Into the Depths of Other Worlds? / Into the Depths of Another World?

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Lazriser

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FIRST ENTRY
A hypothetical scenario is having experience the reality of a sudden anomaly changing everyday life. A bottomless pit emerges in random spots around the world. Varying in sizes but all having to be speculated to have the same depth. The accurate depth is obscured due to the obstacles involved in these expeditions.

For one, these dark spots are entrances to an entirely different world; and not just one by numerous as the stars in our universe. Each having their own similar or distinct laws governing the natural forces of each world, and each world having its own history, constellation, species, and flow of time closer or farther to our own.

Riots did happen around the emergence of these dark spots, but internationally classified as Underworlds or commonly named Wonderlands by popularity. Many of the populace were thrown off or absorbed in these Underworlds during their simultaneous emergence on Advent; approx. at 13:00. A power surge had happened and the world went silent for a minute, but within those 60 seconds, mass destruction follow soon after everywhere. From the satellite images obtained and reproduced in the global communities, 72 dark spots covered the Earth. Within the period of regaining order, mass chaos and demonstrations happened all time, canceling the normal livelihood of the common citizen. It took months and almost a year or two to control the situation as lots of infrastructure, territory, people, and money was lost in the emergence, or what they remember up to this day as the Thirteenth Incident.

Though, not much hope for those lost in Thirteen Incident, some did return back to Earth weeks or months after the emergence, which lead the mass kidnappings or political conflicts over these people of national interest. These people, code-named Returners, later designated as Adventurers in the future, had aged in both appearance and mentality, consequently some remain as they were prior to Thirteenth Incident but had developed adult or elderly mentalities. Soon it was discovered these Returners had all developed unique yet similar traits; such as supernatural abilities like those observed in movies, games, or fictions.

Details of how these Returners management were kept secret up to the present, except in particular for those related to them or are Adventurers themselves. What was concluded after researching their abilities was that all of them admitted to knowing their sense of time had become vastly different, and their abilities were supposedly far greater back in these Underworlds. This is where Underworlds were depicted as Wonderlands for those gaining benefits of some kinds in return for adventuring these unknown worlds filled with countless dangers.

Details of the timelines in the first or second time periods of Adventuring remain obscured for reasons unknown to the public except the general information provided by the Adventurers Association and Fates. Adventurers Association were adventurer-centered groups focused on the freedom of gaining access to these Underworlds in return for providing resources or their gains to the association; unlike the Fates that was a federation composed of the old superpowers prior and new superpowers after the Thirteen Incident, who in their authorities prioritize government bodies and the superior classes in the present Earth.

Though, both the Association (Adventurers) and Federation (Fates) had nearly the same purpose, their ideals and motives ran parallel to their courses; as the former valued all equally if proven their capability, while the latter welcomed only those connected to the elite caste and authoritative figures immensely benefiting from pillaging the Wonderlands. Interestingly, the Association continued to call them by their original names Underworlds as a reminder to Adventurers who believe such places were paradises for the unneeded, forgotten, or those living in borrowed time, with some zealous in their pursuit for personal reasons like fame, wealth, items known for curing ailments and incurable illnesses; and in rarer minorities, their true calling.

For the Federation, however, believed it proper to call them Wonderlands, because the amount of resources obtainable far outweighs the current lack of resources on Earth after years of plundering. Indeed, the Earth was on a uncertain crossroads between total loss of recovery or an endearing struggle for recovering its rich minerals, clean atmosphere, and purified waters.

It is the Year 21XX; everyday life didn't exactly change in rapid motions, but it did become significantly different before the emergence of Underworlds/Wonderlands and establishment of Adventurers and Executors; executors being the counterpart operatives of the Adventurers Association. Some technologies prevailed in the future development of Magi-tech, while some were abandoned completely or forgotten by the promising new research field of Magi-tech under the new of branch of Science, Magical Science and Magical Engineering.

Though, life certainly became stranger and closer to fantasies of the mind, the drift between the poor and rich did become blatantly clearer and more aggressive, more so with the emergence of Magic manifesting in everyone; and with the vast different stages of development for those raised in either poor and rich environments, the distance between both sides of the social spectrum worsen, but due to the existence of the Adventurers Association having multiple branches around the world, these concerns did not rise into a case of civil strife and emerging world war between Adventurers and Executors.

Universities and schools still exist but with changes in accordance to the study of these Underworlds or Wonderlands, and to the new fields developed after the foundation of the Magic manifesting in to the world. Earning a job has become harder for those living in past delusions of thinking classical education is a strength to today's standards, but it's not as with new histories of each Underworld's continuing to overflow the Earth's understanding of these new worlds. Education and social castes along with new found problems concerning Magic radiation also affects the present times. Most of the global populace don't factor classical education anymore except for traditional houses or those unable to enter Underworlds. Indeed, why should one spend their time sacrificing lots to gain so little when one can acquire greater rewards at the risks of the Underworlds known and unknown dangers.

To an Adventurer, the only dangers in these Underworlds are Type II's and III's form of Death, while the Executor has to only fear Type II's form of Death. Type I's being the Death of the body; Type II's involve the soul and the last Type is the extreme loss of will, or losing one's own mind in the Underworlds. The rewards obtainable continue to remain unknown as it depends on the Adventurer or Executor entering into the depths of other worlds' circumstances and influenced by the sudden Rules forced upon their arrival.

SECOND ENTRY
You can decide to become an Adventurer or Executor. Adventurers join the Association while Executors belong to the Federation. Know that both organizations have far different hierarchies as the Association welcomes all across the world/s, while the Federation is place only for the rich and connected to the upper stratum of the Adventuring Era. As the Founding Era ended with the foundation of the Fates (Federation), and with the establishment of an opposing faction Adventurers Association (Association) in the beginning of the Pioneering Era; thus, marking the first conflict almost to end up as World War III between Adventurers and Executors over the control of Underworlds/Wonderlands. Fortunately or not, the battle did not involve the whole world which lead to the current relationship between Adventurers and Executors resulting the start of the Adventuring Era in the Year 21XX.

States and churches are one in this timeline, hence, the Fates (The Federation of Superpowers). The Adventurers Association does not disallow believers in joining them, but they must prioritize freedom in equal measure unlike the Fates having different doctrines and hierarchies.

THIRD ENTRY
The Association originally belonged to the Federation, but in the continuous plundering of natural and human resources of the Earth even with the emergence of Underworld's vast resources, had form a rift between the upper stratum and middle stratum in the Federation. Though, the Federation has more territory covered and its previous influence as government bodies or royal families before the Thirteenth Incident, some of these said members were exiled for various reasons along with former Executors who disliked how Federation's over-consumption would certainly kill the Earth. Executors knew the dangers of immigrating into the Underworlds and risking the hostility of that world's Administrator wasn't worth it in the long term benefit, more so when experienced Executors either aged very slowly or achieved perpetual youth from gradual exposing themselves in the Underworlds environment.

The Association decided to built their HQ on the Far Side of the Moon, designating the place as the Last Exile, or infamously known as the Damnation. Ironically, the leaders of the Adventurers Association were not just former Executors but humans whose bodies and souls have become kindred to the dark forces of the Underworlds; yet, they continue to assist humanity equally and giving those without names, status, or power the chance to rise up for themselves in the Underworlds. The known leaders today are named after mythical figures of various folklore or fantasies; LILITH being the figurehead of the Association.

The Federation, too, had their own names of grandeur, but of the opposing nature of the Association's. This was to be expected due to the unification states and religions (along with cults or denominations), essentially becoming the New World Order bar the Association; and unlike the Association, the Federation had multiple figureheads leading countless major or minor organizations. All of them ruled in the Forbidden Mandala, a fortress and palace of luminous colors (representing each figurehead's dominion) which was rumored to be located at the very bottom of the Underworlds.

Working for the Association as a non-combatant will let one earn just enough for a person's monthly needs; Adventurers earn more so they can spend for both their adventuring needs and lifestyle back on Earth. Same with the Federation, but the non-combatants there have a higher salary and social status due to either having relations with superior classes or being part of said upper stratum's low ranking elites. Prejudice and discrimination is the norm in the Year 21XX, so if one's raised in the general families or below them, it's recommended to join the Association. Joining the Federation as a non-elite will leave anyone spiritless like modern Earth's workers for having earn for less in overpay time. Their factories of automatons will not care for the lack of progress or shortcomings.

Executors are the privileged individuals who went through rigorous training to become as they are now, since they have to uphold their household name along with which religion or cult they're part of. Of course, the Association have their own facilities in educating and training the common people, and their loaning systems are far better than the Federation's, since the Underworlds have virtually infinite resources bar the survival rate and time spent in them.

Adventurers use "rainbow" magic powered by their mental energies, essentially physic force of seven colors with each color having their own frequencies. Executors use magic via Commandments or Blessings by their respective religious organizations, hence, calling theirs are magics of ranging from natural force to divine force. Both Adventurers and Executors can use "rainbow" magic, but like the Executor's special magic, the Adventurers have special magic ranging from unnatural force to demonic force by contracting with the Deadly Clans within the Association.

A mix of numerous cultures from varying Underworlds with unique energy sources capable of sustaining the energy grids covering the entire planet. Also, there are space-battleships hovering over or at a level in the Underworlds. Orbiting around the Earth are countless space stations forming three Rings (like those in Halo). Beyond these halos is the Moon, where the first and second generation Adventurers have taken residence with their Deadly Clans. The Deadly Clans manage the Adventurers Association. The innermost Ring belongs to the Federation, while the middlemost and outermost are under the management of the Association.

At the bottom of every Underworld are things older than Earth, but the Fates keep track of activity below and send their Saints or Apostles if threats beyond the control of general Adventurers and Executors appear. Saints are higher tier Executors who exercise abilities of holiness, healing, or protection. Apostles are the highest tier Executors guarding the figureheads or are figureheads of various state-religious organizations in the Federation.

The Association was formed by Deadly Clans that were superior classes or names once part of the Fates or the Federation of Superpowers pre-Adventuring Era. The Deadly Clans are abandoned or exiled groups/families who deserted the Federation due to handling of the Earth's natural resources and management of non-Executors. Their former household names perished in the civil war midway after the beginning of the Pioneering Era; all of them branded as traitors of humanity or to be precised, to the Federation as rebels against the Fates. The Federation who sided with Magmanna cursed the first and second generation Executors from ever setting foot upon the Earth. The "Maker", however, sided with exiled Executors, allowing them to live on the Moon as their new home and base of operations. Infamously named Deadly due to their contributions in destroying or killing a third of the total work force in the Federation. Worse was that their true names became actual curses after establishing a covenant with the "Maker", hence, the reason for their mythical or legendary names of folklore or fantasies.

The upper ranks of the Adventurers Association are classified to the Fates's counterparts Saints and Apostles are the Witches and Sorcerers. Witches and Sorcerers use classical/ancient magic unlike "rainbow" magic. Ancient magic has more authority in our universe than in the Underworlds, hence the root cause of stalemating the Fates's Commandments and Blessings.

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Comments

    1. Lazriser Jul 7, 2020
    2. X-kun Jul 6, 2020
      if this is a novel plz give me da link or if its yur idea plz make the novel so that I can read it^~^