Supernatural is that which is above and under the laws of nature, the orders of existence often unseen and the perceived acts of entities such as spirits. It is not equal to Paranormal, as the Supernatural is not adjacent to reality neither can it be explained. It is not equal as occult as it does not deal with the rituals and knowledge of such forces neither does it purposefully hide from mortals.
Souls are the atom of a mind, the seed of proper intelligent life. Even to gods very little is know about them beyond it being what a makes a being be, they are of similar nature to the interuniversal motifs that lead to similar features appearing in many universes, and often, even when stripped of all its memories and aspects and reduce to its very core, seem to be attracted to the same strings of fate.
Aʟɪɢɴᴍᴇɴᴛ
Chaotic Good. Kap Gam is a moral being, a protector of souls. At first glance, one might believe the stoic being is a protector of laws and the status-quo, at a second glance, one would be wise to notice their mistake.
Pᴇʀsᴏɴᴀʟɪᴛʏ
Kap Gam is a tired being, often acting in a stoic manner, few words ever escaping her mouth and rarely making any movements beyond the necessary. Yet, her mind does not mirror her body language, often home to unseen impulsiveness, defeatism, and paranoia, but also of empathy and lasting determination.
She is a benevolent entity, accepting that all mortals cannot be helped, but still making an effort for mortalkind's well-being. She is an ardent defender of souls, while she can overlook murder in the great cycle of things, the abuse of souls is unforgivable. Kap Gam is deeply machiavellian but not scheming, she simply believes that announcing distastes and entering in meaningless showcases of power is counterproductive to any cause, she much prefers a sudden and clean cut strike that solves the problem for once and for all.
Gᴏᴀʟs
Mater Lei's universe may be less of a glorified trap than other universes, but it still is a very taxing experience. While Kap Gam just needed to stay in it long enough to meet someone and retrieve something, the very transition forces her to stay for a bit longer and recover. It would be hard for her to lay low during that time, to even start to recover she needs a universe with a flow of souls, which forces her to get involved with aspects of reality and the intrigue of the divines.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
A tall figure with olive skin. She has a youthful human face, black eyes, and delicate features, her facial expressions are always that of someone who looks like they are about to fall asleep at any moment, yet there are no signs of unwellness typical of an exhausted or sick person such as bags under the eyes. Floating above her wavy cloudy-black hair, there a little ring with two colorful triangles on each side.
She wears a heavy looking cloak that seems to be made from something similar to wooden blocks and that covers most of her upper body, the hood of said cloak, however, is silky and white. Under it, one can peak at simple black clothes along with weird accessories that feel somewhere between amulets and devices, from one of those, a tube that is discreet in size but not in color goes up to her neck and connects with the skin. Just like with her face, the body hiding under the cloak looks healthy and strong, in stark contrast to her slow and tired movements.
Half-beast, half-weapon, The Hydra appears to be an ethereal white whip with many thongs when resting, however, when woke, the whip takes a very physical appearance of a seven-headed snake with silver scales, each head bearing shining eyes of a certain color.
While good for whipping nonetheless, the true danger of The Hydra lies in the bites of the serpent, who hungers for all, especially the taste of divine ichor.
Inactive/Lost/Used
A single hair-like thread that when split in half releases a ringing noise, said noise then echoes through the word until it returns to the user, who, if capable, may get a map of the world by judging how the noise was changed on its path.
Kap Gam used it after her siblings scurried away to get an idea of the world and to start planning how she would guide the Ley Lines.
Locus Amoenus is a pleasant, idyllic place where the Ley is highly concentrated. Built in an unnamed alpine range, the holy site includes the overall regional landscape, a group of marble temples and fountain, as well as the gardens that surround said constructions.
The whole area was shaped with Kap Gam's power, rivers were redirected, pleasant plants were selected, and stones were raised and crumbled as to provide a beautiful and peaceful visage. Gardening is done by sprites and dracs, the latter also helping to keep the fountains and water flow.
The grass has a rich dark green coloration, while the flowers have pronounced colors. The water is clear, fresh and cool, but it has a cyan overtone and in some springs almost shines with that color. The very sky over the land is gentler, with far more striking colors during dawn and sunset, as well as a longer lasting twilight, as if even daylight wanted to stay in the pleasant place a bit longer. Nights are starrier and often spout richer blue and purple colors. During some days, the sky is bright cyan. Clouds always seem interesting to look at, they have clear formations, are prone to create crepuscular rays and seem to really absorb the rich colors of the sky.
The marble temples themselves are simple, more accessory to the garden than what not. Many are completely empty at the moment, a few have a function, such as a plant nursery or a bath. The temples are mostly connected by stone walkways, though there is a main path, that goes from the largest temple towards the temple nearest the ending of the only safe path up the tall mountains. This main pathway is made of marble tiles and surrounded and covered by pillars and an arched roof, a small layer of flowing water runs over the tiles, to anyone with bare feet it will be easy to walk the pathway, to all others, it will feel like they are being washed away by a torrent.
Fae are not biological creatures, but magical ones, their very souls casting together a body from a variety of materials. With bodies that can be better described as "Dust held together by magic." the Fae are timeless creatures with no need for bodily functions. There is no limit to how much a Fae may live, their magic do slowly wane, but both rebirth and replinishing are possible, what mostly 'kills' a Fae is simple boredom, as a life lacking strong emotions and/or ambitions quickly drains their will to live, the very thing which brought them to this world in the first place. Simple sprites can live simple lives, but the more advanced the fae, the harder it is to keep exisiting in that form.
When the soul leaves their body, it typically simple explodes in a cloud of magic charged dust, the will which kept it together gone. Fae can recover from any wound, even as far as regrowing severed limbs, though how that is done changes from Type to Type.
One important aspect of Fae is "possibility", which dictates how social they can be. The more distant a Fae is from the mortal motifs, the more bothered the Fae will be by living among mortals. A Fae of similar height of a human will have an easier time among a human crowd than a tiny one, so will a wingless one over a winged one or one with hidden magic over one with a magical aura. Some Fae may change forms to better integrate among mortals, such as turning into a canine or a normal human, other may choose to hide their form with an outfit, among other possible solutions.
Fae themselves have certain motifs, antennae/horns, butterfly wings and names and third eyes. Kap Gam appreciates the freedom of the Fae, so she imposes little limit or guidance in how they should act, there is only one thing imbued to them all, a deep respect for ants, a repayment for kindness the goddess received in her original universe. Not even the ones altered by other gods can break that rule.
A sprite is a small being made of dust, plant fibers, and insect bits. Most have 30 centimeters at most, some grow to one meter. Their bodies mimic their environment, so in a forest they will have leaves and petals, in a swamp they might be green and moss-like, in a beach they might have shells and kelp, all that along with typical fae features such as third eyes, antennae and horns.
They are the most basic of fae, often aiming along the natural telluric energies of the Ley, swarming around Clarion Towers or spots with great magic. They can take a variety of form, but are never able to talk normally or have human-like hands.
Dracs are water Fae raised from specialized water sprites. They typically have green, orange or blue skin and bulbous antaenna as well as darker, rounder eyes. They are also advanced enough to wear clothes, typically wearing whatever they can make from the rivers, lakes, swamps, or beaches they inhabit.
They have a more defined shape than Sprites, and are able to create hands to manipulate their environment. Unlike the more idyllic Sprites, some of these Fae follow a mission given by Kap Gam, watering plants, cleaning rivers and hiding pearls inside shells.
=== The Realm of Souls, Mycelium ===
Ley is one single organic entity: A sprawling network of fungi cells that is mostly found deep within the earth, but sometimes sprouts upward in certain spots, creating magically charged areas typically easy to find by the presence of sparkly mushrooms and a plethora of supernatural phenomena.
Its purpose is to bring souls about to this universe. Within its Mycelium countless souls flow about in a primordial existence.
Clarions are a construct of Ley who sprout from the Mycelium, it is by far the most complex and powerful of all the surface Ley constructs, charging the region where they are found with great magic. The term "Haunter Tower" comes more from the fact it is typically inhabited by the supernatural and often whisper words that can be scary to others, there is no pain or torment connected to it.