It has been three months since Brakos brought me to the library, and the shock that initially left my mind in a slight haze has fully dissipated. I am now able to focus on my plans and have helped Brakos create the book by fine-tuning it together.
During the time I have stayed in the library, I have learned a lot from both Brakos and the books he gave me. Thankfully, Brakos has told me a few things that I will need to know ahead of time and warned me about dangers that I will have to watch out for in the world I now know is called Primus.
Some things he has told me are how the quality and standards of living are the same as in the 21st century. For example, all houses have plumbing, heating, working showers, and lights, but everything is made with magic instead.
Plumbing is done with water magic and gravity, pushing the water down pipes rather than using pressure. Heating is done with fire magic, and lights are powered by light magic.
Of course, people with a lot of money or high status will own larger properties. Cities have large walls, and castles are tall and grand, just as I would expect.
All houses, rather than having power lines, have a device in the basement that drains magic power from a large crystal with stored magic. (It is called a crystal battery and can come in mini sizes.) After a while, you have to buy a new one as it runs out and replace it.
Magic, despite being a rare talent for most people, is used for absolutely everything instead of electricity—radios, crystals that act like phones (they can only call people; they don't have apps), magic-powered vehicles—almost everything runs off magic.
The education system is similar to my old world, but the level is slightly lower. They understand most common subjects, but things like space travel, guns, sci-fi, TV, and other similar things do not exist.
Broadcasts can be made for large events and kingdom announcements, but it isn't a constant thing, nor can it be rewatched.
Brakos did tell me things about how the world works. For example, Primus is a planet like my old world. It is almost twice the size of my old planet, but the gravity is still the same. (Physics doesn't work the same between different dimensions.)
The length of a year here is slightly different. One year is exactly 360 days, with twelve 30-day-long months and 24-hour days. All of these are exact in length, whereas in my old world, a day was roughly 23.93 hours, and a year was approximately 365.25 days. (Yes, I just know that. I am smart.)
The months don't have names yet; instead, they are just called by their number, which does make sense, as in my old world, the months were named after Roman emperors or something—I forget. (No, I don't know everything.) But they don't exist here.
The years are named weirdly. The current year here is year 553 of the 3rd era.
Each era is named after it ends, and each era varies in length. The two eras before the 3rd were the Exploration and Cultivation Eras, respectively.
It is unknown how long the first era lasted, but the second is said to have been over 7,000 years long.
Time zones and daylight savings do exist here, so that's a plus.
Seasons are somewhat the same. In my old world, the year would start in the middle of winter, but here the year starts around the beginning of spring. It does still get warmer the farther south you go, and the north and south poles (not called that in this world) exist here too.
One thing I didn't expect would be the guilds. Most cities have a branch of one of many different guilds. Some of them are the Mages' Tower, Merchant Guild, Adventurers' Guild, Auction House, and Smithing Guild.
I expected an adventurers' and merchants' guild and maybe the Mages' Tower, but not the others.
The Adventurers' Guild is where I plan on signing up later in life. It is a guild that will send adventurers out on quests for money. The quests can range from gathering herbs to physical labor, bodyguard duty, and even killing monsters—not every quest is safe.
It is the same as what we are doing with my book, but this will allow me to do the things the book needs me to while not raising suspicion.
The Mages' Tower is kind of self-explanatory. It is a group of mages who research magic while offering support to kingdoms and protecting people with their magic. And yes, the mages live in towers.
The Merchant Guild manages merchants and monitors expenses in kingdoms.
The Auction House is where you can buy and sell rare items you have gotten, and they work directly with the adventurers' and merchants' guilds.
The Smithing Guild consists of crafters and builders. They are the ones who craft gear for adventurers and design/build houses and other projects that require proper training.
Schools for magic and combat also exist in this world, teaching people how to defend themselves and how to use magic (if capable).
Most schools teach people from all walks of life. You can start attending at the age of 16 and can attend for a maximum of 8 years if you want and have the money. (It is cheap until your 3rd year.)
Common folk tend to go there to become adventurers, knights, or mages afterward, but noble students tend to go to the more elite schools.
Although the elite schools primarily have nobles, common folk are still allowed to enroll. I thought about attending one later on as well, but we shall see.
Unfortunately, behavior here is also similar to my old world. People don't usually care about skin color in Primus. Instead, it's more about species profiling.
For example, orcs exist in Primus. Some live in warring clans and attack innocent people, while others act like normal citizens. But people like to think all orcs are the same—that they are just lumbering idiots who live for battle and will eat people alive—when only a few barbarian clans do this.
Orcs and other non-human creatures here are very similar to the descriptions in my old world. Some things are different, while others are the same.
Werewolves, for example, don't transform on the full moon. Instead, they can transform anytime they want and can control themselves, becoming more powerful depending on how full the moon is.
Sadly, the time period I will enter this world will be before werewolves exist, so no big fluffy friend for me. Though Brakos said he could be wrong, as he couldn't remember.
I liked this difference, as the whole "you turn into a monster once a month" thing is just dumb.
Another difference is dragons. They don't all breathe fire, hoard gold, and kidnap princesses like most old stories. (Note that I say not all do this.) Depending on the color of their scales, they will have different powers and personalities, kind of like what Brakos has told me about spirits.
Of course, I can't forget the dangers that come with being a Primogenitor or just life here in general.
Monsters exist here, and many roam the forests and mana-dense areas in Primus. Adventurers take care of them most of the time, but sometimes they will attack before anyone can do anything. And let's not forget the possibility of bandits or going to war with another kingdom.
Primus is both a strange and old world. Primogenitors are common in Primus, and one appears occasionally.
The way a Primogenitor appears varies a lot. Some are people born with this power, some manifest/spawn from a large amount of magic in an area (rarely), some are created from a blessing or curse from a god or ethereal, and a few others.
When a new Primogenitor appears, many signs show up, like changes in certain areas around them, monster attacks, cults seeking a new god, them releasing/showing their powers accidentally, and several others.
Other Primogenitors can even sense the appearance of a new one, so they could also send people to look. If these things all start in certain areas at once, people will start to suspect there is a Primogenitor.
Sadly, many don't survive for long. Some Primogenitors are known for causing chaos and destruction. Because of this, some kingdoms and people, in general, will execute them or those they suspect of being one early on in their life.
Not all Primogenitors are bad, but people don't like to take chances. Some kingdoms will take in Primogenitors and either attempt to use them to create a race of warriors, experiment on them, or take them in as their own and tie them to the family. The power of a Primogenitor is immense, and many would like it for themselves.
The Mage's Tower has been trying to recreate the power of a Primogenitor as well, but they haven't made any progress. Some mages know how to remove a Primogenitor's power, but it will weaken them greatly. The Mage's Tower tends to follow ethics and morals in the public eye, but underneath—well, let's just say they delve into some things that could lead to a civil war.
Of course, normal people aren't the only problem. Other Primogenitors could try to kill me as well.
Some of them don't like the idea of others encroaching on their territory. Others like to test out the new blood by fighting them and killing them if they don't see potential.
Scarily, some can also take the power of weak Primogenitors and increase their own power, but only a few can do this.
Thankfully, not all Primogenitors are like that, and most just don't care what others do—even their own people. Some may talk to me or warn me about things, wanting to see what I will do, but I can never be too careful.
Unfortunately, Primogenitors can also sense other Primogenitors when they appear or when they are nearby, so that could be a problem.
Thankfully, my plan to seal my powers should protect me and prevent any signs from showing or allowing people to sense that I am a Primogenitor—unless they are a Primogenitor and closely inspect me personally, but that is very unlikely.