Looping
In the Reeling World, the path walked yesterday may not lead to the same place today. This is an incompletely explored planar world where humans and non-humans coexist, with different skies and day/night cycles in each realm. While lands, cities, and settlements remain stable, borders can reconnect to other places due to 'Realm Migration'. Everyone has a latent 'Reflection', and awakened abilities can be used for combat or integrated into daily life. Beyond the known realms lie places waiting to be explored. Before departing, remember to check the map's date and the way back home.
@MoyanPub. 2026-11-01 | Atual. 2026-11-01
Huichui: Traveler's Notes
Before setting off, check the map and date.
The path you walked yesterday may not lead to the same place today. In Huichui, the land and towns remain the same; what changes is where the boundaries connect.
This is an incompletely explored planar world, still containing mountains, waters, and various terrains. Humans and non-humans coexist, modern cities and different lifestyles coexist; whether the world has an end is still unknown.
01 / Places don't move, but neighbors might change.
The world is composed of multiple "realms." Within each realm, the land, buildings, landmarks, and distances remain stable, whether it's a city or undeveloped wilderness.
When a "boundary shift" occurs, a segment of a boundary disconnects from its previous adjacency and connects to another place. Houses, forests, and roads within the realm do not rearrange randomly as a result.
Same Boundary Segment - Example
Yesterday / Cross over, and it's Place A.
Today / After reconnecting, it now leads to Place B.
The departure point, Place A, and Place B remain unchanged internally; only the connection relationships are altered.
Boundary segments change at different times; some are regular, some can only be estimated, and some cannot be reliably predicted.
Pathways close and then reopen; they do not cut off those currently crossing. However, travelers may still be stranded in a foreign land, lose their return route, or have to find another way home.
02 / Wandering Realms: Entry and exit routes become harder to fix.
"Wandering Realms" are areas where external connections change frequently, making it difficult to maintain fixed entry and exit routes. The land, buildings, and settlements within these areas remain stable; the trouble is that you might not be able to take the same path when entering or exiting next time.
Crossing a boundary might also change your sky.
Each realm has its own sky, light, day/night cycle, and celestial phenomena. You might walk from afternoon into deep night. The passage of time is consistent across all locations; there's no scenario where three hours pass in one place while three years have gone by elsewhere.
03 / On the map, get to know these places first.
Thousand Gates: A hub for modern transportation, information, and population.
Tidefall: Famous for its unique waters and sky scenery.
Longlight: Experiences less natural light, with long dark periods.
Lost Shore: A known Wandering Realm with unstable entry and exit routes.
These are just known locations, not a complete world map, nor do they have a permanently fixed order of adjacency. The connections on the map do not imply that pathways are always open.
04 / Imprints: Everyone's hidden potential.
Both humans and non-humans possess latent imprints, invisible before awakening and appearing on the body's surface after awakening. Awakening has no set age or necessary circumstances, and abilities are not solely for combat. Innate physiological characteristics shared by a species are calculated separately from individual imprints.
Seven Systems - Classified by the ability itself
Body / One's own body Life / Physiological state of other life forms
Object / Inanimate objects Sense / Senses, memory, and consciousness
Field / Environmental conditions within a range
Link / Distance, pathways, and spatial connections
Break / Direct damage or destruction
Object / Inanimate objects Sense / Senses, memory, and consciousness
Field / Environmental conditions within a range
Link / Distance, pathways, and spatial connections
Break / Direct damage or destruction
Classification is based on the ability itself, not its use; attacking with an object might still be an Object-type ability, and Link-type doesn't mean control over boundary shifts.
Levels 0 to 4 record the degree of mastery: Latent, Initial Manifestation, Stable, Extension, Mastery, and are not ranked by combat power. Rarity is divided into Common, Uncommon, Rare, and Unique, determined by recorded similar abilities; Unique does not mean the only one in the world, nor does Rare equate to strength.
The faint markings left after awakening are called "Origin Marks," with a fixed core pattern; the evolving patterns during activation are "Active Marks"; the vivid traces that gradually fade after cessation are "Residual Marks." Their position, color, and pattern vary from person to person, and their splendor does not indicate the strength of the ability.
Traveler's Memo
Check the map and date, and also check the way home.