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Post by Starchaser on Aug 27, 2020 17:30:52 GMT -5
Blood of the Lost Ones Lore Page[ Main Page | Discussion Page | Character Page ]
An ancient curse, A deal long forgotten, Promises written in verse, To prevent a future broken.
By blood bound, Through flame or famine, The chosen shall be found, In a world war-driven.
A price must be paid, A final sacrifice made, Old sins to rest laid, Or all of life will be flayed.
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Rainbow
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Post by Starchaser on Aug 28, 2020 9:37:38 GMT -5
⊰ Table of Contents ⊱
Post 1 ➼ Intro, Links Post 2 ➼ Table of Contents Post 3 ➼ The World: Overview, Geography & Climate, Flora & Fauna, Nations Post 4 ➼ History: World, Nations, Notable Events, Timeline Post 5 ➼ Magic: Overview, History & Development, Types, Uses & Effects, Rules & Limitations Post 6 ➼ The Families: The Shifters, The Elementals, The Heavenlys, The Infernals, The Mages Post 7 ➼ The Characters Post 8 ➼ Extras
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Rainbow
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Post by Starchaser on Aug 28, 2020 10:01:05 GMT -5
➺ Geography & Climate
What has become of the world beyond Naessia is largely unknown. Based on surviving relics from the past, it is generally agreed that there are at least four other continents in the world. Naessia closely borders one of these continents, separated only by the Cobalt Channel. Missions to investigate said continent in hopes of discovering new land or survivors were once sent out in the early days of Veuxdelys. It is uncertain why they stopped, as many records from the Empire's beginning were destroyed during a magical mishap.Naessia
Much of Naessia remains unknown to the Empire of Veuxdelys. Though it is likely other civilizations could exist, they may be too distant or difficult to reach. The Empire of Veuxdelys occupies a sizeable portion of the continent nonetheless, providing much geographic diversity and many different climates even within its barrier.
Shifter Territory - -Geography
The Shifter Territory occupies the largest portion of land in Veuxdelys of any nation. The sheer magnitude of the nation lends itself to a wide range of variation in geography and biome. A majority of the land is covered in mountainous regions or dense forests. The Adamantine Mountains takes up nearly 30% of the nation, while around 40% of it is forested. The remaining land is tundra, plains and grasslands, or arctic.
The nation is generally split into ten main regions: the Heartlands, Ancient Wood, Southern Slopes, the Foothills, the East, Central Highlands, Thundering Ness, Glacial Fjords, the Far North, and the Borderlands.
One of the largest and most distinct realms of the Shifter Territory is the Heartlands, characterized by its vast expanse of mixed deciduous woodlands, taiga, and alpine tundra. The Heartlands is the most centrally-located region, stretching between the Ancient Wood to the East.
The Ancient Wood is a slice of land located between the Heartlands and the Thundering Ness. This region was so named for its primary geographic feature: a massive old-growth forest, largely believed to be the oldest in the Shifter Territory. These woodlands are notable for several reasons, including many species of flora and fauna not found anywhere else in the nation, as well as towering trees and flourishing vegetation. Though most known for its forest, this region also contains hills and grasslands, and overlooks part of the Heavenly border. Many Shifters believe that Rafe himself walked the lands, which is why they are so bountiful. The Ancient Wood is a highly sought after territory.
Located by the Infernal border and Sanctum's lake is the Southern Slopes. This region is a relatively small area of temperate moorland. Primarily small-animal-shifters live here.
Running just alongside the bottom of the Adamantine Mountains lies the aptly-named Foothills, a large strip of coniferous forest and taiga woodland. Like the Heartlands and Ancient Wood, this region offers plentiful resources and land. It is one of the largest regions, second only to the Central Highlands it surrounds.
The East, as its name would suggest, is the region of land in the eastern area of the Shifter Territory. It is one of the largest regions outside of the Central Highlands, and roughly on par with the Foothills. Unlike the rest of the nation, the East offers little forestation or change in elevation. Instead, it is mostly a mixture of grassland, prairie, and steppe.
The largest region in Shifter Territory is the Central Highlands. This area is made up of alpine tundra and encompassed by the Adamantine Mountains. Despite its area, the Central Highlands are more sparsely inhabited, as much of the land is often treacherous and brutal. Still, life thrives where one knows to look.
The westernmost point of Shifter Territory is a peninsula referred to as the Thundering Ness, a name whose origins have been lost to time. Some think it was given for the loud roaring sound produced by waves crashing against the cliffsides. This region is arctic tundra. Thundering Ness has a unique basalt column formation along the coasts created by ancient volcanic activity. Even in the present day, Thundering Ness is known for volcanic and geothermal activity. It also lies on Veuxdelys' largest fault, which some guess is another possibility for the region's name. Thundering Ness is bordered by the Brumous Sea and Limpid Strait.
Much like Thundering Ness, Glacial Fjords is a point of land jutting out into the Brumous Sea. However, this region is known for its many dramatic fjords, carved by several glaciers. The Glacial Fjords region is made up of tundra, polar desert, and ice sheets.
To the farthest, coldest region of Shifter Territory, the Far North is found. This region is almost entirely arctic, with sparse boreal forests and alpine areas. Along the coast lie many vast ice sheets. Though large in area, the Far North sees much less activity than most of the nation. Only part of this is due to the land's geography, while most of its trouble is actually caused by the magical barrier. The Far North's land is by more of the magical barrier than any other region in Shifter Territory.
Finally, the smallest region of Shifter Territory, the nation's personal piece of perdition, is the Borderlands. A conglomerate of ever-shifting ice sheets, craggy mountains, and an often-unstable magical shield. The Borderlands have dangers aplenty, be they magical storms, earthquakes, volcanic activity, or beyond beasts. Climate
*Temperatures and percipitation under construction because a.) I have to figure out how to generate realistic values instead going ham randomly and b.) the spreadsheet I originally made got messed up :/
The Shifter Territory is Veuxdelys' northernmost-reaching nation, with the most changes in elevation and terrain, as well as the second-highest average elevation. As a result, the temperature tends to be colder than most of the Empire overall. However, due to its size, the Shifter Territory has a fairly diverse climate that ranges depending on the region.
The Ancient Wood and much of the Heartlands have a humid continental climate (specifically hemiboreal, in this case), with four distinct seasons and even precipitation throughout the year. Thunderstorms are frequent in summer months, as well as snowfall in winter. Though not as severe as in some other regions, these areas tend to have long and cold winters. Summers in the Ancient Wood are warm, while the Heartlands may be hotter.
At the Southern Slopes, along with some of The East, there is a cold semi-arid climate, though areas around Serenity Lake or close to the water may have an oceanic climate. Unlike most of the Shifter Territory, these areas do not experience much precipitation. The summers are warm to hot, though temperatures never reach as high as they do in some of the southern nations, while winters are cold. There is some snowfall during the winter, but less than in the rest of Shifter Territory.
The East tends to have a milder climate than the rest of the nation. This ranges from semi-arid to humid continental inland, while areas along the coast show an oceanic climate. Regions close to water receive more precipitation than inland East, and will generally experience fewer extremes than the rest of the nation. These areas see a lot of rain, but not as much snowfall.
A subarctic climate dominates the Foothills, regardless of whether it is East or West. Seasons here are more extreme than in The East, the Heartlands, or the Ancient Wood. Summers are short and cool, lasting only about three months of the year, while winters are very cold. The Eastern Foothills have less extreme temperatures. Similarly, this area receives more precipitation than the Western Foothills, although both areas may receive heavy rainfall in the warmer months.
The Central Highlands mostly has an alpine climate, though some areas (such as the valleys) may show a subarctic climate similar to the Foothills. Temperatures vary throughout the year.
Thundering Ness and Glacial Fjords both have a subarctic climate, though the Glacial Fjords is also polar in some areas. Glacial Fjords is quite a bit colder.
One of the coldest regions overall, the Far North has a prevailing subarctic and polar climate. Summers are very short and cool, while winters are long, stormy, and bitterly cold.
The Borderlands is the northernmost region of Shifter Territory. It experiences an intense polar climate, with small subarctic areas closer to the Far North. Much of the land is covered in snow year-round, with parts of the coastline remaining constantly frozen as well. During the summer, the Borderlands may have days with almost constant sunlight, while winter ones may be completely dark. This region can experience extremes on both ends of the temperature spectrum. Part of the Borderlands instability in weather and climate is owed to their closeness to the magical barrier. Shifter Territory has long had a history of having the weakest segment of the barrier, due to the difficulties reaching some areas of their territory.
Geopolitics
The Shifter nation is a federation with many self-governing entities (referred to as packs), the most of any Family, in fact. Most packs inhabit the Heartlands, Foothills, and The East. These areas are considered the most desirable, for their milder climate and richness in natural resources. As such, the packs living in these areas tend to be larger and more powerful, making up the Center Packs. "Non-competitive shifters" most frequently inhabit the East and the Southern Slopes.
The Central Highlands is the next most populous area. While the Central Highlands is smaller than some regions, this area does have its advantages. General resources are scarcer, but the smaller pack population means there is less competition between Shifters. The mountains also provide a barrier to most attack, as few packs not already living there will attempt invasion. Moreover, the danger from beyond the barrier that plague the Borderlands and Far North will rarely encroach into the Central Highlands.
Thundering Ness and the Southern Slopes, which have roughly similar populations, have less land but favorable conditions. Though Thundering Ness is fairly cold year-round, the smaller populations mean less competition. The Glacial Fjords are home to comparably fewer packs, the least of all the regions, save the Borderlands.
The Borderlands is considered the most dangerous place to live, and serve little purpose to the nation, save as a bit of a buffer to problems arising from weaknesses in the magical barrier. It is home only to unfortunate rogues, outcasts, and loners.
The Alinsky Territory is the largest pack territory, covering nearly half of the Ancient Wood, as well as some of the Heartlands and Western Foothills.
Virtually all Shifters live in rural areas, as there is only one "city" in the entire nation, Rafe's Keep in the Ancient Wood. Other regions have small villages, but are rarely home to more than a few hundred individuals in any given pack or other grouping.
There is only one major trade route in the nation, which is typically only used by lone Shifters and nomadic packs. This pathway allows packs to exchange goods found only in their territory. The primary route passes through all the major regions except the Far North, Glacial Fjords, and Borderlands.
The Shifter Territory shares a maritime boundary the Heavenly Empire, the Limpid Strait, which is also the longest border between any nations in the Kingdom. They also share a border with the Infernal Lands at the Southern Slopes.
See The Families: Shifters for more info.
Notable Locations
Alinsky Territory: As First Pack, the Alinskys hold the largest and most plentiful land as their own. This includes much of the Heartlands and Ancient Wood, as well as some of the western Foothills.
Terric Territory: Though not as impressive as the Alinsky's range, the Terric Pack has run of a considerable area. As the largest Center Pack, this group occupies most of the western Foothills, along with parts of the Heartlands and Central Highlands, as well as some of the Ancient Wood.
Audra Territory: Though not considered an important pack on a national level, the Audra Pack is the most infamous among the Border Packs. Their territory is the largest of any Border Pack by a significant margin.
Sä˧ îî˨ r̥ˑœ˧ŕu˩ /sɑ˧ ɪː˨ r̥ˑœ˧ˈʁɜ˩/: A large body of water bordered by the East and Foothills regions and known for its bright, crystalline blue water. The magical barrier is extended here, allowing for most of the rare aquatic shapeshifter population to reside within its depths, or on the scattered floating cities that drift the waters.
Pî˦ii˧yoo˩ /pɪ˦ˈiː˧joː˩/ (colloquial: Rafe's Roaring Cliffs): The steep-sided fjord located between the Thundering Ness and Glacial Fjords. It freezes over completely in the winter.
Thîî˦kii˧ k̀u˩q̀̆ä˨ /ðʲɪː˦ˈkiː˧ kʰɜ˩ˈɢ̆ä˨/ (The Adamantine Mountains): The largest mountain range in Shifter Territory, which makes up the Central Highlands.
îrˑænyëë /ɪ˧ˈrˑæɲɤː/ River: The longest and deepest river in Shifter Territory, running from the Central Highlands to the Serenity Lake by Sanctum. The river is often broken up into sections, each with their own name, often unique to the packs by them.
Moonstruck Peak: The highest point in Shifter Territory, as well as the entire Empire. This peak is located on Fâ˥nyi˩ [ fɐ˥ˈɲi˩ ] Mountain and rumored to be made of pure ice.
Rafe's Keep: The only "city" in Shifter Territory, located deep in the Ancient Wood. This ancient civilization is thought to have once been Rafe's home when he was a mortal. It is home to Rafe's Keep, and thus currently on Alinsky Territory. If there is official business to attend to on a national level, this is where the Alphas of the most prominent packs meet.
- - Elemental DomainGeography
The nation of the Elemental Domain shows some of the highest geographic diversity in the Empire of Veuxdelys. Though some of these changes are naturally-occurring, part of the nation's variation is owed to high levels of Vis and the Family's manipulation of it. While their continental territory is one of the smallest, they hold the most off-shore land of any Family, and thus control the most marine area. Their nation is the southernmost in the Empire.
The northwestern region of this territory holds the largest forest in the nation, as well as the only tropical rainforest in the entire Empire, though some of this extends into the Mage Nation. As one moves inland, this forest gradually becomes a subtropical rainforest, and then a subtropical dry forest on the very edges. In the western region of the nation, forests are mainly temperate varieties.
On the southeastern side of the Sunlit Mountains, the geography changes rather dramatically. There are no forests to speak of, or much vegetation at all. This region is primarily composed of arid and semiarid desert, intermixed with some xeric shrubland dry steppe. Further south, savanna dominates.
Due to intense volcanic activity on the Isle of the Lost, not much vegetation is found in the region, save on the outskirts. However, it is rich in natural minerals and ores. This region experiences frequent earthquakes and tsunamis, though the effect is curtailed by the Elementals who make their home there.
Seahaven, an island off the southeastern coast of the nation's mainland, is mainly temperate steppe and savanna, with small pockets of subtropical rainforests. Climate
Along with displaying much geographic diversity, the Elemental Domain's nation also has many different climates.
In the northwesternmost region of the nation, an equatorial climate is found, as this area lies along the world's equator. This area is always hot and humid. Temperatures here are consistent almost year-round. Further inland, where the climate is more humid subtropical, temperatures may dip during the coldest months.
Over the Sunlit Mountains, a hot desert climate reigns supreme, though this may become a cold desert climate in high altitude regions. Rainfall is very scarce, with many months seeing none at all. In the mountains, summers are not as hot as they would be in lower elevation areas, while winters are far colder, and both seasons are rather dry.
Around the western region of the nation, an oceanic climate is made possible due to the proximity of the Azure Ocean.
Southern regions tend to experience a semi-arid climate.
The Isle of the Lost and Seahaven have a similar humid subtropical climate. Geopolitics
Unlike the Shifters, the different Elemental groups do not hold a "territory," per say. Groups of Elementals with similar elements tend to congregate, some forming permanent settlements, and others travelling through the nation. They do not frequently fight with each other, as they tend to all share territory, given that a region is more plentiful when there are many elemental types present. However, there may be some animosity between the different elementals.
Water elementals are most frequently found near bodies of water, whether along the coastlines or banks of rivers and lakes. They are among the most common elementals found in the northern region. Earth elementals, conversely, tend to stay near the center of the nation's territory, and are the most common elemental type found on the Isle of the Lost, after fire elementals. They may frequent mountains or forests. Fire elementals usually prefer the southern region of the nation, though some live in the mountains. Air elementals prefer open spaces, thus occupying the west in the highest numbers. The void elemental population is not high enough to be certain.
Trade flourishes in the Elemental Domain, both between other nations and the different Elemental groups. As a result, this nation has many different trade routes, both overland and maritime ones. There are roughly four main routes, with several smaller arteries breaking off to other regions.
The Elemental Domain controls the largest portion of maritime territory in the entire Kingdom.
This nation shares a land border with the Infernals Lands (in the form of The Ridge) and the Mage Nation. The maritime boundary with the Mage Nation is not strictly defined, though Elementals generally wont wander past the Northwestern coats of the Isle of the Lost.
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Notable Locations
River Pass: The capital of the Elemental Domain. This settlement is the largest city in the nation, and likely the only permanent residence that qualifies for that title. River Pass is situated along the [river name], which is the longest in the nation. This city is notable for being an important trade route.
[River name]: The longest river in the nation. It flows from the western region of the territory, all the way to Serenity Lake.
Shade's Mire: The only permanent town on the Isle of the Lost. It is located in a wetland area on the western side of the island.
Isle of the Lost: A large volcanic island off the western coast of the nation's mainland. This island is home to several species of flora and fauna not found anywhere else. It is also a migratory stop for dragon swarms heading south.
Siüpuvi /siuˈpʊvi/: A large tropical island off the southeastern coast of the nation. Known for its unique plant and animal life.
Dasa /ˈtasa/ Mountains
The Ridge: The land border between the Infernal Lands and Elemental Domain. This dramatic geographic feature was created during an earthquake some years ago.
Heavenly Empire - -Geography
The Heavenly Empire has a smaller portion of territory than most of the other nations and much of the land is uninhabited. Overall, this nation sits at the highest average altitude, and has many changes in elevation.
This territory is extremely mountainous, with most areas having an alpine or arctic tundra biome. The northern regions of the nation may show polar deserts and ice sheets. Very little vegetation grows here at all and there are no known natural forests occurring on the mainland.
Floating islands are a common spectacle across the land. These unique areas are maintained through careful utilization of Lux magic, and many have their own distinctive features. Many of these islands are forested, despite being above the possible altitude for tree growth. This effect is achieved by manipulation of Vis and Lux magic. Climate
This nation has a relatively similar climate across the territory. The Heavenly Empire is primarily a subarctic climate, with cool and short summers. Winters here can be rather intense and often last most of the year. Temperatures are balmy even in the warmest months, rarely exceeding the high 30s to 50s. , rarely exceeding the high 30s to 50sWinters are typically in the 20s, though frequently drop to the single digits and negatives. The Heavenly Empire experiences dry winters, receiving most of their precipitation in the summer months, generally only a few inches each month.
The various floating islands around the nation are exceptions to this rule. Each one may have its own ecoregion, showing more mild climates than the mainland. This is not a natural phenomenon, but rather the result of Vis manipulation by Elementals. Most islands in the Heavenly Empire have a humid continental climate. Rainfall here is more common, and temperatures may well get into the 70s.
In the north, particularly on Øǔ˨˩˦r͡r /øy̯˨˩˦r͡r/, it is rather cold and the land ins frequently covered in ice year-round. Temperatures here range from the low 30s to negative 40s, and stay in the low negatives most of winter. Geopolitics
The Heavenly Empire is known to be one of the more open Families, though they do not participate in much trade.
This Family shares a maritime boundary with the Shifter Territory (the Limpid Strait), and a land one with the Mage Nation.
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Notable Locations
Cloudhelm: The largest city in the Heavenly Empire, by both size and population. This is also the capital of the nation. It floats above the southwestern area of the mainland. Nearly a third of the Heavenly population resides here.
Aviamore: The second-largest city in the nation, and the lowest. It floats over the northeast and is known as the warmest place in the nation. This city is unique for building into the massive trees growing on the island.
Celes: The smallest of the main three cities. Celes is the northernmost city in the nation and the coldest.
[Mountain name]: The tallest mountain in the Heavenly Empire. Houses the largest and highest observatory in the Kingdom.
[Name]: Northernmost region of the Heavenly Empire. Mostly uninhabited, save an isolated group of asteriae.
Øǔ˨˩˦r͡r /øy̯˨˩˦r͡r/: A small island of the northern coast of the nation. It is off-limits to all except Oracles, where they are trained.
Limpid Strait: The border between the Heavenly Empire and the Shifter Territory.
- - Infernal Lands
Geography overview
The Infernal Lands is the second-largest nation in the Kingdom. As a result, there are many different geographical features to be found across their territory.
The northernmost region of the nation is marked with long, flat grasslands. However, much of the north is forested. In fact, the Infernal Lands has one of the largest forests in the entire Kingdom. These forests are a mix of several different plant varieties depending on location, ranging from conifers to deciduous and evergreens.
Cutting across the center of the nation is a large, treacherous mountain range called [mountain range name]. The foothills of these mountains are largely steppe, while the the southern half of the nation is made up of sprawling deserts.
Along the western border of the nation, where the Infernal Lands meets the Elemental Domain, there is a large geographic feature known as The Ridge. This landform was caused by an old reverse fault earthquake. The area has seen little tectonic activity since, though the Infernal Lands are the most geologically active aside from the Shifter Territory.
ClimateAt the tip of the Infernal Lands, alongside their border with the Shifters, is a semi-arid climate.
Inland areas of the North demonstrate a humid continental climate, generally having far milder weather than the rest of the nation.
The northwestern peninsula of the nation is the only area that experiences a humid subtropical climate. Along the northern coastlines of the nation, an oceanic climate is found. Temperatures are fairly even throughout the year, though winter months are colder on average. This region sees the most precipitation during the summer.
The southern region of the nation is entirely of a desert climate, while the mountains have an alpine climate, and the foothills of them a semiarid one. The deserts of the Infernal Lands are extremely intense.
GeopoliticsBeyond the Shifters' nation, the Infernal Lands have the most separation between species. Though most of nation allows travel without restriction, there are some areas controlled only by certain species. A portion of the northeastern forests is vampire territory, where intrusion from the other species is strictly prohibited. Meanwhile, the Fae own a section of land in the North and West. However, this is the exception and not the norm.
Although the Infernal Lands boasts a long coastline (the longest of any nation, in fact), they do not utilize much maritime territory.
Trade between the various Infernal species, as well as the other nations, is important to the Infernals. Like the Elementals, they have many different trade routes.
This nation shares a land boundary with the Shifter Territory and Elemental Domain. The Elemental border is called The Ridge. Notable LocationsThe Burning City: The largest and only city in the Infernal Lands (except for the Capital). It is built around an oasis, partially extending underground, and even into a volcano. This desert city is a constant hubbub of activity. Though mostly demons live here, all species of Infernals have been known to inhabit this place. It is where most trading and government business is conducted.
The Capital: An underground city that serves as the capital for vampires. It is restricted to vampire use only, and only those with high enough clearance may visit. Not much is known about this place.
The Sinresol Valley: A large forested valley in the in northeastern region of the nation. This territory is inhabited by the Antier Coven, the largest and oldest of the vampire covens.
The Ciocarlie Grasslands: A strip of grassland that runs along the northern border of the nation. Several nomadic groups of Infernals make their homes here.
The Ridge: The land border between the Infernal Lands and Elemental Domain. This dramatic geographic feature was created during an earthquake some years ago.
Mage Nation - - Geography
The territory of Mage Nation is perhaps the least remarkable of any nation. Compared to the variation found in the other nations, Mage territory is relatively plain.
This region is rather flat overall, but there is some change in elevation towards the north.
Most of the region is made up of temperate steppe and tree savanna. However, there is a patch of subtropical forest and tropical rainforest in the southeast. There are tiny, scattered temperate broadleaf forests in the east. Climate
The climate of Mage Nation is mostly the same across the entire territory. The coastlines all share an oceanic climate, with mild summers and cool winters. Generally, the northern areas have colder temperatures overall, while the south region has warmer ones. Precipitation is more common in the summer.
Further inland, the climate is humid continental.
At the southeastern corner of the nation is a humid subtropical. Here, temperatures are mostly stable throughout the year. Droughts can be rather severe here, though not so much as in the central eastern region.
Notable Locations
Dawncrest: The largest city in Mage Nation, and its capital. This is a coastal city, located on the western side of the nation, facing the Indigo Sea.
➺ Nations
The Empire of Veuxdelys
Shifter Territories - -w.i.p.- - Elemental Domainw.i.p.Heavenly Empire - -w.i.p.- - INFERNAL LANDSw.i.p.MAGE NATION - -
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Beyond the Empire
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Post by Starchaser on Aug 28, 2020 10:01:17 GMT -5
➺ Notable Events
The Great Wars
The Cataclysm
The Age of Terror
Vaknad's Reign
The Restoration Period
The Establishment of the Kingdom of Veuxdelys
The Golden Era of Veuxdelys
The Decline
Timeline ⬶
Key BC: Before Cataclysm AC: After Cataclysm
25,000 BC ➼ Magic experimentation begins 10,000 BC ➼ Early forms of the Families arise; magic types are formed 5000 BC ➼ The Rift 2000-1 BC ➼ The Great Wars ➼ The Cataclysm 1-5000 AC ➼ Age of Terror 5001-6000 AC ➼ Vaknad's Reign 6001-8000 AC ➼ The Restoration Period 1o,000 AC ➼ Formation of the Kingdom 1o,500-11,500 AC ➼ Golden Era 11,501-11,999 AC ➼ The Decline 15,000 AC ➼ Present Day
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Post by Starchaser on Aug 28, 2020 10:01:40 GMT -5
➺ History & Development
w.i.p.
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Post by Starchaser on Aug 28, 2020 10:01:54 GMT -5
⊰ The Families ⊱
On Naessia, species who use the same type of magic are categorized into groups called Families. Some Families have relatively few species (also called "subfamilies"), while others have many. The species within in a Family often look similar, though the Infernal Family is known for having many species that have no common unifying traits. Each Family has an alloted section of territory with the larger Kingdom. Culture and lifestyle varies rather drastically between Families, and sometimes even species within the same Family.
➺ Shifters
OverviewShifters are a large Family of humanoids who utilize Belua magic to its full extent. There are only two distinct subfamilies of Shifters: werewolves and shapeshifters. However, shapeshifters contain multiple subspecies based on their primarily chosen forms.This Family holds the largest territory, taking up a majority of the Northern and Northeastern lands in Veuxdelys. The Shifter Territories is vast and untamed, with a high level of geographic diversity. Shifters live in a multitude of packs across the land, often battling for more territory and resources.The Shifter Family is rather tumultuous and active, with an emphasis placed on strength and responsibility to the pack. They experience more internal conflict than most Families and rarely interact with the other Families, remaining preoccupied with their own affairs.Physical Characteristics Overview
Shifters appear quite close to average humans, but are usually differentiated, more so by their mannerisms than looks. However, even in their humanoid form, many Shifters possess certain animalistic traits. These traits are mild and vary based on the Shifter's most-taken form. For predatory species, these may be something like sharper teeth and nails.
A Shifter's animal form(s) will often closely resemble their appearance while in human form, though still tend to fall within the natural parameters of the species they transform into. For many Shifter types, fur/feather/scale/etc. color is similar to their human hair color, though differences in shade and intensity are often observed. Eyes are the most consistently retained physical trait between forms, and generally distinguish Shifter animals from their natural counterparts.
Magic & Abilities Belua is the magic of the self, a purely internal form of magic found within all life, be it animal, plant, or otherwise. Shifters have a much higher concentration of Belua than normal species, and have mastered control over their magic. They are able to tap into the full potential of their physical abilities, which includes altering their form.
All Shifters thus have enhanced physical condition, senses, and abilities. These powers are present even in humanoid form, and often amplified in their other forms, though the powers of shapeshifters will range based on their chosen animal forms.
Powers
• Adaptation: Shifters can use Belua to make themselves less vulnerable to their environments/adjust to outside conditions. This may involve, but is not limited too, the hardening/thinning of skin, increase/decrease of internal body temperature, or bolstering of muscles. • Enhanced Immunity: Shifters rarely get illnesses or diseases, are not hit as hard by such things, and tend to make much quicker recoveries.
• Enhanced Physical Condition: Shifters are stronger, faster, more durable, more agile, and have higher stamina than other species.
• Enhanced Senses: Sight, hearing, smell, taste, and the like are all enhanced in Shifters.
• Environmental Reading: Most Shifters are able to make quick assessments of their surroundings and adjust accordingly using their Belua. This applies to reading the body language of those around them. In animal form, Shifters rarely communicate through "speech," and instead rely heavily on body language. Non-shifters tend to be harder for shifter's to read due to their heavy reliance on spoken word and tone over things such as expressions.
• Lunar Empowerment: Werewolves' powers grow stronger during a full moon. The same cannot be said for shapeshifters, though it is unknown why. However, some werewolf religion points to Rafe's Third Eye being the underlying cause. See Rafe for more.
• Predator/Prey Instinct: Shifters who primarily use predatory forms often extend this understanding to their humanoid forms, making them highly observant. Prey shifters tend to be more alert and quick to sense danger.
• Regeneration: With Belua, Shifters can heal more quickly than other species. Additionally, they are not easily injured. Minor wounds will often heal within minutes, while grievous injuries may take a few days to week to completely heal. A singular mortal wound is rare to come by with Shifters. Most injuries that might kill another species will, while unpleasant, not cause death in Shifters. However, these injuries may take upwards of several months to fully heal. Scarring is rare in Shifters, but the practice of ritualistic or purposeful scarring is not terribly uncommon. See Culture & Lifestyle for more.
• Retractable Claws/Teeth: While in "human" form, werewolves and other predatory shifters can manifest sharper nails or large, extended canines if needed.
• Shapeshifting: Werewolves can turn into a powerful lycan form. Unlike ordinary wolves, this form is much larger, more powerful, and has amplified senses. Though it varies by individual, most werewolves can hold their wolf form for several days without issue, though they typically only do so for a few hours at a time. A wolf form may be held for weeks to months, but werewolves will often begin to experience negative symptoms during this timeframe. This form is especially powerful on nights with full moons. Shapeshifters may take on many forms, though most have only a few they are very skilled with. They cannot maintain these forms as long as werewolves (usually only a few hours to days with each), but have more variety. It is more common for a shapeshifter to take multiple similar forms rather than several vastly different forms (such as multiple canine forms, rather than some feline and some avian forms).
Weaknesses
• Belua Burnout: As Belua is a magic that exists only on the internal level in living beings, it is somewhat similar to blood. It will replenish itself, but this process takes time, and lacking too much of this magic will cause problems, such as weakness and temporary loss of powers. Burnout in one form results in the inability to shift into another form until Belua is replenished. Moreover, the overuse of Belua can cause the magic to become unstable and potentially damage its user. Werewolves are more prone to this than shapeshifters.
• Silver: The only known material able to seriously harm Shifters, even in small quantities. This metal is able to inflict wounds as it would on any other species, but these wounds will cause more damage, increased pain, and will take longer to heal with Shifters. Silver-inflicted wounds can scar, unlike most injuries Shifters receive, and may even be fatal depending on the severity. Even coming into contact with silver may cause irritation or injury, and negatively impact the Shifter's powers.
• Stygian: Belua magic is weak to Stygian magic. Unlike other magic types, Stygian magic has a function of negating and draining other species' life-force (usually magic), meaning that the effect is especially strong on Shifters. In the past, Belua users were the prime targets of Stygian users.
Culture & Lifestyle
Nearly all Shifters live in packs, social groups of multiple families who live and work together for survival.Language wip Government & Politics
Shifter government is somewhat different than other nations in the Kingdom of Veuxdelys. It is very hierarchical; power is awarded to those who have proven themselves and risen through the ranks, and it can be taken away as well. Due to this, Shifter government may be somewhat unstable at times. The Shifter Territories operate as a federation, with each pack within the nation being a self-governing entity, often employing their own rules and unique practices separate from common Shifter law. The official leaders of the Shifter Territories, however, are the Lead Alphas (see below). PacksPacks are ruled by Alphas, often two of them, and usually a mated pair. The Alphas have full control and authority over their pack and its members, creating an autocratic monarchy. However, as anyone is allowed to compete for leadership should they choose, Shifters also demonstrate something of kraterocracy. Since respect for the qualities of leaders is a large part of Shifter culture, it is rare that this occurs in old, established packs though.
Within each pack, there is a strict social order and ranking system. How much power and influence a member holds is generally based on strength and contribution to the community. This is particularly true of werewolf packs.
Just beneath the Alphas are the Lieutenants, a handful of individuals selected by the Alphas to help keep things running smoothly. They carry out the responsibilities the Alphas choose to give them, but are still submissive to them and ultimately hold no true power over the pack as a whole.
Elders are often highly respected in packs, as they have proven great strength and wisdom in surviving so many moons, often providing counsel to the Alphas and others.
Pups and juveniles remain outside of the traditional hierarchy for the most part until they come of the age where they can fend for themselves, and in turn give back to the pack. However, as lineage is important in Shifter society, the pups of higher ranking members may be treated with more respect.
Beyond these positions, pack hierarchy can vary quite a bit. In general, the strongest members who contribute the most to the pack are given higher standing. They are then afforded more privileges and power over their other packmates.
Packs of prey-based shapeshifters tend not to be as strict, often functioning more as communes, with no exact hierarchy in place.
Lead AlphasAs with nearly all other packs, the Lead Alphas are the supreme authority of their pack. As leaders of the largest, oldest, most powerful pack in the Shifter Territories, they are also the designated rulers of the entire nation.
Beyond representing their nation in international matters, they do not interfere with the lesser packs unless absolutely necessary. Despite their technical status as ultimate authority in the nation, Lead Alphas are not untouchable by any means. They may be overthrown or their positions seized by any individual who so desires, though this is often a difficult feat.
As long as they have the support of most packs, Lead Alphas generally lead unchallenged. They primarily oversee the happenings of their own pack, but will attend to the lesser packs when needed. This typically only occurs if an issue ends up affecting many packs. Such instances might be a massive war that results in many casualties and continues for a prolonged time, a major breach in the magical barrier, or a certain area facing dire circumstances (an outbreak of deadly sickness, severe drought, etc).
Lead Alphas are almost always werewolves. Delegations of Alphas from the larger shapeshifter packs may also be allowed to meet with them and visit Sanctum to ensure other shifters are represented. As shapeshifters were, and may still be by some, considered heretics, this is especially necessary in important matters. The most powerful shapeshifter leaders, who are nationally representative of their subfamily, are collectively referred to as The Conclave. Pack StructureAside from the internal hierarchy in packs, there is an overall structure to how the packs operate and interact with each other. Packs are classified based primarily on their size, power, resources, and age.
First Pack
The pack of the Lead Alphas, which is the only true qualification, although it is rare any pack not meeting the next standards would hold this position. This pack is typically the largest pack, possibly with several smaller, internal "packs" that live and operate mostly separately from the "main" pack, but still contribute to them. This pack usually have the most territory and resources, as well as near complete dominance over the others. Often a very old, established pack. This pack is considered to be blessed by Rafe, often including families of his descendants, meaning they are rarely challenged.
Center Packs
Large, powerful, and often older packs that surround the First Pack's land. They are more stable, but there is still a good amount of fighting here, usually with lesser packs, but also among each other. These packs are more likely to ally themselves with First Pack because being so close to them is advantageous. They are typically the only ones who could rival First Pack, but more often fight for them. Center Packs may in turn even be awarded aid in their own battles or resources in difficult times. Mostly werewolf packs, but also made up of some shapeshifter packs.
Outer Packs
Smaller and more numerous packs that are generally towards the outside of the land, which can include up against borders of the other Families' territories (but not the barrier). This is where most of the fighting and territory shifts take place. Most outer packs are medium-sized at best, and made up of different shapeshifters.
Border Packs
Packs up against the magical barrier. They are usually very small and abundant, with dangerous and constantly changing territory. Their land has less prey and more dangers to contend with. The territory they inhabit is generally cold and mountainous. Despite their low position in the pack pecking order, border packs nonetheless serve an important rule. As those right by the magical barrier, they are the first line of defense should anything endanger the Kingdom from beyond the barrier.
Packless and Rogues
The little slice of land in the mountains and arctic unclaimed by packs because survival there is often too difficult. There are other no man's land type areas, but this is primarily where lone werewolves, shapeshifters, and rogues live.
Those living outside packs are considered as choosing to forego the national government's care, subject to the law of whatever territory they may enter. There are, however, packs that may be open to wanderers for trade and temporary stays. Rogues are criminals though, and barred entry from most territories.
Other
Prey shifters and shapeshifters who take other, less competitive forms tend not to fit within this organization as easily. There is still a structure in place, but more so based on a pack's size and individual needs, rather than power.
As these Shifters tend to lead rather different lifestyles than the others, such packs are allotted a section of territory in the Southeastern quadrant of the nation. This area is reserved only for prey-based or similar shapeshifters, and forbidden to even enter by the other shifter types. This is to protect these shapeshifters from potentially grim accidents while in their animal forms, and ensure they have enough resources without competition.
Aquatic-based shifters, given their scarcity and unique needs, live in packs alongside the lake and rivers along the border. There is not much fighting or issues among them as their territory cannot be taken by other packs.
Rafe's KeepTo become Lead Alpha, there are only two requirements: defeat or kill the prior Lead Alphas, and secure Rafe's Keep for your pack.
Rafe's Keep is a piece of land on which the ruins of an ancient Shifter civilization resides. The only remnants of this once-thriving settlement is a collections of ruins, though one of the original building remains intact: an intricate masoleum, a burial received by only the highest of werewolves.
This is believed to be Rafe's final resting place, where he died in a mortal form and then ascended to become the Alpha of all: the god of werewolves once more, thereby proving his place and setting the standard for all others who follow him as Lead Alpha (see Rafe's Trial).
Religion Shifter religion is observed by most all of the species within the Shifter Family to varying degrees. Some packs adhere more closely to the old traditions and views than others. Older, larger packs tend to be more devout, while in outer and border packs, religion sees more flux. wip
Pantheon The Sun
The Earth
Rafe
Arfen
The West
The North
The East
The South
Legends and Mythology
The Sun, Earth, and Sons Myth
When the earth was young and the fires of the sky burned softly, a single goddess wondered the lands. In the wake of her touch, trees and mountains grew; her breath stirred the waters of the world. However, she became lonesome and burdened at heart. One day, as she cried out to the sun, the world darkened for the first time. Though she was frightened at the sudden darkness, she was soon visited by a god.
The god comforted her and soothed her lonely heart. He stayed with her as she cried, embracing her like gentle sun beams on a summer's day. When she asked why she had never seen him before, he explained that it was his duty to be the light of the world. Yet, he had heard her cry for so long that he surrendered his birthright for her.
When the goddess heard this, she was distraught. Despite her desire for company, she had never meant to steal the sun from her beloved earth. So, she pleaded with him to return and to forget about her. The god was moved by her selflessness and after being persuaded by the goddess to return, struck a deal with her. He would return to the sky for half of the day and come be with her for the other half. The goddess was overjoyed with this prospect and as the day and night cycle began, she found herself falling in love with the sun god.
After a time of him visiting her, the goddess gave birth to twin sons and she named the firstborn, Rafe, and the youngest, Arfen. Her sons grew in stature and power, each sharing the work load of the earth with their mother.
Rafe began to tire of having few companions like his mother and decided to spin a pelt from fig leaves. He dipped the pelt into his blood and the first wolf sprung to life. The wolf multiplied and its descendants became companions to his family.
Seeing that Rafe had done good in creating the wolf, Arfen set to making his own companions. He made pelts and skins from fig leaves like his older brother. However, instead of dipping them in his blood, he took pieces of himself and in bedded them into the companion animals. With only his brain and bones remaining, he created his final companion by giving it a part of his superior intellect. This being was the first human.
The human saw its creator and wept at the state of him. So, in honor of Arfen giving himself for his companions, the human called the creations to his side and they returned a part of themselves to him. Arfen, now a conglomerate of every animal he created, returned to his mother and brother. The earth goddess saw that Arfen had given everything to bless the earth with creatures and loved him for his appearance.
Rafe saw and ridiculed him, for he was secretly jealous that his brother had created more, was loved more by the earthen creatures and the one called human. He vowed to steal this adoration from his younger brother and soon, he would.
Rafe's Trial
As the earth blossomed around the life that the earthen goddess and her sons gave it, Rafe became increasingly dissatisfied with his place in the fold. His brother continued to receive praise from all living things while Rafe received little from his sole creation. Believing that he should receive the worship from mortals and animals, Rafe set out to prove himself to all of creation.
Not knowing where to start, he met his father one night and spoke to him of his frustrations. His father told him about the old gods at each corner of his shared earthen realm. In all his wisdom, even the sun god had no clue as to what had befallen them and any god or goddess to revive the four immortals was bound to receive endless praise.
So, Rafe set out to each corner of the earth in an effort to find the lost gods and goddess. Many days and nights passed before he arrived in the western corner, but when he arrived, he was greeted by a large lake. It shimmered with the tint of a wolf's tooth and gave off a foul odor. Rafe lingered before touching the water. Seeing that it didn't harm or burn him, Rafe waded in with hopes that the western god or goddess would be near.
He swam for a day. Just when his body was leaden with exhaustion, he spotted a small island and collapsed on the sandy shore. When he looked up, a young goddess sat facing him, hands over her eyes and unmoving. She appeared dead so Rafe approached her. He thought how to revive the goddess though there was no indication on how she had died in the first place.
Moving her hands proved impossible; she had no wounds. The bowl in her lap was untouched though empty.
She must be hungry, Rafe considered. So, the earth god plucked a fruit from a tree above and put it in the bowl. The goddess remained unmoved. Perhaps she is thirsty. He took the bowl, filled it with water from the lake, and held it to her lips. Nothing.
Frustrated, Rafe stood in front of her, back to the setting sun. He had determined to revive her with his blood when she started to breathe. Slowly, she removed her hands and gazed up at him from the shadow of his form.
"Why have you come, son of the setting sun?"
"To revive you. Why do you move, Western goddess?"
She looked at the shadows, "Before the world was bright, it was dark. The West must be veiled in shadows, earthen one. Build me a house and I will grant one wish of yours."
So Rafe set about making her a house to hide her from his father's rays. once she was done, the Western goddess kept her promise and asked for his wish.
"To be loved by all of creation."
The western goddess smiled and pointed north, "Go north and your wish shall be granted. Now leave me so that I may bring winter."
Rafe left on the first snow cloud and when he arrived at the northern corner sun cycles, he was greeted by a massive tree. It was rough like a wolf's scruff and gave off a sweet aroma. After testing the branches to see if they would hold his weight. Rafe began to climb in hopes that the northern god or goddess would be near.
He climbed for a day. Just when his body was leaden with exhaustion, he spotted a hole in the tree and collapsed within it. The hole was large enough to hold ten men within it so he got up and looked around and noticed a young god with hands in his lap. The young god was naked save for the two rings on his fingers. He appeared dead so Rafe approached him. He once again considered how to revive the god.
Moving his hands proved impossible; he had no wounds. The rings on his hands were his only possession.
Perhaps he too needs to be blocked from my father. Rafe stood to block the sun, but the god remained motionless. Maybe he is hungry or thirsty. So Rafe prepared a meal for him out of leaves and nuts from the tree itself. Still, the god remained.
Frustrated, Rafe threw his covering at the god, eyes alight with anger. He had determined to revive him with his blood when he started to breathe. Slowly, he removed his hands and clutched at the covering. He wrapped it around himself and looked up at the god.
"Why have you come, son of the weeping earth?"
"To revive you. Why do you move, Northern god?"
He looked at the covering, "Before the world was cold, it was warm. The North must be clothed in coverings, earthen one. Weave me a pelt and I will grant one wish of yours."
So Rafe set about making him a pelt to protect him from the chill of the earth. Once he was done, the Northern god kept his promise and asked for his wish.
"To be loved by all of creation."
The northern god frowned and pointed east, "Go east and your wish shall be granted. Now leave me so that I may bring spring."
Rafe left on the first rain cloud and when he arrived at the eastern corner, he was greeted by a canyon. It was jagged like a wolf's claw marks and sang a wonderful melody. After gripping the sides to see if the rocks were stable, Rafe began to descend the canyon in hopes that the eastern god or goddess would be near.
He descended for a day. Just when his body was leaden with exhaustion, he noticed a large and expansive ledge and collapsed onto it. Jutting out from the sides of the canyon, Rafe inspected the ledge, but decided to sit in the middle and listen to the canyon sing it's melody. When he came to the middle, he noticed a large goddess with her hands over her ears. She appeared dead so Rafe approached her. He thought how to revive the goddess though there was no indication on how she had died in the first place.
Moving her hands from her ears proved impossible; there were no wounds to be seen.
Does the East need shade like the West? He built her a house but the goddess remained motionless. Perhaps the East needs a covering like her brother, the North? So, he weaved a pelt from the plants in the canyon and placed it over her. Still, the large goddess didn't spring to life.
Frustrated, Rafe sat down next to her, quickly growing weary of the looping melody from the canyon. Minutes later, he cried out to the canyon and commanded it to stop so that he could have a moments peace to think. He had determined to revive her with his blood when the melody stopped and the goddess started to breathe.
Slowly, the goddess lowered her hands from her ears and sighed in relief. She looked at the small form of the earth god.
"Why have you come, son of the rising sun?"
"To revive you. Why do you move, Eastern goddess?"
She looked into the canyon, "Before the world was loud, it was quiet. The East must be concealed in silence, earthen one. Convince the canyon to be always quiet, and I will grant one wish of yours."
So, Rafe set about convincing the canyon to never sing again. The canyon obeyed his command on account of his mother and once this was done, the Eastern goddess kept her promise and asked for his wish.
"To be loved by all of creation."
The eastern goddess bowed her head and pointed south, "Go south and your wish shall be granted. Now leave me so that I may bring summer."
Rafe left on the first hot wind and when he arrived at the southern corner, he was greeted by expansive wheat fields. The wheat fields were soft like a wolf's pelt and quiet as the canyon after the eastern goddess was revived. After stopping to use the wheat to make himself flour for bread, he started to wonder the fields in hope that the last corner god or goddess would be near.
The god wondered the fields for days without any trace of the dead immortal. He checked the far stretches of the wheat field and came up empty. For a time, Rafe became very frustrated and returned to the sky to plead to his father to aid the journey. His father denied the request, saying that this was his trail. All of creation would love him if he succeeded and the sun god would not help.
Weary at heart of traveling and not finding a trace of the last god or goddess, Rafe determined the burn the fields in his anger. Taking a ray of his father's beams, he set fire to a portion of the field and cried out for the god to see his wrath and listen.
When the wheat fields had been turned to ash, Rafe wandered the wastes again. As the ash drifted with the hot wind of summer, Rafe was suddenly struck by the folly of his choice. He sank to his knees and wept. When he had dried his eyes, he looked up and was greeted by small child.
"Why have you come, son of the joyful earth?"
"To revive the god of the South, but I have committed a grave injustice on the land in my anger. I have failed to find the god; I have failed the land."
The child stooped to the ground and gathered the ash of the wonderful wheat fields. He held it to his lips, "Before the world had life, the world had death... The South needs to be brought to death, but it was not your duty to do so. You have defied the order of my land and must be punished."
Rafe, understanding that the small child was the god of the Southern corner, bowed before the primordial god in shame, "Forgive me. In my quest to be loved by all of creation, I have destroyed yours. I will accept punishment at your hand, oh great Southern deity."
The child pointed to the center of the land where the humans resided with his brother Arfen, "Learn to cherish life and die, son of the joyful earth. Only after you have died and shed your blood on My Wheat Fields will you be forgiven."
For a moment, the god stilled and closed his eyes, "Because you have revived my brother and sisters, I will fulfill their obligations and grant your wish. But you must die a mortal death. Choose today if you will learn to cherish life."
As the god vanished and left Rafe to his shame, Rafe wept for the burden of his punishment. To live a mortal life meant to live in pain and suffering. To live a mortal life meant to go without his family. To live a mortal life meant to die and to be forgotten.
Rafe didn't leave the fields for many hours after, but he knew that he must accept the punishment. He traveled to the center of the world, past his home and family, and settled with the humans by a sacred lake. It was here that he shed his immortal form and became mortal to live out his life and eventually die.
The humans welcomed him as one of their own, unaware that the god had given up his immortality. In the following years, he served the humans, learning to cherish the things that they cherished. As he began to truly love the humans and the animals they had as companions, he began to receive the love that he so desperately wanted.
Many years went by as he continued on with his mortal life. He began a family and had many children, all with their own family lines. These children went one to be great heroes, but that is another story for another day.
Twenty years after he shed his immortal form, the settlement was attacked by a great five headed beast. The town folk ran out of their homes screaming for help and Rafe, having become greatly attached to the mortals, vowed to slay the great beast.
He called the first wolf to his aid, grabbed a sword, and together they slayed the great beast. However, one of the heads lashed out in the throws of death and struck Rafe in the stomach. He cried out as the great beast breathed it's last and the settlement of humans gathered around him to grieve their beloved friend.
As his wives and children wept, the wolf gathered his blood that stained the ground in his mouth for he knew that Rafe's wish would be granted if his dying blood was poured upon the Wheat fields.
Rafe died a hero and loved by all.
The first wolf traveled to the Southern Wheat Fields and spilled Rafe's blood upon the ashen ground. As his blood gave birth to the ancient Wheat Fields, the Southern god approached the wolf and said, "Because the son of the joyful earth has atoned for burning my fields with his dying blood, I will fufill my duty in bringing autumn to the earth and granting his wish. Now leave and return to him."
However, when the god of the South saw that Rafe had already gained the love of creation by his good deeds as a human, he had mercy on the god and set to revive him like he had revived the four corner gods. Noticing this, the first wolf helped the god by being the pelt in which to wrap his dead body.
The first wolf loved the god so much that in exchange for giving him life, he laid down his life and was skinned by the Southern god. The Southern god captured Rafe's mortal soul and encased it within the immortal pelt of the wolf. Rafe began to breath again as the shape of his first and beloved creation.
Rafe thanked the Southern god for the second chance, vowing to never again take the mortal life of any creature of plant for granted. The Southern god blessed him and gave him the Wheat Fields as an inheritance.
"In order to bring autumn to the world, I must die. The South must be brought to death; it is my duty to complete this. Take the fields over for me. Now that you have learned the value of even a stalk of wheat, I know I can entrust my beloved fields to you."
It was with that that the Southern god died, hands over a smiling mouth. Rafe did as the god asked and labored over the Wheat Fields in the shape of his wolf, now with the love of all creation to bolster his heart.
The moral: love to receive love in return.
Arfen's Demise
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Rafe's Third Eye
After Rafe inherited the Wheat Fields and started to welcome devote blood sworn into his paradise, he noticed something. Many of the werewolves and humans stated that they felt disconnected with him and wished to be seen by him. Since Rafe was once again immortal and living apart from humans, he began to convince a way to forever watch over them.
Thinking back to his father and his rays that touched everything, Rafe took the third eyes on his head and rode a cloud to the sky. He waited until his father visited earth that night and hung the moon next to the stars. When he came back to earth, he realized that he could see everything that the light touched, including his blood sworn.
Pleased with himself, Rafe went to sleep. However, the wait to the next night was so long that when his eye graced the sky, he was forced to blink. This continued every night and his eyes slowly began to close as time went one. Almost 15 days went by and Rafe closed his eye completely to rest. Over the next 15 days, he slowly opened his eyes back up until it was wide open again on the 30th day.
This myth explains why the moon has cycles and why werewolves have increased strength under the full moon.
Afterlife The Wheat Fields
The Wheat Fields are Rafe's chosen domain, gifted to him by the Southern god before he died to bring autumn to the world. He prowls through the fields to keep them safe from harm. In a way, this is Werewolf heaven, but Shifter's have few myths on "heaven" and "hell." The more devote the werewolf, the more they tend to wish to one day be welcomed in the Wheat Fields that Rafe inherited after humbling himself as mortal.
One legend states that Rafe can grow large forests and mountains from the wheat stalks. Werewolves hunt with Rafe in these terrains, living in abundance and plenty for all eternity.
Foreign RelationsShifters tend to be the least involved in foreign affairs. This is largely due to their lifestyle revolving around survival and the protection of their packs, as well as their closed-off culture and general wariness. Shifters tend to be distrustful of other Families, but not entirely hostile, as they experience much of that within their own Family. Due to both the geographical and cultural separation from the other nations, Shifters remain distant from the other Families. They do, however, trade with the other Families on occasion.
Elementals - Good
Despite their distance from each other, Elementals and Shifters are on good terms with each other. They share a similar love and reliance on the natural world, if experiencing rather different cultures and lifestyles. Nonetheless, these Families get along well if they happen to meet each other. Heavenlys - Neutral
Heavenlys and Shifters share a border, but don't interact much. This is partially due to the large river separating their territories, as well as them both being Families that keep to themselves. Mages - Neutral
Shifters and Mages rarely interact. Their nations are quite distant from each other, and Shifters have no desire for the technology Mages most commonly trade. Neither Family has strong feelings about the other, though some Shifters find Mages too weak and cowardly for their soft lifestyle. Infernals - Poor
Belua users have long had a bad history with Infernals. While Shifters have become more neutral towards many Infernal species, their relationship with vampires remains tense, and many still distrust Infernals. As Infernals are users of Stygian, the magic most dangerous to Belua users, many Shifters are wary of being near the Infernal border.
Elementals ⬶ OverviewElementals are a humanoid species who are able to control and manipulate Vis. This magic gives them power over nature and natural phenomena. There are five subfamilies within Elementals, each with power over a different area of Vis: Fire, Water, Earth, Air, and Void.This Family lives in the southern area of Veuxdelys. Their territory is the most geographically diverse, with little urbanization to speak of, though small towns and villages are scattered throughout. Some of these settlements are permanent, while others are nomadic and move where needed.The Elemental Family is closely tied to nature and imperative to keeping the Kingdom of Veuxdelys resources thriving even under the influence of dark magic from beyond the Kingdom. They tend to keep to themselves and rarely leave their home territory, making them somewhat out of the loop when it comes to the other nations, much like Shifters.Physical Characteristics Elementals are one of the least noteworthy species in terms of their physical sameness. This Family looks striking close to human, without any particularly standout features, save their incredibly vivid eye colors. This seems to be the result of prolonged use of and exposure to Vis magic, intensifying the colors already present, while adding a sort of effect garnered from their elemental powers (ie a fire elemental's eyes being fiery and bright, a earth user's eyes looking hard and flinty, etc.).
Additionally, an elemental's powers may be identified through careful observations. Fire elementals tend to have higher body temperatures and quick movements. Water elementals, by contrast, are often cooler and quite dexterous. Earth elementals are frequently quite strong. Air elementals are generally swift and somewhat unrestrained in their movements. They may also take on the scent of their element.
Magic & Abilities Elementals are users of Vis, the magic of nature. Unlike the other Families, elementals do not truly possess magic of their own; they can only manipulate what is already there, as Vis is an entirely external magic.
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Lifestyle & CultureElemental subfamilies have a cohesive culture and live relatively the same lifestyle. All elementals feel a deep connection to nature and responsibility towards it, and work hard to keep their element healthy. Furthermore, every elemental group has specific jobs they must carry out, meaning each subfamily lives and works in roughly the same areas.
Elementals reside in groups scattered around their territory, typically in regions associated with their element. Most feature small, permanent settlements, as well as nomadic groups.
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Government & PoliticswipFire CommanderWater AmbassadorEarth ChancellorAir PriestReligion wip
Pantheon Agöipakürna /aˈɡɵipaˈkurna/ • God of Fire, Protection, Animals, and War • Also known as the Burning Warrior and the Firebringer
Espamüɲɛn /espaˈmuɲɛn/ • Goddess of Water, Harvest, Healing, and Peace • Also known as the River Guardian and the Waterwatcher
Öbüðel /ˈɵwuðel/ • God of Earth, Home, Creation, and Justice • Also known as the Stone King and the Earthbender
Pümpamkɛke /pumpamˈkɛke/ • Goddess of Air, Mind, Discovery, and Spirituality • Also known as the Sky Runner, the Windchaser, and the Stormcaller
Chimüsh /ˈʧimuʃ/ • Deity of Void • Also known as the Formless One, the Unknowable, and the Voidseeker wip ➺ Heavenlys
OVERVIEWHeavenlys are a Family of winged, humanoid people that utilize Lux. There are three distinct species in the Heavenly Family: angels, valkyries, and asteriae. Little physical variation exists among the species, although their lifestyles may differ quite a bit.The Heavenly Empire occupies the Northwestern area of the Kingdom of Veuxdelys. Their territory is comprised of rolling, open plains and mountains chains, dotted with floating islands where most Heavenlys live.Their social climate is fairly open and friendly, particularly when compared to the other Families. Heavenlys are known for their hospitality and generosity, but are primarily family-oriented.Physical Characteristics wipMagic & Abilities Heavenlys are users of Lux, an obscure, strange magic that seems to be related to the supernatural. It is generally thought of as magic of the aether, relating to the mystic rather than earthly abilities, and sometimes being referred to as the magic of harmony.
This magic appears in the form of light, but is mostly invisible unless manipulated. Lux allows the user to tap into this energy and use it for many purposes. It is also related to healing and purification, associating it closely with the soul and life-force. Additionally, Lux may aid in the prediction of future events or discovery of lost knowledge. Heavenly Powers & Weaknesses
Powers
• Decelerated Aging: Given the properties of Lux closely tying in with life force, Heavenlys are longer-lived than some species and the effects of aging are not so severe in them.
• Enhanced Physical Condition: Due to their regenerative powers of Lux, Heavenlys are stronger and more durable than average. They can take more physical damage than most other species, and more resistant to injury and even pain, and their own attacks are stronger. Additionally, they have high stamina and endurance levels. This also allows them to withstand high altitudes.
• Energy Manipulation: Angels can manipulate Lux in several ways. They can create powerful blasts of Lux magic, barriers against physical or magical threats, and even create constructs made of pure Lux (ie weapons).
• Flight: All Heavenlys have wings. They are capable of flight through Lux.
• Halo Creation: Heavenlys can forge halos, metal bands infused with Lux magic that are tied to a specific user. These halos have weapons imprinted in them that angels can summon. They also afford some protection over the Heavenly, shielding them from the other Families' magic and offsetting possible injury.
• Regeneration: Heavenlys heal rather quickly from physical injuries and sickness.
Weaknesses
• Certain woods and metals
• Vis magic
• Stygian magic
Angel Powers• Empathy: Angels can pick up on the mood/emotional state of others. More skilled angels may be able to influence others emotionally as well.
• Healing: Angels can heal others using Lux. This typically weakens the angel, as some of their life-force may be used in the process, but they will recover fairly quickly and the toll is not as great on them as other species with regenerative abilities. Some angels are also able to detect when another individual is injured or ill, even without outward signs.
• Purification: Angels can use Lux magic to purge dark magic (like the kind created in the Cataclysm), foil deceptive or illusionary spells, and aid in the recovery of those affected by said magic.
Valkyrie Powers
• Balance Manipulation: Lux is associated with cosmic harmony. For valkyries, this manifests in their ability to, essentially, manipulate how events play out. This is less of a straightforward manipulation and more of something that simply results of valkyries using Lux. They are able to detect imbalances in the world and "command" Lux to "fix" them. Most of the time, these changes are so small they occur without the valkyrie even noticing.
• Empowerment: Valkyries may bestow extra strength, endurance, power, etc. on others using Lux.
• Death Sense: Valkyries are able to sense impending death or doom of those nearby, as well as sometimes predict cause/location/time of death in specific individuals. Valkyries may be able to "feel" when someone has died, or if someone has died at a specific location.
• Enhanced Physical Condition: Valkyries are the most physically powerful Heavenly species.
• Enhanced Combat: Valkyries are very skilled in combat, picking up quickly on fighting styles, and usually besting their opponents.
• Energy Manipulation: For valkyries, their Lux blasts tend to be more powerful and destructive than the other species.
• Flight: Valkyries in particular are known for their unique aerial fighting technique.
• Soul Manipulation: A rarer ability, allowing valkyries to aid a soul in moving on to the afterlife, or sometimes banishing especially violent and troublesome ones from the living realm. Many valkyries can detect when a wandering soul is nearby.
• Weapon Proficiency: Valkyries have an innate understanding of weapons and learn to wield them easily, with great skill.
Asteriae Powers
• Astral Projection
• Clairvoyance
• Divination
• Dreamwalking/Dream Manipulation
• Flight: Asteriae are the weakest fliers of Heavenlys; quick, but with less stamina and more delicate wings.
• Mind Manipulation
• Telekinesis
• Telepathy
Culture & Lifestyle Angels and Valkyries interact with each other the most. It's not uncommon for them to have children with each other. In fact, it's difficult to find a full Valkyrie or Angel walking around. Either subfamily having children with Asteriae, however, is rare. These people tend to keep to themselves and are rather mysterious, even to the other Heavenlys.
All Heavenlys are highly family-oriented, whether it's with their birth family, or the strong bonds and relations they choose to form with other people. For the most part, Heavenly homes are composed of large, multi-generational family groups. Villages are usually composed of at least ten families, though it's commonly more. The larger towns and cities don't follow that structure, though families still chose to live relatively close to each other.
Architecture
Heavenly architecture tends to be simple and plain. Favoring the beauty of the mountains, buildings often take inspiration from nature. They tend to look more rocky and less polished, even the ones in cities like Cloudhelm. The only exception to this is churches, government buildings, and the odd house. These tend to favor a more polished look with grand designs and ornate details around the structures.
A majority of buildings use flat-roofed designs to take advantage of heat insulation despite the Heavenly's resistance to the cold. Rounded roofs tend to also be popular at higher elevations to keep rain, ice, or snow from weighing down on a structure. Walls also steadily slope inwards, creating a slight taper from the roof to the ground level.
Clothing
Heavenly clothing is made for comfort and mobility. Traditionally, it's been mostly made from animals fibers from sheep's wool or yak hair. These fibers are spun into light, soft fabrics using various processes perfected over the years. Due to the environment of Heavenly territory, plant-based fabric was harder to come by. In the modern day, a combination of of imports and Heavenly made fabrics are used for their clothing.
Heavenlys tend to favor muted colorings and use mostly solid earthy tones in their clothing. These are offset with vibrant patterns in the form of sashes, cuffs, skirt or pant hems, necklines, vests, or any number of smaller pieces of an outfit.
Most Heavenly tops have an open back of some kind for their wings and tend to be sleeveless. Some tops, however, are made with a strip of fabric on the middle of the back. They can be clipped into place on the front, back, or collar of a top. Others may be attached to straps and be pulled over the head. Things like pants, leggings, shorts, or slacks are worn in everyday life. Dresses and skirts can be difficult to wear and mange for flying, so they're not as commonly worn in everyday life as people don't want to deal with it.
Religious wear is usually in the form of flowing robes—contradictory to the more slim and practical designs of most everyday wear of the Heavenlys. They're usually solid in color with some sort of pattern or embroidery on the neckline, hem, and sleeves. The embroidery often depicts various religious symbols, songs, or stories sewn into the the robes. Each deity also has certain colors associated with the clothing. For Yarah, it's mostly golds, yellows, oranges, and greens. Amil has mostly blues, purples, silvers, and reds. And for Jehan it's mostly grays, pinks, light purples, and whites.
While most Heavenly clothing is simple and made for practicality, formal wear ignores all those rules. Dresses and skirts are very popular among most Heavenlys, regardless of gender. Clothing trains are staples of formal fashion and can range from short tails that barely goes half way down the calf to trailing a foot or two behind a Heavenly. Formal attire is very extravagant, taking advantage of various patterns and uncommon or unusual styles. Unlike the more muted colors of everyday wear, formal clothing makes use of more vibrant and eye-catching colors.
Demographics
As angels and valkyries tend to mix frequently, it's hard to say the exact demographics of Heavenlys. Together, including full-blooded and mixed species, angels and valkyries make up 85% of the Heavenly population. However, it is known that angels are the most common Heavenly species, with a decent edge over valkyries. Asteriae tend towards seclusion, therefore the exact numbers of their population are unknown, but they are far rarer than the other Heavenly species.
Many Heavenlys choose to live in one of the empire's three major cities, with the exception of asteriae. Unless they serve in the government or churches, asteriae tend to live in small, secluded villages in the northernmost reaches of Heavenly territory. However, there are many smaller towns scattered throughout the empire. Thus, there is a relatively even percentage of rural and urban Heavenlys.
Heavenlys, particularly angels, tend to have rather large families with many children. The average Heavenly couple will have at least six children, but more than that is not uncommon. Asteriae have the smallest families of Heavenlys, averaging only three children per family.
Diet
Angels have a wide verity of fruits, proteins, vegetables, dairy products, and grains within their diet. Within their few on-ground settlements, they have farms (which are also in some mountain cities) and orchards dedicated to growing food. Within mountain and floating cities, greenhouses, gardens, and groves are a somewhat common sight.
Being a heavily family- and community- oriented people, it's not uncommon for meals to be grand affairs. Meals typically resemble a feast, with large portions of food being served and shared in larger families or their close-knit communities. It's customary for the oldest women to be served first, followed by the rest of the oldest members in a group. Children are usually served next, followed by the rest. This tradition isn't always followed, and for some it may be reserved for holidays or special occasions.
Meat
Sheep, yak, goat, and chicken are the most common meats consumed by Heavenlys. These animals can withstand the cooler climate better than others and are more adapted to being kept at higher elevations. Cattle is uncommon in the diet, though a few herds are kept on farms in on-ground settlements. Venison and pork are quite rare. Usually, only those in the on-ground settlements or living in small mountain towns have access to it.
Dried meat, wraps, and meat skewers tend to be fairly popular. Bone-based broths for soups and stews are also common staples in Heavenly diet. Most Heavenlys, especially those who keep to Heavenly territory, have an aversion to seafood.
Dairy
Using mostly milk from yaks and goats, Heavenlys have plenty of dairy-based foods to offer. Milk and dairy products from cows are uncommon and tend to be more expensive in mountains and floating cities. This is due to the difficulties shipping it, and not being as readily available.
Dairy tends to be a popular staple in their diets, commonly used in most meals. Butter, yogurt, milk, and cheese are often used daily. Frozen treats are another delight, frozen yogurt and berries being one of the most common dishes.
Grains
Barely and rice are the most popular grains consumed by Heavenlys. This is because their resistance to colder climates and the fact that they're easier to grow. Barley flour is what they mainly use for baking. Wheat is rarer and grown mostly in on-ground farms. Much like dairy products from cattle, it tends to be more expensive.
Noodles, dumplings, and flatbreads are a favorite among Heavenlys. Street vendors often sell wraps or dumplings. Pasta and porridge are popular grained-based dishes. Although pastries and baked sweets aren't as favored like frozen yogurt or ice cream, it's not uncommon to find bakeries around the cities and even small towns.
Vegetables, Greens, and Legumes
Beans, peas, carrots, eggplants, zucchini, lentils, and potatoes are the most common vegetables used, and are widely loved. Onions, olives, okra, spinach, and artichokes are commonly used as well. Other vegetables, such as broccoli or Brussel sprouts, are uncommon and usually only found in on-ground farms or imported from other areas.
Roasted vegetables can be purchased at most food stands as a snack. They're usually used to accompany meats and grains, or are used in soups and stews. Spinach is popular to sauté and add on top of other dishes. Beans (like fava beans, lupini beans, and white beans) are also common, alongside chickpeas and peanuts. These may be roasted and served as a snack to have on the go, or before a meal.
Fruits
Unlike vegetables and greens, fruit isn't as popular among the Heavenly population. However, it's something they still enjoy. Melons, figs, dates, pomegranates, and grapes are the most popular and common fruit in Heavenly territory. Apples, pears, plums, and various berries aren't as common, though something many enjoy. Skewered candied fruit and berries in yogurt are some of the most popular ways they prepare fruits.
Spices and Seasonings
Parsley, coriander, mint, and onion are popular seasonings in many dishes. Part of this is due to their ability to survive in colder climates. Oregano, thyme, chives, sage, and rosemary are also used. In some of their temperature controlled greenhouses, spices that are more common in tropical and subtropical conditions are grown.
Beverages
Despite being having a resistance to the cold, most Heavenlys favor hot drinks. Tea and coffee are quite popular in the region, which has led to an expert crating and cultivation of both.
Tea and coffee are quite popular and among their favorites. Tea is made of various plants grown in community gardens and greenhouses, though plenty of common and rare varieties are found throughout Heavenly territory. Coffee is the favorite and most common drink of the Heavenlys. Vendors of the drink aren't rare to see on the corners of towns or cities.
Duels
Heavenlys are allowed to partake in duels.
A challenge is declared and a formal request is sent to the closest church of Jehan. From there, a date is set, as well as terms and conditions for the duel.
Heavenlys are allowed to call for a dule for any reason, though the pettier the reason, the more likely they'll be shamed for calling for such a thing. In the more remote and less populated villages and towns, people rarely go through the church first. In the bigger cities, duels are rarely called beyond friendly sport. Not all duels are combative.
In fact, very few duels involve a physical fight at all. Singing competitions, tests of strength, flight, or skill, and even obstacle courses tend to be the most common types of duels.
Halos
All Heavenlys have a halo.
Before they're born, their family will forge a small band made up of metal. Some use gold or copper, others silver or platinum. They typically have symbols of their parents' choosing etched into the sides. They may change as the Heavenly gets older, however. A shield is imprinted into the halo and is oftentimes destroyed in the binding process.
As the young Heavenly grows, the halo changes and grows with them. At around five years old, most Heavenlys have a simple weapon imprinted into the halo. Usually it takes the form of a sword, mace, or staff, though other types aren't uncommon. As the Heavenly continues to grow, the weapon slowly takes the shape of whichever one they desire or are most skilled with. They're usually one in the same. The weapon and shield are made out of pure light and energy. They're difficult to shatter, but will come back after a few hours if that happens.
No two halos are alike. Heavenlys can only us their own halo and no magic from any Family can affect them. Halos start out with the ability to be anything. Over time, they gain an almost symbiotic relationship with their owner, and fit them for their own needs. If their original halo breaks, they can get a new one, though it will never be as good as the original due to less time spent honing in the individual fit. Music
Singing and music is integral to Heavenly culture. From their religion to their every day lives, it's impossible to find a place without it. For most, it even plays an important part in their magic. Humming or softly singing while using magic has proven to be helpful. For some, their healing may work quicker while others have found themselves concentrating better. This method has also proven useful for summoning weapons and shields from their halos. All Heavenlys are attuned to vibrations. Those who can't sing or hear use these vibrations to participate in the culture.
Instruments
Just like singing, various instruments have a vital role within Heavenly culture. Horns, drums, bells, and certain stringed instruments are integral in everything from religious music to festival dance songs. Other stringed instruments, cymbals, flutes, and large bells or cymbals hit with mallets are also quite popular.
Songs
[Chanting]*
One of the oldest types of music of the Heavenlys, chanting music is really only found in religious ceremonies and certain ceremonies. The chanting is mostly done the ancient Heavenly language with a precise melody and tempo. It's often accompanied by a simple drum line, delicate string ensemble, a peaceful flute, and/or powerful horn. It's often quieter than the chanting and is used to enhance it.
[Mythos]*
Despite the misleading name, this type of music started out as mainly another way to tell Heavenly stories and myths. It's a more traditional type of music, with lose ties to the chanting style made obvious by a few of their most ancient and popular songs. Older songs tend to be in the ancient Heavenly language, while newer ones are in the modern dialect. Some songs between the two eras lean more one way or another or have a combination of the two. This style is marked by poetic lyrics with a matching instrumental.
[War Songs]*
It was said when angels went to war, their arrival was marked by a building song. Thousands of voices singing in unison, shaking throughout the land and striking awe and fear into the hearts of their enemies. In the modern era, they more akin to sea shanties or working songs. These are usually sung alone or with small groups. Larger performances happen a few times a year, though rarely to the scale they once were.
[Heavenly Dance Music]*
While dancing isn't usually seen as a staple of Heavenly culture, it is ingrained in their society just like music. Heavenlys have plenty of dances preformed on the ground, in the sky, or using a combination of both. They may also incorporate Lux magic into their dances. The music is usually upbeat and energetic. There is a larger focus on instruments with simple vocals and lyrics accompanying them.
Bards/Minstrels
Bards and minstrels are people who travel the land and tell epic Heavenly legends through song or with music accompaniment. Some specialize in stories from other families. Some are also street performers or professionals known or hired for their storytelling prowess. Most often work alone, using stringed instruments bells, cymbals, or drums to work with their stories. It's uncommon to see small groups of bards or minstrels with multiple instruments.
*Heavenly language needs a pretty massive overhaul, like most of the conlangs. I'm working on it now and will hopefully have a better version ready soon. I'll rename the music categories then.
GOVERNMENT & POLITICS The Heavenlys are ruled by a constitutional oligarchy, as religion is an important part of their society. It's made up of two councils: the inner and outer councils. The inner council consists of three individuals, each representing one of the Three Siblings.
One represents Yarah and is the head of both councils. The next most powerful represents Amil, the moon god. The final council member represents Jehan, the deity of the sky. They're chosen by the previous Three Siblings council members every fifteen years, though the process is unknown by most.
The outer council is made up of nine members and is much more fluid. Their members are voted in, but only oracles and other religious leaders are allowed to run for council. They each represent one of the Fallen Gods and are voted in every three years. ECONOMYCurrency
The Heavenlys' monetary system is made up of clear glass tranches that hold sunlight, clouds, rain, snow, moonlight, lightning, and starlight. The larger the tranche, the more power it will hold.
Sunlit tranches are always the least valuable because there's plenty of opportunity to recharge them. Cloud tranches are the next lowest followed by rain, snow, moonlight, lightning, and starlight tranches. Lightning and starlight are worth the most due to the difficulty recharging them and the power they hold. The energy from the chips can be used to power their technology. Bartering or trading favors isn't uncommon in the smaller villages and towns, though it's practically non-existent in the cities.
The currency as a whole are called tranches and come in four types. Chips are the smallest and least valuable tranches. They're about the size of a traditional coin. Fragments are next, which are around the size of a large shell. They're followed by shards, which are pebble-sized. Lastly, there's pieces, which are about the size of a child's palm.
Chips->Fragments->Shards->Pieces
Sunlight->Clouds->Rain->Snow->Moonlight->Lightning->Starlight RELIGIONPantheonThe three main and most powerful gods are the Three Siblings.: Yarah - Goddess of the sun, life, renewal, power, healing, protection, singing Amil - God of the moon, death, hope, strength, order, instruments Jehan - Deity of the sky, judgement, spirit, balance, melodies
The other, less powerful gods represent other aspects of the natural world, each one tied to one of the Three Siblings.
Tied to Yarah: Rama - Goddess of the peaks Calindra - Goddess of snow Alpheaus - God of clouds
Tied to Amil: Tara - Goddess of the stars Hoshea - God of rain Enneas - God of the mountains
Tied to Jehan: Valora - Goddess of storms Cereno - God of wind Bala - Deity of meadows
Angels are considered the children of Yarah and Alpheaus. Valkyries are considered the children of Jehan and Valora. Asteriae are considered the children of Amil and Tara.
OrganizationThere are three types of churches, each dedicated to one of the Three Siblings. The churches mainly devoted to Yarah often act as hospitals and healing centers for mental, physical, emotional, and spiritual aliments. The priests, clerics, and oracles that run the places are skilled healers, who spend their time and devotion helping people.
The churches mainly dedicated to Amil are used to help Heavenlys find their paths. Not everyone knows what they want to do, so the religious leaders offer various opportunities for people to find their calling. They help run the education system as well.
The churches devoted to Jehan are used to seek justice. They act as the courts, with their priests, clerics, and oracles often switching roles between judge, prosecutor, and defender. They also oversee duels and know when to step in, call off a fight, officiate the terms, etc.
Oracles are a sect within the church that often deal with the afterlife, visions of the future, and interpreting strange dreams. They're rather mysterious and the true extent of their power is unknown. Many asteriae are oracles due to their strange abilities of precognition. Oracles can only marry other oracles. Creation MythHeavenlys believe the world was created through song.
At the beginning, there was only silence and darkness.
Yarah and the Fallen Gods worked together to create the world. Yarah creates the sun; her brother, Amil, the moon; and their sibling built the sky. The other gods, with the help of the Three Siblings, created the world and all natural life. It was a paradise for all those inhabited it, not just the Heavenlys.
There were centuries of peace, though a mysterious evil threatened the world and declared war with the gods. A bloody battle ensued, lasting for one year. By the end of it, Yarah was the only survivor. The others, in a last ditch effort for some sort of survival, gave up their very forms to the paradise they created.
In order to stop the evil once and for all, Yarah trapped it in the sun with her, where they both reside today. Heavenlys that have died help with her fight, if they chose, or they guide the living in visions and whispers.
True Names
At the age of eight, each Heavenly must have chosen a name to give the oracle of their region. On their eighth birthday, they go to meet one of the Oracles and share their chosen true name for them. The only requirement is that it cannot be their current name.
It's discouraged to share a true name with anyone, though if it is shared, it's a sign of great trust on the Heavenly's part.
True names are important in passing on, when Yarah and the gods welcome them into the next life.
Holidays
Abiit Tenebris
Also called Tenebris from short, Abiit Tenebris is a three-day holiday used to celebrate the new year and the fallen gods. A constant stream of performances, dance, music, food, and other festivities are celebrated throughout the three days.
The first day is used to say goodbye to the old year and as remembrance of the past. Lost loved ones, missed opportunities, and old regrets are remembered as reminders. The fallen gods' sacrificed is also celebrated.
The second day is used to take the regrets and losses from the past and used to celebrate where a person has ended up today. The sacrifice of the fallen gods is honored and used to celebrate the world the Heavenlys currently live in.
The last days is to celebrate new beginnings and the coming year. While the mistakes, regrets, and losses of the past are remembered, they don't define someone's future. The fallen gods are revered for the future they've offered the Heavenlys of today.
Rajani's Ghosts is a popular children's tale based off the holiday. An elderly, but miserly, angel is visited by three ghosts of the past, present, and future across the three nights. She learns and becomes more generous and kind through this experience.
Winter to Spring - Jehan
Week-long celebration honoring the sky deity, Jehan. Also welcomes the coming of spring and new life.
Spring to Summer - Yarah
Week-long celebration honoring the goddess. Celebrations last all day. Also welcomes the coming of summer and stability like what Yarah offered them.
Summer to Fall - Amil
Week-long celebration honoring the god Amil. Most activities done after sun down to midnight when these moon's at its heighest. Also welcomes the arrival of fall and comfort like Amil gave them.
Fall to Winter
A week-long celebration welcoming the coming of winter and exchange of gifts among the community. People in cities tend to have their own communities built and tend to do that. A person must give one gift to each person. Gifts can range from physical things to musical performances or light displays.
Science & Technology Right after Mages, Heavenlys are the second-most technologically advanced family. That is due to their tech being powered by the same thing they use for currency. The type of bit they use depends on whatever they're looking to power. With these tranches, they can power anything from communication devices to lights to even various means of transportation. As the power eventually fades over time, they might as well put it to good use. This is part of what makes the currency so valuable and useful.Military wip
Weapons & Fighting Styles
Heavenlys tend to favor ranged weapons and light ones with a long reach. They mostly focus on aerial combat, favoring the advantage of flight against most their opponents. Because of this, they need something that won't hinder their movement.
Spears, staves, halberds, lances, morningstars, and maces tend to be the most favored among the Heavenlys because of their long reach and lighter weight. Their halos will usually have an imprint of one of these weapons. Javelins aren't commonly used, as they're not as sturdy as a spear, and are meant to be thrown. Blowguns, slings, and crossbows are also utilized by Heavenlys. However—because aim is important and moving around hinders that—, they aren't used often. Swords and flails are rarely utilized by Heavenlys. Swords don't have as long of a reach, and flails aren't the most stable weapon to use while flying. The latter may also throw off a Heavenly while in flight.
Martial arts isn't their go-to style of fighting—mostly due to their wings making it diffcult and flying is more practical for them—, though it can still be an important asset to many. The Heavenly's style of fighting heavily involves their wings as a counter weight when needed, an extension of their reach, or another form of self-defense.
FOREIGN RELATIONSHeavenlys are quite friendly to most people, though tend to be a bit wary of other Families and outsiders, especially Infernals. Those who live closer to the borders tend to be more open minded. Mages - GoodHeavenlys and Mages have one of the best relations of all the Families. Part of this is due to the shared advancements in technology. The two families often trade discoveries and research, though the Mages remain ahead. The Heavenlys don't mind this. Beyond their mutual appreciation and love for technology, the families are similar in temperament. This leads them to getting along fairly well. Shifters - Neutral
Unlike the Mages, the Heavenlys don't trade tech with the Shifters. For the most part, it would be useless to them due to their low technology use. Instead, they opt to sell powerful alcohols, healing remedies, and exotic foods that are rare within the territory.
Beyond trade, the two families don't interact often due to their different natures. Whereas Heavenlys are friendly and helpful with even strangers, it's contrasted with the Shifters often only helping their family, and ignoring strangers for the most part. Elementals - NeutralDue to being further south, it's rarer for the Families to interact. Even still, they participate in trade with each other from time to time. Infernals - BadThere's not a lot to say, but past histories lead to tense relations even in the modern day. While neither family will fight each other on sight any more, meeting up is often awkward. The uneasiness of Heavenlys around Stygian magic only serves to make things worse. For the most part, they try to ignore and avoid each other.
Infernals ⬶
Overview
Infernals are a highly diverse Family with numerous species and a wide variety of traits found within their members. They may appear as humanoid, animal-esque, or spirit- and shadow-like. Demons, vampires, and fae are the most notable Infernal subfamilies, though dozens more exist. Due to the odd nature of Stygian magic, species tend to come about, change, and cease existence rather quickly.They occupy a large part of Eastern Veuxdelys. The Infernals Lands are split into two regions by a mountain chain cutting the territory through the middle. The Northern half of their nation is a densely forest area bordered by plains, while the South is covered in a blazing desert. Most Infernals are nomadic and lead solitary lives, with the exception of vampires and city-dwellers.To give Infernals any all-encompassing features would be difficult. The Family is recognized as being one of the most easy-going and adaptable groups in the Kingdom of Veuxdelys. Infernals have a relatively loose style of government compared to other Families, and many live solitary, nomadic lifestyles.
Physical Characteristics Infernals are the most diverse and unusual in their physical appearance. Many are humanoid, but have animalistic features, while others appear more animaloid. Some Infernals are spirit- or shadow-like. As Stygian manifests in many different ways, its users also have much variation.
Demons
Demons are the most instantly recognizable of the Family. Even within this species there are many different traits, but most demons will have somewhat similar appearances.
Nearly all demons possess wings, horns, variable colorations, and unique markings on their skin. Some also have tails.
Vampires
Most vampires appear as unnaturally pale humanoids, notable for their blood-red eyes and slit pupils, as well as possessing a set of sharp fangs. Older vampires may take on a more animalistic or shadow-like appearance, due to the long-term use of Stygian.
Fae
Fae are known for being often tall and exceptionally beautiful. This species has somewhat pointed features, usually most notable in the ears and nose. They have graceful movements, and a tendency to seem almost too still.
Other Species
wip Magic & Abilities Stygian is the magic of Infernals, a mysterious and powerful type of magic with an unknown source. The origins of Stygian are uncertain, though several theories have been put forth. Some believe Stygian is the culmination of all other magic types, resulting in a force that is unpredictable and inherently unstable, the result of mixing many contradictory powers. Others say Stygian is simply old magic, having degraded past its original use and simply reached the end of its lifespan. A newer theory that is gaining traction is that Stygian is magic from another plane entirely, something not inherent to the world of Naessia. Rather, it is a force that has managed to bleed through dimensions and is instead native to some other world and species, which is why its true purpose and abilities are not known.
This magic is rather mysterious and seldom understood, often dealing in destruction, negation, and death. Stygian is the most adaptable in ability and manifestations, save Anima. For this reason, Infernal species tend to have wildly different and variable powers.
Most all Stygian users are able to manipulate this magic to create a tangible, versatile dark energy. This energy is frequently used for offensive and defensive measures, though may also be used to create items the Infernal can use.
Demon Powers & Weaknesses
Powers
• Energy Absorption: Demons can take life-force from other living beings and use it for themselves.
• Energy Manipulation: Demons can manipulate Stygian in several ways, such as to create powerful blasts, barriers, or even constructs.
• Enhanced Condition: Demons are stronger, more durable, and more enduring than many species.
• Fear Inducement: Most demons can use their magic to induce fear in other species.
• Flight: Many demons have wings and are capable of flight.
• Illusion: Demons can use Stygian to create and manipulate various types of illusions that have many effects.
• Intangibility: Spirit-like demons (typically the older ones) may be able to pass through physical matter, though this usually means they've lost certain other powers. Some demons can temporarily do this, with limitations.
• Possession: Powerful demons may be able to temporarily take control of another living being, though this is difficult and may be fought against.
• Telekinesis: Many demons can move and manipulate matter with Stygian.
• Teleportation: Some demons can move themselves short distances, but only where there is available Stygian.
• Weapon Creation: Demons can create weapons from Stygian magic.
Weaknesses
• Gold/Silver/Platinum
• Lux
Vampire Powers & Weaknesses
Powers
• Bat Shifting: Some vampires can shift into a bat, though this ability is somewhat rare.
• Blood Sight: Vampires are able to detect creatures' blood flow (ie where major veins and thus the best sources for blood are) and pulse. They can also scent most abnormalities in the blood (such as if the target is poisoned, ill, etc.), which helps them avoid consuming harmful blood.
• Compulsion: An ability thought extinct in modern vampires. In the past, certain vampires had a special venom that, when injected into the target, could be used as a form of sedation and control. Depending on the amount used, it can result in complacency or all the way to paralysis. Some vampires could even control these subjects once the venom took affect, compelling them to do their bidding.
• Enhanced Immunity: Vampires are less susceptible to poisons, ailments, and diseases.
• Enhanced Physical Condition: Partially due to their latent Belua, vampires are stronger, faster, and more durable than average. They have enhanced stamina, agility, endurance, and regeneration, as well as quicker reflexes. They are also unnaturally stealthy.
• Enhanced Senses: Vampires have exceptional senses of sight (including night vision), smell, and hearing. This is particularly true of scent.
• Fangs: All vampires have a pair of sharp fangs. They are primarily used when hunting, but can also be used in self-defense. Vampires have a fairly strong bite as well.
• Fear Inducement: Many species are instinctively wary around vampires, particularly Belua users. Some vampires have a type of toxin in their saliva that causes the target to feel fear. In rare cases, this toxin can be powerful enough to cause hallucinations and nightmares.
• Immortality: Vampires age normally until about 25, at which their aging slows down dramatically, and will eventually stop. As long as they have a viable food source and are not killed by an outside force, vampires will live forever.
• Life-force Absorption: Through the consumption of blood, vampires are able to take life-force from another living creature and sustain themselves with it. Due to vampires originally coming from the Shifter Family, their bodies were not meant to handle Stygian, requiring magic from other creatures to sustain themselves in order to use it. Additionally, this practice allows vampires to live longer, go without sleep for long periods of time, go without food, etc.
• Retractable Claws: Many vampires can grow and retract claws when needed.
• Venom: All vampires have an anticoagulant in their saliva, and many have venom as well. The potency of this venom varies, but generally increases with age. This may be used to induce .
Weaknesses
• Certain woods (ash, hawthorn, white oak, and aspen) and metals (silver, gold, and platinum, though silver is less effective than on Belua users) can physically wound vampires. These wounds take longer to heal and weaken the vampire considerably.
• Blood Starvation: Vampires cannot go for too long without consuming blood, generally several hours to about a day without experiencing any symptoms. Minor blood withdrawal symptoms include headaches, general weakness, fatigue, anxiety, and dizziness. More severe problems (such as after a few days) might include exhaustion, weakness, loss of powers, aggression, paranoia, and unconsciousness. Vampires deprived of blood for a long duration of time may become "blood mad," resulting in the vampire behaving extremely aggressively and attacking even loved ones, as well as consuming blood from any living creature they can find.
• Fire: Vampires are more susceptible to fire than other species and it is one of the few things that can outright kill them. Anything more than a very minor burn will never completely heal on a vampire, instead becoming scar tissue.
• Sunlight: Vampires are weakened in sunlight. They can survive exposure to it, but it is unpleasant, and prolonged exposure will severely weaken or even kill them.
Fae Powers & Weaknesses
Powers
• Enhanced Physical Ability: Fae have enhanced strength, speed, reflexes, precision, stealth.
• Decelerated Aging: This species is not immortal, but age more slowly.
• Extrasensory Perception: Most fae have hyper awareness, very powerful individuals even have precognition and the like.
• Mind Manipulation: Some fae can appear in dreams and chang them, read and manipulate thoughts,create illusions, and induce confusion or sleep.
• Energy Manipulation: Like all Infernals, fae can use Stygian to do various things.
Weaknesses
• Silver/Gold/Platinum
• Lying: Fae cannot lie.
Culture & Lifestyle
Due to the large number of species within the Infernal Family, there are many distinct and unique cultures found across its members. wip
Demons Demons, being the llargest species within the Family, are the most immediately identifiable with Infernal culture. They also tend to dominate the culture and trends within the Family, heavily influencing their subfamilies. They are a largely solitary group, like many Infernal species, with most demons choosing to live alone or within small family groups. The exception to this are those who reside within the Burning City, the only city within the Infernal Lands (save the Capital of the vampires).
Demographics
Demons are by far the largest, most prominent Infernal race, making up around 40% of the entire Infernal Family. Vampires are a close second, about 30% of the general population. Fae are a much smaller group, roughly 15% of Infernals, with the remaining 15% of the population made up of the numerous other Infernal species.
As many Infernal species are nomadic and otherwise scarce, the vast majority of the population is rural.
Government & Politics
Infernals are somewhat unique in their politics. Rather than having a single, cohesive government, they have several smaller ones working jointly on the international level, but otherwise remain separate, similar to a federal republic. Like all other nations in the Kingdom of Veuxdelys, the Infernals are under the Veuxdelian Treaty, and will therefore abide by its laws and standards. However, within their territory, they further implement different types of powers.
Because of how many Infernal species there are, only the three most populous species have a solid form of government: demons, vampires, and fae. The other species are considered too small to hold much political power or influence.
While each of the primary family groups are relatively independent, they all must agree on any decisions, laws, etc. that will affect the entire nation, and are all bound under a constitution drafted up by leaders from each polity.
The Infernal Demarchy
wip
All minor Infernal subfamilies are ruled and served by the Infernal Demarchy.
The Vampiric Council
Vampires are the most politically separated from other Infernals, rarely participating at the national level unless absolutely necessary. Vampires themselves make up an entire federation-esque society, with each coven maintaining their own local government, though still beneath the Council.
The Council is the supreme authority over covens, comprised of elected officials, as in a democracy. Even so, typically only old and important vampires will be voted in.
The Elder Fae Courts
Fae government was once much stricter, long before the Kingdom of Veuxdelys was established and the Families were still at war with one another.
Courts are basically groups of fae united by common ideals, goals, and cultures. Though there were many in the past, presently only four fae courts hold any real power: the Dawn, Noon, Twilight, and Midnight Thrones.
Smaller courts do exist, each with their own unique cultures, but most are bound to one of the elder courts, as it is nearly impossible to maintain power, territory, and influence otherwise. These courts are ruled by elected leaders and have only minor powers over their members (ie mayors and the like).
Fae may be born into courts, but when they come of age they must choose to be bound to them, otherwise they are considered outside the courts. Bonding to courts is considered serious and those who do generally never leave them, although it's not impossible. To be bound to one court, one must choose to embody that court's ideals and abide by their rules.
Thrones are monarchial and aristocratic, with each one being led by a supreme authority, a position that is passed on to the leader's chosen. The hierarchy in each court is different, however. The Dawn Throne usually passes leadership down to children, while the Noon Throne is seized through competition. The Twilight Throne successor is chosen by the previous ruler, and the Midnight Throne's monarch is called forth by the divine.
Those within the inner courts (usually close minor royalty, close relatives, the wealthy, etc.) typically hold some political influence, though are ultimately subject to the reigning monarchs.
The monarchs of each court operate separate from each other and maintain different lifestyles, but all govern similarly. They meet to discuss any important matters.
All other fae are merely subjects of the courts, and thus have no real power or influence. They may go to the courts with requests and for advice, but most merely reside (or at least during their stays) within their territories and have access to their resources.
It is becomingly increasingly common for fae to remain outside the courts. Outsider fae are usually allowed passage through and temporary stays in the different courts' areas, but not really the responsibility of those courts.
➺ Mages
OVERVIEW
big wip and also i'm overhauling a lot of things
Physical Characteristics
Mages most resemble humans in terms of their physical appearance. They are almost entirely indistinguishable from ordinary humans, though like Elementals, have rather intense eye colors. Additionally, some of their eye colors are not found in other species, which is due to their magic being strongly linked to eye color. Why this is the case isn't entirely certain, but it seems genetics that allow Mages to manipulate certain aspects of Anima also impact their appearance.
In the past, when Anima was stronger and more bountiful, Mages had a wide variety of physical features that were inconsistent throughout the Family. Mage features could vary wildly between individuals, though many of these oddities were the result of magic use rather than genetics they were born with. Although rare, some Mages may cast a spell that results in a physical change (rather purposefully or otherwise), but these usually aren't permanent.
Culture & Lifestyle
wip
Government & Politics The Mage Nation is a type of unitary state. Their government would likely be classified as a sort of representative democracy, though it has historically and at times in the present, had oligarchic undertones that have been noted. Mages are ruled over by a group of elected individuals called the Council, further separated in to the High and Low Councils.
The High Council is made up of six individuals who preside over important national affairs and handle foreign relations. The members are elected every six years. To be eligible for a position on the High Council, a Mage must have served at least two terms on the Low Council and be a minimum of twenty four years old, though it is rare anyone so young would be voted in. High Council members may serve multiple terms, either consecutively or not, but may not exceed four terms.
The Low Council handles more minor areas government, and typically on a smaller level. It consists of six members, who hold their position for only two years. Members may serve as many times as they wish, assuming they are elected. The Low Council has far less stringent requirements for eligibility, and Mages can run for election as young as eighteen, though it certainly helps to have a more well-rounded background beforehand.
The Grand Archmage is the highest possible position of authority in the Mage Nation, the leader who oversees both Councils, along with the innerworkings of the entire nation.
There are other government positions, and groups who serve them, but the Councils hold the most power and delegate responsibilities accordingly.
Economy wip
Magic & Abilities Mages are users of Anima, the purest form of magic, and parent to all other types of magic.
As the base of all other magic types, Anima is highly versatile and can be used to achieve a great many effects. Gifted Mages have nearly limitless potential, restricted only by their own skill and knowledge of the subject, though most Mages can only perform exceptional magic in a few areas. Anima is also regarded as the most difficult and dangerous magic to work with, having a high possibility of backfiring or otherwise bringing about negative impact.
The Thirteen Aspects of Anima
There are thirteen aspects of Anima that are recognized today. These aspects can best be described as "subtypes," or perhaps "applications," though they generally understood as "subfamilies" by other species. Each aspect is considered a "pillar" to one or multiple types of magic used by the other Families, meaning it is the aspect that magic type is most strongly based on.
Abjuration Alchemy Arcana Apportation Artifice Conjuration Divination Enchantment Evocation Illusion Invocation Transmutation Necromancy
Conductors Nearly all Mages use a wand. Due to the instable, potent powers of Anima, it is impractical and often dangerous to attempt direct manipulation of this magic. Wands function as a means of safely conducting Anima, as well as providing a channel that allows magic to be condensed and focused into a stronger form. Some Mages can perform spells without any channel, though this ability is rare. It is more frequently seen in hybrids, or those with a high aptitude for magical feats.
Structure
There are three main parts to a wand: the shaft, the handle, and the core. Some wands have a fourth part added on the top of the body, known as a crown.
The shaft of the wand is the largest part. It consists of a long, slender rod, usually around a foot in length, with a tapering shape. The body is typically constructed out of various woods or metals, but may have other materials. Certain materials conduct Anima more easily, while others are resistant to it, meaning that materials are chosen carefully. Different aspects of Anima are also channeled better through various materials.
The handle of a wand is shorter and where the Mage holds their wand. This is usually made from a material that is resistant to Anima, so as to prevent injury in the user. Handles may have additional ornamentation. They are removable, allowing Mages to replace the cores of their wands.
Cores are the most important part of a wand. They are located within the body and made from a type of crystallized Anima, the only material powerful enough to hold condensed Anima. Cores function by continually drawing Anima in and compressing it into a more powerful form. The larger the core, the more magic it can hold and focus at one time. The quality of a core is also based on its design, with the arrangement of fractals being an important factor in how well Anima is channeled. Cores may be encased in an enamel made from other materials as a form of protection.
Some Mages choose to have a crown added to their wands. This is a small object that is attached to the end of the wand for the purpose of further enhancing a spell's strength. After Anima passes through the core, it will be amplified by hitting the crown rather than immediately entering the air. Crowns are highly variable and frequently also serve as decoration of sorts, allowing Mages to personalize their wands more. They may be fashioned from a variety of materials and into many different shapes. If the crown is large enough, the wand may be considered a scepter instead. Wands are the most common type of conductors for personal use, but some Mages choose scepters, staffs, rods, or even more creative items. Each of these items is typically fashioned with similar materials and processes.
Wands are typically fashioned by alchemists and artificers. They may take anywhere from several days and months to create, depending on their power level and the materials beings used. Cores are by far the most difficult and expensive to fashion, with many being built separately and later inserted into the wand. A wand's cost will be determined by the materials used to build it, quality of construction, strength of core, and any additional attachments.
Materials
Woods
Wood is by far the most common material used in wand creation. It is abundant, diverse, and durable, yet still malleable. Wood is also one of the the most conductive materials of Anima magic.
• Acacia • Alder: Attuned to Abjuration, Alchemy, Evocation, and Invocation. • Apple • Arbutus: Attuned to Evocation. • Ash • Aspen • Basswood • Beech • Birch: Attuned to Abjuration, Transmutation, and Necromancy. • Bloodwood • Bocote • Bubinga • Canary • Catalpa: Attuned to Apportation, Illusion, and Transmutation. • Cedar • Cocobolo • Cypress • Dogwood: Attuned to Abjuration, Invocation, and Illusion. • Douglas Fir • Ebony: Attuned to Divination and Necromancy. • Elder: Attuned to Alchemy and Abjuration. All parts of plant can be used in alchemy and potions. Frequently cited as an ingredient in Iurama rituals. Used to ward of tainted magic. • Elm • Hawthorn • Hazelwood: Attuned to Alchemy, Conjuration, Divination, and Transmutation. • Hemlock • Hickory • Holly: Attuned to Abjuration and Divination. • Hornbeam: Attuned to Conjuration and Evocation. • Iroko • Jacarnda: Attuned to Alchemy and Divination. • Kingwood • Larch • Laurel • Lace wood • Lignum vitae • Mahogany • Maple • Marblewood • Myrtle • Nettle: Attuned to Alchemy, Divination, and Transmutation. • Oak (red and white) • Olive wood • Pear • Pecan • Persimmon: Attuned to Divination and Invocation. • Pine • Poplar • Purpleheart • Redheart • Redwood • Roble: Attuned to Apportation and Illusion. • Rowan • Shedua • Spruce • Sycamore • Tulip wood • Vermillion • Viburnum: Attuned to Invocation. Berries may be used in potions. Symbol of passion and love. • Walnut • Wenge • Willow • Yellowheart • Yew • Zebrawood
Non-conductive Woods • Sumac
Metals and Alloys
Metal is much less commonly used in wands, though still fairly popular. Full metal wands are rare, though they may be used along with wood, and for handles.
Conductive Metals • Aluminum • Chromium • Cobalt • Copper • Gold • Nickel • Platinum • Tin • Titanium • Zinc • Zirconium
Non-conductive Metals • Iron • Steel
Gemstones and Rocks
Gemstones and rocks are rarely used as the sole material in wand creation. More commonly, they are used in conjunction with woods, or less frequently, metals. The impracticality and scarcity of many gemstones makes them unusual materials in any sort of construction, hence why are they used almost exclusively as decoration on wands. Crowns are frequently made from gemstones and rocks.
As there are hundreds of different gemstones and rocks, not much is known about which aspects of Anima they best conduct.
Non-conductive Gemstones • Hematite
Other Materials
Rarely, materials other than those listed above will be used in wand creation. This is rarely done and most commonly used as personal preference or to add flair.
Conductive Materials • Amber • Bone • Coral • Jet • Pearl
Religion & Beliefs wip
Pantheon
Primordial Deities
Anaeida: Creator deity who dreamed up all of existence. Mother of the Firstborns. No mortal form. Represented by a spiraling, nebulous cloud. Sometimes referred to as the All-Mother.
Qhitho: May be referred to as Anaeida's First Nightmare. No mortal form. More of a force than a figure. Represented by a dark, formless shape, always shifting and moving.
The Firstborns
wip
Foreign Relations
Heavenlys - Good
Infernals - Neutral
Shifters - Neutral
Elementals - Poor
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Rainbow
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Name Colour
Starchaser
barbie complex
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Post by Starchaser on Aug 28, 2020 10:02:04 GMT -5
⊰ The Characters ⊱
extras and fun facts and stuff idk go wild i love it
Relationships ⬶
Key
= parent/child(ren) OR group/members ‣ other family (specified by case) ☆ friends ✓ allies ☒ enemies ➳ crush ♡ mutual crush ♥️ in a romantic relationship ♥️ married/mates/union ♥️ exes ✗ divorced/separated bold name chosen one crossed name deceased (species-species): denotes a hybrid; parents are different species (species/species): denotes mixed hybridization/ancestry; ex. hybrid parent(s), hybrid grandparent(s), etc
The Prophecy Crew - -
Avani Roshan (angel/valkyrie, female, 23)
Caspian Talis Drake (earth/air/water/void/fire elemental, male, 22)
Clarisse Alinsky (werewolf, female, 23)
Alexander Rojas Lopez (vampire, male, 20)
Lilah Lancaster (mage/asteria, female, 20)
-- ❦ --
- - Heavenlys
Akiva Roshan (angel/valkyrie, male, 45) ♥️ Nitsa Roshan (angel, female, 44) = Avani Roshan, Rishon Roshan (male, 20), Gita Roshan (female, 17), Varda Roshan (female, 16), Zalmon Roshan (male, 13)
Gil Roshan (angel-valkyrie, male, 77) ♥️ Esma Roshan (angel, female, 73)= Akiva Roshan (male, 45), Dara Roshan (female, 42), Bama Roshan (male, 40), Zimra Roshan (female, 35)
? ♥️ ? = Nitsa Migdal, Dalfon Migdal (angel, male, 40), Opall Migdal (angel, female, 38)
Dalfon Roshan ♥️ Crystin Roshan (female, 41) = Chanda Roshan (male, 20), Tovah Roshan (female, 18), Aurel Roshan (male, 12), Kornel Roshan (male, 10)
Bama Roshan ♥️ Kasi Zaman (female, 40) = Orali Roshan-Zaman (female, 15), Mazin Roshan-Zaman (female, 13)
Virgil Writh (male, 38) ♥️ Zimra Writh = Asa Writh (male, 13), Yair Writh (male, 9), Vita Writh (female, 5), Dagan Writh (female, 1), Gad Writh (male, 1)
Dara Roshan ♥️ Sippora Feld (female, 39)
Roshan Caelum (angel, female, ancestor) ‣ Avani Roshan
Ziv Caelum (angel, female, distant ancestor) ‣ Avani Roshan
? (asteria oracle, male, 73) ♥️ ? (mage, female, 72) = Stella Leclair (asteria-mage, female, 45)
Altair Joshi (asteria oracle, male, 95 at death, would be 105) ♥️ Asra Joshi (asteria oracle, female, 104) = Lujayn Joshi (female, 78), ? (male, 73)
Lujayn Joshi ♥️ ? (asteria, male) = Ruya Joshi (asteria, female, 44)
Katrik Joshi (asteria, male, 86) ♥️ ? (asteria, female) = Hilal Joshi (male, 60), Anwar Joshi (male, 56)
Layla Joshi (asteria oracle, female, 145) ♥️ Qays Naaji (asteria, male) = Asra Joshi
Layla Joshi ♥️ Vena Demir-Joshi (asteria oracle, male, 132 at death, would be 150) = Aydan Joshi (female, 28 at death, would be 118), Katrik Joshi
ELEMENTALS - -
Guinevere Talis (fire elemental, female, 54) ♥️ Fannar Drake (water-earth elemental, male, 56) = Caspian Talis Drake
Ishildr Drake (water/void elemental, female, distant ancestor) ‣ Caspian Talis Drake
Narine Sokol (earth elemental, female, 48) ♥️ Miltiades Sokol (earth elemental, male, 39 at death, would be 46) = Fajra Sokol (fire elemental, female, 23), Celandine Sokol (earth elemental, female, 18), Nash Sokol (earth elemental, male, 15)
Zenas Floros (air elemental, male, 65) ♥️ Filia Floros (earth elemental, female, 62) = Maia Floros (air elemental, female, 29 at death, would be 41), Orien Floros (earth elemental, male, 34)
Maia Floros ♥️ ? = Lysandra Floros (void elemental, female, 21)
Cinaed Darrow (fire/earth elemental, male, 78) ♥️ Keahi Talis (fire elemental, female, 80) = Guinevere Talis, Brenton Talis (fire elemental, male, 45)
Echo Thorsen (mage, female, 25 at death, would be 46) ♥️ ? (air/water elemental, male, 47) = Harley Thorsen (mage-elemental, male, 25), Maddox Thorsen (mage-elemental, male, 25)
Caspian Talis Drake ☆♥️ Fajra Sokol *it's complicated
Lysandra Floros ☆ Crispen Desi Vladimiri (mage-fae, male, 22) *friends + adoptive siblings
-- ❦ --
- - SHIFTERS
Myrek Alinsky (werewolf, male) ♥️ Irene Alinsky (werewolf, female) = Clarisse Fayre Alinsky, Irec Alinksy (male, 10), Caleb Alinsky (male, 10)
Ryland Alinsky (werewolf, female) ♥️ ? = Irene Alinsky
Evaric Alinsky (werewolf, male, distant ancestor) ‣ Clarisse Alinsky
? (werewolf) ♥️ ? (werewolf) = ?, ?, ?, ?, Andrei O'Bri (male), Redis O'Bri
Redis O'Bri (werewolf, male, 21) ➳ Clarisse Alinsky Torsten Audra (werewolf, male, 50) ♥️ Elenora Audra (werewolf, female, 46 at death, would be 53) = Tobias Audra (male, 29), Tibald Audra (male, would be 26), Zane Audra (adopted) Elias Ulric (werewolf, male, 28 at death, would be 54) ♥️ Petra Burke (werewolf, female, 52) = Zane Audra (biological)
Petra Burke ♥️ Atum Okorie (lion shifter, male, 50) = Callum Okorie (male, 14), Zola Okorie (female, 9), Leah Okorie (female, 5) Aryn Ainsley (werewolf, male, 48) ♥️ Annalee Audra (werewolf, female, 52) = Soren Ainsley (male, 25), Anton Ainsley (male, 19), Carmen Ainsley (female, 13), Sienna Ainsley (female, 8), Opal Ainsley (female, 5) Barrett McRae (werewolf, male, 49 at death, would be 79) ♥️ Phaeddra McRae (werewolf, female, 44 at death, would be 77) = Annalee Audra, Torsten Audra, Darren Audra, Merric Audra
Belvina Sterling (werewolf, female, 74 at death, would be 79) ♥️ Mordecai Sterling (werewolf, male, 68 at death, would be 80) = Diadora Sterling (female, 58), Elenora Audra
? (avian shapeshifter, male, uncle) ‣ Lucrecia Zembrowska (wren shapeshifter, female, 19)
-- ❦ -- INFERNALS - - ? ♥️ ? = ? (vampire, male), Alexander Rojas Lopez
? (vampire, male, ~12,500 years at death) ♥️ ? = [Vampire Antagonist] (vampire, male, 5024), ? (vampire, female, 3812)
[Vampire Antagonist] (great great great uncle) ‣ Alexander Rojas Lopez
Ernalynn Darla Vladimiri (mage, female, 57) ♥️ Eligius Vladimiri (fae, male, 55) = Demelza Otha Vladimiri (female, 30), Serverin Parle Vladimiri (male, 27), Cripsen Desi Vladimiri (male, 22)
Amir Rathorul (demon, male, 49) ♥️ Shira Rathorul (demon, female, 51) = Azar Rathorul (male, 26)
Ameretat Ar'akal (demon, female, 44) ♥️ Mithra Ar'akal (demon, male, 47) = Pyrrhus Ar'akal (male, 20), Tanith Ar'akal (female, 14)
Veronica Voiculet (vampire, female, 482) ♥️ Decebal Voiculet (vampire, male, 485) = Rosalia Voiculet (female, 25)
? ♥️ ? = Lilith Maldroz (demon, female, 24)
Cathaysa Santana (fae, female, 54) ♥️ Talia Santana (demon, female, 57) = Kalyani Santana (female, angel/fae, 28, adopted), Othniel Santana (demon-mage, male, 26, adopted), Arawn Santana (shifter-elemental, male, 26, adopted), Deimos Santana (demon/angel/unknown, male, 22, adopted)
-- ❦ --
- - MAGES
Leonel Lancaster ♥️ Stella Leclair (asteria-mage, female, 47) = Lilah Lancaster
Leonel Lancaster (mage, male, 53) ♥️ Celeste Morgana (mage, female, 35 at death, would be 54) = Gabriel Lancaster (male, 27)
Adelina Lancaster (mage, female, 82) ♥️ Titus Ouranos (mage, male, 60 at death, would be 82) = Leonel Lancaster
Jasion Salix (mage, male, 60 at death) ♥️ Prisca Ouranos (mage, female, 54 at death) = Regulus Ouranos (mage, male, 68 at death, would be 88), Titus Ouranos
Regulus Ouranos ♥️ ? = Cicero Ouranos (mage, male, 60)
Imanol Lancaster (mage, male, 62 at death, would be 78) ♥️ ? (mage) = Nadia Lancaster (female, 50), Valentina Lancaster (female, 48)
? ♥️ Omar Lancaster = Adelina Lancaster, Imanol Lancaster, Marcelina Lancaster (mage, female, 74)
Nadia Lancaster ♥️ ? = Delfina Lancaster (mage, female, 25)
? (asteria oracle, male, 73) ♥️ ? (mage, female, 72) = Stella Leclair
Luna Lancaster = Fayna Lancaster (mage, female)
*it's a long story; tldr: she's adopted but they're magically connected
Ernalynn Darla Vladimiri (mage, female, 57) ♥️ Eligius Vladimiri (fae, male, 55) = Demelza Otha Vladimiri (female, 30), Serverin Parle Vladimiri (male, 27), Cripsen Desi Vladimiri (male, 22)
Mathias Morgana (mage, male) ♥️ Anastasia Miller (mage, female) = Celeste Morgana, Mirabelle Morgana (female, 50 at death), Valere Morgana (male, 47)
Mirabelle Morgana ♥️ Adrien O'Hara (mage, male, 48) = Nathanael Morgana (male, 23)
Valere Morgana ♥️ Catherine O'Koffey (mage, female, 48) = Sebastien Morgana (male, 24), Nicole Morgana (female, 22)
Adonia Salix (mage, female, 74) ♥️ ? (mage, male, 42 at death) = Eowyn Salix (female, 48), Fern Salix (female, 46), Blaize Salix (male, 46), Cornelia Salix (female, 44), Aaron Salix (male, 40), Minerva Salix (female, 40), Isidore Salix (female, 38), Laris Salix (male, 38)
Echo Thorsen (mage, female, 25 at death, would be 46) ♥️ ? (air/water elemental, male, 47) = Harlowe "Harley" Thorsen (mage-elemental, male, 25), Madoc "Maddox" Thorsen (mage-elemental, male, 25)
Vasco Crawford (mage, male, 62) ♥️ Koronis Crawford (mage, female, 60) = Justus Crawford (male, 36), Callixta Crawford (female, 35), Beatrix "Trixie" Crawford (female, 22)
? (mage, female) ♥️ ? (mage, male) = Altalune "Al" Abernathy (female, 25) ➺ Playlists
Prophecy Crew - -Alexander Rojas Lopez ☆ What's Up Danger (with Black Caviar) by Blackway, Black Caviar ☆ Let Go by Beau Young Prince ☆ R.I.P 2 My Youth by The Neighbourhood ☆ Wake Up Dead by T-Pain, Chris Brown ☆ Scared of the Dark (feat. XXXTENTACION) by Lil Wayne, Ty Dolla $ign, XXXTentacion ☆ Die For Me (feat Future & Halsey) by Post Malone, Halsey, Future ☆ Lo Vas A Olvidar (with ROSALÍA) by Billie Eilish, ROSALÍA ☆ MALAMENTE - Cap.1: Augurio by ROSALÍA ☆ Power by Isak Danielson ☆ Silence by Marshmello, Khalid ☆ Experience by Angèle Dubeau, La Pietà ☆ Empires by RuelleAvani Roshan ✺ Fortune by Heather Dale ✺ Strawberry Girl by Blackmore's Night ✺ Life by Sonata Arctica ✺ Gold by Casey Williams ✺ There it Is by Shawn James ✺ Small Hands by Radical Face
Caspian Talis Drake ♦ Everybody Loves Me by OneRepublic ♦ Larger Than Life by Pink Zebra (suggested by Amber) ♦ Oh no! MARINAClarisse Alinsky ☾ Tongues and Teeth by The Crane Wives (suggested by Star) ☾ Running With the Wolves (Wolfwalkers) by AURORA (suggested by Star) ☾ Freedom by Shawn James (suggested by Amber)
Lilah Lancaster ⋆ Catabolic Seed by the Scary Jokes ⋆ Look Away by The Dear Hunter ⋆ Runaway by AURORA ⋆ Sleep Evil Sleep by Steam Powered Giraffe (suggested by Amber) ⋆ Better Days by Radical Face (suggested by Ambs) ⋆ El Hijo de Hernández by El Cuarteto de Nos
- - Side Characters ○ The Weak End by Shawn James & The Shapeshifters ○ Flower Child by Heather Dale ○ The Astronomer by Ghost Quartet
Zane Audra ❆ It Will Come Back by Hozier (suggested by Shoot) ❆ Dear Fellow Traveler by Sea Wolf ❆ The Wolf by Siames ❆ Ghost on the Shore by Lord Huron ❆ A Sadness Runs Through Him by Hoosier ❆ Names by Radical Face (suggested by Amber) ❆ The Wild One by Shawn James ❆ Freedom by Shawn James (suggested by Amber) ❆ The Other Side by Woodkid
Crispen Desi Vladimiri ✛ I Will Be Back One Day by Lord Huron ✛ Doorways by Radical Face ✛ Reminders by Radical Face ✛ Sinners by Barns Courtney ✛ I Have a Right by Sonata Arctica
The Shadow of Sanctum ⚀ Mr. Malum by The Dear Hunter ⚀ Musical Chairs by Lemon Demon
Azar Rathorul ♥ Alors On Danse by Stromae
Gabriel Lancaster ✸ BANG! by AJR ✸ Icarus by Bastille ✸ No tengo ambre, tengo ansiedad by Alan Sutton
Harley Thorsen ♧ Gladiator by Zayde Wolf
Background Characters - - Torsten Audra 🗲 Son of the Wolf by Shawn James & The Shapeshifters (suggested by Amber) 🗲 Born Ready by Zayde Wolf
- - Relationships
Crispen and Lysandra • Paper Birds by Radical Face • West by Radical Face • Home by Casey Williams • Mountain Sound by Of Monsters and Men • Midnight Dove by Shawn James
Stories ⬶
probably will need it's own page tbh
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Post by Starchaser on Aug 28, 2020 10:02:15 GMT -5
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Post by Starchaser on Aug 28, 2020 10:02:27 GMT -5
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Post by Starchaser on Aug 28, 2020 10:03:56 GMT -5
Okay, post away. Obviously this needs to be cleaned up, but I wanted a place for us to be able to store all our headcanons/worldbuilding ideas. I'll start adding stuff as we come up with it, although I know there's already a lot to add.
Amber mossecho @shootforthestars Brokenstar spiderlace
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Post by Amber on Aug 28, 2020 10:11:57 GMT -5
Sweet. I can get some stuff up after work.
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Post by Starchaser on Aug 28, 2020 10:14:56 GMT -5
Brokenstar Sure! We're really big into worldbuilding here, so if you have any ideas for anything go ahead and feel free to share whenever. We've been kind of developing the world and such as we go, so I'll keep updating as we come up with more stuff.
We don't have a lot on Infernals besides vampires, so if you have any worldbuilding for them you can add that too. Mostly we've all been focusing on the Family our characters are in, but you can share ideas you have for other ones too if you want.
Amber Sounds good!
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Post by Amber on Aug 28, 2020 10:24:57 GMT -5
Oh and because it got buried yesterday, here's my suggestion for the Elemental government.
Maybe for the Elementals, each subfamily is in charge of a certain part of society as a way to make sure no one has more power than another? Like one mostly deals with the military, another with the law, one with natural resources, another with relations with other nations, etc.?
Just spitballing ideas here. I might steal it a little bit if it goes unused.
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Conquer Windclan! Train kits too early! Muahahahahaha!!!
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Post by Brokenstar on Aug 28, 2020 10:32:28 GMT -5
Alright! Be warned: it's a lot.
Wraiths are ghostly, dark grey skeletons, with thin flesh like a robe that sometimes forms a hood. They have glowing eyes that can be almost any color (Just not black or dark grey.) In their chest area, there is some "flesh", stretched from the ribs to the spine. It's ribs and vertebrae can still easily be seen. Behind the flesh is something glowing the same color as the eyes. They don't have noses or ears. Around the legs, and only around their legs, is a thick, spiraling fog. They can have very limited interaction with the physical world, and go through most things. Daylight makes them weaker, but a lack of it allows them to touch more things, like living creatures and cloth. The reason the moon and nighttime stars don't effect them because it's so dilute, and only sunlight affects them. They are powerful at magic. Half-wraiths are unusual, as they are split, and don't just share traits from each species. Usually, they are about half wraith, half other, but sometimes, it isn't split so evenly. Wraiths are very, very light. They are very fast. Most are terrified of this being because of their looks and magic. They live for a very long time.
I can change anything you want me to! c:
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Post by Starchaser on Aug 28, 2020 10:37:31 GMT -5
No worries, trust me, we all like a lot of details.
Sounds good so far! I'll be sure to add the species to the main page and here later on. Have you thought about what sort of powers do Wraiths have? We haven't gone into much of what Stygian can do, beyond it being associated with negation and destruction, so it would be nice to be able to add more examples.
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Post by Starchaser on Aug 28, 2020 11:16:02 GMT -5
Brokenstar Those all sound really interesting!
Maybe give the possession certain rules though, to keep them from being too powerful. Maybe it's one of the more difficult to carry out powers and works better on certain species, and the target can fight it. We talked on the old planning page about how the different magics interacted with each other.
Here's the list for reference: Belua: Strong to Anima, weak to Stygian Vis: Strong to Lux, weak to Anima Lux: Strong to Stygian, weak to Vis Stygian: Strong to Belua, weak to Lux Anima: Strong to Vis, weak to Belua
Also, if you're curious as to my reasoning for that list:
Belua: Since Stygian magic is generally about taking/negating/manipulating the magic of other living beings, it would make sense that belua users would suffer the most damage from Infernals because their magic is internal. I figured Anima would be the opposite because it’s more about influencing “free” (or maybe suspended?) magic and Belua users have learned how to control their magic so would be less vulnerable to it.
Vis: Again, Anima magic is mainly about manipulating external magic to do various things. Since Vis is the most abundant and “natural” magic, it’s more affected by its “base” being messed with. Vis is strong to Lux simply because it’s the “earthly” magic and this works week to counteract the more supernatural quality of Lux. If that makes sense...
Lux: With the whole life and healing aspect of it, Lux makes the most sense as a repellant of Stygian magic. I could kind of see it go the other way too though, so maybe this is a sort of weird case they’re both strong and weak against each other. As I mentioned earlier, lux is weak to magic because they deal in different realms and Vis creates a “grounding effect,” I guess.
Stygian: Already mostly covered it at this point, but Stygian is very much a “take” sort of magic. It feeds of other magic types to gain power, but is also able to manipulate or weaken other living creatures’ magic, hence belua being especially weak to it. Lux, having essentially the opposite abilities, counteracts it well.
Anima: The most confusing to deal with since it’s basically the raw, non-specific type of magic and has few limits. My thought was that Vis would be the most affected simply by virtue of being the least controlled. All of the other types of magic are present, but mostly latent, in their natural state. The Families have just learned how to wield them. Vis is the exception because Elementals have only external control of it, it’s not an inherent part of them. So, Amina magic can more easily take control of its base than other magic types. Anima is weak to belua, however, because it is only internal and almost solely controlled by the user.
So possession would probably be easiest on Shifters.
I agree, destroying things by just, like, shooting shadowy magic or something makes sense. It would be really neat if they could undo certain spells and are hard to put enchantments on. The life-leaching also sounds good, maybe they can use it to replenish their own health as well as weaken the target?
I had some more ideas if you like any of them, but you don't have to use them, just thought I'd put them out there. There's a lot since I wanted to give several options. • Immortality/no aging: since they're basically incorporeal beings, maybe they age very slowly or not at all, like vampires. As long as they have life force from living creatures they will keep living, unless they're killed by something else • Fear/Nightmare creation: can cause fear and nightmarish hallucinations in other species, either to disorient or paralyze • Flight/Levitation: usually float rather than walk, and can fly like winged species • Invisibility: can make themselves invisible for a certain period of time • Intangibility: can pass through physical matter, not in sunlight though • Regeneration: can heal quickly, as long as they have enough stored life force, or absorb more • Telepathy: can communicate with others mentally, subject either has to be willing or it is very difficult • Telekinesis: can manipulate objects up to a certain size wit their mind, the larger the object the more difficult • Shadow teleportation: can use shadows to move certain distances instantly • Necromancy: a low level form of it, maybe raising a soul or something to aid them in a battle? and maybe the ability to fight other incorporeal beings, unlike most of the species?
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Conquer Windclan! Train kits too early! Muahahahahaha!!!
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Post by Brokenstar on Aug 28, 2020 11:27:14 GMT -5
Brokenstar Those all sound really interesting!
Maybe give the possession certain rules though, to keep them from being too powerful. Maybe it's one of the more difficult to carry out powers and works better on certain species, and the target can fight it. We talked on the old planning page about how the different magics interacted with each other.
Here's the list for reference: Belua: Strong to Anima, weak to Stygian Vis: Strong to Lux, weak to Anima Lux: Strong to Stygian, weak to Vis Stygian: Strong to Belua, weak to Lux Anima: Strong to Vis, weak to Belua
Also, if you're curious as to my reasoning for that list:
Belua: Since Stygian magic is generally about taking/negating/manipulating the magic of other living beings, it would make sense that belua users would suffer the most damage from Infernals because their magic is internal. I figured Anima would be the opposite because it’s more about influencing “free” (or maybe suspended?) magic and Belua users have learned how to control their magic so would be less vulnerable to it.
Vis: Again, Anima magic is mainly about manipulating external magic to do various things. Since Vis is the most abundant and “natural” magic, it’s more affected by its “base” being messed with. Vis is strong to Lux simply because it’s the “earthly” magic and this works week to counteract the more supernatural quality of Lux. If that makes sense...
Lux: With the whole life and healing aspect of it, Lux makes the most sense as a repellant of Stygian magic. I could kind of see it go the other way too though, so maybe this is a sort of weird case they’re both strong and weak against each other. As I mentioned earlier, lux is weak to magic because they deal in different realms and Vis creates a “grounding effect,” I guess.
Stygian: Already mostly covered it at this point, but Stygian is very much a “take” sort of magic. It feeds of other magic types to gain power, but is also able to manipulate or weaken other living creatures’ magic, hence belua being especially weak to it. Lux, having essentially the opposite abilities, counteracts it well.
Anima: The most confusing to deal with since it’s basically the raw, non-specific type of magic and has few limits. My thought was that Vis would be the most affected simply by virtue of being the least controlled. All of the other types of magic are present, but mostly latent, in their natural state. The Families have just learned how to wield them. Vis is the exception because Elementals have only external control of it, it’s not an inherent part of them. So, Amina magic can more easily take control of its base than other magic types. Anima is weak to belua, however, because it is only internal and almost solely controlled by the user.
So possession would probably be easiest on Shifters.
I agree, destroying things by just, like, shooting shadowy magic or something makes sense. It would be really neat if they could undo certain spells and are hard to put enchantments on. The life-leaching also sounds good, maybe they can use it to replenish their own health as well as weaken the target?
I had some more ideas if you like any of them, but you don't have to use them, just thought I'd put them out there. There's a lot since I wanted to give several options. • Immortality/no aging: since they're basically incorporeal beings, maybe they age very slowly or not at all, like vampires. As long as they have life force from living creatures they will keep living, unless they're killed by something else • Fear/Nightmare creation: can cause fear and nightmarish hallucinations in other species, either to disorient or paralyze • Flight/Levitation: usually float rather than walk, and can fly like winged species • Invisibility: can make themselves invisible for a certain period of time • Intangibility: can pass through physical matter, not in sunlight though • Regeneration: can heal quickly, as long as they have enough stored life force, or absorb more • Telepathy: can communicate with others mentally, subject either has to be willing or it is very difficult • Telekinesis: can manipulate objects up to a certain size wit their mind, the larger the object the more difficult • Shadow teleportation: can use shadows to move certain distances instantly • Necromancy: a low level form of it, maybe raising a soul or something to aid them in a battle? and maybe the ability to fight other incorporeal beings, unlike most of the species?
I like them! Now, I have an image in my head of Wendell flying, except only the Wraith side can fly, so it's a very awkward flight! Certain spells, I think, should "drag" along the fae side, like the shadow teleportation, regeneration, and the immortality thing. The immortality thing should be a bit dilute, though, for half-wraiths. Only the wraith side has intangibility, telepathy, telekinesis, fear/nightmare creation, flight/levitation, necromancy, and I think also invisibility, possibly. As for limits on possession, it should be very, very difficult to use, and only work on one at a time, and can be fought.
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Post by Starchaser on Aug 28, 2020 11:41:43 GMT -5
Yeah, those were the powers I thought out for full Wraiths, so Wendell wouldn't have all of them and some wouldn't work as well.
All of that sounds good!
Possible Fae powers: • Enhanced physical ability: enhanced strength, speed, reflexes, precision, stealth • Decelerated aging: not immortal, but age more slowly • Extrasensory perception: hyper awareness, possibly precognition and the like • Mind manipulation: appearing in dreams and changing them, reading and manipulating thoughts, illusion creation, inducing confusion or sleep (all of these can be fought against like possession) • Energy manipulation: use of Stygian to do various things, primarily as a destructive force
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Post by Starchaser on Aug 28, 2020 11:53:30 GMT -5
Oh, duh, his fae parent didn't have powers. I forgot.
That sounds good to me. Maybe not shadow teleportation though because he would only be able to teleport half his body and that probably wouldn't end well. As for the others, that's all fine, but I'm curious how some powers only work on one half. Intangibility makes sense as literally only working on one side of his body, but are the other powers from his wraith half just weaker?
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Post by Amber on Aug 28, 2020 11:59:00 GMT -5
Hey, feel free to ignore this suggestion, but his half-wraith side can't go through organic matter, right? So maybe objects that were once alive (organic fobers, wood, paper, bones, maybe fur, etc.) are somewhat immune to the intangibility as well? Or it's harder for it to move through said objects.
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Post by Starchaser on Aug 28, 2020 12:32:09 GMT -5
I think that sounds like a good idea, but up to you, Shadow.
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Post by Amber on Aug 29, 2020 0:46:55 GMT -5
Heavenly lore dump!
Government The Heavenlys are ruled by a constitutional oligarchy as religion is an important part of their society. It's made up of two councils, the inner and outer councils. The inner council consists of three individuals all representing the Three Siblings. One represents Yarah and is the head of both council. The next most powerful represents Amil, the moon god. The final council member represents Jehan, the deity of the sky. They're chosen by the previous Three Siblings council members every fifteen years, though the process is unknown by most. The outer council is made up of nine members and is much more fluid. Their members are voted in, but only oracles and other religious leaders are allowed to run for council. They each represent one of the Fallen Gods and are voted in every three years.
Economy The Heavenlys monetary system is made up of clear glass tranches that hold sunlight, clouds, rain, snow, moonlight, lightning, and starlight. The larger the tranche, the more power it'll hold. Sunlit tranches are always the least valuable because there's plenty of oppertunity to recharge those. Cloud traches are the next lowest followed by rain, snow, moonlight, lightning, and starlight tranches. Lightning and starlight are worth the most due to the difficulty recharging them and the power they hold. The energy from the chips can be used to power their technology. Bartering or trading favors isn't uncommon in the smaller villages and towns, though it's practically non-existent in the cities.
The currency as a whole are called tranches and come in four types. Chips are the smallest and least valuable tranches. They're about the size of a traditional coin. Fragments are next, which are around the size of a large shell. They're followed by shards, which are pebnle-sized. Lastly, there's pieces, which are about the size of a child's palm. Chips->Fragments->Shards->Pieces Sunlight->Clouds->Rain->Snow->Moonlight->Lightning->Starlight
Religion The three main and most poweful gods are the Three Siblings. Yarah- Goddess of the sun, life, renewal, power, healing, protection, singing Amil- God of the moon, death, hope, strength, order, instruments Jehan- Deity of the sky, judgement, spirit, balance, melodies The other, less powerful gods represent other ascpects of the natural world, each one tied to one of the Three Siblings.
Tied to Yarah Rama- Goddess of the peaks Calindra- Goddess of snow Alpheaus- God of clouds
Tied to Amil Tara- Goddess of the stars Hoshea- God of rain Enneas- God of the mountains
Tied to Jehan Valora- Goddess of storms Cereno- God of wind Bala- Deity of meadows
Angles are considered the children of Yarah and Alpheaus. Valkyries are considered the children of Jehan and Valora. Asteriae are considered the children of Amil and Tara.
There are three types of churchs, each dedicated to one of the three siblings. The churchs mainly devoted to Yarah often act as hospitals and healing centers for mental, physical, emotional, and spiritual aliments. The preists, clerics, and oracles that run the places are skilled healers who spend their time and devotion helping people. The churches mainly dedicated to Amil are used to help Heavenlys find their paths. Not everyone knows what they want to do, so the religous leaders offer various opportunities for people to find their calling. They help run the education system. The churchs devoted to Jehan are used to seek justice. They act as the courts with their preists, clerics, and oracles often switching roles between judge, prosecutor, and defender. They also overwatch dules and know when to step in, call off a fight, officiate the terms, etc.
Oracles are a sect within the church that often deal with the afterlife, visions of the future, and interpreting strange dreams. They're rather nysterious and the true extent of their power is unknown. Many Asteriae are Oracles due to their strange abilities of precognition. Oracles can only marry other oracles.
Creation Myth Heavenlys believe the world was created in song. At the beginning, there was only silence and darkness. Yarah and the Fallen Gods worked together to vreate the world. Yarah creates the sun, her brother, Amil, the moon, and their sibling built the sky. The other gods, with the help of the three siblings, created the world and all natural life. It was a paradise for all those inhabited it, not just the Heavenlys. There were centuries of peace, though a mysterious evil threatened the world and declared war with the gods. A bloody battle ensued, lasting for one year. By tge end of it, Yarah was the only survivor. The others, in a last ditch effort for some sort of survival, gave up their very forms to the paradise they created. In order to stop the evil once and for all, Yarah trapped in the sun with her, where they reside today. Heavenlys that have died help with her fight if they chose, or they guide the living in visions and whispers.
Society Angels and Valkyries interact with each other the most. It's not uncommon for them to have children with each other, in fact, it's diffcult to find a full Valkry or Angel walking around. Either subfamily having children with Asteriae, howver, is rare. The people tend to keep to themselves and are rather mysterious, even to the other Heavenlys.
All Heavenlys are highly family oriented, whether it's with their birth family, or the strong bonds and relations they chose to form with other people. For the most part, Heavenly homes are composed of large, multi-generational family groups. Villages are usually composed of at least ten families, though it's commonly more. The larger towns and cities don't follow that structure, though families still chose to live relatively close to each other.
Heavenlys are allowed to partake in dules. A challenge is declared and a formal request is sent to the closest church of Jehan. From there a date is set as well as terms and conditions for the dule. Heavenlys are allowed to call for a dule for any reason, though the pettier the reason, the more likely they'll be shamed for calling for such a thing. In the more remote and less populated villages and towns, people rarely go through the church first. In the bigger cities, dules are rarely called beyond friendlt sport.
Technology Right after Mages, Heavenlys are the second most technologically advanced family. That is due to their tech being powered by the same thing they use for currency. The type of bit they use depends on whatever they're looking to power. With these tranches, they can power anything from communication devices to lights to even various means of transportation. As the power eventually fades over time, they might as well put it to good use. This is part of what makes the currency so valuable and useful.
Foreign Relations Heavenlys are quite friendly to most people, though tend to be a bit weary of other families and outsidwrs, especially Infernals. Those who live closer to the boarders tend to be more open minded.
Mages-Good Heavenlys and Mages have one of the best relations of all the families. Part of this is due to the shared advancements in technology. The two families often trade discoveries and research, though the Mahes remain ahead. The Heavenlys don't mind this. Beyond their mutual appreciate and love for technology, the families are similar in temperament. This leads them to getting along fairly well. Shifters-Neutral Unlike the Mages, the Heavenlys don't trade tech with the Shifters. For the most oart, it would be useless to them due to their low technology use. Instead, they opt to sell powerful alcohols, healing remedies, and exotic foods that are rare within the territory. Beyond trade, the two families don't interact often due to their different natures. Whereas Heavenlys are friendly and helpful with even strangers, it's contrasted with the Shifgers often only helping their family and ignoring strangers for the most part. Elementals-Neutral Due to being further south, it's rarer for the families to interact. Even still, they participate in trade with each other from time to time. Infernals-Bad There's not a lot to say, but past histories lead to tense relations even in the modern day. While neither family will fight each other on sight any more, meeting up is often awkward. The uneasiness of Heavenlys around Stygian magic only serves to make things worse. For the most part, they try and ignore and avoid each other.
True Names At the age of eight, each Heavenly must have chosen a name to give the oracle of their region. On their eight birthday, they go meet one of the Oracles and share their chosen true name for them. The only requirement is it can't be their current name. It's discouraged to share it with anyone, though if it is shared, it's a sign of great trust on the Heavenly's part.
True names are important in passing onto the next life. When Yarah and the gods welcome them into the next life.
Halos All Heavenlys have a halo. Before they're born, their family will forge a small band made up of metal. Some use gold or copper, others silvers or platinum. They typically have symbols etched into the sides of their parents choosing. They may change as the Heavenly gets older, however. A shield is imprinted into the halo and often times destroyed in the binding process. As the young Heavenly grows, it changes and grows with them. At around five years old, most Heavenlys have a simple weapon imprinted into the halo. Usually it takes the form of a sword, mace, or staff, though other types aren't uncommon. As the Heavenly continues to grow, the weapon slowly takes the shape of whichever one they desire or are most skilled with. They're usually one in the same. The weapon and shield are made out of pure light and energy. They're diffcult to shatter, but will come back after a few hours if that happens.
No two halos are alike. Heavenlys can't use another's halo and magic from any family can't affect them. Halos start out with the ability to be anything. Overtime, they gain an almost symbotic relationship with its owner and fit them for their own needs. If their original halo breaks, they can get a new one, though it'll never be as good as the original due to less time spent honing in the individual fit.
I'm tired, so I'll add more tomorrow/later.
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Post by Starchaser on Aug 29, 2020 11:46:58 GMT -5
Ooooo, this is all so cool! I'll add it all soon.
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