Destiny
Structure
Most Destiny universes have one major realm and four minor realms. Of them, two minor realms are inaccessible. This structure is consistent in any world that has not suffered destruction or merging, such as Blinding Light (0100-D).
The Elemental Realm, the sole major realm, named after its hosting of Elemental magic, features the greatest bio- and magidiversity of them all. It is home to a variety of magical creatures, all but two being constructed partially organically, like any other animal, and partially magically, with varying levels and types of Elemental magic within them. Overall, its Earth is similar to those of many other multiverses, alongside its infinite cosmos, despite the presence of magic and the differences in its ecology.
The Shadow Realm is home to the Shadow Beasts, a man-made humanoid species composed entirely of Dark magic. Most of the realm is a desolate stony planet and an atmosphere filled with Dark magic energy, but in its centre lies an oasis, surrounded by the Kingdom of the Shadow Realm. The method of entering the realm is not public knowledge.
The Light Realm is home to the Demigods, a humanoid species composed partially with Light magic. Its environment mirrors the Shadow Realm, but with Light magic rather than Dark. Likewise, the method of accessing it is largely unknown to other humanoids.
The Celestial and Hellfire realms, while not locked, cannot be entered by anyone without Celestial or Hellfire magic respectively. Little is known about either.
Magic System
Within Destiny’s larger magic system exists four categorisations of magic: basic magic, Elemental magic, Hellfire magic and Celestial magic. Regardless of what magic one uses, Destiny mages are able to spellcast by using magic as an extension of will. Often, young mages learn to control their magic by physically directing it or utilising incantations, actions which are mandatory for (non-Hellfire) artificial mages, but a natural mage is also able to command their power with only their own thoughts. When using basic magic, a mage is limited not only by their own strength, but also by the amount of magic in the environment. Hellfire and Celestial mages are spared from this limitation due to connections with the respective Realms. Elemental magic can only be used artificially but exists within the environment and in magical creatures, similar to basic magic.
All usable magics have a physical source to which they anchor themselves and draw energy from. Natural magic is the magic that exists within oneself, where the source is oneself, and said source is restorative. Artificial magic is any magic with a non-living source, and as such, it can be depletable or self-sustaining. Most artificial magic is stripped of non-spellcasting characteristics, sparing Hellfire and, presumably, Celestial. Though the majority of artificial magic sources are within machines and other pieces of technology, as a whole, it is perhaps best known as a method for granting magic to those born powerless.
Basic magic is identified by its reactivity (or lack thereof) to its environment without sentience. It has three subtypes: Dark, Dual and Light, each of which have different properties that impact their usage. Light magic, globally the most common of the three, is the most rigid, typically only following its user’s exact command and unable to act on its own; Dark magic has a very high environmental awareness and is such able to act in a way that borders on sentience, but this makes it more difficult to control; Dual magic, being a perfect fusion of the two, has a moderate awareness and is usually easy to control, but it is incredibly rare and can get easily overwhelmed by too much Light or Dark magic energy in an area.
Hellfire magic originates from the Hellfire Realm and is generally unusable by humans. No creature is born with Hellfire—it seeks out users to permanently bond with. A Hellfire magic’s sentience and intelligence is directly correlated with its strength, with the strongest acting almost Celestial-like, and due to this ability, some are able to bypass the limitations of artificial magic entirely. It is best known for its ability to transmutate the body of its user, often in two distinct stages.
Only four Celestial magics exist, and all have found their own users in every Destiny AU (many worlds in which this has not occurred have become deadworlds.) Like Hellfire, Celestial magic exist as conscious entities, however, strength has no effect on their intelligence—even if it did, however, they are so strong that they would rival the most powerful Hellfire magics regardless.
Alduran
Structure
Alduran worlds have two major realms and a varying number of unique minor realms. Some universes have none, many have only one or two, and several have up to five. The major realms are given many names, with the IRED referring to them as the Realm of Mortals and the Realm of Magic respectively.
Both realms are mirrors of each other, but while the Realm of Mortals has living creatures, the Realm of Magic has spirits, and while the Realm of Mortals has very little magic in its environment, the Realm of Magic is as dense as the Shadow and Light Realms. For the most part, the only accessible realm of the two is the Realm of Mortals.
Magic System
Compared to Destiny, Alduran's magic system may appear to be rather simple, but it has its own complexities which may be difficult for newcomers to understand. Living creatures do not possess magic in or of themselves, but some are able to channel it from the Realm of Magic through various tools, typically made with materials entirely found in nature, or by performing ritual-like spells. Many Alduran spells follow recipes, utilising different herbs, spices, minerals, and more to channel the abilities of certain spirits. These spells are entirely material, albeit charged with a caster's will, and as such can be maintained, gifted or destroyed in whatever manner the caster sees fit. Some other forms of magic involve divination, in which a caster uses various methods to contact spirits, typically for advice or for fortune-telling. Who, precisely, is called upon can range based on culture and tradition, with some electing to work with their ancestors, some with deified beings, some others with spirits of nature, and so much more. Many diverse practices exist all over the globe, making it essential for travellers to become familiar with the customs of wherever they choose to visit.
In some cases, spirits will directly possess an object or even a living being, typically to aid a mage's spellwork—but not all spirits are benevolent! This form of possession also allows Alduran spirits to travel to Destiny universes. Alduran mages must be especially aware of the risks this poses should the spirits they work with not be so trustworthy!