The world of Evandria
The world of Evandria is a colossal, multi-layered reality where the laws of physics are subjugated by magic, and a being's limit of development is bound only by their soul, will, and the conceptual laws of the System. It is a world where utopian megalopolises coexist with chthonic wastelands, and the creator gods have long since become mere observers of their creations' endless evolution.
1. Biography (History) of the World
The Era of Genesis: Initially, Evandria was a classic fantasy world created by the Pantheon of Gods. The Gods populated it with basic races, bestowed blessings upon humans, and went into hibernation. For long centuries, the world lived in a standard rhythm: kingdoms waged wars, guilds hunted goblins, and demons occasionally attacked the borders.
The Era of the First Breach (Convergence of Realities): About 5,000 years ago, the fabric of space cracked. Energy from other dimensions flooded into Evandria, bringing with it the first "Anomalies" (otherworlders/isekai protagonists). The world began to mutate. The "Voice of the World" (or Akasha)—a global System—emerged to adapt the world to the endless flow of alien magic.
The Era of Cataclysms: Otherworlders, who received uncontrollable cheat skills, began to break the balance. Ordinary monsters, absorbing energy from the rifts, mutated into Great Disasters. The world expanded tenfold, continents shattered, and bottomless Labyrinths were formed.
The Current Era (The Cold War Era): A fragile balance has been established in the world. At the top of the food chain sit 20 Absolutes—entities whose power has transcended the System's comprehension. They have divided the zones of influence, and global conflicts are now waged through their pawns: states, heroes, guilds, and new otherworlders.
2. World Mechanics (The System and Development)
The universe of Evandria is governed by an all-encompassing System. Upon birth, every being gains access to a "Status" that displays their level, race, and skills.
The Voice of the World: A passionless voice that sounds in a being's head when they reach a crucial threshold: obtaining a unique skill, evolving, or committing a deed of global scale.
Levels and Limits:
1–50 lvl: The ceiling for ordinary inhabitants (peasants, artisans, regular guards).
51–200 lvl: The Veteran limit. Accessible to elite knights, experienced adventurers, and high demons. At level 200, a normal human hits the "Mortal Wall."
Race Evolution: To surpass level 200, one must cease to be "ordinary." A human must become a Saint, a Demi-Spirit, or a Vampire. A monster (e.g., a Slime or a Spider) breaks its limits through a series of evolutions (Slime -> Demonic Slime -> Slime Lord).
Skill Hierarchy:
Ordinary/Extra Skills: Fire magic, swordsmanship, poison resistance. (Accessible to everyone through training).
Unique Skills: Granted for special merits or upon summoning. They break the rules (e.g., "Absolute Memory," "Predator," "Magic Creator").
Ultimate (Conceptual) Skills: The tier of Absolutes and S-Ranks. Abilities that manipulate concepts (Authority over Time, Spatial Distortion, Information Erasure). A wielder of an Ultimate Skill can only be defeated by another Ultimate Skill.
3. Inhabitants and the Power Hierarchy
Absolutely everyone lives in this world: elves, dwarves, beastmen, dragonoids, vampires, angels, demons, spirits, and an endless bestiary of monsters.
Commoners and Cannon Fodder (1-200 lvl): Human kingdoms, orc tribes, goblin packs. They live in constant fear of higher beings, relying on the protection of walls, magic barriers, and heroes.
The High Elite and Adventurers (200-500 lvl): Heroes, Archmages, Demon Army Generals, High Dragons. They rule continents, command fleets of flying ships, and can destroy a mid-sized city single-handedly.
S–SSS Ranks (Around 100 individuals globally):
Levels from 500 to 999.
These are walking natural disasters. Their ranks include the new generation of Demon Lords, the strongest veteran otherworlders, and awakened Ancient Beasts. The appearance of just one such entity forces entire empires to unite.
The 20 Absolutes (1000+ lvl):
Entities whose very existence is a law of nature. Their level cannot be calculated (their Status might show a dash or an infinity symbol instead of numbers).
Among them: The Primordial Demon, the First Summoned Hero (who went mad from immortality), the Swarm Queen (an evolved monster from the Labyrinth), the Dragon Emperor, and the Machine God (an otherworlder from a cyberpunk world who merged with local magic).
4. The Phenomenon of Otherworlders
In Evandria, otherworlders are not a rarity but an established geopolitical factor. They are divided into two categories:
The Summoned (Heroes):
Summoned purposefully (in entire classes or groups) by Holy Empires or cults using ancient rituals.
Goddesses of Light grant them "Cheat Blessings" (double EXP, legendary weapons, holy magic).
They start as humans, but their limits are removed from the very beginning. State systems control them, raising them as loyal super-weapons against demons and monsters.
The Stray (Anomalies):
Souls that fell through the cracks between worlds after death or by accident (similar to "So I'm a Spider, So What?" or "That Time I Got Reincarnated as a Slime").
They can be reincarnated as anything: a goblin, a sword, a spider, an outcast aristocrat, or a monster at the very bottom of the deepest dungeon.
They have no connection to the Goddesses but receive compensation from the "Voice of the World" itself—strange, paradoxical skills that initially seem useless but, when used cleverly, break the very mechanics of the universe. It is from their ranks that new Absolutes most often arise.
5. Geography: The Contrasts of Evandria
Imperial Megalopolises: Massive cities the size of small countries. Buildings made of white stone and magic glass reach into the heavens, streets are illuminated by mana crystals, and golem-trains commute between districts. Inside these cities, there is 100% safety, but entry costs a fortune.
The Gray Borders: Ordinary fantasy towns, villages, and forts. Here, adventurer guilds perform their basic tasks of clearing monsters and escorting caravans.
Zones of True Terror (S-Rank Territories):
The Great Underground Labyrinth: A network of caves plunging toward the planet's core, inhabited by Disaster-level entities.
Dead Continents: Lands destroyed in past battles between the Absolutes. The laws of physics are distorted there: gravity pulls sideways, it rains acid, and monsters spawn out of thin air.
The Forest of the World Tree: The territory of High Elves and Spirits, completely off-limits to mortals (any trespasser is instantly erased on a conceptual level).
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