.&lt;br /&gt;
&lt;br /&gt;
== 11. Magic Theory ==&lt;br /&gt;
The academic study of mana and magic is organized around two parallel disciplines, Manology and Magic Theory, each divided into theoretical, applied, and engineering branches. Within the engineering branch of Magic Theory, a further distinction exists between the study of apparatus and devices, and the study of imbuing objects with magical properties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mana&amp;diff=147</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mana&amp;diff=147"/>
		<updated>2026-07-26T17:04:56Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = Mana&lt;br /&gt;
| image         = &lt;br /&gt;
| type          = Fundamental Energy&lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = Magic, Manology, Mana Stone&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mana is a fundamental form of energy permeating the entirety of this universe, exhibiting both wave-like and particle-like properties simultaneously. The academic discipline concerned with the study of mana and its behavior is known as Manology. The technical practice of harnessing and operating mana is referred to as Magic.&lt;br /&gt;
&lt;br /&gt;
== 2. Fundamental Properties of Mana ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana simultaneously exhibits both wave-like and particle-like properties. Which characteristic predominates depends upon the method of observation and interaction. This duality has historically been one of the most contested subjects within the field of Manology, giving rise to competing schools of thought that persist to this day.&lt;br /&gt;
&lt;br /&gt;
Free mana that has not been observed or engaged tends to exist in an unresolved state, distributed continuously and without sharp boundary across space — its wave-like aspect. The moment mana is drawn into a circuit and put to use — that is, the moment it is observed — its state resolves into a single determined value, thereafter behaving as a discrete, clearly bounded unit — its particle-like aspect. Once resolved, mana behaves with complete determinism: identical conditions invariably yield identical outcomes, and no variation occurs following resolution. What precisely triggers this resolution remains a matter of unsettled debate within Manology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diffusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana possesses an inherent and continuous tendency to distribute itself uniformly across the universe. This diffusive force, though relatively weak, acts persistently and without cessation. The natural resting state of mana is therefore one of uniform spatial distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conductivity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the presence of highly conductive media, mana exhibits a pronounced tendency to concentrate, drawn by an attractive force that significantly exceeds its baseline diffusive pressure. As a result, local mana density around high-conductivity materials is measurably elevated. This property is directly linked to the functional principles underlying the Mana Stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Particles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana is structurally composed of discrete units termed &#039;&#039;&#039;mana particles&#039;&#039;&#039;. Each particle consists of two distinct components: an enduring vessel, and the mana energy contained within it. The vessel itself is permanent and is never destroyed under any circumstance; only the energy held within it is subject to depletion through use.&lt;br /&gt;
&lt;br /&gt;
When the energy within a particle is expended, the vessel is restored to capacity through the action of mana diffusion (see above): surrounding mana flows to equalize the local deficit. This restoration occurs instantaneously, without measurable duration. Although a state of zero internal energy is theoretically distinguishable as a discrete phase, it possesses no functional duration and is therefore considered negligible in practice.&lt;br /&gt;
&lt;br /&gt;
== 3. The Three Laws of Mana Dynamics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Law — Conservation of Mana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The total quantity of mana present within the universe remains invariant at all times. Mana is neither created nor destroyed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Second Law — Diffusion of Mana&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mana tends inherently toward a state of uniform distribution. Any action that opposes this tendency — including the condensation, redirection, or storage of mana — necessarily requires the application of an external force or agency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Third Law — The Prohibition of Mana Amplification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Under no process or circumstance can the mana output of any system exceed its mana input. The generation of perpetual motion or unlimited energy through mana is, without exception, impossible.&lt;br /&gt;
&lt;br /&gt;
== 4. Mana Stone &amp;amp; Magic Stone ==&lt;br /&gt;
&lt;br /&gt;
The Mana Stone is among the most well-documented high-conductivity media known, characterized by its capacity to retain a fixed quantity of mana within its internal structure. Functioning in essence as a mana reservoir, it serves as a foundational material across virtually all branches of Mana Engineering. A Mana Stone of exceptional magnitude and potency is designated a &#039;&#039;&#039;Mana Monolith&#039;&#039;&#039; — regarded as the ultimate expression of the Mana Stone in its most concentrated form.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Stone&#039;&#039;&#039; is a Mana Stone into which a &#039;&#039;&#039;magic circuit&#039;&#039;&#039; — a structured circuit encoding a specific magical effect — has been inscribed, enabling it to discharge that effect upon activation. Where the Mana Stone is a pure energy reservoir, the Magic Stone is a conversion device: designed not merely to hold mana, but to release it in a particular, predetermined form. A Magic Stone that has been depleted of mana ceases to function until resupplied.&lt;br /&gt;
&lt;br /&gt;
== 5. Mana Circuits ==&lt;br /&gt;
&lt;br /&gt;
A structured pathway through which mana flows is termed a &#039;&#039;&#039;mana circuit&#039;&#039;&#039;. The term applies broadly across two categories of fundamentally distinct nature: circuits inherent to living organisms, and circuits engineered within mana-operated devices.&lt;br /&gt;
&lt;br /&gt;
Biological mana circuits are non-physical in structure; they possess no observable anatomical counterpart and cannot be located through conventional dissection. Whether a given individual possesses a biological mana circuit is determined entirely at random — without correlation to species, lineage, or any known external factor. This is identical in meaning to Mana Sensitivity: an individual who possesses a biological mana circuit is, by definition, mana-sensitive, and the converse holds equally.&lt;br /&gt;
&lt;br /&gt;
Engineered mana circuits, by contrast, exist as physical conductive pathways formed within mana-conductive substrates, constituting the structural basis of mana-operated machinery.&lt;br /&gt;
&lt;br /&gt;
Despite sharing a common designation, the two categories are governed by distinct principles and are studied within separate branches of Manology — biological circuits within Mana Physiology, and engineered circuits within Mana Engineering.&lt;br /&gt;
&lt;br /&gt;
== 6. Mana Runaway ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana runaway&#039;&#039;&#039; refers to a state in which the depletion-and-restoration cycle of a mana particle (see above) repeats indefinitely without external cause. Under normal operation, the cycle terminates once active use ceases; in a runaway state, the cycle becomes self-sustaining and continues without intervention.&lt;br /&gt;
&lt;br /&gt;
The phenomenon arises from a failure to maintain proper separation between a particle&#039;s depletion pathway and its restoration pathway during mana handling — a fundamental technique instilled through elementary safety training. Properly observed, this separation reliably prevents runaway; its absence, however brief, can initiate the condition. For this reason, mana runaway is understood as a preventable but not infrequent hazard, typically arising from momentary lapses in basic technique rather than equipment failure or extraordinary circumstance.&lt;br /&gt;
&lt;br /&gt;
A runaway, once initiated, does not subside on its own; it persists indefinitely until halted through deliberate external intervention. Incidents are classified by the extent of their localized spread. Limited incidents are generally containable by a small number of trained practitioners. Incidents that exceed this localized threshold are designated &#039;&#039;&#039;Mana Critical Incidents&#039;&#039;&#039;, a category for which no method of direct intervention is currently known to be effective; such cases are managed through containment and avoidance rather than resolution.&lt;br /&gt;
&lt;br /&gt;
== 7. Mana Sensitivity ==&lt;br /&gt;
&lt;br /&gt;
The capacity to perceive and manipulate mana — that is, the possession of a biological mana circuit — manifests randomly at the level of the individual, without correlation to species or lineage. Within any given population, both sensitive and insensitive individuals are found in intermixed proportion. Across observed populations, approximately 77% of individuals possess some degree of mana sensitivity. Those entirely lacking this capacity represent a measurable but definitive minority. Mana sensitivity and the possession of a biological mana circuit are one and the same concept.&lt;br /&gt;
&lt;br /&gt;
== 8. Mana Energy Conversion ==&lt;br /&gt;
&lt;br /&gt;
Mana is a primordial energy source that carries no inherent physical form of its own. Through the use of spell formations as conversion interfaces, it can be translated into a wide range of physical energy outputs; the form of that output is determined entirely by the structure of the spell formation through which the mana passes. This property allows mana to function as a general-purpose energy source, unrestricted to any single application.&lt;br /&gt;
&lt;br /&gt;
The principal conversion forms recognised by contemporary scholarship are as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal conversion&#039;&#039;&#039; is the most fundamental and efficient form of mana conversion, and the earliest to have been developed. The spell formations required are comparatively simple. Applications range from heating, smelting, and cooking to the generation of steam power, and small-scale thermal conversion devices powered by Mana Stones have achieved widespread domestic distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic conversion&#039;&#039;&#039; translates mana directly into physical force and motion. It demands considerably more complex spell formations than thermal conversion and carries a higher technical threshold. Applications include the operation of canal pumps, mining equipment, and large-scale lifting machinery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminous conversion&#039;&#039;&#039; produces light from mana. The range of output extends from basic illumination to concentrated beams of specific wavelengths. Illumination-grade luminous conversion is in common use; high-output beam applications are employed on a limited basis in military and industrial contexts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal absorption conversion&#039;&#039;&#039; is the inverse of thermal conversion: mana is expended to draw heat away from a target area rather than to produce it. The spell formations involved are more complex than those of standard thermal conversion. Applications include food preservation, medical use, and the maintenance of specialised environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical conversion&#039;&#039;&#039; employs mana energy to accelerate or inhibit chemical reactions in physical matter. Mana does not itself participate in the reaction; rather, it supplies the activation energy the reaction requires. Applications include metallurgical processing, alloying, and pharmaceutical synthesis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal conversion&#039;&#039;&#039; translates mana into electrical signals for the purpose of transmitting information. Unlike most conversion forms, signal conversion is optimised for precision rather than output magnitude. It forms the technical foundation of the mana grid and long-distance communication networks, and represents one of the latest conversion forms to have reached practical application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biological conversion&#039;&#039;&#039; occurs when mana is converted through a biological mana circuit. This is the mechanism underlying magic as practised by mana-sensitive individuals. While biological conversion is less efficient than its engineered counterparts in terms of raw output, it offers a degree of precision and immediacy that engineered spell formations cannot match — where an engineered circuit is fixed to the conversion it was designed to perform, a mana-sensitive individual can adjust the parameters of conversion in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave conversion&#039;&#039;&#039; translates mana into physical wave phenomena. Research into military and industrial applications is ongoing, but wave conversion has not yet achieved full practical implementation and remains an active frontier of Manology.&lt;br /&gt;
&lt;br /&gt;
== 9. History ==&lt;br /&gt;
&lt;br /&gt;
Systematic inquiry into the nature of mana began in earnest during the era of the Yalta Empire. The Empire developed mana engineering to an advanced degree, drawing upon the Mana Monolith as its primary energy source, and it was during this period that the foundational laws of Mana Dynamics were established. The Mana Cataclysm of IY 722 — an uncontrolled release of mana energy of unprecedented scale, originating from the Mana Monolith — marked a decisive turning point in the history of Manology. The persistent mana storms at the blast origin remain among the most intensively studied phenomena in contemporary mana research.&lt;br /&gt;
&lt;br /&gt;
== 10. Manology ==&lt;br /&gt;
&lt;br /&gt;
Manology is the systematic academic discipline devoted to the study of mana in all its aspects. It is organized into three principal branches, each encompassing its own subordinate fields of inquiry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Manology&lt;br /&gt;
│&lt;br /&gt;
├── Theoretical Manology&lt;br /&gt;
│   ├── Mana Dynamics&lt;br /&gt;
│   ├── Mana Particle Theory&lt;br /&gt;
│   └── Mana Wave Theory&lt;br /&gt;
│&lt;br /&gt;
├── Applied Manology&lt;br /&gt;
│   ├── Magic Theory&lt;br /&gt;
│   ├── Mana Conductivity Studies&lt;br /&gt;
│   └── Mana Physiology&lt;br /&gt;
│&lt;br /&gt;
└── Mana Engineering&lt;br /&gt;
    ├── Mana Stone Engineering&lt;br /&gt;
    └── Mana Mechanics&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Krossen&amp;diff=146</id>
		<title>Krossen</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Krossen&amp;diff=146"/>
		<updated>2026-07-19T21:30:39Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Later History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Nation&lt;br /&gt;
| name          = Krossen&lt;br /&gt;
| official_name = United Domains of Krossen&lt;br /&gt;
| image         = &lt;br /&gt;
| capital       = Ardion&lt;br /&gt;
| government    = Constitutional Federal Monarchy&lt;br /&gt;
| region        = Western, Northwestern, and Northern Central Continent&lt;br /&gt;
| area          = ~1,810,000 km²&lt;br /&gt;
| founded       = IY 740&lt;br /&gt;
| race          = Human&lt;br /&gt;
| religion      = None (freedom of religion guaranteed)&lt;br /&gt;
| language      = English (Krossen dialect)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The United Domains of Krossen — commonly known as Krossen — is one of the three great powers of the Central Continent. A constitutional federal monarchy occupying the western, northwestern, and northern reaches of the continent, it comprises six distinct domains united under a founding constitution. Krossen possesses the largest internal market of any nation in the known world and serves as one of the continent&#039;s principal anchors of military, economic, and diplomatic order.&lt;br /&gt;
&lt;br /&gt;
The name of the capital, Ardion, derives from that of the nation&#039;s first king, Ardan Krossen I. In naming their capital after the man who led them through the years of chaos and union, the founding domains expressed an enduring debt — one that mirrors the way the nation itself came to bear the name of his house.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
When the Mana Cataclysm destroyed the Yalta Empire in IY 722, it did not merely end a nation — it erased the centre of human civilisation. The peoples of the empire scattered. Ancient gods, moved by circumstances rarely seen, granted new lands to the displaced with unusual speed. But the loss of Yalta&#039;s unifying force plunged much of the continent into roughly eighteen years of conflict. The western reaches bore the worst of it.&lt;br /&gt;
&lt;br /&gt;
Among the factions that emerged from the chaos, the Krossen house rose to dominance in the west. Through a combination of military strength and political acumen, Krossen consolidated power over the fractured western territories, becoming the region&#039;s uncontested leading force. Yet Tilrestan to the south and Tragon to the east had taken shape as organised states far earlier, and their growing presence made clear that isolated strength would not be enough. The remaining western factions — five peoples of distinct cultures and traditions — had to be brought together under a common framework.&lt;br /&gt;
&lt;br /&gt;
The result was not absorption but union. Krossen held an estimated sixty percent of the combined strength of all six factions, yet chose to offer the remaining five genuine concessions: real autonomy, equal constitutional standing, and a shared founding document negotiated by all parties together. The six founding houses ratified a constitution that established a federal structure — each domain retaining its own governance while committing to shared principles. Ardan Krossen I, who had led his house through the years of conflict, was named the first king. The United Domains of Krossen was founded in IY 740.&lt;br /&gt;
&lt;br /&gt;
The six founding domains and their leaders at the time of founding are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Domain !! House !! Leader at Founding !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Krosenia || House Krossen || Ardan Krossen I || Founding and royal domain. First King of Krossen.&lt;br /&gt;
|-&lt;br /&gt;
| Velmara || House Solanvi || Caelan Solanvi ||&lt;br /&gt;
|-&lt;br /&gt;
| Drozhenya || House Vetrislav || Radovan Vetrislav ||&lt;br /&gt;
|-&lt;br /&gt;
| Caelmoor || House Lansmaier || Aldric Lansmaier ||&lt;br /&gt;
|-&lt;br /&gt;
| Kayreth || House Tugrahan || Erkan Tugrahan ||&lt;br /&gt;
|-&lt;br /&gt;
| Corvannia || House Korvain || Bálint Korvain ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The early Assembly was smaller and less evenly composed than its present form — domain representation was unequal, and the total number of representatives modest. Through a series of constitutional revisions over the following generations, the current structure of three seats per domain was established.&lt;br /&gt;
&lt;br /&gt;
=== Later History ===&lt;br /&gt;
In December of IY 745, over ten days, the first Central Continent Three Powers Summit convened in a city of Tragon, bringing together the representatives of Krossen, Tilrestan, and Tragon. Ardan Krossen I, then fifty-nine, attended in person. Facing the most urgent matters left unresolved since the founding years, the summit ratified the borders between the three nations, concluded a mutual non-aggression pact, and settled the legal status of the Yalta ruins. Among its outcomes, Krossen ceded the vast majority of the plains along its border with Tilrestan, a concession that displaced the communities inhabiting those lands and left lasting resentment. The summit&#039;s closing day also marked the final day of the old imperial calendar; the following day, the Anno Yalta calendar took effect.&lt;br /&gt;
&lt;br /&gt;
A second summit convened in AY 10, again led by Ardan Krossen I, addressing matters of longer-term governance: the disposition of the old empire&#039;s legacy, the treatment of displaced peoples, the repatriation of prisoners and refugees, terms of trade, and common standards of measurement. From the third summit, held in AY 20, Arben Krossen I — second king of Krossen — succeeded his father in leading Krossen&#039;s delegation. That third gathering brought the original three-power framework to its conclusion; in the years that followed, its role was carried forward by the Mirtess Summit, which opened participation to nations across the known world.&lt;br /&gt;
&lt;br /&gt;
By approximately AY 30, the lingering disorder that had persisted since the Cataclysm had largely subsided, and the known world entered a long era of prosperity that would last roughly a century. Krossen, with its vast internal market and diversified domains, adapted well to the new era.&lt;br /&gt;
&lt;br /&gt;
The Three-Year War, breaking out in AY 149 and ending in AY 152, was fought across the distant Wendigo Continent and drew Krossen into deep involvement. The kingdom had no mana stone industry to speak of — a structural vulnerability that made access to the Wendigo Continent&#039;s unrivalled production capacity a matter of strategic necessity.&lt;br /&gt;
&lt;br /&gt;
=== Royal Lineage ===&lt;br /&gt;
The succession of Krossen&#039;s ruling house is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Generation !! Name !! Reign !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Ardan Krossen I || IY 740 – AY 13 || Founder of Krossen. Died aged 72.&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || Arben Krossen I || AY 13 – c. AY 23 || Co-founder in all but name, having weathered the years of chaos and union at his father&#039;s side. Led the third Summit (AY 20) as Krossen&#039;s representative.&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Arvolik Krossen || c. AY 23 – c. AY 50 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Arben Krossen II || c. AY 50 – c. AY 77 || Named for his grandfather, Arben Krossen I.&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Arkan Krossen || c. AY 77 – c. AY 105 ||&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Arvel Krossen || c. AY 105 – c. AY 135 ||&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Aran Krossen || c. AY 135 – AY 165 || Reigned through the Three-Year War (AY 149–152). Died aged 60.&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Ardin Krossen || AY 165 – present || Current king. Succeeded upon his father&#039;s death.&lt;br /&gt;
|-&lt;br /&gt;
| (Crown Prince) || Ardan Krossen II || — || Born AY 156. The first heir since the founder to bear the name Ardan.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The throne passes according to the internal customs of the royal house.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Krossen occupies the western, northwestern, and northern portions of the Central Continent. Its nominal borders extend to the western and northern coastlines, though the territories under effective administration lie predominantly inland. The gap between mapped borders and inhabited land is substantial — the ancient gods who hold dominion over the land have granted human settlement only within certain bounds, and vast stretches within Krossen&#039;s nominal territory remain beyond those limits.&lt;br /&gt;
&lt;br /&gt;
The nation&#039;s coastline, though long, supports only a small number of major port cities. Where they exist, however, those ports concentrate the bulk of Krossen&#039;s foreign trade and have grown into among the largest and most prosperous cities in the nation.&lt;br /&gt;
&lt;br /&gt;
The royal domain, Krosenia, lies at the westernmost extent of Krossen&#039;s territory and is home to the capital, Ardion. The six domains vary considerably in terrain, climate, and character; detailed geography of each domain remains to be charted.&lt;br /&gt;
&lt;br /&gt;
== Government &amp;amp; Politics ==&lt;br /&gt;
&lt;br /&gt;
=== The Constitution ===&lt;br /&gt;
The United Domains of Krossen is governed under a constitution ratified at its founding by representatives of all six domains. The constitution is the supreme authority of the state — no branch of government, including the crown, may act outside its bounds.&lt;br /&gt;
&lt;br /&gt;
The constitution establishes two tiers of law. The first comprises absolute principles applied uniformly across all domains: the prohibition of murder, the use of a single national currency, the election of domain governors and assembly representatives by popular vote, the prohibition of any state religion, and the prohibition of religious interference in political affairs. The second tier covers subsidiary matters — sentencing standards, tax rates, the precise form of elections, and similar concerns — which each domain determines independently.&lt;br /&gt;
&lt;br /&gt;
Constitutional revision is addressed through a joint summit convened every five years by the king and the Assembly. Revision requires the agreement of both parties; not every summit produces an amendment, and sessions that conclude with the existing text unchanged are as common as those that do not. A separate emergency provision allows the king and the Assembly Chairman, acting in concert, to enact temporary measures during wartime or national crisis without waiting for the regular revision cycle.&lt;br /&gt;
&lt;br /&gt;
=== The King ===&lt;br /&gt;
The king serves as head of state and the nation&#039;s representative in all external affairs. Foreign policy, treaty negotiations, and declarations of war fall exclusively within the king&#039;s authority. In the event of a declared national emergency, the king assumes command of all military forces under the emergency powers granted by the constitution.&lt;br /&gt;
&lt;br /&gt;
Within Krossen, the king governs Krosenia directly. Krosenia is the only domain without an elected governor; its administration rests with the royal house by constitutional provision. The king does not hold a seat in the Assembly, nor does the crown exercise authority over the internal affairs of the other five domains. On matters that require coordination between the executive and legislative branches, the king and the Assembly Chairman meet as needed outside the regular constitutional revision cycle.&lt;br /&gt;
&lt;br /&gt;
=== The Assembly ===&lt;br /&gt;
The Assembly is the legislative branch of Krossen&#039;s federal government. It is composed of eighteen representatives — three elected from each of the six domains by direct popular vote. Representatives serve five-year terms with no limit on re-election.&lt;br /&gt;
&lt;br /&gt;
The Assembly concerns itself with federal legislation and matters that cross domain lines. The internal affairs of each domain remain within the authority of that domain&#039;s governor; assembly representatives serve in the capital and do not exercise authority over the domains that elected them.&lt;br /&gt;
&lt;br /&gt;
The Assembly is presided over by a Chairman. The Chairman is elected at the opening of each new Assembly term by the eighteen sitting representatives, drawn from among those who served in the previous term — whether as representatives or as Chairman. The Chairman holds no vote in ordinary proceedings but casts the deciding vote in the event of a tie. The term of the Chairman runs concurrently with that of the Assembly, and re-election is permitted.&lt;br /&gt;
&lt;br /&gt;
=== The Domains ===&lt;br /&gt;
Each of Krossen&#039;s six domains retains meaningful self-governance within the limits set by the constitution. Domain governors are elected through a two-stage process: citizens elect county representatives by direct vote, and those county representatives then elect the domain governor by indirect vote among themselves. Krosenia is the sole exception — its governance rests with the royal house, and no gubernatorial election is held there.&lt;br /&gt;
&lt;br /&gt;
Over the generations since founding, the cultural identities of the individual domains have gradually converged toward a shared sense of Krossen nationality. The distinct traditions of each domain — in dialect, custom, architecture, and local practice — remain visible and are regarded not as sources of division but as expressions of the nation&#039;s founding character.&lt;br /&gt;
&lt;br /&gt;
=== The Court ===&lt;br /&gt;
The Court is the judicial branch of Krossen&#039;s government, independent of both the crown and the Assembly. It does not handle arrests or public order — those responsibilities fall to each domain&#039;s police forces. The Court concerns itself with indictment, trial, and adjudication. It comprises a Supreme Court, which handles final appeals, and a domain-level court in each of the six domains for first-instance proceedings.&lt;br /&gt;
&lt;br /&gt;
The Court also oversees Kosmi, a specialised body authorised to operate across domain boundaries and within the Yalta ruins.&lt;br /&gt;
&lt;br /&gt;
=== Kosmi ===&lt;br /&gt;
Kosmi — formally the Krossen Office of Special Magistracy and Investigation — is a body under the authority of the Court. Unlike the domain police forces, Kosmi holds no fixed territorial jurisdiction. It operates across domain lines and, crucially, within the Yalta ruins, where the Three Powers Summit&#039;s prohibition on military activity does not apply to a judicial body. Kosmi&#039;s remit covers reconnaissance, search operations, and investigation. It is also regularly deployed beyond Krossen&#039;s borders for intelligence purposes, though its mandate does not extend to covert action.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
Krossen maintains two distinct armed forces, each under separate command.&lt;br /&gt;
&lt;br /&gt;
The Royal Army is the larger of the two and answers directly to the king. It encompasses the Capital Defence Command and the Royal Guard, among other formations.&lt;br /&gt;
&lt;br /&gt;
The Assembly Army is composed of the standing forces contributed by the five non-Krosenia domains. It answers to the Assembly Chairman and includes the Assembly Defence Command, the Border Guard, and the domain garrisons stationed within each domain. In the event of a declared national emergency, the king may assume command of the Assembly Army under the executive emergency powers granted by the constitution.&lt;br /&gt;
&lt;br /&gt;
Kosmi, though it operates in the field and maintains considerable practical combat experience, is not part of either military structure. It falls under the Court and is classified as a judicial body.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Krossen is the largest internal market in the known world. Its six domains each specialise in distinct sectors, and the great majority of what is produced within the nation is consumed within it as well. This structure insulates Krossen from disruptions in global trade and has contributed to its long-term stability.&lt;br /&gt;
&lt;br /&gt;
Krossen&#039;s principal economic vulnerability lies in mana stone technology. The nation lacks the industrial base for mana stone extraction and refinement that Tilrestan and Tragon have developed, placing it at a disadvantage in fields that rely heavily on mana engineering. This gap has shaped Krossen&#039;s foreign policy on more than one occasion.&lt;br /&gt;
&lt;br /&gt;
=== The Mana Computing Network ===&lt;br /&gt;
The mana computing network is the shared infrastructure underpinning the economies and societies of all three great powers. Its applications extend well beyond financial settlement: the network supports information exchange, data storage, remote computation, personal identification, and the administrative systems of government. National currencies, international payments, and personal identity documents all operate on the network. So too does the broader range of communication and record-keeping that modern governance and commerce require.&lt;br /&gt;
&lt;br /&gt;
=== Currency ===&lt;br /&gt;
Krossen uses both its own national currency and the international currency that runs on the mana computing network. The constitution requires that a single national currency be used across all domains; that currency governs domestic transactions. The international currency serves a different function — it is not issued by any single nation but exists as a common standard of value operating on the mana computing network, used primarily for transactions between states and public institutions. Its unit system derives from the gold, silver, and copper denominations of the old Yalta Empire. The physical coins are long gone, but the units survived — recalled from the wreckage of the old world as a shared reference point that no single nation could claim as its own. The spirit behind that choice is not unlike the one that named the new calendar Anno Yalta: a recognition that even in building something new, the common inheritance of the past belongs to everyone.&lt;br /&gt;
&lt;br /&gt;
== Society &amp;amp; Culture ==&lt;br /&gt;
The six domains of Krossen carry the cultural inheritances of six distinct peoples. Differences in dialect, custom, architecture, and tradition are visible from domain to domain, and are regarded within the nation not as sources of division but as expressions of its founding character. The constitution does not seek to erase those differences — it seeks to hold them together.&lt;br /&gt;
&lt;br /&gt;
Religion is a private matter in Krossen. No faith is endorsed by the state, and the constitution explicitly bars any religion from exercising political influence. All faiths are practiced freely within Krossen&#039;s borders, including Rahislabi, which counts a significant number of adherents despite originating in Tilrestan.&lt;br /&gt;
&lt;br /&gt;
The English language is spoken across all six domains, though each carries its own regional accent and maintains its own stock of local terms and proper nouns that have never been translated into the common tongue.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
Krossen is a signatory to the mutual non-aggression treaty concluded at the first Three Powers Summit in IY 745, binding it to Tilrestan and Tragon. The treaty, which remains in effect, prohibits armed conflict between the three powers and establishes mechanisms for collective response and economic pressure in the event of a violation.&lt;br /&gt;
&lt;br /&gt;
Relations with Tilrestan are defined by the weight of the Summit&#039;s outcomes. The cession of the border plains, extracted under the pressure of that negotiation, is a point of historical grievance that has never been fully resolved.&lt;br /&gt;
&lt;br /&gt;
Relations with Tragon are generally more equitable, grounded in the geographic separation that has kept the two nations from significant territorial dispute.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Mana&amp;diff=145</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Mana&amp;diff=145"/>
		<updated>2026-07-19T21:28:31Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* 3. History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name          = &lt;br /&gt;
| image         = &lt;br /&gt;
| type          = &lt;br /&gt;
| origin        = &lt;br /&gt;
| practitioners = &lt;br /&gt;
| difficulty    = &lt;br /&gt;
| prerequisites = &lt;br /&gt;
| related       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 1. Overview ==&lt;br /&gt;
Mana is a fundamental form of energy permeating the entirety of this universe, exhibiting both wave-like and particle-like properties simultaneously. The academic discipline concerned with the study of mana and its behavior is known as Manology. The technical practice of harnessing and operating mana is referred to as Magic.&lt;br /&gt;
&lt;br /&gt;
== 2. Details ==&lt;br /&gt;
=== 2.1. Fundamental Properties of Mana ===&lt;br /&gt;
==== 2.1.1. Dual Nature ====&lt;br /&gt;
Mana simultaneously exhibits both wave-like and particle-like properties. Which characteristic predominates depends upon the method of observation and interaction. This duality has historically been one of the most contested subjects within the field of Manology, giving rise to competing schools of thought that persist to this day.&lt;br /&gt;
&lt;br /&gt;
==== 2.1.2. Mana Diffusion ====&lt;br /&gt;
Mana possesses an inherent and continuous tendency to distribute itself uniformly across the universe. This diffusive force, though relatively weak, acts persistently and without cessation. The natural resting state of mana is therefore one of uniform spatial distribution.&lt;br /&gt;
&lt;br /&gt;
==== 2.1.3. Mana Conductivity ====&lt;br /&gt;
In the presence of highly conductive media, mana exhibits a pronounced tendency to concentrate, drawn by an attractive force that significantly exceeds its baseline diffusive pressure. As a result, local mana density around high-conductivity materials is measurably elevated. This property is directly linked to the functional principles underlying the Mana Stone.&lt;br /&gt;
&lt;br /&gt;
==== 2.1.4. Mana Particles ====&lt;br /&gt;
Mana is structurally composed of discrete units termed &#039;&#039;&#039;mana particles&#039;&#039;&#039;. Each particle consists of two distinct components: an enduring vessel, and the mana energy contained within it. The vessel itself is permanent and is never destroyed under any circumstance; only the energy held within it is subject to depletion through use.&lt;br /&gt;
&lt;br /&gt;
When the energy within a particle is expended, the vessel is restored to capacity through the action of mana diffusion (see 2.1.2): surrounding mana flows to equalize the local deficit. This restoration occurs instantaneously, without measurable duration. Although a state of zero internal energy is theoretically distinguishable as a discrete phase, it possesses no functional duration and is therefore considered negligible in practice.&lt;br /&gt;
&lt;br /&gt;
=== 2.2. The Three Laws of Mana Dynamics ===&lt;br /&gt;
==== 2.2.1. The First Law — Conservation of Mana ====&lt;br /&gt;
The total quantity of mana present within the universe remains invariant at all times. Mana is neither created nor destroyed under any circumstances.&lt;br /&gt;
&lt;br /&gt;
==== 2.2.2. The Second Law — Diffusion of Mana ====&lt;br /&gt;
Mana tends inherently toward a state of uniform distribution. Any action that opposes this tendency — including the condensation, redirection, or storage of mana — necessarily requires the application of an external force or agency.&lt;br /&gt;
&lt;br /&gt;
==== 2.2.3. The Third Law — The Prohibition of Mana Amplification ====&lt;br /&gt;
Under no process or circumstance can the mana output of any system exceed its mana input. The generation of perpetual motion or unlimited energy through mana is, without exception, impossible.&lt;br /&gt;
&lt;br /&gt;
=== 2.3. Mana Stone &amp;amp; Magic Stone ===&lt;br /&gt;
The Mana Stone is among the most well-documented high-conductivity media known, characterized by its capacity to retain a fixed quantity of mana within its internal structure. Functioning in essence as a mana reservoir, it serves as a foundational material across virtually all branches of Mana Engineering. A Mana Stone of exceptional magnitude and potency is designated a &#039;&#039;&#039;Mana Monolith&#039;&#039;&#039; — regarded as the ultimate expression of the Mana Stone in its most concentrated form.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Magic Stone&#039;&#039;&#039; is a Mana Stone into which a spell formation — a structured mana circuit encoding a specific magical effect — has been inscribed, enabling it to discharge that effect upon activation. Where the Mana Stone is a pure energy reservoir, the Magic Stone is a conversion device: designed not merely to hold mana, but to release it in a particular, predetermined form. A Magic Stone that has been depleted of mana ceases to function until resupplied.&lt;br /&gt;
&lt;br /&gt;
=== 2.4. Mana Circuits ===&lt;br /&gt;
A structured pathway through which mana flows is termed a &#039;&#039;&#039;mana circuit&#039;&#039;&#039;. The term applies broadly across two categories of fundamentally distinct nature: circuits inherent to living organisms, and circuits engineered within mana-operated devices.&lt;br /&gt;
&lt;br /&gt;
Biological mana circuits are non-physical in structure; they possess no observable anatomical counterpart and cannot be located through conventional dissection. Whether a given individual possesses a biological mana circuit is determined entirely at random — without correlation to species, lineage, or any known external factor. This is identical in meaning to Mana Sensitivity: an individual who possesses a biological mana circuit is, by definition, mana-sensitive, and the converse holds equally.&lt;br /&gt;
&lt;br /&gt;
Engineered mana circuits, by contrast, exist as physical conductive pathways formed within mana-conductive substrates, constituting the structural basis of mana-operated machinery.&lt;br /&gt;
&lt;br /&gt;
Despite sharing a common designation, the two categories are governed by distinct principles and are studied within separate branches of Manology — biological circuits within Mana Physiology, and engineered circuits within Mana Engineering.&lt;br /&gt;
&lt;br /&gt;
=== 2.5. Mana Runaway ===&lt;br /&gt;
&#039;&#039;&#039;Mana runaway&#039;&#039;&#039; refers to a state in which the depletion-and-restoration cycle of a mana particle (see 2.1.4) repeats indefinitely without external cause. Under normal operation, the cycle terminates once active use ceases; in a runaway state, the cycle becomes self-sustaining and continues without intervention.&lt;br /&gt;
&lt;br /&gt;
The phenomenon arises from a failure to maintain proper separation between a particle&#039;s depletion pathway and its restoration pathway during mana handling — a fundamental technique instilled through elementary safety training. Properly observed, this separation reliably prevents runaway; its absence, however brief, can initiate the condition. For this reason, mana runaway is understood as a preventable but not infrequent hazard, typically arising from momentary lapses in basic technique rather than equipment failure or extraordinary circumstance.&lt;br /&gt;
&lt;br /&gt;
A runaway, once initiated, does not subside on its own; it persists indefinitely until halted through deliberate external intervention. Incidents are classified by the extent of their localized spread. Limited incidents are generally containable by a small number of trained practitioners. Incidents that exceed this localized threshold are designated &#039;&#039;&#039;Mana Critical Incidents&#039;&#039;&#039;, a category for which no method of direct intervention is currently known to be effective; such cases are managed through containment and avoidance rather than resolution.&lt;br /&gt;
&lt;br /&gt;
=== 2.6. Mana Sensitivity ===&lt;br /&gt;
The capacity to perceive and manipulate mana — that is, the possession of a biological mana circuit — manifests randomly at the level of the individual, without correlation to species or lineage. Within any given population, both sensitive and insensitive individuals are found in intermixed proportion. Across observed populations, approximately 77% of individuals possess some degree of mana sensitivity. Those entirely lacking this capacity represent a measurable but definitive minority. Mana sensitivity and the possession of a biological mana circuit are one and the same concept.&lt;br /&gt;
=== 2.7. Mana Energy Conversion ===&lt;br /&gt;
Mana is a primordial energy source that carries no inherent physical form of its own. Through the use of spell formations as conversion interfaces, it can be translated into a wide range of physical energy outputs; the form of that output is determined entirely by the structure of the spell formation through which the mana passes. This property allows mana to function as a general-purpose energy source, unrestricted to any single application.&lt;br /&gt;
&lt;br /&gt;
The principal conversion forms recognised by contemporary scholarship are as follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal conversion&#039;&#039;&#039; is the most fundamental and efficient form of mana conversion, and the earliest to have been developed. The spell formations required are comparatively simple. Applications range from heating, smelting, and cooking to the generation of steam power, and small-scale thermal conversion devices powered by Mana Stones have achieved widespread domestic distribution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic conversion&#039;&#039;&#039; translates mana directly into physical force and motion. It demands considerably more complex spell formations than thermal conversion and carries a higher technical threshold. Applications include the operation of canal pumps, mining equipment, and large-scale lifting machinery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminous conversion&#039;&#039;&#039; produces light from mana. The range of output extends from basic illumination to concentrated beams of specific wavelengths. Illumination-grade luminous conversion is in common use; high-output beam applications are employed on a limited basis in military and industrial contexts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thermal absorption conversion&#039;&#039;&#039; is the inverse of thermal conversion: mana is expended to draw heat away from a target area rather than to produce it. The spell formations involved are more complex than those of standard thermal conversion. Applications include food preservation, medical use, and the maintenance of specialised environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical conversion&#039;&#039;&#039; employs mana energy to accelerate or inhibit chemical reactions in physical matter. Mana does not itself participate in the reaction; rather, it supplies the activation energy the reaction requires. Applications include metallurgical processing, alloying, and pharmaceutical synthesis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal conversion&#039;&#039;&#039; translates mana into electrical signals for the purpose of transmitting information. Unlike most conversion forms, signal conversion is optimised for precision rather than output magnitude. It forms the technical foundation of the mana grid and long-distance communication networks, and represents one of the latest conversion forms to have reached practical application.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biological conversion&#039;&#039;&#039; occurs when mana is converted through a biological mana circuit. This is the mechanism underlying magic as practised by mana-sensitive individuals. While biological conversion is less efficient than its engineered counterparts in terms of raw output, it offers a degree of precision and immediacy that engineered spell formations cannot match — where an engineered circuit is fixed to the conversion it was designed to perform, a mana-sensitive individual can adjust the parameters of conversion in real time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wave conversion&#039;&#039;&#039; translates mana into physical wave phenomena. Research into military and industrial applications is ongoing, but wave conversion has not yet achieved full practical implementation and remains an active frontier of Manology.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Systematic inquiry into the nature of mana began in earnest during the era of the Yalta Empire. The Empire developed mana engineering to an advanced degree, drawing upon the Mana Monolith as its primary energy source, and it was during this period that the foundational laws of Mana Dynamics were established. The Mana Cataclysm of IY 722 — an uncontrolled release of mana energy of unprecedented scale, originating from the Mana Monolith — marked a decisive turning point in the history of Manology. The persistent mana storms at the blast origin remain among the most intensively studied phenomena in contemporary mana research.&lt;br /&gt;
&lt;br /&gt;
== 4. Manology ==&lt;br /&gt;
Manology is the systematic academic discipline devoted to the study of mana in all its aspects. It is organized into three principal branches, each encompassing its own subordinate fields of inquiry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Manology&lt;br /&gt;
│&lt;br /&gt;
├── Theoretical Manology&lt;br /&gt;
│   ├── Mana Dynamics&lt;br /&gt;
│   ├── Mana Particle Theory&lt;br /&gt;
│   └── Mana Wave Theory&lt;br /&gt;
│&lt;br /&gt;
├── Applied Manology&lt;br /&gt;
│   ├── Magic Theory&lt;br /&gt;
│   ├── Mana Conductivity Studies&lt;br /&gt;
│   └── Mana Physiology&lt;br /&gt;
│&lt;br /&gt;
└── Mana Engineering&lt;br /&gt;
    ├── Mana Stone Engineering&lt;br /&gt;
    └── Mana Mechanics&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Yalta_Empire&amp;diff=144</id>
		<title>Yalta Empire</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Yalta_Empire&amp;diff=144"/>
		<updated>2026-07-19T21:23:31Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Nation&lt;br /&gt;
| name          = Yalta Empire&lt;br /&gt;
| official_name = &lt;br /&gt;
| image         = &lt;br /&gt;
| capital       = &lt;br /&gt;
| government    = Symbolic Imperial Monarchy (feudal administration)&lt;br /&gt;
| ruling_house  = Imperial Bloodline (extinct following the Cataclysm)&lt;br /&gt;
| region        = The Central Continent&lt;br /&gt;
| area          = ~2,550,000 km²&lt;br /&gt;
| founded       = IY 1&lt;br /&gt;
| dissolved     = IY 722&lt;br /&gt;
| race          = Human&lt;br /&gt;
| religion      = &lt;br /&gt;
| language      = Common&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;erakh-infobox&amp;quot; style=&amp;quot;float:right;clear:right;width:220px;margin:-1rem 0 1rem 1.5rem;background:#f0ebe0;border:1px solid #e2d9c8;border-top:none;font-family:Inter,sans-serif;font-size:0.78rem;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#e2d9c8;color:#2a2218;font-weight:500;font-size:0.68rem;letter-spacing:0.08em;text-transform:uppercase;padding:0.3rem 0.6rem;border-top:1px solid #c8b99a;border-bottom:1px solid #c8b99a;text-align:left;&amp;quot; | Also Known As&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;color:#2a2218;font-size:0.75rem;padding:0.3rem 0.5rem;vertical-align:top;&amp;quot; | &#039;&#039;the Eternal Empire&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;the Cradle of Mankind&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Box|The only home of mankind.}}&lt;br /&gt;
The Yalta Empire was the first nation established by humanity on the Central Continent. It has since fallen, destroyed by the catastrophic event known as the Mana Cataclysm.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
The Yalta Empire was the first nation ever established by humanity, and is regarded by many as the ancestral homeland of all humankind — a legacy reflected in one of its enduring epithets, the Cradle of Mankind. Though humans had long existed in scattered communities across the world, the Yalta Empire marked the first time humanity came together on a large scale to form a unified culture and society.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s foundation traces back to a divine oracle received by the representatives of humanity, through which they were granted the most fertile land available to settle. Upon this land, humanity established a nation under a single imperial bloodline that served as a symbolic and spiritual cornerstone — holding no direct political power, but embodying the unity and legitimacy of the Empire. Actual governance was carried out through a feudal order, in which regional lords held authority over their respective domains and administered the land in the Emperor&#039;s name.&lt;br /&gt;
&lt;br /&gt;
As a reflection of humanity&#039;s obscure and far-flung origins, the Yalta Empire was home to a remarkable diversity of cultures and languages, each having developed independently, yet coexisting within the borders of a single nation.&lt;br /&gt;
&lt;br /&gt;
The Empire grew and prospered, but the discovery of the Mana Monolith — a stone of extraordinary size and magical potency, said to be the progenitor of all commonly known mana stones — introduced the first fractures within its political order. The conflict was not one of ownership, but of principle: whether the Mana Monolith should be used at all. Compounding this political strain, the Empire&#039;s rapid expansion had begun to outpace its ability to sustain itself. Pressure for new territory mounted to such a degree that some called for open confrontation with the gods themselves, if that was what it took to secure more land.&lt;br /&gt;
&lt;br /&gt;
As political and social tensions accumulated, the Mana Cataclysm struck, reducing the Empire to ruin. Those who survived scattered across the world in search of new lives. The land where the Empire once stood still bears the name Yalta, but it is a wasteland now — the epicentre of the Cataclysm remains perpetually ravaged by mana storms, rendering approximately three kilometres around the blast origin uninhabitable to this day, while the surrounding ruins, though scarred and desolate, can still be traversed and settled.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Foundation ===&lt;br /&gt;
&lt;br /&gt;
=== Later History ===&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
== Government &amp;amp; Politics ==&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
== Society &amp;amp; Culture ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Though the Empire fell nearly two centuries ago, it is remembered by several names. Most enduring among them is &#039;&#039;&#039;the Eternal Empire&#039;&#039;&#039; — not a claim that it truly lasted forever, but an epithet born of the wish that it had. The name survives in the lament attributed to Vortigern: &amp;quot;The Eternal Empire left behind nothing but a millennium of ash — consumed in a single flash of light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nations]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Anno_Yalta&amp;diff=143</id>
		<title>Anno Yalta</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Anno_Yalta&amp;diff=143"/>
		<updated>2026-07-19T21:21:42Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Adoption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Lore&lt;br /&gt;
| name       = &lt;br /&gt;
| image      = &lt;br /&gt;
| type       = &lt;br /&gt;
| origin     = &lt;br /&gt;
| founded    = &lt;br /&gt;
| founder    = &lt;br /&gt;
| followers  = &lt;br /&gt;
| holy_site  = &lt;br /&gt;
| deity      = &lt;br /&gt;
| scripture  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Anno Yalta (AY) is the calendar system currently in common use across the known world. Its origin point is set to the year immediately following the collapse of the Yalta Empire — marking not an end, but a new beginning for humanity. The name Anno Yalta, meaning roughly &amp;quot;In the Year of Yalta,&amp;quot; reflects a collective resolve to move forward into a new era while preserving the memory of the empire that once united humankind.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Before Anno Yalta ===&lt;br /&gt;
In the immediate aftermath of the Mana Cataclysm, Imperial Yalta remained nominally in use across much of the known world, even as the empire itself had ceased to exist. With no central authority to enforce a unified standard, time continued to be measured by a system tied to a nation that was no more. This inconsistency persisted through decades of fragmentation and reconstruction.&lt;br /&gt;
&lt;br /&gt;
=== Adoption ===&lt;br /&gt;
Anno Yalta was formally ratified as the common standard of reckoning at the Three Powers Summit of the Central Continent, convened in IY 745. Representatives of Tilrestan, Krossen, and Tragon reached agreement on a shared calendar system — one that acknowledged the fall of the Yalta Empire as a turning point in history, while honouring it as the ancestral homeland of all humanity. The name Anno Yalta was accepted by all three powers as a neutral and fitting designation, rooted in a common origin rather than the identity of any single nation.&lt;br /&gt;
The first year of Anno Yalta is reckoned from the day following the last day of Imperial Yalta, establishing continuity with the prior calendar while marking a clear break from the imperial age.&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=The_Mana_Cataclysm&amp;diff=142</id>
		<title>The Mana Cataclysm</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=The_Mana_Cataclysm&amp;diff=142"/>
		<updated>2026-07-19T21:19:54Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: /* Outbreak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = the Mana Cataclysm&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Disaster / Historical Event&lt;br /&gt;
| date        = IY 722&lt;br /&gt;
| location    = Central Yalta Empire (present-day Yalta Ruins)&lt;br /&gt;
| nation      = Yalta Empire&lt;br /&gt;
| casualties  = Unknown&amp;lt;ref&amp;gt;Casualty figures were never recorded. In addition to those killed directly by the blast, the event triggered a mass displacement of survivors across the continent. No institution or infrastructure capable of conducting such an assessment existed at the time of the event.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| cause       = Unknown (Mana Monolith identified as catalyst)&lt;br /&gt;
| outcome     = Collapse of the Yalta Empire; mass displacement of survivors; establishment of the Permitted Land principle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Mana Cataclysm was the largest mana disaster in recorded history, occurring in IY 722 at the heart of the Yalta Empire. In an instant, it reduced everything within a five-hundred-kilometre radius to ruin, bringing the Eternal Empire to its end. Nearly two centuries on, its cause remains officially unresolved. It stands as the defining turning point of the Central Continent — the event that not only erased humanity&#039;s cradle of civilisation, but reshaped the world order that followed.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
At the time of the Cataclysm, the Yalta Empire was the first and oldest empire in human history — humanity&#039;s cradle and the origin point of all human civilisation. Across the world, from the Central Continent to Aim, Wendigo, and Aisa, human communities of varying size and form had long existed; yet Yalta stood apart from all of them in historical and spiritual weight, bearing a significance no other could rival.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s vast territory, spanning an area of approximately 2,550,000 km², was bisected by a great river of continental scale. From this artery, an extensive network of canals extended across the land, sustaining agriculture and logistics throughout the Empire. At the centre of its technological achievement stood the Mana Monolith — an object of extraordinary mana density that served as the primary energy source for the Empire&#039;s mana engineering infrastructure, powering everything from heavy machinery to the mana grid that ran across the nation. With a population of approximately sixty to seventy million, the Empire had no equal.&lt;br /&gt;
&lt;br /&gt;
== The Event ==&lt;br /&gt;
&lt;br /&gt;
=== Outbreak ===&lt;br /&gt;
In IY 722, an unprecedented release of mana energy erupted from a single point within the heart of the Yalta Empire. The explosion propagated outward in an instant, carrying with it both a physical shockwave of catastrophic scale and an intense mana radiation front. The Mana Monolith, held within the Empire at the time, has been identified by scholars as the catalyst. It is understood that the mana concentrated within the Monolith over an immense span of time was released in an uncontrolled discharge — an extreme manifestation of the tendency described by the Second Law of Mana Dynamics, in which mana seeks uniform distribution with persistent and unyielding force.&lt;br /&gt;
&lt;br /&gt;
=== Impact ===&lt;br /&gt;
The destruction unfolded across three distinct zones.&lt;br /&gt;
&lt;br /&gt;
Within the total annihilation zone — extending five hundred kilometres from the blast origin — the landscape was obliterated and reduced to a vast wasteland. The overwhelming majority of those within this radius perished, killed by the physical shockwave and mana radiation. All known members of the Yalta imperial bloodline died in the event. Total casualties were never tallied; the scale of death and the simultaneous collapse of all civic infrastructure made any accounting impossible.&lt;br /&gt;
&lt;br /&gt;
Beyond the annihilation zone, mana radiation and mana critical contamination are estimated to have extended to a radius of approximately sixty-five to one hundred kilometres from the blast origin — a range considerably narrower than the shockwave itself. While the contamination dissipated largely within a short period, residual hazards have been reported in this zone and persist to the present day.&lt;br /&gt;
&lt;br /&gt;
At the immediate centre of the blast, within a radius of approximately three kilometres, mana storms rage without cessation. This area remains the only zone rendered permanently uninhabitable by the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
With the imperial bloodline extinguished, the Yalta Empire collapsed with devastating speed. Survivors from the outer reaches of the Empire were left without governance, infrastructure, or direction. In vast numbers, they became displaced — scattering across the Central Continent and beyond in search of land and livelihood. The movement of these refugees brought them into the territories of other peoples and races already settled across the world, and the conflicts that followed were widespread and severe.&lt;br /&gt;
&lt;br /&gt;
== Cause &amp;amp; Debate ==&lt;br /&gt;
The official cause of the Mana Cataclysm remains unresolved. That the Mana Monolith served as the catalyst is the near-universal position within the academic community; how the Monolith came to discharge in an uncontrolled manner, however, has never been established. Numerous theories have been proposed over the years, but none has attained the status of consensus.&lt;br /&gt;
&lt;br /&gt;
The fate of the Monolith following the explosion is equally uncertain. The prevailing view holds that it was destroyed in the blast. A minority position maintains that it survived and remains at the centre of the blast origin, serving as the source of the mana storms that persist there to this day. The question of the Monolith&#039;s whereabouts remains one of the foremost unresolved problems in contemporary Manology.&lt;br /&gt;
&lt;br /&gt;
== Historical Significance ==&lt;br /&gt;
The Mana Cataclysm is understood not merely as a disaster, but as the event that fundamentally restructured the world order.&lt;br /&gt;
&lt;br /&gt;
The mass displacement it caused, and the conflicts that displacement brought about, drew the direct intervention of the Old Ones and the Primordials. Holding humanity accountable for the chaos unleashed upon the world, they established a formal principle restricting where humans could settle and build nations — the origin of what is known today as the Permitted Land principle. Under this principle, humanity may only establish a nation upon land granted to them by the ancient gods. This principle forms the constitutional foundation of each nation on the Central Continent, and underlies the citizenship systems that govern human societies to this day.&lt;br /&gt;
&lt;br /&gt;
The collapse of the Yalta Empire left a void in human civilisation that has never been fully recovered. Much of the mana engineering knowledge and cultural heritage the Empire had accumulated was lost permanently. Successor nations rebuilt from what fragments survived. That the gold, silver, and copper denominations of the old Yalta currency were revived — not as physical coin, but as the value units of the international mana-grid currency established after the Continental Summit — reflects the enduring weight the Empire continues to carry in the human imagination: a common inheritance, called back from nothing.&lt;br /&gt;
&lt;br /&gt;
== Present Day ==&lt;br /&gt;
The Yalta Ruins remain a wasteland. The zone of permanent uninhabitability — the three-kilometre radius around the blast origin — aside, the broader ruins are physically accessible, but the complete absence of infrastructure and the continued reporting of sporadic mana anomalies have prevented any meaningful resettlement. Research teams dispatched by various nations maintain a presence near the blast origin, studying the persistent mana storms and residual contamination phenomena. This body of research constitutes one of the principal frontiers of contemporary Manology.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* Yalta Empire&lt;br /&gt;
* Mana Monolith&lt;br /&gt;
* Mana&lt;br /&gt;
* Yalta Ruins&lt;br /&gt;
* Permitted Land&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=The_Mana_Cataclysm&amp;diff=141</id>
		<title>The Mana Cataclysm</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=The_Mana_Cataclysm&amp;diff=141"/>
		<updated>2026-07-19T21:17:19Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Event&lt;br /&gt;
| name        = the Mana Cataclysm&lt;br /&gt;
| image       = &lt;br /&gt;
| type        = Disaster / Historical Event&lt;br /&gt;
| date        = IY 722&lt;br /&gt;
| location    = Central Yalta Empire (present-day Yalta Ruins)&lt;br /&gt;
| nation      = Yalta Empire&lt;br /&gt;
| casualties  = Unknown&amp;lt;ref&amp;gt;Casualty figures were never recorded. In addition to those killed directly by the blast, the event triggered a mass displacement of survivors across the continent. No institution or infrastructure capable of conducting such an assessment existed at the time of the event.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| cause       = Unknown (Mana Monolith identified as catalyst)&lt;br /&gt;
| outcome     = Collapse of the Yalta Empire; mass displacement of survivors; establishment of the Permitted Land principle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Mana Cataclysm was the largest mana disaster in recorded history, occurring in IY 722 at the heart of the Yalta Empire. In an instant, it reduced everything within a five-hundred-kilometre radius to ruin, bringing the Eternal Empire to its end. Nearly two centuries on, its cause remains officially unresolved. It stands as the defining turning point of the Central Continent — the event that not only erased humanity&#039;s cradle of civilisation, but reshaped the world order that followed.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
At the time of the Cataclysm, the Yalta Empire was the first and oldest empire in human history — humanity&#039;s cradle and the origin point of all human civilisation. Across the world, from the Central Continent to Aim, Wendigo, and Aisa, human communities of varying size and form had long existed; yet Yalta stood apart from all of them in historical and spiritual weight, bearing a significance no other could rival.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s vast territory, spanning an area of approximately 2,550,000 km², was bisected by a great river of continental scale. From this artery, an extensive network of canals extended across the land, sustaining agriculture and logistics throughout the Empire. At the centre of its technological achievement stood the Mana Monolith — an object of extraordinary mana density that served as the primary energy source for the Empire&#039;s mana engineering infrastructure, powering everything from heavy machinery to the mana grid that ran across the nation. With a population of approximately sixty to seventy million, the Empire had no equal.&lt;br /&gt;
&lt;br /&gt;
== The Event ==&lt;br /&gt;
&lt;br /&gt;
=== Outbreak ===&lt;br /&gt;
In IY 977, an unprecedented release of mana energy erupted from a single point within the heart of the Yalta Empire. The explosion propagated outward in an instant, carrying with it both a physical shockwave of catastrophic scale and an intense mana radiation front. The Mana Monolith, held within the Empire at the time, has been identified by scholars as the catalyst. It is understood that the mana concentrated within the Monolith over an immense span of time was released in an uncontrolled discharge — an extreme manifestation of the tendency described by the Second Law of Mana Dynamics, in which mana seeks uniform distribution with persistent and unyielding force.&lt;br /&gt;
&lt;br /&gt;
=== Impact ===&lt;br /&gt;
The destruction unfolded across three distinct zones.&lt;br /&gt;
&lt;br /&gt;
Within the total annihilation zone — extending five hundred kilometres from the blast origin — the landscape was obliterated and reduced to a vast wasteland. The overwhelming majority of those within this radius perished, killed by the physical shockwave and mana radiation. All known members of the Yalta imperial bloodline died in the event. Total casualties were never tallied; the scale of death and the simultaneous collapse of all civic infrastructure made any accounting impossible.&lt;br /&gt;
&lt;br /&gt;
Beyond the annihilation zone, mana radiation and mana critical contamination are estimated to have extended to a radius of approximately sixty-five to one hundred kilometres from the blast origin — a range considerably narrower than the shockwave itself. While the contamination dissipated largely within a short period, residual hazards have been reported in this zone and persist to the present day.&lt;br /&gt;
&lt;br /&gt;
At the immediate centre of the blast, within a radius of approximately three kilometres, mana storms rage without cessation. This area remains the only zone rendered permanently uninhabitable by the Cataclysm.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
With the imperial bloodline extinguished, the Yalta Empire collapsed with devastating speed. Survivors from the outer reaches of the Empire were left without governance, infrastructure, or direction. In vast numbers, they became displaced — scattering across the Central Continent and beyond in search of land and livelihood. The movement of these refugees brought them into the territories of other peoples and races already settled across the world, and the conflicts that followed were widespread and severe.&lt;br /&gt;
&lt;br /&gt;
== Cause &amp;amp; Debate ==&lt;br /&gt;
The official cause of the Mana Cataclysm remains unresolved. That the Mana Monolith served as the catalyst is the near-universal position within the academic community; how the Monolith came to discharge in an uncontrolled manner, however, has never been established. Numerous theories have been proposed over the years, but none has attained the status of consensus.&lt;br /&gt;
&lt;br /&gt;
The fate of the Monolith following the explosion is equally uncertain. The prevailing view holds that it was destroyed in the blast. A minority position maintains that it survived and remains at the centre of the blast origin, serving as the source of the mana storms that persist there to this day. The question of the Monolith&#039;s whereabouts remains one of the foremost unresolved problems in contemporary Manology.&lt;br /&gt;
&lt;br /&gt;
== Historical Significance ==&lt;br /&gt;
The Mana Cataclysm is understood not merely as a disaster, but as the event that fundamentally restructured the world order.&lt;br /&gt;
&lt;br /&gt;
The mass displacement it caused, and the conflicts that displacement brought about, drew the direct intervention of the Old Ones and the Primordials. Holding humanity accountable for the chaos unleashed upon the world, they established a formal principle restricting where humans could settle and build nations — the origin of what is known today as the Permitted Land principle. Under this principle, humanity may only establish a nation upon land granted to them by the ancient gods. This principle forms the constitutional foundation of each nation on the Central Continent, and underlies the citizenship systems that govern human societies to this day.&lt;br /&gt;
&lt;br /&gt;
The collapse of the Yalta Empire left a void in human civilisation that has never been fully recovered. Much of the mana engineering knowledge and cultural heritage the Empire had accumulated was lost permanently. Successor nations rebuilt from what fragments survived. That the gold, silver, and copper denominations of the old Yalta currency were revived — not as physical coin, but as the value units of the international mana-grid currency established after the Continental Summit — reflects the enduring weight the Empire continues to carry in the human imagination: a common inheritance, called back from nothing.&lt;br /&gt;
&lt;br /&gt;
== Present Day ==&lt;br /&gt;
The Yalta Ruins remain a wasteland. The zone of permanent uninhabitability — the three-kilometre radius around the blast origin — aside, the broader ruins are physically accessible, but the complete absence of infrastructure and the continued reporting of sporadic mana anomalies have prevented any meaningful resettlement. Research teams dispatched by various nations maintain a presence near the blast origin, studying the persistent mana storms and residual contamination phenomena. This body of research constitutes one of the principal frontiers of contemporary Manology.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* Yalta Empire&lt;br /&gt;
* Mana Monolith&lt;br /&gt;
* Mana&lt;br /&gt;
* Yalta Ruins&lt;br /&gt;
* Permitted Land&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=The_Central_Continent&amp;diff=140</id>
		<title>The Central Continent</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=The_Central_Continent&amp;diff=140"/>
		<updated>2026-07-19T21:08:54Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Region&lt;br /&gt;
| name       = The Central Continent&lt;br /&gt;
| image      = &lt;br /&gt;
| type       = Continent&lt;br /&gt;
| nation     = Tilrestan · Krossen · Tragon · Yalta&lt;br /&gt;
| climate    = &lt;br /&gt;
| area       = 9,800,000 km²&lt;br /&gt;
| terrain    = &lt;br /&gt;
| population = &lt;br /&gt;
| capital    = &lt;br /&gt;
| resources  = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The Central Continent is the largest landmass in the known world and the primary stage of human civilisation. It is home to the three great powers — Tilrestan, Krossen, and Tragon — and to the ruins of the Yalta Empire, the unified human nation that once stood at its heart. More than any other region of Mirtess, the Central Continent has shaped the political, cultural, and historical character of the present age.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The Central Continent spans approximately 9,800,000 km², making it the largest landmass in the known world.&lt;br /&gt;
&lt;br /&gt;
=== Mountain Ranges ===&lt;br /&gt;
The continent&#039;s terrain is defined above all else by two great mountain ranges. The Hammalaya runs east to west across the northern reaches of the continent, while the Hammeval extends southward from it, running north to south along the continent&#039;s eastern side. The two ranges form a single connected mountain system, though each is known by its own name.&lt;br /&gt;
&lt;br /&gt;
The Hammalaya is a vast wall of stone that seals off the northern continent. The highest peaks in the known world are concentrated here, foremost among them the three great summits known as the Three Brothers. The range and its surroundings are regarded as the domain of the regional deity Vermilion, and the area remains an unclaimed wilderness beyond the borders of Krossen. The Hammalaya is also the primary cause of the cold climate that prevails across Krossen&#039;s northern territories.&lt;br /&gt;
&lt;br /&gt;
The Hammeval extends from the Hammalaya southward, dividing the eastern edge of the continent from its interior. It forms the western border of Tragon and continues to the southern tip of Tilrestan. The Hammeval is more than a geographical boundary — it is a climatic one. To its west lies an expanse of desert; to its eastern foothills, the mountain range shelters a pocket of entirely different climate, giving rise to fertile land where the desert cannot reach.&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
Approximately seventy percent of Tilrestan&#039;s territory is desert. Stretching across the western and central reaches of the nation, this vast arid expanse defines the character of the land and is the primary reason for the warm climate that prevails across the southern continent.&lt;br /&gt;
&lt;br /&gt;
=== Fertile Highlands ===&lt;br /&gt;
Along the eastern foothills of the Hammeval&#039;s southern end, in the southeastern corner of Tilrestan, lies a belt of fertile highland. Sheltered from the desert climate by the mountain range to its west, this region accounts for the great majority of Tilrestan&#039;s agricultural output. In a nation where desert dominates the landscape, the strategic value of this highland is difficult to overstate.&lt;br /&gt;
&lt;br /&gt;
=== Plains ===&lt;br /&gt;
Broad plains stretch across the continent&#039;s interior and along the border between Krossen and Tilrestan. The border plains were ceded by Krossen to Tilrestan under the terms of the Three-Power Summit — a concession that displaced the communities living there and left a legacy of resentment that has never fully faded. The plains surrounding the Yalta Ruins retain remnants of imperial infrastructure, but the devastation of the Mana Cataclysm has reduced most of the area to wasteland.&lt;br /&gt;
&lt;br /&gt;
=== Forest ===&lt;br /&gt;
Dense forest covers much of the western reaches of Krossen, particularly the domain of Caelmoor. Detailed geography of the forested regions will be charted in conjunction with future mapping work.&lt;br /&gt;
&lt;br /&gt;
=== The Yalta Ruins ===&lt;br /&gt;
At the heart of the continent lie the Yalta Ruins — the former seat of the Yalta Empire, now a vast uninhabited expanse. The Empire&#039;s ancient walls, originally raised to fortify the imperial capital rather than to mark a national border, still stand and form the boundary of the ruins today. A zone of approximately 3 km radius around the original blast site remains permanently uninhabitable due to ongoing mana disturbance.&lt;br /&gt;
&lt;br /&gt;
=== Climate ===&lt;br /&gt;
All four seasons occur across the continent, though conditions vary sharply by region. In Krossen, the southwest is temperate while the north grows progressively colder — a consequence of the Hammalaya blocking the northern air currents. Tilrestan is dominated by its desert interior and is warm and arid across most of its territory, a condition that gives the southern continent its generally mild climate.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
=== Age of Mystery ===&lt;br /&gt;
Long before human records began, the Central Continent was the domain of the ancient gods. In the age that followed the Primordial War, humanity petitioned the ancient gods for the right to settle, and was granted dominion over the central plains. From that foundation, the first human civilisation on the continent took root.&lt;br /&gt;
&lt;br /&gt;
=== The Yalta Empire ===&lt;br /&gt;
The Yalta Empire, founded in IY 1, was the first unified human nation on the Central Continent and the dominant force in its history for over seven centuries. The Empire was governed through a symbolic imperial bloodline, a feudal order of regional lords, and a meritocratic system of appointment open to all regardless of birth — a framework that would later serve as the template for each of the three successor states. Its calendar, Imperial Yalta, became the standard of reckoning across the known world.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s end came in IY 722, when the Mana Cataclysm — a catastrophic event centred on the Mana Monolith at the heart of the imperial capital — destroyed the city and its surrounding region. The imperial bloodline perished. The age of the Yalta Empire was over.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Fragmentation ===&lt;br /&gt;
In the decades that followed, the continent fell into prolonged upheaval. The ancient gods, responding to circumstances of unusual gravity, granted new territories with uncommon swiftness. New powers emerged from the Empire&#039;s scattered peoples and the factions that had long lived at its margins. Three of these grew into nations of lasting consequence — Tilrestan in the south, Tragon in the east, and Krossen in the west, born from the constitutional union of six distinct peoples.&lt;br /&gt;
&lt;br /&gt;
=== The Three-Power Summit ===&lt;br /&gt;
The representatives of the three powers first convened for the Central Continent Three-Power Summit over ten days in the final days of Imperial Yalta, hosted in a city of Tragon, reaching a series of foundational agreements: a mutual non-aggression treaty, the adoption of Anno Yalta as the common calendar, a framework for the collective governance of the Yalta ruins, and the settlement of outstanding border disputes. A second summit, held in Tilrestan in AY 10, addressed matters of longer-term governance, and a third, held in Krossen in AY 20, brought the original three-power framework to its conclusion — each host rotating among the three powers in turn. In the years that followed, the summit&#039;s role was carried forward by the Mirtess Summit, which opened participation to nations across the known world. The order first established at that inaugural gathering remains the foundation of continental politics to this day.&lt;br /&gt;
&lt;br /&gt;
== Nations ==&lt;br /&gt;
&#039;&#039;&#039;Tilrestan&#039;&#039;&#039; occupies the southern reaches of the continent. The oldest of the three powers, it regards itself as the legitimate heir to the Yalta Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Krossen&#039;&#039;&#039; occupies the western, northwestern, and northern reaches. A constitutional federal monarchy of six constituent domains, it is home to the largest internal market in the known world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tragon&#039;&#039;&#039; occupies the eastern coastal strip, sheltered behind the Hammeval mountain range. Its founding is rooted in a covenant with the ancient sea god, and its territory runs long and narrow along the eastern coastline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yalta&#039;&#039;&#039; occupies the former heartland of the continent. Designated under the Three-Power Summit as sovereign territory belonging to no nation, the region is administered collectively by the three powers. Entry is unrestricted; exit is subject to stringent inspection.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
	</entry>
	<entry>
		<id>https://codex.erakh.com/index.php?title=Human&amp;diff=139</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://codex.erakh.com/index.php?title=Human&amp;diff=139"/>
		<updated>2026-07-11T03:26:54Z</updated>

		<summary type="html">&lt;p&gt;Juoh-6738: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox/Race&lt;br /&gt;
| name           = Human&lt;br /&gt;
| image          = &lt;br /&gt;
| origin         = Central Continent&lt;br /&gt;
| classification = &lt;br /&gt;
| lifespan       = &lt;br /&gt;
| physiology     = &lt;br /&gt;
| population     = &lt;br /&gt;
| habitat        = &lt;br /&gt;
| language       = English&lt;br /&gt;
| religion       = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Humans are a bipedal, intelligent species and one of the many forms of life that call Mirtess home. Widespread across the known world, they have established civilizations on every inhabited landmass and play a central role in the political and cultural landscape of the present age. Among the many forms of life native to Mirtess, humans are unique in the degree to which they organize culture, nationhood, politics, and economy into formal, enduring systems — a trait not observed among the other old ones who share the world with them.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Humans are physically average among the races of Mirtess, possessing no exceptional natural attributes in strength, speed, or durability. They are nonetheless a hardy species, distinguished by their proficiency in the use of magic and turyeok, as well as their aptitude for crafting and employing a wide variety of tools and weapons.&lt;br /&gt;
&lt;br /&gt;
Not every human is born with a mana circuit — an innate, fixed channel through which mana flows within the body. Roughly three in four humans possess one; the trait emerges at random, independent of lineage or family, and even siblings may differ in whether they carry it. For those who do, the circuit&#039;s capacity is fixed at birth and cannot be expanded, though skill in wielding magic can still be developed and refined through study and practice.&lt;br /&gt;
&lt;br /&gt;
== Society &amp;amp; Culture ==&lt;br /&gt;
Human society varies enormously across regions, shaped by local history, geography, and the nature of the ancient gods with whom their ancestors negotiated for the right to settle. The legacy of the Yalta Empire remains a defining influence on much of human civilization — its systems of governance, weights and measures, and calendar have all persisted in some form into the present day.&lt;br /&gt;
&lt;br /&gt;
Humans practice a wide variety of religions. The most prominent among these is Rahislabi, the state faith of Tilrestan, though faiths venerating the ancient gods in various forms are found across many regions. Krossen maintains no official religion, guaranteeing freedom of belief to all citizens.&lt;br /&gt;
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== History ==&lt;br /&gt;
The earliest human settlements emerged across the known world through arrangements with the ancient gods, who granted humanity the right to inhabit and govern tracts of land in exchange for keeping within agreed boundaries. From these beginnings, human civilization grew — reaching its greatest expression in the Yalta Empire, the first unified human nation on the Central Continent, which stood for over seven centuries before its destruction in the Mana Cataclysm.&lt;br /&gt;
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Even in the age before the Mana Cataclysm, when humans could settle freely anywhere in the world, they rarely spread evenly across the land. Instead, they tended to gather in small, concentrated communities — a preference that would later shape the way population came to concentrate around a handful of centers, Yalta foremost among them.&lt;br /&gt;
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In the centuries since, humanity has rebuilt. Three great powers — Tilrestan, Krossen, and Tragon — now dominate the Central Continent, while human nations exist across every known landmass.&lt;br /&gt;
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== Notable Members ==&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
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[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Juoh-6738</name></author>
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