Xross-Core
(Definitely use a Proxy for this one)
(Inspired By many things, from RWBY to God of Highschool, and many more)
Xross-Core — Scenario
Year 3000. Realm: Nibanme.
Humanity already defeated the gods once.
Long before the modern age, the mortal races of Nibanme—Sapiens and Beastfolk—stood together against thirteen invading divine Sovereigns from the higher realm. What should have been an impossible war became humanity's greatest victory, proving that mortals could surpass even gods through endless growth, adaptation, and unity.
But victory came at a terrible cost.
The corpses of the gods corrupted reality itself, creating monstrous beings known as Shogai—animals twisted by unstable metaphysical energy into horrific predators that exist only to destroy civilization. Centuries later, an even greater catastrophe nearly erased existence entirely, forcing humanity to rebuild the universe from almost nothing through the miracle of Gaia, the First Sorcerer.
Now thousands of years have passed.
The new world, known as Solas, consists of thirteen vast realms connected by instant-travel Rift Gates. Every realm has its own culture, technology, races, traditions, and dangers.
Some realms float in the sky.
Some are endless forests.
Some are mountains the size of universes.
One never sees the sun.
Another exists solely for warriors to train.
Despite their differences, all thirteen stand together beneath the protection of the Global Sorcery Union (GSU), the organization responsible for defending civilization from monsters, rogue sorcerers, and threats beyond mortal understanding.
But peace never lasts.
The skies still birth Never-Clouds.
Shogai continue to evolve.
Ancient relics from forgotten ages awaken beneath the earth.
Political tensions between the thirteen realms may threaten another great war.
And somewhere beyond reality itself, the higher realms still watch.
Whether you are an experienced sorcerer, a student at one of Solas' many academies, a dragon rider, knight, inventor, explorer, merchant, noble, criminal, wandering adventurer, Rakhma, Construct, Gaia-Folk, Blutsau, Gensque, or something far stranger, your story begins now.
The future of Nibanme is unwritten.
Every battle, every friendship, every discovery, and every choice may shape the next age of history.
Welcome to Xross-Core.
Basic World Backstory:
Following the catastrophic Equalization Event of 2030—where a universe-resetting bomb shattered reality to stop a planet-sized anomaly known as “The Great Equalizer”—humanity bareky survived aboard the Atlas Space Station until the first sorcerer, Solas Gaia, used the miracle energy known as Spirit to reconstruct reality into the 13 Solas Realms of New Nibanme.
Centuries later in 2500, seven heroes slayed the Sun-Eater dragon-lion hybrid to forge the 13 Solar Eyes and restore light to the sectors, accidentally scattering radioactive crystal shards that birthed dangerous Star-Born Shogai across the world.
After surviving the bloody Aka-Nami War of 2700, the Global Sorcery Union (G.S.U.) was established to maintain global peace. Now in the Year 3000, modern society thrives across infinite interconnected sectors using Aether-Quartz tech and Spirit manipulation, while constantly defending against evolving Shogai monsters.
Welcome to Nibanme, home to the 13 Solas Realms
in the vast space known as Nibanme, the mortals reside in 13 separate realms that hold billions of people all over. Both brought apart and held together by the great goddess Gaia herself, humanity moves through life overcoming any and every issue.
The Realms:
Atlas (Central Capital): The political and academic hub of Nibanme surrounding the historic space station. Home to Xross-Pit University, the primary headquarters of the Global Sorcery Union (G.S.U.), and the Eternal Earth Church.
Vegas (Entertainment Sector): A high-octane city-realm of neon skyscrapers, high-stakes gambling, and global entertainment. Governed by competitive syndicates, its centerpiece is the 100-Floor No-Stop Gauntlet, a combat tower where fighters test their limits.
Kaiser (Militaristic Sector): A rugged mountain sector known for its floating Fu-Clouds. Protected by the Kaiser Knights—an elite military order whose members wear concealed full-combat armor beneath everyday civilian clothes.
Ryu (Martial Arts & Dragons): An Asian-inspired sector where citizens bond with domesticated dragons at birth. Home to the elite Dragon Riders military guild and the prestigious Yǒnghéng Lóng martial arts academy.
Stark (Tech Capital): A high-tech, upper-atmosphere realm hovering in the sky. Driven by top engineers and corporate researchers, its central hub is the futuristic city-fortress Fort-schrittlich, the birthplace of cutting-edge Aether-Quartz and Null Technology.
Legumi (Tropical Oasis): A calm ocean realm composed of lush tropical archipelagos anchored by a massive tree-house capital. Famous for its wound-healing waters and coastal survivalist schools.
Clover (Floating Medieval Kingdom): A high-fantasy realm suspended over a massive Ley Line node. Guarded by traditional knightly orders, it houses the legendary Gaia Museum, which preserves artifacts from the pre-Equalization era.
Himawari (Great Forest): A dense, split-climate forest realm containing Yggdrasil—the largest living tree in Solas. Managed by Grove-Born druidic circles and nature sorcery academies.
Darker (Gothic Moonscape): A perpetual night realm rich in Moon Silver and illuminated only by starlight and glowing Moon Flowers. Inhabited largely by nocturnal Beast-Born factions like Vampires and shadow sorcerers.
Krypto (Subterranean Mining Hub): A massive, icy underground mountain realm powered by green "Kent" gems. Dominated by industrial mining guilds, heavy constructors, and Dwarf armor-crafting guilds.
Gold (Desert Trade Hub): An Egyptian-inspired desert realm where subterranean cities sit beneath golden sands. Home to the sprawling Nevermore Trade Hub, the wealthiest merchant union in Nibanme.
Florida (Wilderness Sector): A chaotic, unpredictable ecosystem built on the back of the colossal crocodile god Sobek. Famous for bizarre weather phenomena (like crocodile tornadoes) and rugged monster-hunting guilds.
Saiyan (Training Grounds): A harsh, high-gravity realm governed by localized time-dilation fields. Used almost exclusively by elite combat schools, martial artists, and G.S.U. trainees to fast-track physical and spiritual conditioning.
Each Realm is connected in a magnitude of different ways, from the rifts to teleportation pads, to the hyper-speed railway.
The Thirteen Races of Gaia
The inhabitants of Gaia are divided into four major categories based on their evolutionary origins: the Sapien-Born, the Beast-Born, the Grove-Born, and the Exceptions. While all intelligent life ultimately traces its origins back to Gaia herself, thousands of years of adaptation to different environments and Spirit have produced vastly different peoples.
Sapien-Born
Descendants of the original Sapien lineage. Though they share common ancestry, each race adapted to unique environments over countless generations.
Humans
The Adaptable Race
Humans are the most widespread and adaptable race in Gaia. Unlike every other race, they can be found on all fifteen habitable continents.
Rather than excelling in one particular field, humans possess remarkable flexibility, allowing them to thrive in nearly any environment or profession. Their appearances vary greatly in height, skin tone, hair color, and body type, making them one of the most physically diverse races.
Despite being considered "average," humanity's greatest strength is its ability to continuously evolve alongside the changing world.
Average Lifespan: 200–230 years
Gensque
The Spirit-Touched
Gensque are descendants of Sapiens whose bodies gradually evolved to rely heavily upon Spirit.
Their nervous systems became extraordinarily efficient at sensing and channeling spirit, with their elongated ears acting almost like natural antennae capable of "hearing" its flow. While this makes them exceptional spellcasters and energy manipulators, their bodies became physically lighter and less durable than those of humans.
A peculiar side effect of this evolution is that most advanced scanners mistakenly classify Gensque as fungal organisms due to the unique biological structure created by their spirit adaptation.
Most Gensque possess pale white skin and naturally blond hair in various shades.
Average Lifespan: 300–500 years
Dark Gensque
Dark Gensque are a branch of elven evolution that sacrificed a portion of their spirit efficiency in exchange for greater physical strength and durability.
They generally possess dark skin alongside white or blue hair, allowing them to better blend into darker environments.
Though slightly less gifted in manipulating spirit, they are considerably stronger than standard elves.
Average Lifespan: 290–490 years
Kai-Kaina
The Enduring Warriors
Kai-Kaina evolved in some of Gaia's harshest environments, where constant conflict with monsters forced rapid physical adaptation.
Their bodies developed denser bones, greater muscle mass, and extraordinary endurance, making them the physically strongest race at birth.
Contrary to popular stereotypes, Kai-Kaina are also considered the most emotionally intelligent race. Their culture values complete honesty and direct communication, making them remarkably kind, compassionate, and emotionally open.
Their skin commonly appears in shades of blue or green, ranging from moss green to deep ocean blue.
Average Lifespan: 225–240 years
Dwarves
The Mountain Forged
Dwarves evolved within mountains and vast underground cave systems.
Their shorter, broader bodies efficiently conserve heat while withstanding enormous underground pressure. Generations spent mining also granted them exceptional resistance to toxins and airborne contaminants.
They possess natural night vision and heavily calloused hands suited for excavation. However, their eyes are extremely sensitive to bright light after centuries of subterranean life.
Although dwarf appearances vary considerably, darker skin tones are especially common.
Average Lifespan: 300–460 years
Beast-Born
The Beast-Born descended from the original Beast lineage rather than the Sapien. While now largely humanoid, each race retains biological adaptations reflecting their unique evolutionary path.
Blutsau
The Blood Drinkers
Vampires evolved bodies specialized for extracting nutrients directly from blood.
Their metabolism became almost entirely nocturnal, granting extraordinary regenerative abilities and exceptional physical recovery. However, they developed a severe sensitivity to sunlight, making daytime activity extremely uncomfortable.
While animal blood can sustain them, the blood of intelligent races provides far greater nourishment and may temporarily enhance their abilities depending on the race consumed.
Blood from the Grove-born races such as Entfolk, Plantfolk, and Shroomfolk is considered revolting to vampires.
Average Lifespan: 560–580 years
Yōsei
Children of the Moon
The Fae evolved when Beast descendants adapted to strange spirit anomalies and deposits of Moon Silver.
Their nervous systems became exceptionally refined, granting incredible agility, natural flight, and an innate ability to communicate with animals.
Unlike many depictions, Fae vary tremendously in size. Some stand only a few tall while others rival humans in height.
Their lifespan varies greatly depending on their specific form and lifestyle.
Average Lifespan: 120–495 years(lifespans can range greatly between types)
Regalis
The Beastfolk
Regalis are the closest living relatives to the original Beast.
Though humanoid, they retain many instincts and physical traits of the animals from which they evolved. Rather than speaking to all animals, each Regalis can communicate only with members of their own animal family.
Numerous subtypes exist, including:
Aquatic Regalis
Aerial Regalis
Lizard Regalis
Mammalian Regalis
And many more
Their lifespan is unique.
Every Regalis begins with the average human lifespan, then gains the average lifespan of the animal they descend from.
For example:
A Crocodile Regalis possesses the human lifespan (200–230 years) plus a crocodile's average lifespan (30–70 years), resulting in a lifespan of approximately 260–300 years.
Rahkma
Children of Unstable Circumstances
Rahkma evolved after countless generations living near unstable sources of natural energy, particularly around the Solar Volcano.
Rather than dying from exposure, their bodies gradually adapted.
Rahkma naturally possess extremely warm body temperatures and explosive emotional energy, making them passionate, energetic, and often difficult to restrain.
Their appearances vary dramatically, commonly including:
Tails
Sharp teeth
Claws
Unusual eyes
Skin ranging from crimson to black, green, and countless other colors
Contrary to popular belief, Rahkma do not naturally possess horns.
Average Lifespan: 250–320 years
Grove-Born
The Grove-Born evolved through long-term symbiotic relationships with Gaia's forests, fungi, and plant life. At least, that's what was told.
Entfolk
The Walking Forest
Entfolk evolved when humans formed permanent symbiotic relationships with ancient trees.
Their skin gradually transformed into bark, while their bodies became slow but immensely durable.
Rather than bleeding blood, Entfolk bleed resin.
Their bark-like bodies also allow them to regenerate entire limbs over time.
Different Entfolk resemble different species of trees.
Average Lifespan: 400–1300 years
Shroomfolk
The Mycelial People
Shroomfolk descended from humans who adapted to massive fungal ecosystems.
Their bodies now exist in permanent symbiosis with living mycelial colonies.
As a result, they possess complete resistance to disease and infection while maintaining remarkably durable skin.
However, dry climates are extremely uncomfortable and potentially dangerous for them.
Shroomfolk are capable of communicating with one another through fungal networks extending beneath the ground.
Their skin has the texture and softness of mushrooms.
Average Lifespan: 180-240 years
Plantfolk
Children of the Sun
Plantfolk gradually evolved chlorophyll-like cells throughout their bodies, allowing them to produce energy directly from sunlight.
Their skin naturally appears green, and they can survive for long periods using sunlight alone.
Plantfolk bleed sap instead of blood.
Their bodies also emit an aura that closely resembles sunlight, making their mere presence uncomfortable—and often painful—for nearby vampires.
Average Lifespan: 300-320 years
Exceptions
Unlike every other race, these groups cannot be placed within the normal evolutionary tree.
Constructs
The Living Souls
Constructs are not a biological race but a supernatural phenomenon.
Occasionally, after death, a soul may possess an object rather than passing into the afterlife.
Anything can become a Construct, including:
Suits of armor
Weapons
Statues
Trees
Machinery
Countless other objects
Once awakened, the possessed object gains its own consciousness and personality.
Depending on the durability of its vessel, a Construct may effectively become immortal until its soul is finally released.
Gaia-Folk
The Blood of Gaia
The Gaia-Folk are direct descendants of Gaia herself through one of her four children.
Although generally humanoid, every Gaia-Folk possesses distinctive horns, at a certain age, a long, boney, and segmented dragon-like tail, and unique markings covering their body that are nearly invisible as their just barely darker than the skin tone.
No two individuals share the same markings.
Their defining trait is the Spirit Form.
When channeling tremendous amounts of Spirit—or when pushed to their emotional limits—their markings begin glowing with the color of their soul while their horns ignite with ethereal flames the same color.
In this transformed state, every aspect of their abilities is dramatically enhanced, including strength, speed, durability, perception, and energy output.
Standing between both Sapien and Beast, the Gaia-Folk exist outside the normal racial classifications and are regarded as one of the rarest peoples in the world.
Average Lifespane: 1000-1100
POWER SYSTEM: SPIRIT / BANRUGĪ
Spirit, also known by its scientific name Banrugī, is the fundamental metaphysical force that flows throughout all of Modern Nibanme. While scholars prefer the term Banrugī, most people simply call it Spirit, a name the force itself seemingly prefers due to possessing a subtle form of consciousness. It’s still not fully known where Spirit originated from, but the people of Nibanme know it as the miracle element of the world.
Spirit is not something a person naturally produces. Instead, every living being is connected to an infinite current of Spirit flowing throughout existence.
A person may draw an unlimited amount of Spirit into themselves, but their body can only release a limited amount at one time. This limitation is often compared to trying to push an entire ocean through a drinking straw. Through training, that straw gradually widens into a hose, then a pipe, and eventually something capable of handling tremendous amounts of Spirit.
The Three Pillars of Spirit Control
Every sorcerer trains in three foundational applications to channel their energy:
1. Anchor (Internal Reinforcement): Channeling Spirit inward to enhance physical attributes—drastically increasing speed, strength, durability, reaction time, and bodily healing.
2. Ripple (External Projection): Projecting Spirit outward beyond the physical body to form energy blasts, barriers, telepathic pulses, or solid constructs.
3. Void (Ego Imposition): Imposing one's internal "Ego Void" onto the surrounding environment. Advanced techniques like Genryo fall under this pillar, allowing high-tier sorcerers to temporarily strip away physical properties (such as friction or durability) from their surroundings or targets.
The 6 Six Expressions (Base Elements)
Sorcerers typically align with or manipulate one of six foundational elemental expressions:
* Flame: Heat manipulation, combustion manipulation and control, solar energy.
* Flow: Liquid manipulation, fluid movement, and momentum redirection.
* Gaia: Earth, stone, density control, and structural manipulation.
* Aero: Gas, atmospheric pressure, wind currents, and sound waves.
* Alloy: Metal manipulation, magnetism, and metallic body-coating.
* Grove: Biological growth, flora control, and photosynthetic energy conversions.
Most people get their first expression between 4-6, and can gain more as they age and become a more complex person.
The 3 Hidden Elements (Primordial)
Rare or exceptionally powerful entities can tap into three primordial forces:
* Void (Identity & Inner Void): Erasure, property stripping, spatial distortion, and neutralizing incoming energy.
* Aether (Creation & Structure): Constructing pure energy matrices, healing/restoration, and reinforcing structural integrity.
* Nether (Decay & Destruction): Corrosion, entropy, disintegrating matter, and lowering physical density.
Phantasia: A sorcerer's Phantasia is their unique, personalized visualization of how their Spirit manifests. Two Flame users might have completely different combat styles because their Phantasia frames the energy differently (e.g., one visualizes their Spirit as "liquid napalm" while another visualizes it as "solar embers". Like how in HxH people create their own Nen abilities).
Phantasia’s can range wildly, as one person can view their expression from a more “symbolic” or “scientific” approach. For example, someone with Flame can have a Phantasia that relates to Hope(flame of hope and all that) or someone with Flow could manipulate time in some way(Flow of Time). As long as someone can visualize it, they can manifest it.
Spirit Animals: Spirit animals are standard fauna that underwent a sudden metaphysical mutation after absorbing an overwhelming influx of environmental Spirit (Banrugī) too quickly. This rapid saturation forces a sudden spark of relative consciousness and self-awareness, elevating them from ordinary beasts into intelligent, elemental entities.
Traits & Expressions
Awakened Expressions: Upon awakening, a Spirit Animal forcibly unlocks a personal alignment with one of the 6 Six Expressions (Flame, Flow, Gaia, Aero, Alloy, or Grove) or, far more rarely, a primordial force.
Spell-Like Instinct: Much like wild, instinctual living spells, Spirit Animals do not train their Spirit through formal discipline; instead, they unleash raw elemental manifestations that reflect their survival instincts and newly awakened personality.
Sentience & Temperament: While they possess relative consciousness, speech, and distinct personalities, their behavior can range from hyper-territorial predators to wise, loyal companions.
Physical Mutations: The physical form of the animal tends to change based on the expression they possess. From owls with wings of fire to wolves with lightning coming off their feet.
Sorcerer Partnerships & Bonding
Pacts: Sorcerers can form soul-bonds or mutual pacts with Spirit Animals. A bonded animal can act as an external Spirit reservoir, channel energy alongside their partner, or enhance the sorcerer's Phantasia.
Domestication & Culture: In sectors like Ryu (where dragon-bonding is integral to society) or Legumi, Spirit Animals are integrated into military guilds, schools, and everyday life.
Aether-Quartz
Aether-Quartz is a rare, hyper-dense crystalline mineral that serves as the literal backbone of all modern technology, infrastructure, and weaponry across Nibanme. The crystal exists in a state of delicate metaphysical balance, housing positive creation energy (Aether) and negative decay energy (Nether) locked together in a stable equilibrium.
Quintessence (Quin)
When Aether-Quartz crystals are subjected to controlled mechanical or energetic pressure, the trapped Aether and Nether react in microscopic, contained collisions. This reaction generates Quintessence (commonly called Quin)—an extraordinarily powerful, zero-emission energy source that powers the modern world.
Applications in Modern Society
Civilian Infrastructure: Powers entire sector grids, floating cities (like Stark's Fort-schrittlich), long-distance planetary transports, and domestic electronics.
Rift & Space Travel: Heavy Quin-reactors generate the massive energy outputs required to open and stabilize metaphysical Rifts between the 13 Solas Realms.
Aether-Quartz Weaponry: Weapons infused with or powered by Quin can fire high-density energy rounds, generate hard-light forcefields, or power high-frequency plasma blades.
Null Technology (Anti-Spirit Countermeasures)
Because Aether-Quartz relies on locked primordial forces rather than standard mortal Banrugī, specialized Quin-reactors can be configured to emit Null Fields.
How It Works: Null Fields disrupt external Spirit flows, dampening or completely neutralizing a sorcerer's Ripple and Anchor techniques within the affected radius.
Military Use: Developed primarily in Sector Stark, Null Tech allows non-sorcerers, security forces, and combat mechs to fight on equal footing against high-tier Spirit users and rogue Shogai.
Shogai
Shogai are the primary monsters of Nibanme, born when living creatures are transformed by unstable metaphysical forces. Unlike ordinary animals, Shogai possess supernatural abilities, greatly enhanced physical capabilities, and instincts warped by the force that created them. While many are highly aggressive, they are not universally evil. Some retain fragments of their original intelligence, others form complex social structures, and a rare few are even capable of peaceful coexistence with civilization. Their appearances vary enormously, ranging from slightly altered wildlife to colossal kaiju-like beasts or creatures so bizarre they seem to defy biology entirely.
There are three primary types of Shogai, each created through a different phenomenon.
Cloud-Shogai
Created by exposure to Never-Clouds, unstable masses of metaphysical miasma left behind after the fall of the Sovereigns. Animals caught within these clouds mutate rapidly, as if infected by a fungus growth from the inside out, becoming incredibly durable and physically overwhelming monsters. Cloud-Shogai are generally the strongest in raw power, possessing monstrous strength, durability, regeneration, and aggression. They make up the majority of dangerous Shogai encountered across Nibanme.
Never-Clouds can swarm and combine into a never storm, large black spheres that cause everything inside to mutate after a certain amount of time. The only way to dis-rust a never cloud is to kill the Alpha Shogai, the one in the very center of the storm.
Quartz-Born Shogai
Created through prolonged exposure to Aether-Quartz radiation, usually near large crystal deposits or mining sites. Rather than emphasizing brute force, Quartz-Born Shogai often develop strange supernatural abilities, unusual intelligence, and crystalline mutations covering parts of their bodies. Their powers are typically more unpredictable than those of Never-Born, making them especially dangerous despite often being physically weaker.
Due to the integration of Aether-Quartz in their form, Quartz-Borns inhibit machinery greatly, which can cause entire factories and settlements to shut down near instantly.
Star-Born Shogai
The rarest and least understood variety of Shogai. Star-Born are created when an animal comes into contact with Solar-Scales, the descared pieces of the great Sun-Eater. Unlike Never-Clouds or Aether-Quartz, Solar-Scales does not corrupt or mutate indiscriminately. Instead, it fundamentally rewrites an organism's biology, producing creatures that often appear almost alien in both appearance and behavior.
Star-Born Shogai possess the most unusual and unpredictable abilities of the three types. Their powers often ignore conventional biological or magical rules, allowing them to manipulate gravity, space, light, magnetism, cosmic energy, or other bizarre phenomena depending on the nature of the Star-Matter that transformed them. Many display anatomy unlike any known species, with crystalline organs, metallic tissues, glowing celestial markings, or bodies that seem to shift and adapt over time. While they are generally fewer in number than other Shogai, each Star-Born is considered an extraordinary anomaly capable of threatening even experienced sorcerers.
Unlike Never-Born, which rely on overwhelming physical might, or Quartz-Born, which derive power from Aether-Quartz mutations, Star-Born are defined by their sheer unpredictability. No two have ever been documented with identical abilities, making them some of the most heavily researched—and feared—creatures in Nibanme. Encounters with Star-Born are exceptionally rare, but when one appears, both the Global Sorcery Union and the world's leading researchers treat it as a high-priority event due to the unknown nature of its powers and its potential connection to forces beyond Nibanme itself.
(Huge update and change overall. Also forgot to mention the currency is Sol, basically just coins that go from white to Green. White is 1 sol, pink is 5, red is 10, orange is 25, yellow is 50, and light green is 100)
Created Mar 4
Updated Sep 26
Published Jul 14