[Current] Interests: Twisted Wonderland [main] | Yumekuro | Honkai: Star Rail | DunMeshi | Psychological Horror Analysis/Lore | Manhwa/Manga and more
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Notes:
• Not so active on Tumblr, only coming around for oomfs & friends [current status : lurking]
• I love art/fics/theories
• LGBTQIA+ friendly space
• Platonic/Familial/Friendly Bond enjoyer
• May post either romantic and/or platonic content with OC + Canon/OC + OC [leaning towards platonic dynamics]
• I keep ambiguity in gender-identities/sexual/romantic orientations when it comes to canon characters [unless specifically mentioned] + OCs
• I enjoy creating dynamics between original characters, both mine and from close friends
• I use a lot of tone tags in order to communicate better
[more in the future...]
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Important notes:
• Strictly no NSFW in asks/private messages, those including: violence, [domestic, animal] abuse, pregnancy etc.
• Don't force on me ships/OTPs unless I mention to be comfortable with them. Some people get defensive about some particular pairs, that I personally don't enjoy or don't see happening, and it can lead to more chaos than necessary.
• Please understand I don't always ship/create ships between canon characters [rarely when I have crackships/rareships], but I will mention if I do like something when the time comes.
• DNI if you follow the basic DNI criteria. This is not a place for you and you will be blocked.
less literal than it maybe should be, but there was a bunch of stuff I wanted to try to get in there, and eventually I just had to call it done. :U (...for now) (we'll see how it goes)
anyway I'm continuing to enjoy this RSA time! they really are on a totally different plane of emotional existence than we're used to from these guys, aren't they.
Is it weird to just me but this is the second time the RSA students acted so,,,,,,,, unheroic? At least from my perspective.
SPOILERS FOR THE NEWEST CHAPTER8 UPDATE
Minajael & Rielle's argument really had them strike where it hurt most and while I do respect Minajael's logical conclusion of giving Rielle space to cool off, you don't do that in the middle of a competition against students who had rules made after their cheating attempts. Especially when you are the first two contestants of this tournament, it will give everyone a bad first impression of the current generation of students in Royal Sword Academy.
My first eyebrow quirk moment was actually during Harveston with the dwarves. I honestly feel to some degree that if one of them went down, they'd continue on the competition and win it before telling others "oh yeah we lost one of us, he's somewhere in the mountain, please save him!". I DON'T WANT TO SOUND SPITEFUL, but during that event the NRC guys seemed so much more heroic and compassionate and they only lost because they went out of their way to be good people and not leave anyone behind.
That's honestly just me, but if this keeps being a theme, we may discover that they had a reverse character progression with NRC becoming heroes while RSA are becoming villains. Unaddressed issues start to form deep roots and it'll be hard to unroot them and treat the wounds left behind.
Things prefaced with Canon (mainly information from the wonderful raven-at-the-writing-desk that I’ve summarized here) from canon that still applies or AU which is info I’ve come up with.
As of the making of this post I’m a video game only btw.
Click here for information on blot, overblot and circuit/system recovery.
Magic
Origins
Canon: Magic has been around since ancient times, and according to Lilia, was originally a miracle born from a strong desire of the heart. Magic can also be naturally present in nature. Magestones are a result of crystals absorbing magic from their surrounding.
AU: It’s unknown if magic existed before sentient life.
What It Is
AU: Magic in its resting state is a force or non-tangible energy that has the potential to alter Base Reality (which is defined as the state of the world when magic is not active. IE like the real world.) It is unknown what force is behind this or how it is able to do this. Spells, blessing, curses and any other Base Reality defying existences are considered magic in an active state. It’s unknown if it is similar or the same to the soul- of which is theorized to be the cause of sentience.
Everything in twisted wonderland has some level of magic in it, just like how almost everything IRL has electrons. The more magic something has, the more reality altering potential it has. The largest consecrated zones of magic are ancient forests and the ocean, as life and water absorb/store/conduct more magic than non-living things and air. This has lead to many cultures across races to heavily associate magic, water, and life together.
Time also causes magic accumulation to increase, the rate of which depends on the object/individual (as well as their limit). (Something that has been drained of magic is often refer to it as being dead. An example of which is when magic is drained/taken out of water it’s called “Dead Water” because it has no Magic = no life and therefore dead. This is done for some potions that have a magic threshold for certain outcomes, or for blot treatments.)
Influence on the Evolution of Life and Daily Living
True For All Species
Canon: One is born with an aptitude for magic, with genetics not seeming to play a major factor. As it’s not a guarantee that the offspring of two mages will be able to use magic, as well with the inverse being true. As there are examples of this from the main cast, with many having family members who are not mages. (In terms of the AU note: this is only talking about Mage requirement not the ability spell cast or manipulate magic.)
The development of magic and Unique Magic varies in age from person to person. The ages 9-10 are not considered early for magic manifestation, while 14 is considered to be a late. Examples being Riddle perfecting his Unique Magic by age 10, while Sebek is considered to be a late bloomer.
Magic circuits are similar to fingerprints, as in each person has their own and is entirely unique to them. Even blood relatives have differing ones. If one gives another their magic, the target’s output is still considered their own magic.
AU: Magic has had a major influence on evolution, creating two categories for living things to be separated into. Those with magical biology, and base reality biology.
Those with base reality biology functions are mainly constrained by the rules of reality, but also don’t suffer health defects if their magic levels are too low nor will they die if completely drained of magic. Those whose biology was effected by magic or magic triggered a mutation, like the growth of wolf ears, and effects were integrated into the body and no longer need magic to maintain it are also considered to have base reality biology. Humans and beastfolk are in this category. There are some mer that can be this category, but they are a very very small percentage.
The fae and mer/merfolk are examples of magical biology, where magic is so integral to the functioning of their systems that they will die without it or if drained of too much. This allows them to have physical abilities or characteristics that base reality wouldn’t allow and couldn’t create or support following its laws. That is to say that they didn’t evolve organs/tissues/etc with the same constraints humans/beastfolk have. For example, the very long lifespans or unconventional bodies (limbs of wood bending and acting like those of flesh and bone for example) of fae. Or merfolk’s speed underwater reaching levels that should damage their tissue, along with their upper-human like bodies not built for underwater efficiency.
Mana is another word for magic, usually used in context of spellcasting or a fuel (biologically or mechanically). (Impromptu Grammar Note: One uses mana, but doesn’t’ manipulate it, you’d say magic in that case.)
Magic circuits, also called mana systems, are an intangible system that processes and channels magic that even non-magic users have. It can be visualized like the nervous or circulatory system. This system evolved to better distribute the effects of active magic and/or channel mana for spellcasting/magic manipulation (MM) and also handle the natural accumulation of magic by existing. Damage to this system can affect the potency of effects done on the individual and/or their spellcasting/MM ability, as well as overall health. Damage can occur by overloading the system without rest or for an extended period of time, and blot exposure
A mana core is an intangible “organ” created by consistent use of magic, the size of which determines one’s ability to store mana which is referred to as a mana pool. Often when it’s first formed it is small (as for what is considered small is usually differs between species) and size can vary between individuals. Growth rate, as well as max growth, is also determined by the individual. Some consider them the heart of a magic circuit. Sometimes parentage and environmental factors can influence or be used to predict the final size. Mana cores are not present in non-magic users.
Who qualifies a mage is different between humans, beastfolk, and Mer, Fae. Humans and beastfolk have the least magical population in terms of magical capability/manipulation, but out of those qualified to be mages tend to end up being higher on the power scale than those of Mer and Fae (excluding the high fae and Ancient Mer). (It is thought that their shorter lifespan has something to do with this, as well as with larger population numbers and faster reproduction rates.) While Mer and Fae have more magically capable in their population, there are less outstanding mages with their mage population.
A Grand Mage is an outstanding mage with very high magical ability. High Fae are usually very old fae, or those like Dragons, while they can be likened to that of a Grand Mage (what human/beastfolk/mer consider to be the highest in power scale) the experience from age and the often larger mana pool means they will likely be more powerful than a human/beastfolk/mer Grand Mage. An Ancient is the mer equivalent to a High Fae, even though they are usually younger, the difference between the two are actually small. Usually, there are more Grand Mages than High Fae (only a handful in modern times) and Ancients (only three are known currently), and there are more High Fae than there are Ancients.
To sum it up, despite having a higher capacity for magic, in the same time frame there are the same amount of or more human/beastfolk mages of higher skill/power than there are of mer and fae in the modern age. A human and beastfolk are at the forefront of new innovations due to their shorter life spans pushing their timelines faster, and survival being much easier than that of the chaotic dangers of the sea.
Only good human and beast-folk mages can sense magic, as it is an intangible force that their biology/physiology cannot detect and never had the incentive to evovle. Most mer can sense magic, with a range of how well the can. All fae can detect magic, by the time most reach adulthood it’s practically just another sense.
Mixed race children between magical biology and base-reality biology do exist, but only if the mana pool in the base reality bio. parent is high enough. Conception is higher if the bio-mother is the magic-based parent. Children born from conception between two different species but one is under a transformation potion/spell (to match their partner) is not considered mixed race as they don’t receive the transformed partner’s OG genes.
*Transformations will change the DNA of an individual, if a human becomes a mer and then get’s pregnant, the child will be born a mer. If they transform back into a human it will likely cause a miscarriage due to the biological incadability as the child is not affected by the potion.
Magical transformations that affect DNA will affect offspring, while someone is transformed with this type of transformation the child will inherit the transformed DNA and will have permanent effects. This is true for both male and female bio-productions and a reason why transformation potions are heavily regulated bc it can cause inhumane mutations/birth defects in case of pregnancy (from sperm donor or egg)
*the most magic efficient potion and transformation spells will do this, as it cost extreme amounts of magic/mana to fight against base reality and maintain a transformation is “brute forcing” the transformation rather than “bending or integrating the rules” ontop of maintaining a state that will not kill, harm, or is uncomfortable for the transformie. Those that change the DNA are the standard and also among the oldest created, hence it is default of what is assumed when speaking on the topic.
Humans and Beast-Folk
Canon: Over time, the practice of magic has merged with the practice of science, or the two fields have become closely intertwined. In recent years, magic-users are referred to as a “mage.” However, hundreds of years ago, they were called “witches” and “wizards” which are derogatory phrases as people feared them and magic. (AU* This is here bc it’s reverent to their cultures, this is different for those like the fae and mer, whom would die without magic and obv have a very different relationship with it haha.)
AU: Humans are believed to be among the few species that evolved largely independent from the influence of magic, falling into the niche that explored the strengths focusing on building upon what base reality had to offer and not needing to compete for magical resources. Humans and beastfolk mainly restore their mana from ingesting other organisms, as they are inefficient at absorbing mana from their surroundings. (This is also how the belief of consuming mer flesh will make one immortal or grant the ability to become a mage. While mer flesh has magical properties and grants a larger mana replenishment than most, it does not make one immortal. In certain- banned- potions, it can increase life span or produce massive healing properties. While in the past now, hunting of merfolk and vice versa was an ongoing issue and one of the biggest causes of strife between land and sea.)
Humans are the largest in population size, with beast-folk coming in second. Beast-folk are an off shoot of the human race that manifested animal characteristics and successfully integrated the magic results into their base reality biology (sorta like how Homosapiens and Neanderthals are both apart of the human family). This is supported by genetics and evidence from artifacts/historical findings.
There is a theory (though unpopular) that mer and fae are humans that were able to manifest magic physically on a larger scale. Another theory is that humans and beast-folk are the offspring of Mer and Fae that lost their capacity for magic. However many consider this theory very unlikely due to the nature of Mer and Fae (basically, they would die too fast for an evolution like this to be possible).
Only 40% of the population care capable of using very basic spells with limited output (lifting small items like cups, casting sparks or maintaining a tiny flame for example), and often have very small mana pools. They often can only preform a few spells a day, though this population doesn’t need to worry about blot like mages due to their body able to handle it (see post about Blot and OverBlotting linked above for more). The other 39.9% can preform spells or manipulate magic at all, but can out put/input their mana into things. This looks like sharing their mana reserves with someone, replenishing them. Or being able to activate magic devices that have been created by those with the ability to manipulate magic.
This is done with rune or magic code, and imbuing it to trigger in reaction to new magic being imbued in it. There is potential for improvements to runic code and technomancy so less mana is needed to activate the spells making it more accessible for day to day use. They are known as Magic Capable or a magic user, while the other 0.1% are referred to as magicless (more meaning they have no “will/control” over magic, even that in their own bodies, and less so meaning they have no magic present in their bodies).
The 10% that are capable of performing more complicated spells, or have large mana pools, these people are referred to as mages. These were the individuals that were targeted in the past, and many have reclaimed the terms “witch” and “wizard”. What’s considered big or small in regard to a mana pool size is different depending on if you’re talking about a mage and magic user.
Since the population typically has a small mana pool, most equipment/things either don’t have a magic element to them or have a non-magic alternative right there.
Mer
AU: Mer are able to absorb and/or replenish mana from the surrounding water via skin contact or ingestion. They also replenish and/or absorb it by eating other organisms.
There are two groups of mer, those who have magical biology and those whose base reality biology were shaped by magic. Those of the latter are usually mixed race, born from a mer and human/beast-folk parents. The former are the majority, due to the magical based biology often having a higher capability for magic, plus it was an advantageous evolution-wise since that made those a more desirable partner. In fact, much of ocean life is magic-based-biology. Along with having the highest number of ghosts. This is because the ocean is saturated with highly concentrated magic. This has lead to the ocean being the most dangerous place to live as a result.
*What is considered a small mana pool can be seen as medium or big to human’s and beast-folk.
And what is considered a mage differs as a result. In the sea mages are those with the ability to caste complex spells that “ordinary folk” can’t do. Similar to how almost anyone can cook or bake, which is a form of chemistry. But not everyone is capable of understanding and using chemistry to come up with new elements, inventions. Or how people can use bandaids, provide basic medical aid, while others are trained in CPR or basic first response. And then there are the nurses, surgeons, doctors, etc.*
Basic spells often include water manipulation, heat manipulation, size (of one’s self) manipulation, etc. and magic is more integrated into everyday life. Only a tiny fraction of mer cannot use magic on some level, and it is almost always those with Base-Reality biology.
It is rare for a mer to be classified as an Ancient, as they don’t tend to live long enough to qualify as such. The average life span of a mer is around 200-250 years, with those whose biology is based in Base Reality usingly on the shorter end and the magic-based on the longer. Death due to age is uncommon in the sea, the most common cause of death is predation (main), illness, or injury. To qualify as An Ancient one must live to around 500 years, and those that due are on pare to a High Fae in magical capability.
Statistics are hard to obtain from mer due to very loose governments, the danger the ocean presents, and the vast distance between populations.
Fae
Canon: Fae draw their magic from nature. Magic is heavily used in day to day life.
AU: As said above, fae are able to absorb mana into their systems from their almost anything in their surroundings; from water, earth, other life, the atmosphere. They are the most efficient at accumulation and replenishment of magic, but they are also the most reliant on it. All Fae have magic based biology and will die if drained of magic or cut off from it for an extended period of time.
*Like in the mer section; this is the same for Fae, with the difference between that there is no fae that cannot conjure/manipulate magic.
Long ago, before even the wars between humanity and fae began, it is said that a majority of the Fae grew bored of the restraints that Base Reality imposed and created a dimension of there own and left Twisted Wonderland behind. Aside from a spike in magical concentration in the layer of earth this is said to have happen and spoke word passed down from generation to generation, there is no other proof for this claim. Still, most fae believe in this and it is unwise to try can convince them otherwise.
Fae are separated by Courts, the highest being Day and Night, then into Summer, Spring, Winter, and Fall. Both the Day and Night courts have their own seasonal court. What court one belongs to doesn’t just determine what one is governed by, but also one’s physical/biological traits. For example, those born into the Night courts are often nocturnal, and those born into the Day Court are diurnal. One doesn’t have to stay to the Court they were born into, and can transfer to other courts. Of course politics can make things harder or easier to do so.
Fae cannot lie, this was an artificially encoded into thier DNA by the High Court a very long time ago to make ruling and co-existing easier
Due to their long lives, their perception of time is on a different scale to even that of mer. The range for the average fae is 500 to 800 years, the oldest being 999 just shy a month of a 1000. High fae and Dragons can live for 2000 to 5000 years. Malleus is an outlier with the expectancy of 10,000 (some believe the extra 5000 years are more a curse than a blessing, but they do not dare voice it.) This affects not only their internal affairs and culture, but also how they interact with the outside world. They are very slow to “update” their ways of life, from technological to governmental. Which has caused them to be left behind in terms of the world; the internet and its connection being one of the biggest examples. Or the war that killed Maleanor that started because the fae did not expect how fast the human presence and their rapid devolvement would become a large issue until it was too late.
Ghosts
AU: Beings of pure magic that absorb magic from their surroundings to keep existing. It’s not known if they are a copy of the deceased or the actual soul made manifest. Some think they are the unfulfilled desires or emotions “given life” at the moment of death by magic, born from death.
Spellcasting/Magic manipulation
Canon:The results of spellcasting is temporary, mages of Malleus’ caliber cannot permanently change reality; even if it’s a very basic spell, like changing the color of fabric. Though curses a blessing have more long lasting effects that may wear away over long periods of time.
The definition of a blessing or curse is magic bestowed upon someone, with the difference being whether the intention was positive or negative. (The next is unknown if this applies with blessing or if it differers between cultures) it’s considered rude to cast a spell on someone without consent, especially if the spell is typically casted on objects.
An important component for successful spell casting is imagination or visitation. That along with desire, theoretically, if strong enough one can overpower someone else’s magic. Magic is also harder to do when distracted, for example; it’s harder to use warping magic when injured. On the other hand, focus and/or an adrenaline rush may temporarily enhance one’s accuracy and potency of spellcasting.
It’s implied that one needs to be conscious to maintain a spell, with curses and blessings excluded from this. An example of a spell of fire, if the caster falls asleep, the fire will go out (OP note: I’m assuming the mage is the only thing sustaining it, and if it was used on logs the fire would still burn). This being said, autonomous magic does exist with the condition that it requires considerable more power to maintain.
Other things from canon: There are items infused with magic that the magicless can use, like the ghost camera, since they don’t necessarily need magical input to operate. It’s also possible to infuse object with magic, like clothes and doing so will protect the wearer. It’s harder to transform someone else than it is yourself. And it’s considered rude to cast a spell on another without their consent, especially if the spell is usually cast on objects. Defense magic can be used to protect against the cold.
AU: How the body manages spells casting and MM goes like this: Magic user accumulates mana -> stores in body -> transfers mana to power spell/magic manipulation -> once spell/manipulation and/or it’s effect is done the mana is released all at once (no explosion or anything like that as it is simply returning to a dormant state and the effect is the active state) or the spell/manipulation is slowly released as the effect weakens over time into atmosphere or is absorbed by something else -> cycle repeats.
There are verbal invocations of magic and written, known as runes. Runes are made of arcane symbols that active the effect when magic is channeled into the object. They aren’t as flexible or typically as powerful as verbal spell casting, but are more reliable and mass produceable (especially when it comes to inexperienced magic-users). Runes rely on the writers creativity and knowledge of the runic system and arcane symbols for power and effect, meaning that one does not need to be a mage or magic-user to write them. Though this system is typically only taught in magic schools. (Not me taking inspiration from Witch Hat Atelier haha.)
Alchemy is the magical process of duplication or creation via equivalent exchange. Whatever is created by alchemy is long lasting, like a blessing or curse, lasting for hundreds of years, and maintenance to keep the transfiguration can be done. The closer the material/matter is used to the intended outcome the longer it lasts. For example, turning pig blood into human blood will stay as human blood for decades, long after the transfused blood has been replaced by the body naturally.
Unique Magic/Signature Spell
Canon: Manifesting magic that is unique to the mage is something every mage is capable of. How this “Unique Magic” or a “Signature Spell” is determined seems to be tied to the mage’s personality and/or life experiences. Though some UM’s appear to be hereditary, with the Shroud’s Gate to (the) Underworld being an example (OP note: this seems to very uncommon tho). Like mentioned previously, the UM manifests at different ages for each mage. The name for the UM is not consciously chosen, and the chant comes “from within.”
It is typical for UMs to require more magic to cast than a standard spell. But there are UMs that require less magic than the average spell like Kalim’s and Silver’s. Incantations aren’t always required, as some UM chants are said and sometimes they aren’t. This is also true for general spells.
Emotions have a large influence on how well the UM preforms. It’s also a very serious deal to loose one’s UM.
Magestones
Canon: Found and mined from certain caves, these magical gem/crystals/stones are used by mages to capture the byproduct that is blot created casting magic. They act as conduits for the mage to channel their basic through. Magic performances is possible without a magestone, but will result in blot build up in the body instead. These more blot in a mage’s system, the harder normal spell casting is and takes a heavier toll. Magestones were not always standardized, the quality of the stone will effect in the quality of the spell.
Magestones are fashioned into items or jewelry, and also follow trends that have changed over the years. NRC student’s have them fashioned into pens, with housewardens seeming having the ability to transfer them into staffs (I’m assuming the staffs have a pen slot, or magic is used for the transfer)- with exception of Idia having floating skull. RSA students were their magestones as broaches instead of pens.
Potions
Canon: One does not need to be a mage in order to be able to make potions. With the exception of potions that require you to infuse magic into it during the process of its creation. There are also certain ingredients that require magic infusion to harvest, mandrake an example.
There is some level of chemistry involved with making potions; with the use of the elements (the ones on the Periodic Table) mentioned in lab work.
Merfolk that work and study on land are given free potions from an organization established by the Mermaid princess. These potions need to be taken every 7 to 10 days to maintain its effects.
AU: Transformantion potions take the current state of the body and DNA and convert it to the equailvent of the species one’s transforming into. Thus any injury one has will also appear in one’s transformation and any injury sustained during the transformation will stay post transformation.
Unlike in canon, transformation potions aren’t outright outlawed, but are a heavily regulated potion that one needs special training, certificates and qualifications to make and sell. This is both due to previously discussed points, as well as a means of social control or a result of bigotry. Like transformation potions for gender affirming purposes only recently being made accessible under medical care.
Another reason transformation potions are heavily regulated is due to their abuse in crime. In the past people used animal transformation potions to spy or attack people, as well as transform others into animals to kill or traffic them. Accidental killing of animal transformed people was also a problem, especially after the invention of the car.
Education
Canon: Most magic schools require a fourth year spent off campus at an internship(s). The first years at NRC study the theory behind magic while upper level courses involve more magic usage in the class. Students aren’t authorized to use magic for combat unless formally granted permission by faculty or a dorm leader/housewarden.
AU: There is a world standard for that must be met to obtain a license and practice magic.
In human and beast-folk populations, magic education beyond mana channeling and the bare basics are not offered in most schools. One would need to go to a specialized program or school (like NRC), or hire a private tutor.
For mer populations, it differs between communities and depth location. More communal populations and locations have it integrated into their schooling. While more individualized populations and deeper locations prefer private tutors or self teaching by the adults.
Th fae are similar in this regard, only the difference not being decided by ocean depth but decided by the local communities with flexible oversee from the government.
For both Fae and Mer; recently, there are programs and tests that have been created to make sure those in these communities meet the world standers for Mage Licenses on land/outside of Fae nations.
Life Applications and Living
Canon: Mage licenses are international and mages are recognized to be working towards the betterment of society. There are laws and agencies dedicated to dealing with those who abuse magic. As well as special jobs related to magic, such as magic use in the medical field, or magic policemen/marshals.
One needs a license to fly in cities.
AU: Airplanes are a more recent development as magic mirrors have been established for long distance travel and transportation (why need to figure out sustained flight for cargo when people have already traveled the distance to set up the mirrors? Sustain flight with that much weight was seen as magically inefficient compared to the mana cost of mirror-ways.)
Science and Technology
Canon: Technomancy, or magical engineering, is the cross between magic and technology.
Anti-magic armor exists, but extremely powerful magic can overwhelm it.
AU: (Note: A lot of this is make a bigger difference between worlds, plus it’s just more fun world building wise. Also by adding that runes that any can use via mana activation, and potions, meaning more people can access magic than in canon in my au and i feel like that would affect or alter the timeline scientific discoveries. Why do all this work figuring out the mechanics and laws of base reality or even think to do so when magic gives you so many solutions or even confused for the explanation of such? Not saying that the residents of TWST are stupider than the story’s equivalent of IRL world. I just think that a world without magic would develop technology faster out of necessity/there would be no other alternative to do so lol. )
Due to the existence of magic, fields like medicine, aerospace, etc. look different or are even behind in terms of technology compared to the Real World.
Due to the nature and accessibility of healing potions, advanced surgeries are a more modern era field. Unlike in the real world where surgery happened before germ theory existed and was done by hairdressers (barber-surgeons) then practicing doctors. Blood or organ donors aren’t really a thing either, as magic can just clone blood or flesh via alchemy. The idea of taking one’s own organs or blood and putting giving it to another has been mainly relegated to that of fiction. Medical magic salves or biodegradable “paper adhesive” soaked in a healing potion are used in modern hospitals in replacement of stitching/stapling, and the practice only still being done in poor/isolated communities where healing potion ingredients are limited or unavailable; it is widely seen as a barbaric practice, and is only a trope in horror media.
Things like cloning without magical involvement has yet to be achieved, and interest in space and its exploration is only a recent development. While the study of the stars, planets/ solar system isn’t new, sending things out past earth’s atmosphere, like satellites, is. Roughly around the Twst equivalent of the 80s. Nuclear physics is a relatively recent field, discovered in the 1910’s rather than the 1890’s.
Magic and The Otherworlder
AU: The otherworlder in this case being that of Cynthia Keir, whom comes from a reality where magic only exists as that of fiction.
As a result, they have no magic circuits, which even those that are “magicless” have, as well as lacks a soul in the way TWST understands one, or they do, their lack of magic makes it impossible to view it. The lack of magic also affects their biology, with slight differences in their organs to DNA, their blood type is not shared with anyone else in Wonderland.
It is currently unknown if they have the ability to develop magic circuits. The likely hood of which is still up in the air, as it looks unlikely due to their very presence seeming acting like a base-reality anchor. This does not mean their presence itself makes practicing magic harder, as it only appears the laws of base reality are a stronger force when it comes the matter of their body itself. They are more resistant to magic as a result. Meaning more mana is needed behind the spell, and a larger dose of a potion is needed to achieve the same effects as a Wonderland native; there is some variation, but it is usually two to three times more.
This does not mean spells that alter other physical objects or conditions do not affect them less. Spells that generate fire will burn them all the same, unless you are using their matter as the source of ignition (which weird why would you when you can just ignite the clothes, far more mana efficient). Another example are spells that shoot ice or lower the temperature will still piece or freeze them. They are more likely to see through illusion spells, and resist spells that alter mental states. It’s unknown how the effects during or after a spell affect their body’s biological/physical processes and if it’s any different to a Wonderland native.
They will never develop the ability to become a mage, though the development of a magical sense as an evolution of the supposed “sixth sense” may be possible. Mer and Fae naturally develop a magic sense to locate magic (while human/beastfolk mages only develop it through training and experience). Highly skilled mages of any species (most commonly the magic based biology ones) have the ability to sense magic and ascertain “characteristics” of said magic. If Cynthia is able to develop a sixth sense for magic, they may be able to develop that skill as well (as a treat lol).
They also cannot activate runes or certain magical devices. An example is the mirrors, they someone else to activate it in order to go through. If they are forced to live in Wonderland, everyday life in human/beeastfolk society would largely be normal. But if they moved to the sea or Briar Valley, where magic is an everyday use, they would find it quite difficult.
Going back to the connect between life and magic, those that can sense magic may find otherworlders like Cynthia uncanny due to their lack of magic. To them they may seem like a walking fresh corpse, as once a Wonderlandian dies their mana/soul leaves the body (as the corpse decays mana from bacteria and natural re-accumulation seeps back into it). To others sensitive to magic, they may also seem to lack a familiar energy, making them feel “other” or “wrong”; at most it throughs a person off, but it’s easily discarded if they don’t fixate on it.
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That’s the end ^^ if you want to use any of this for your own stories/characters just give me credit and/or tag me cuz I would be over the moon to see I inspired someone :D!! Thanks for reading
Things prefaced with Canon is from canon that still applies or AU which is info I’ve come up with. Once you get to “Dealing with an Active Overblot” everything is AU material and won’t be prefaced with the above.
As of the making of this post I’m a video game only and that’s the main source of my information in regard to cannon.
Click here for information on Magic (recommended to read this first)
Redesigns
Riddle | Leona | Azul | (to be updated)
General Information
Blot
Canon: Blot iss made up of strong toxins and stagnant magic, and appears to be caustic. Once expelled from the body, it condenses and crystallizes.
AU: Blot is an element created from the “disruption” or “altering” of base reality. It is highly volatile towards magic it was not a result of and has to be processed by the body to neutralize this characteristic or it will naturally burn away.
The production and management of Blot
Canon: The usage of magic produces blot, with proper rest and nutrition the blot naturally goes away. The accumulation of blot differs between people, and negative emotions can speed up its accumulation. However, it’s implied that the larger your magic pool is the longer blot remains in your system.
AU: Every species has an organ to handle their own blot, even the non-mages. In beastfolk, and humans, organs like the liver and kidneys have adapted to filter and expel blot (they are slightly different from real-world equivalents DNA wise too, it’s currently unknown if an otherworlder’s organs can manage blot). Due to the vast biological diversity in fae and mer, not all individuals’ or sub-species’ use their liver and kidneys to filter blot and have alternative methods or organs handle that.
In this world, everything has some magic in it’s system or structure, if the species as the ability to produce magic users it will pass on the genetics for this organ even if the individual lacks a mana pool large enough to cast magic. The mana pool, however, doesn’t have an organ to control/regulate as it is a non physical presence tied with the soul. It is thought that magical manifestation was too diverse to manifest evolution clearly on a physical level. Though some theorized that merfolk, beast folk, and fae are the result of magic’s physical manifestations- it’s very unpopular though, as it suggests that they are human in origin. It seemed that there was no need for physical adaptations to evolve for magic outside of the waste management. This process also makes the blot non-volatile to outside/neutral magic.
Mer and Fae are more vulnerable to Blot as they have a high volume of magic in their system and their biology relies on magic to function. Thus suffer more when Blot disrupts those processes. Those with larger mana flow also suffer more too. This does not apply to their own blot (as long as their mana core/reserves/pool has not run out, then they deteriorate faster than those who are reality-based and have smaller mana pools/cores).
Overblotting
Canon: Overblotting is state that’s the result of blot built up from not allowing recovery time and/or from straining use of one’s magic. In this state, blot consumes the user and creates a physical manifestation known as a Phantom. One must break the connection between the mage and their Phatom to stop the overblot. If this does not happen, it will drain the life from its host and will continue to exist afterword.
AU: An Overblot happens when the body can no longer handle the amount of blot that’s in their system, triggering a meltdown reaction of excessive blot production. This is almost always paired with several mental distress, as there has not been a recorded case of an overblot happening with a calm, stable mind. The high amount of toxins in the blot also disrupt brain pathways and regulation systems causing impaired thinking, rationalizing, and emotional disregulation. So even if an individual started out mentally stable, if there isn’t an emergency flush of the system, they will inevitably have a mental break.
During an overblot, the overblotter’s or host of the blot’s (“host” for short) will excrete excess blot through the skin and mucus membranes, as well as breathe out a gaseous form. Blot- not making up the Phantom- physical state can vary from person to person. It most commonly takes on gaseous and tar like forms in tandem. Like in Riddle’s case: the blot was hot and tar like; its gaseous form was also hot and formed rose petals in the air and when pooled on the ground would make shapes of rose bushes. The overblotter’s mouth and eyes will glow, a flame can also appear from the eye(s), as a result of the overuse of their mana core resulting in it “over heating.”
Since the mana core is an intangible/seperate from the body (but still connected like the soul) no harm is done to the physical body of the host. However, once the host’s mana pool run’s dry their life force to convert into mana will be used to keep the phantom and overblot going. Since this life force conversion creates new mana, the blot created by the old mana will react with the new blot and will rapidly rot and eat away at the host’s body from both the inside and outside. Once this starts, the mortality rate is 99%.
Being more vulnerable or more resistant to overbloting a second time depends on the individual and how they’ve handled their recovery both emotionally/mentally and physically.
Canon: Extended exposure to blot will make mages feel ill. It’s not currently confirmed or denied that touching blot can corrupt another mage.
AU: A mage who has similar traumas, negative feels, etc, to the OB that have a more mental state and/or a weak will cannot be corrupted by the blot. Otherwise the blot will have no influence in causing one to OB.
Phantoms
AU: A parasitic manifestation summoned/born from the overblotter’s negative emotions. The blot forms its own semi-coniciousness and will ruthlessly pursue a sole purpose that it twists and warps from the overblotter’s desires and beliefs. To break the connection, one must destroy the “head” of the manifestation, typically appearing as a glass or crystal structure where the head of its initiation form is. if not broken, the overblotter will inevitably die, and it will continue its purpose after host’s death.
Even in the case the phantom’s defeat, this does not guarantee the host’s survival. As it may already’ve drained too much of the host’s life force, or the host simply doesn’t have the will to live and chooses (subconsciously or not) to die with this the entity. If the Phantom isn’t taken out before the host dies, it becomes considerably stronger as a result of the life force it’s consumed.
It’s considered fully mature when it fully drains its host and kills them. Killing the host does not immediately kill it, but does make it easier and faster to kill. In the event of it fully maturing or premature host death, it will continue to survive, it isn’t a living being and acting more like radiation and decaying very slowly over time. It can only grow in power by consuming outside life and magical sources.
Magestones
Canon: Found and mined from certain caves, these magical gem/crystals/stones are used by mages to capture the byproduct that is blot created casting magic (click here for further information on blot). Magic performances is possible without a magestone, but will result in blot build up in the body instead. These more blot in a mage’s system, the harder normal spell casting is and takes a heavier toll.
AU: Those that are considered mages often spellcast more often and caste spells that result in more blot production than their body can handle/evovle to handle. Hence it’s nessacary for mage stones
S.T.Y.X
Canon: A secretive organization that dedicates itself to studying blot and Overblots; they have captured a number of Phantoms and use them as test subjects for their research.
AU(tho probably canon too):How to handle overblots around the world is based on the research S.T.Y.X has done.
Dealing with an Active OverBlot
Pre Phantom
Evacuate all unnecessary personal and call emergency services- specify it’s an Overblot.
It is THE MOST important thing to not stress or provoke the OB in this early stage. Try to deescalate, in case of failure evacuate to safety until professional overblot handlers arrive.
If one comes into contact with blot: Immediately evacuate the contaminated area, and seek medical treatment. If possible, remove blotted clothing and items from one’s person.
Two teams should be dispatched. Team one should deal with the overblotter and consists of: mental health crisis personal, blot-specialized: medical doctors, combat mages, and clean up crew. The second team should work with local authorities to treat any exposed to blot and crowd control.
Post Phantom
(With the goal of saving the host)
Defeat the phantom and end the fight as quickly as possible. Do NOT let it mature. The sooner the Phantom is killed, the higher the survival rate is.
When the phantom is formed, the only way to take it down is by destroying the head. Excessive damage to the body must be avoided. Damage to that area only results in the blot regenerating, which only puts strain on the host. Not all Phantoms seem to posses the intelligence or multitasking ability to not over strain their host in the case of excessive damage, and can end up killing their host from magic/life force drainage (magic and life are interconnected, if the mana pool is depleted before the host’s life force is consumed, the host will start using their life force to create mana. Not all Phantoms seem to have the instinct to avoid this scenario).
Instead, focus on restraining the main body’s movement or confusing/overwhelming the host and phantom. It is also necessary to avoid hurting the host, especially with spells that do not manifest physical matter, as the blot on their body is reactive to magic and can result in more damage than intended.
The host is no longer open to reason and cannot be talked down, mind heavily under the influence of the Phantom to achieve “their” goals. It is still recommended to talk to the OB to give reason’s to fight against the Phantom’s influence and to not succumb with it in the advent of its defeat, as survivors note that words do reach their subconscious. While risky, contacting a loved one may advised. There has been a correlation between OB’s surviving and the presence of loved one’s presence that tried to talk them down before or during the fight.
Host Death
(Premature) Nothing changes, except in the aftermath procedures.
(Mature) The Phantom’s power and threat level increases significantly. Its intelligence and awareness has the chance of evolving after the host’s death as well. Due to it being so difficult to kill, often procuring heavy loss, containment is often a better suited solution.
OverBlot Aftermath
Immediately evacuate the contaminated area, follow all instructions given by professionals. If the overblotter is a loved one, alive or dead, do not approach unless told otherwise.
Decontamination procedures vary depending on the blot’s physical form. Everything given and used on blotted victims should have been through the procedure of drain magic out of it. Often needing specialized cleaning products, that have been drained of magic, to effectively wash away the blot. Treatments to flush out blot from internal systems should be given to both victims and the overblotter. Treatment of the lungs and airway are often necessary as a result of burns, blockages/clogging or both.
Any initial medical treatment provided has to be non-magical in nature. Only once blot has been confirmed to be eliminated is magic permitted to use— exceptions deemed as needed.
Injuries as a result of blot often heal worse than normal, due to both physical and magical circuitry damage. This results in the area having more resistance to magical effects until the magical circuitry recovers unless a source of magic is powerful enough override the resistance. It depends on the individual if the magical circuitry will recover and how much. In cases where the patient has taken proper care of themselves, the circuitry has seen to be more efficient. It is similar to how bones can either regrow stronger or become weaker depending on the method of breakage and recovery. If magical circuitry is not given enough time to recover before getting damage again, it will damage its chances of/the quality of recovery.
Once the circuitry is recovered, scaring and other affects resulted from injury are far more receptive to outside magical help, or to the individual’s healing process depending on their nature. In humans and beast men, mixed, and some mer, by this point the time period for the healing process has closed and is scared, while in fae and mer (and mixed) their bodies can “recognize” if it can “re-heal” a past injury better now that it has the resources/ability to do so.
Those exposed for more than 10 minuets to excessive amounts of blot are not recommended to use excessive amounts of magic and to keep a careful watch of their use. This is due to the strain on their organ’s that process blot. The rest period depends on how long the exposure lasted after which, from a few days or a week or two. Also depending on the length of exposure, physical and mental check up(s) are highly recommended, the minimum at least one a month later. Along with following any recovery procedures for any injuries acquired.
The OverBlotter is effected the most (unless another dies), the rest period is at least a month with no magic use for the first few days after the incident. There is usually damage to the organs responsible for blot management, the worst case scenario needing outside support until recovery or a transplant. Like with magical circuitry, how well the organs recover depends and varies to the individual (though they don’t get stronger/improve).
However, recovery to the point of full function pre-overblot is uncommon; with those who only OverBlotted for a short time (30 minutes to 2.5 hours) seeing an average range of 95-85% recovery, and for a long time (3 to 7 hours) seeing an average range of 80-68% recovery, and with a long time (8 to 24 hours) seeing an average range of 65-45% recovery. This is not including the instances of Fae and Mer that can achieve a “second recovery” period once their magical circuitry fully recovers.
Depending on the state of the OB, professional observation is recommended for at least one night. Check ups a week and the month after release are the minimum.
Therapy and counseling is mandatory, and will continue until cleared by the professional or else they will not be legally allowed to use magic. Restriction of magic use under treatment is tailored to the individual; this restriction is overseen and enforced via the teachers in coordination of Magical health and safety (and secretly Styx) if the individual is a minor attending an approved magical institution, otherwise agents from the Magical health and safety of the individual’s country will complete over see and enforce this.
The house-warden’s an exception to this given Crowely’s interference by keeping it all in house until book 6. Because Overblotting is so uncommon, the aftermath of what happens is widely known to the public. As well as depictions of it in media are seen as taboo, incorrect, or heavily scrutinized if done wrong as it’s akin to depicting a (often very violent) mental breakdown or suicide attempt. So those that know an overblot happened at NRC are not aware that things aren’t being handled right.
The mage’s mana pool is usually unchanged; there are instances of their mana pool increasing but as a result but their ability to control/regulate their magic decreasing, this is usually fixed with practice.
The Otherworlder
During an OverBlot
Due to lacking any magic and the ability to absorb it, blot doesn’t react the same way to Cynthia as it does to everything else. Aside from some its toxic nature, it’s not exacerbated by its volatile reaction to outside magic, plus with their innate magic resistance results in contact only causing mild skin irritation. They will still experience difficultly breathing if the blot is dense enough. As well as still being affected by all physical properties the blot takes on; an example of which is the gaseous form of Riddle’s blot acted like smoke from a fire, and they experience injury consistent with mild smoke inhalation as a result.
They also are less noticed by the Phantom, as while it shares senses with the host, it mainly relies on its ability to sense magic to navigate spaces and what to prioritize focus on. So as long as Cynthia doesn’t catch the host’s attention, they can go by practically unnoticed by both.
During a fight, if they are not directly instructing grim on what to do, they often take a back seat and observe or play look out/assistant. They are able to watch the backs of others and call out incoming attacks they missed in a clear manner. As well as formulate plans of attack on the fly. After realizing blot doesn’t react as violently to them, they instinctively go out of their way to tank a hit blot if it looks like it will hit someone else they are close by to.
Still, they mainly stay in the back, as they are very aware of their bad physical health and stamina, so they don’t want to get in the way. Their reaction to extreme distress is to emotionally shut down and think in pure terms of logic and reasoning while their physical body still goes through the motions of an adrenaline rush. In the worst case scenario they will be so overwhelmed that they will simply shut down completely and pass out (can’t be in distress if you’re not consciousness, that’s a problem for future Cynthia!!).
It's unknow why a physic link is created between them and the overblotter, nor why it seems to activates when the Phantom is defeated. The theory is that once they ingested the blot, which still holds a connection to the overblotter, it interacts with Cynthia's brain/neverous system/soul and links the two together; since Cynthia has no magic of their own to disrupt the conection or reject the foreign magic. Or the magic get’s confused that it’s in a living body with no mana system and assumes Cynthia is the overblotter as default as that’s where it’s originated from, creating the link and Cynth’s body has no way of rejecting said connection.
During this link, Cyn’s psyche/consciousness is thrown into a manifestation of the overblotter’s mind. The two appearing in the overblotter’s memories, (those related to the trigger of the overblot). In order to wake up, one must have a stable (enough) mind and the will to live, and imagine/create an exit (this can appear however the person wants as long as the intention is to wake up). For the overblotter specifically, they must accept what happened and want to continue living. Remnants of the phantom will try and break the host’s mind and/or convince them to give up and join it in death.
Cynthia is able to ensure all the overblotters survive by reaching out with reason and compassion, and/or simply being there as a distraction from the horrid thoughts. By really listening and showing honest compassion, and by baring ugly truths about themself and of their own darkest moments, they are able to show the overblotters that there is hope of things getting better like it has for them. That this isn’t the end, it won’t be easy and it’s not a straight slope up, but it does get better.
They don’t know this, but Cynthia can leave the mindscape on their own anytime. They aren’t sure if they need to snap the overblotter out of the spiral to leave, but they refuse to test it out of fear that if they can they won’t be able to go back and help.
(Op note: I want to clarify that Cynthia is not a savior or a saint/put on a pedestal by anyone. I just want to illustrate how vital it is to have support from someone/others when going through a mental crisis and dealing with mental illness or trauma in the long run. Cynthia cannot help the overblotters alone, they need professional help, but Cyn is the stepping stone to destigmatize and encourage going down that path of support.)
Post OverBlot
So far, Cynthia Keir has not shown signs of jeopardized health as a result of repeated blot exposure. The only symptom that can be 100% confidentally tied to the blot are mild skin irritation resulting in rashes that usually calm down after a day and are gone by the next (save for the areas they scratch at). A mild fever often happens, but it’s unknown if it’s a stress response or from their body reacting to blot.
Due to their chronic health issues that existed prior, it’s unclear if it’s the blot adding on or exacerbating systems of depression, chronic fatigue, chronic pain, POTS and IST; or if the stressful events are the sole cause for symptom flare ups. As well as not receiving treatment or support being the only factor for their worsening mental and physical state over time. When they do finally get some support, not long after book 2, it still takes time for the right medications to be prescribed, and even then other factors make it too muddy for a scientifically valid conclusion.
Testing of if the blot has stayed or left Cyn’s system does not happen until Book 6. It is confirmed that the blot has not left/that they still have remnants of blot in their system, even if they’ve received the flushing treatments. It’s suspected that the minuscule amounts of blot that don’t get flushed away built up over the course of the 6 overblots, the most anyone has been exposed to without proper equipment (soon to be 7 yippee!!). Or it somehow was stored in the body’s fat deposits, where the flush doesn’t access (can you tell I’m undecided haha). Though there is not a significant amount to cause the brain dysfunction mentioned previously, the long term overall consequences for blot in their body is unknown.
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That’s the end ^^ if you want to use any of this for your own stories/characters just give me credit and/or tag me cuz I would be over the moon to see I inspired someone :D!! Thanks for reading
With Riddle acting as our example, I wanted the overblots to better represent the emotional/physiological breakdown that happens when someone OBs. I felt like the alt-glam up they go through in game kinda took away from the seriousness of the situation (not that I hate it, the anti-magical girl look is very fun!).
It’s just as someone who’s had mental breakdowns in public, they aren’t pretty or fashionable, so I wanted to better reflect that visually in my AU. (Plus, I’m a big horror fan and not the Disney Corp. so I can push into that darker territory that canon likely can’t haha.)
(Forgot to add/clarify in the pic: Over blotters no longer transform. Due to being saturated with their magic, their clothes do not burn/corrode away from the blot. This is the same for other items/areas that were previously exposed or under their control via their magic.
Ex: the rose garden/maze doesn’t catch on all on fire/eaten away by the blot because it was under Riddle’s control as the house warden.
Wordless version is under the cut.)
(Note: The bandages on Cynthia are a result from a rock and the vine that threw it striking their face, and scars since being from a non-magical world gives them a small resistance to magic (though how much it varies depending on the type and it’s source hasn’t been tested). The eye does fully heal thanks to magic though!)
Updated Hypnos design because he’s been beckoning me…💤
I just really like him and I really like the updated design so except a lot more of him and Thanatos and Makaria! Back in to my chthonic deities… (never left)
Piece I’ve slowly been chipping away at… Makaria you are so brightly dressed in comparison but you’re beautiful so it’s ok…
I have some silly mini comics planned for them I will probably drop in time. Lore relevant ones!! Like the Maahes joining the barque one so not entirely accurate just fun… Will see…