
Skeleton Engineering
骸骨工程学
- Status
- Completed
- Length
- 668k Words
- Genre
- Western Fantasy
- Audience
- Male
- Subgenre
- Sword & Sorcery
- Updated
- 1y ago
- Source
- Qidian
Stats
0Monthly votes
10Recommends
0Fans
175Chapters
Synopsis
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Regarding the setting of the world, I have always believed that the different world is an inclusive world. There cannot be a single species in the entire world, and there are no absolute opposing forces and elements.
World Name: Aurivia Core Laws: Elemental Balance and Adaptability In Aurivia, the basic laws of the world are not simply "light restrains darkness" or "water and fire are incompatible". On the contrary, the cosmic energy (source force) shows the characteristics of dynamic balance and environmental adaptability. There is no absolute restraint on elements: The power of shadow/undead: is not synonymous with "evil" or "fear of sunlight". Sunlight is like natural light and has no "purifying" or "harming" effect on the shadow energy itself. Shadow mages can cast spells at noon, and undead creatures can also walk in the sun (although some specific undead may not like strong light due to their fragile structure, just like humans do not like extreme environments, but their power is not restrained). The essence of shadow is "absorption", "concealment", "decay" and "soul-level manipulation". Light System/Life Force: Similarly, moonlight and starlight are not its nemesis. The power of the light system lies in "appearance", "purification (of certain impurities, such as chaos pollution)", "healing" and "order guidance". The light mage at night is still powerful. Ice: In the hot desert, ice spells can still create coldness, but the maintenance range and duration may be greater due to the high temperature of the environment. Its core is "low temperature" and "order solidification". Fire: Fire can still burn at sea or in the rain, but it requires more energy to ignite and maintain. Its core is "high temperature" and "energy release". Water system: In the desert, water mage can condense water vapor in the air or extract deep underground water, but the efficiency is low. Its core is "flow", "penetration" and "morphological change". Earth Element: At sea, earth mage can control the hull, condense seabed sediment, and even create rock islands. However, they are far away from the origin of the earth and their power is limited. At its core are "solidity", "shaping" and "gravity". Life system vs Undead system: They are not natural enemies. The life system focuses on growth, healing, and natural cycles; the undead system focuses on the use of death energy, the maintenance of the soul's form, and the state of existence that is neither life nor death. A life druid might work in the same academy as an undead scholar who studies ancient corpses, exploring the philosophical boundaries between life and death. Conflicts often arise from specific actions (such as desecrating cemeteries, creating plagues) or competition for resources (such as competing for treasures containing the essence of life/death), rather than the essence of power. Source of power: Environmental adaptability: The strength of all power systems depends largely on the caster/user's ability to understand, control and adapt to the environment and their own energy. In the desert, a powerful ice mage will learn to condense water vapor more efficiently, utilize temperature differences, and even convert heat into cold "fuel" instead of simply complaining about the unfavorable environment. A necromancer operates in a city under the sun. As long as he does not commit large-scale desecration or disturb the living, his existence itself does not pose a threat. He may even serve as a coroner, a historian (researching ancient tombs), or a "scavenger" responsible for handling dangerous corpses. Power itself is neutral, the key lies in the purpose and method of the user. Strength level system (universal): Orivia's power system spans all races and professions, and is divided based on the energy level an individual can mobilize and the degree of understanding of the rules: Iron Tier: Apprentice level. Initial mastery of basic strength, physical fitness or mental strength beyond ordinary people. Such as: trainee knights, magic apprentices, and those who have just awakened their bloodline. Sign: Weak and restrained energy. Bronze Tier: Formal level. With stable strength and proficient use of basic skills, he can serve as a member of the adventurer team or a low-level officer. Sign: The energy is stable and can be initially released (vindictive energy, magic missiles, etc.). Silver Tier: Elite level. The power undergoes a qualitative change, the energy is released to form a stable form (such as fighting spirit armor, elemental shield), masters a variety of powerful skills, and has a deep understanding of power. Can serve as captain, backbone of mercenary group, and local strongman. Sign: Condensed energy can form the prototype of a domain (small-scale environmental impact). Gold Tier: Master level. It has majestic power, has a deep understanding of the rules, and can form a powerful field by releasing energy (significantly changing the local environment), and has a signature ultimate move. You can establish a sect and serve as the guardian of the city, the commander of the army, and the tutor of higher education institutions. Sign: The field is stable and the energy is strong. Legendary Tier: Extraordinary level. The power touches the origin of the rules, the domain is powerful and imprinted with personal will, and every move affects the world. Usually he is the overlord of a party, an ancient being, or the leader of a secret organization. Symbol: The domain turns into a "boundary", and the spoken law follows its prototype. Sanctum Tier: Demigod level. Having initially mastered the laws of space or time, the power is almost infinite and can open up a small demiplane. The pinnacle existences on the continent are rare in number and mostly legendary. Sign: Can temporarily distort local time and space. Deity: God level. Completely master one or more original laws, bound to beliefs or concepts, existing in a higher dimension (star realm). Its power is difficult for mortals to fathom, and it usually intervenes in the present world through incarnations or oracles. Symbol: Incarnation of law, immortality (conceptual level). World Map Overview (Known Areas): Orivia is an incredibly vast supercontinent, its entire extent unknown, its edges blocked by endless walls of mist (The Veil of Mists) or violent Elemental Maelstroms (Elemental Maelstroms). The known main areas are distributed in a ring: The Heartlands & Inner Seas: Core area: The gathering place of human kingdoms and large commercial city-states (such as "Thousand Sails Port"). It has fertile land, convenient transportation and is a center of civilization. Inland Seas: The four major inland seas (Emerald Sea, Amber Sea, Stardust Sea, Obsidian Sea) are like huge lakes embedded in the center of the continent. They are important trade channels and fishery resources. There are city-states established by sea tribes (mermaids, naga, etc.) In the sea. The Encircling Ranges & Highlands: Draconic Spine: The huge mountain range towering into the sky in the north. Legend has it that it is the lair of the ancient dragon, and is also home to races such as dwarves and alpine orcs. Rich in mineral deposits. Emerald Canopy: The vast virgin forest in the east, the hometown of the elves (wood elves, high elves, etc.), And also inhabited by magical creatures such as dryads and unicorns. The breath of life is strong. Scorched Expanse: The vast desert and Gobi in the south are home to races adapted to drought such as sand people, lizard people, and fire elemental creatures. Ancient ruins may be hidden underground. Frostfell Tundra: The frozen wasteland and frozen soil in the north, where Venn's story begins. There are cold-resistant races such as ice orcs, snow goblins, and frost giants, as well as special forces such as Frostmoon Fortress. The resources are relatively poor but contain unique ice energy and ancient relics. The Fetid Mire: A huge swamp area located at the junction of the central plains and the Burning Sands/Emerald Forest. The environment is harsh and poisonous. It is a "paradise" for exiles, secret organizations, and people like Wayne who are struggling to survive. The Outer Reaches: Beyond the known areas, there are more mysterious and dangerous areas: the huge underground world of the Underdark, the contaminated areas of the Blighted Lands, the unstable space near the Elemental Rifts, and the legendary paths leading to other intelligent races (such as the mysterious eastern continental races, the lost civilizations deep in the ocean). The Astral Sea: The spiritual and energy dimension above the material world is the residence of gods, the domain of astral creatures (such as astral whales and divine messengers), and is also the channel for powerful spellcasters to travel through the planes. Interact with the real world. Main races (not all): Humans: The largest in number, highly adaptable, spread all over the world, and established diverse civilizations. Elves: Long-lived, closely connected with nature or magic, mainly living in forests, islands or hidden valleys. There are many branches (wood elves, high elves, dark elves, etc.). Dwarves: Tough, good at forging and mining, living deep in mountains or underground fortresses. Orcs: Strong, tribal culture, distributed in harsh environments such as grasslands, deserts, and frozen soil. Dragons: Ancient and powerful magical creatures with extremely high intelligence and whose strength increases with age. There are many types (color dragons, metal dragons, gem dragons, etc.) With different habits. They usually live alone or in small groups in inaccessible places. Aquatic Races: Such as mermaids, naga, sea elves, water elemental creatures, etc., Rule the vast oceans and inland seas. Beastfolk: Such as cat people, fox people, lizard people, harpies, etc., Have some animal characteristics, live in specific environments or integrate into other societies. Genasi: Descendants of elemental energy combined with mortals, born with a natural affinity for specific elements. Undead: Beings in an unnatural state, ranging from unconscious skeletons to intelligent lichs. Its existence itself is not original sin, but certain actions (such as creating undead on a large scale and devouring the souls of the living) will cause conflicts. Others: Dwarfs, goblins, trolls, giants, goblins, elemental creatures, etc., Form a rich and colorful biosphere. Race Relations: Orivia does not have a unified "Light Alliance" or "Dark Alignment". Race relations are complex and ever-changing: Cooperation: Based on interests (trade, fighting common threats), cultural blending, and even personal friendships. Competition: Competing for resources, territory, and influence. Conflict: historical hatred, cultural differences, differences in beliefs, resource wars. Neutral: Many races focus on their own development and keep a distance from the outside world. Venn's location: Venn's story begins in the Black Marshes on the edge of the frost tundra, which is an extremely remote, barren, and chaotic corner of the known world of Orivia. Frost Moon Fortress is just one of the many forces in the north. The adventures he experienced were like a pebble thrown into the sea on the vast continent of Orivia. The skeleton army he summoned may be just an insignificant toy in the eyes of the legends and even the strong men in the holy realm. There are so many unknown corners, powerful beings and ancient secrets waiting to be explored in this world. This setting provides a more open, complex stage without rigid camp opposition, allowing Wayne's skeleton engineering to develop in a more "realistic" environment and encounter various possibilities, instead of simply being hunted down by the "Church of Light". Power is a tool and the world is a canvas. How to paint it depends on the user.
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When I saw this default, I subconsciously thought that I couldn't write much, and it felt like a quick eunuch.