Codex of Eae't
999 2nd Age, Winter
February 22th - 1000 2nd Age, Spring
March 7th - 1000 2nd Age, Summer
History and World
Lands of Feaborn
History of Eae’t
The Fertile Lands
Eae’t is one of many fertile lands in the massive world of Feaborn, which supports life compared to the endless wastelands beyond. Varying in size, these fertile lands support all forms of biomes, with Eae’t being one of the more stable biomes in the world. Travel between these lands is not impossible, but large movement is considered very risky and difficult, and exploration at this period is extremely limited. While these lands do support life, it also is home to many deadly creatures, and not all realms are the same. A fertile land can be a vast desert for instance, made up of rivers and oasis. Only these small realms can support life of any kind, and not all of them are occupied by civilizations.
Wastelands Beyond
Wastelands are the main biome of the known world, extending in all directions from the fertile lands, being varied but yet all are universally are uninhabitable. Wastelands come in various forms, whether they be endless mountains, endless and unstable steppes, endless bottomless seas, and other such wastes. No monsters or beings exist in these places, and plant life is not suitable for consumption or growth. The wastes simply cannot be colonized or exploited, only traveled. Wastelands do not grow, but slowly disappear over thousands of years.
Celestial Bodies
Feaborn sits as one of seven planets in a singular system, with a great sun in its center. Feaborn’s celestial bodies includes two moons, although it’s 1st moon is far closer than it’s second, which is only visible at certain times of the year. The Muhan elves called the first moon Ese’ath, and the second moon Nua’vas. The other six planets had been left nameless, although only recently paid more attention to by astronomers. The importance of these planets and bodies are relatively unknown, but a number of their celestial positions does have a connection with Fae and Undead in the physical world in some small form or another.
Wider Universe
There exist beyond Feaborn a much wider universe, one filled with many systems and stars very similar, if not the same. These strange realms make up the night sky’s stars and other celestial bodies. While these many systems do exist, contact via magic or spiritual power is impossible. The gods, just as they feast on Feaborn, also feast on these other realms as well. The space between the wider universe and the system which Feaborn is in is a black void, which radiates with intense spiritual power, but Feaborn is unique, where parts of that spiritual power from the void between realms leaks into the world itself.
Eae’t is one of many fertile lands in the massive world of Feaborn, which supports life compared to the endless wastelands beyond. Varying in size, these fertile lands support all forms of biomes, with Eae’t being one of the more stable biomes in the world. Travel between these lands is not impossible, but large movement is considered very risky and difficult, and exploration at this period is extremely limited. While these lands do support life, it also is home to many deadly creatures, and not all realms are the same. A fertile land can be a vast desert for instance, made up of rivers and oasis. Only these small realms can support life of any kind, and not all of them are occupied by civilizations.
Wastelands Beyond
Wastelands are the main biome of the known world, extending in all directions from the fertile lands, being varied but yet all are universally are uninhabitable. Wastelands come in various forms, whether they be endless mountains, endless and unstable steppes, endless bottomless seas, and other such wastes. No monsters or beings exist in these places, and plant life is not suitable for consumption or growth. The wastes simply cannot be colonized or exploited, only traveled. Wastelands do not grow, but slowly disappear over thousands of years.
Celestial Bodies
Feaborn sits as one of seven planets in a singular system, with a great sun in its center. Feaborn’s celestial bodies includes two moons, although it’s 1st moon is far closer than it’s second, which is only visible at certain times of the year. The Muhan elves called the first moon Ese’ath, and the second moon Nua’vas. The other six planets had been left nameless, although only recently paid more attention to by astronomers. The importance of these planets and bodies are relatively unknown, but a number of their celestial positions does have a connection with Fae and Undead in the physical world in some small form or another.
Wider Universe
There exist beyond Feaborn a much wider universe, one filled with many systems and stars very similar, if not the same. These strange realms make up the night sky’s stars and other celestial bodies. While these many systems do exist, contact via magic or spiritual power is impossible. The gods, just as they feast on Feaborn, also feast on these other realms as well. The space between the wider universe and the system which Feaborn is in is a black void, which radiates with intense spiritual power, but Feaborn is unique, where parts of that spiritual power from the void between realms leaks into the world itself.
History of Eae’t
Pre-History
Not much, if anything, is known of the pre-history of Eae’t other than that the civilizations and lands were in a perpetual state of barbarism for generations. The lands that would be the heartland of the Muhan Imperium had once been inhabited by a number of races, but their nomadic nature often had them wandering about. The first civilizations formed in and around Eusovis, but their ideas and technology had quickly spread and taken root in the rest of Eae’t. The land of Eae’t was home to many races, with one of the more powerful people being an odd human subspecies known as the Ga’ean who had built several civilizations in what is now the Muhan core lands. The Ga’ean had human like features, highly democratic, and were very strong in both magic and faith.
Muhakan Elven Migration
At some time, shortly after the foundation of the Ga’ean kingdom called Gushabea, a nomadic sea people traveled from the western sea and landed in Weskas. The Muhans were raiders and barbarians who warred very often with the Ga’eans for control of the sea and land, and eventually founded a number of colony kingdoms, but also founded a number of republics. The elves brought a new faith which blended into the Ga’ean one, and were soon assimilated into Ga’ean culture and society. The largest of these combined kingdoms was Gushabea which expanded and became a power trade power. Not much is known beyond vague histories and legends, but what is known was that the people of Gushabea became a technological wonderland and a tolerant paradise for many races and creeds, especially as the empire began to expand.
Founding of Muhakin
Muhakin’s founding is shrouded in mystery, and no record currently exists which isn’t covered in legend. According to elven legend, a great immortal prophet named Xekiava led 100 disciples up the mountain of Mount Mohuali and meditated on the top of the cold peaks. Xekiava became possessed by the gods who told him to found a city and to build a temple for the gods, and he and his 100 disciples carried down 100 rocks from the top of the mountain and laid them as the first foundations for Muhakin. Xekiava and his followers built a small hamlet at first, but it quickly blossomed into a city with many new followers which had been primarily elves. In legend, when the last stone of the city had been placed, Xekiava floated into the sky and ascended into the heavens, carrying his 10 surviving disciples with him, but one who had been unfaithful fell and splattered onto the temple’s stairs and his unbelieving body was buried beneath the temple as “The Half-Saint”. Muhakin became a powerful religious center for elven kind and it’s development as a major city concerned it’s Ga’ean overlords.
Innovation and Faith
Muhakin would have stayed a typical tolerant and prosperous city of Gushabea had it not been for its unique religious fanaticism and strong pull of elven scholars, philosophers, and theologians to the city. Muhakin expanded its influence over its fellow elves, and became a center of innovations and a capital of organized religion. The elves, becoming more fanatical with Muhakin’s influence, elected their first Archon to lead them, a powerful magi and religious scholar. The Archons of old fought for the independence of the elven city states and holdings, causing a large gap between Gushabea and the elves. Victory came at high costs, but unlike the slowly stagnant and corrupt empire of Gushabea, Muhakin embraced a military renaissance which promoted a strong use of heavy infantry, war magi, and experienced scouting. Muhakin, after a hundred year war with Gushabea, won its independence and became their former overlord’s primary rival in Weskas.
Great Power in Eae’t
How Muhakin became a great power is not well documented, but what is known is that Gushabea suffered through several civil wars and plagues which weakened it to allow the elven city states to conquer and dismantle the Ga’ean empire. Muhakin however was not satisfied with just a single victory, and began expanding further into non-elven lands, conquering and enslaving populations to further enrich the city. The excess of new lands and income resulted in a snowball effect on the city, as it’s superior armies fought the other elven city states for unity, and won. Muhakin had become a great power, and began building colonies across Eae’t. Becoming absurdly rich and unrivaled in military might, Muhakin looked inwardly at their faith and at magic, focusing on the finer parts of magic. It’s Archons, convinced they could ascend to speak to the gods, began construction on powerful towers and the creation of magical artifacts to help breach into the higher planes.
Day of Summoning
The Archon Xanik Lous'el, who had recently ascended to the position, completed the work of his mentors in an unknown year. No one knows what exactly happened, but a great divine event known in the elven language as Alaz’varkutez had occurred. The event ruptured magic within Xanik, destroyed most of the channeling towers, and many new and horrifying abominations, undead, and monsters began to appear in the world. Xanik, driven to madness, declared the Archonship dead and declared himself a secular ruler shortly there after, and started a civil war to claim full loyalty of his people. Driven by an unknown cause, much of the history surrounding Xanik and his motives were lost, what was known however was that much of the priesthood had been slain in the fighting and many of the old temples were converted into palaces, and the slaughter and exploitation of non-elves became the terror of the day.
War against the World
Xanik continued to rule his new empire and began a new policy of expanding the empire’s borders everywhere without much thought put into it. With a superior army, Xanik and his generals began an almost desperate conquest of the whole of Eae’t, conquering vast swaths in short order, committing atrocities against its people, and passing many controversial and unknown laws which caused great unrest. Xanik eventually died in his campaigns, and his tired generals and armies returned home. Three more major expeditions were completed by his successors, putting the entire whole of Eae’t as vassals or tributaries under the yoke of Muha. It was during this time that the oppressed Ga’ean began a revolt in the land, and were slaughtered by the returning army, who went about massacring them Ga’ean to the last. The bloodshed and violence brought a silence to many of Xanik’s former enemies and critics, as the elves celebrated their new found power in Muhakin.
Golden Years
The Golden Years were the years in which the Muha Imperium had been at its height, and the new Imperators of the early empire went about passing reforms to withdraw the old maddening laws of Xanik and his loyalists. The empire became a land of progress, innovation, magic, and economic power unrivaled in the world, often at the cost of enslaving and committing atrocities against others. In these golden years, the empire focused on reform, putting down rebellions, and maintaining it’s vast holdings, dividing themselves up into smaller states to better control their own land. The Muhan elves also began to divide up culturally, and became unrivaled in the known world. It was said that even the poorest elf had a hundred slaves to do their bidding, and that gold flowed freely from the palace of the Imperator like a river. The elves, easing up their cruelty in this time slowly changed however, as Imperators became more reactionary and the army separated itself from the Imperators, swearing higher allegiance to their generals rather than the empire.
Silver Years
The Silver years were less fortunate years, where the elves normalized themselves and became ever the more decadent, spending the wealth they accumulated on ill advised new ports and cities. Monsterous issues also became more apparent in the empire, causing much of the energy of the Imperators trying to start a program of monster hunters who turned mercenary when they failed to show full loyalty to their elven masters and had to be hunted down. The empire’s decline also came at the behest of stronger reactionary factions, who’s strong idealism soon caused more problems than it solved. The worst atrocities of the Muha reign over Eae’t occurred in this time, and the first signs of revolts and revolutions began to prop up on the empire’s borders.
Decay
The decay of the empire was a long list of issues, the biggest of which were disloyal generals and refusals for reforms. Imperators, losing power over their own lands, focused much of their time on court politics and reforming their armies. Over extended and lacking the forces they once had once reactionary generals began to kick out auxiliaries and slave soldiers alike, rebellions began to succeed. The empire began to lose ground to increasing pressure from other nations who began to break free, but the greatest of these defeats was when the cruel and experienced Imperator Gae'manus fell at the Battle of the Bracken River, where multiple nations and their rebellions were involved in, putting an end to the myth of elven invulnerability. The elves, pushed back to their core lands and losing vassals and territory every year, entered a state of permanent decay, unable to recover their former glory.
Collapse
The death of Gae’manus left a power vacuum that was never fixed even as the empire’s corelands were attacked by the migrating Elkadan tribes who began to force their way into the elven lands. With territories splitting off rapidly, the last of the Muhan generals fled the capital to a southern stronghold, leaving Muhakin to it’s fate. The Elkadan sacked the city and butchered it’s inhabitants, and leveled the entire city into a pile of rubble and blood. With the remains of the empire fully destroyed, the only remains of the Muhan empire now remains in split off states and monarchies.
Not much, if anything, is known of the pre-history of Eae’t other than that the civilizations and lands were in a perpetual state of barbarism for generations. The lands that would be the heartland of the Muhan Imperium had once been inhabited by a number of races, but their nomadic nature often had them wandering about. The first civilizations formed in and around Eusovis, but their ideas and technology had quickly spread and taken root in the rest of Eae’t. The land of Eae’t was home to many races, with one of the more powerful people being an odd human subspecies known as the Ga’ean who had built several civilizations in what is now the Muhan core lands. The Ga’ean had human like features, highly democratic, and were very strong in both magic and faith.
Muhakan Elven Migration
At some time, shortly after the foundation of the Ga’ean kingdom called Gushabea, a nomadic sea people traveled from the western sea and landed in Weskas. The Muhans were raiders and barbarians who warred very often with the Ga’eans for control of the sea and land, and eventually founded a number of colony kingdoms, but also founded a number of republics. The elves brought a new faith which blended into the Ga’ean one, and were soon assimilated into Ga’ean culture and society. The largest of these combined kingdoms was Gushabea which expanded and became a power trade power. Not much is known beyond vague histories and legends, but what is known was that the people of Gushabea became a technological wonderland and a tolerant paradise for many races and creeds, especially as the empire began to expand.
Founding of Muhakin
Muhakin’s founding is shrouded in mystery, and no record currently exists which isn’t covered in legend. According to elven legend, a great immortal prophet named Xekiava led 100 disciples up the mountain of Mount Mohuali and meditated on the top of the cold peaks. Xekiava became possessed by the gods who told him to found a city and to build a temple for the gods, and he and his 100 disciples carried down 100 rocks from the top of the mountain and laid them as the first foundations for Muhakin. Xekiava and his followers built a small hamlet at first, but it quickly blossomed into a city with many new followers which had been primarily elves. In legend, when the last stone of the city had been placed, Xekiava floated into the sky and ascended into the heavens, carrying his 10 surviving disciples with him, but one who had been unfaithful fell and splattered onto the temple’s stairs and his unbelieving body was buried beneath the temple as “The Half-Saint”. Muhakin became a powerful religious center for elven kind and it’s development as a major city concerned it’s Ga’ean overlords.
Innovation and Faith
Muhakin would have stayed a typical tolerant and prosperous city of Gushabea had it not been for its unique religious fanaticism and strong pull of elven scholars, philosophers, and theologians to the city. Muhakin expanded its influence over its fellow elves, and became a center of innovations and a capital of organized religion. The elves, becoming more fanatical with Muhakin’s influence, elected their first Archon to lead them, a powerful magi and religious scholar. The Archons of old fought for the independence of the elven city states and holdings, causing a large gap between Gushabea and the elves. Victory came at high costs, but unlike the slowly stagnant and corrupt empire of Gushabea, Muhakin embraced a military renaissance which promoted a strong use of heavy infantry, war magi, and experienced scouting. Muhakin, after a hundred year war with Gushabea, won its independence and became their former overlord’s primary rival in Weskas.
Great Power in Eae’t
How Muhakin became a great power is not well documented, but what is known is that Gushabea suffered through several civil wars and plagues which weakened it to allow the elven city states to conquer and dismantle the Ga’ean empire. Muhakin however was not satisfied with just a single victory, and began expanding further into non-elven lands, conquering and enslaving populations to further enrich the city. The excess of new lands and income resulted in a snowball effect on the city, as it’s superior armies fought the other elven city states for unity, and won. Muhakin had become a great power, and began building colonies across Eae’t. Becoming absurdly rich and unrivaled in military might, Muhakin looked inwardly at their faith and at magic, focusing on the finer parts of magic. It’s Archons, convinced they could ascend to speak to the gods, began construction on powerful towers and the creation of magical artifacts to help breach into the higher planes.
Day of Summoning
The Archon Xanik Lous'el, who had recently ascended to the position, completed the work of his mentors in an unknown year. No one knows what exactly happened, but a great divine event known in the elven language as Alaz’varkutez had occurred. The event ruptured magic within Xanik, destroyed most of the channeling towers, and many new and horrifying abominations, undead, and monsters began to appear in the world. Xanik, driven to madness, declared the Archonship dead and declared himself a secular ruler shortly there after, and started a civil war to claim full loyalty of his people. Driven by an unknown cause, much of the history surrounding Xanik and his motives were lost, what was known however was that much of the priesthood had been slain in the fighting and many of the old temples were converted into palaces, and the slaughter and exploitation of non-elves became the terror of the day.
War against the World
Xanik continued to rule his new empire and began a new policy of expanding the empire’s borders everywhere without much thought put into it. With a superior army, Xanik and his generals began an almost desperate conquest of the whole of Eae’t, conquering vast swaths in short order, committing atrocities against its people, and passing many controversial and unknown laws which caused great unrest. Xanik eventually died in his campaigns, and his tired generals and armies returned home. Three more major expeditions were completed by his successors, putting the entire whole of Eae’t as vassals or tributaries under the yoke of Muha. It was during this time that the oppressed Ga’ean began a revolt in the land, and were slaughtered by the returning army, who went about massacring them Ga’ean to the last. The bloodshed and violence brought a silence to many of Xanik’s former enemies and critics, as the elves celebrated their new found power in Muhakin.
Golden Years
The Golden Years were the years in which the Muha Imperium had been at its height, and the new Imperators of the early empire went about passing reforms to withdraw the old maddening laws of Xanik and his loyalists. The empire became a land of progress, innovation, magic, and economic power unrivaled in the world, often at the cost of enslaving and committing atrocities against others. In these golden years, the empire focused on reform, putting down rebellions, and maintaining it’s vast holdings, dividing themselves up into smaller states to better control their own land. The Muhan elves also began to divide up culturally, and became unrivaled in the known world. It was said that even the poorest elf had a hundred slaves to do their bidding, and that gold flowed freely from the palace of the Imperator like a river. The elves, easing up their cruelty in this time slowly changed however, as Imperators became more reactionary and the army separated itself from the Imperators, swearing higher allegiance to their generals rather than the empire.
Silver Years
The Silver years were less fortunate years, where the elves normalized themselves and became ever the more decadent, spending the wealth they accumulated on ill advised new ports and cities. Monsterous issues also became more apparent in the empire, causing much of the energy of the Imperators trying to start a program of monster hunters who turned mercenary when they failed to show full loyalty to their elven masters and had to be hunted down. The empire’s decline also came at the behest of stronger reactionary factions, who’s strong idealism soon caused more problems than it solved. The worst atrocities of the Muha reign over Eae’t occurred in this time, and the first signs of revolts and revolutions began to prop up on the empire’s borders.
Decay
The decay of the empire was a long list of issues, the biggest of which were disloyal generals and refusals for reforms. Imperators, losing power over their own lands, focused much of their time on court politics and reforming their armies. Over extended and lacking the forces they once had once reactionary generals began to kick out auxiliaries and slave soldiers alike, rebellions began to succeed. The empire began to lose ground to increasing pressure from other nations who began to break free, but the greatest of these defeats was when the cruel and experienced Imperator Gae'manus fell at the Battle of the Bracken River, where multiple nations and their rebellions were involved in, putting an end to the myth of elven invulnerability. The elves, pushed back to their core lands and losing vassals and territory every year, entered a state of permanent decay, unable to recover their former glory.
Collapse
The death of Gae’manus left a power vacuum that was never fixed even as the empire’s corelands were attacked by the migrating Elkadan tribes who began to force their way into the elven lands. With territories splitting off rapidly, the last of the Muhan generals fled the capital to a southern stronghold, leaving Muhakin to it’s fate. The Elkadan sacked the city and butchered it’s inhabitants, and leveled the entire city into a pile of rubble and blood. With the remains of the empire fully destroyed, the only remains of the Muhan empire now remains in split off states and monarchies.
Magic
Divinity
Magic
Monsters and Beasts
Gods and the Divine
Gods in Feaborn are mysterious and unknowable, seperate from the lives of mortals living in the physical world. Each god is nameless and formless, only embodying a specific aspect of the physical world which becomes their domain. Gods cannot lose power, but rather can only grow in power and in miniscule ways, unknown to mortals. Gods and mortals do not understand one another, and often all interaction with them is incomprehensible. While gods are affected by the world of mortals, they do not fully understand their own actions, and do not care for mortal designs. Gods drink from the spiritual force of souls, which empowers them within their own realm.
Creation
Gods are creators, but their involvement in the world is limited, but whether this is due to a lack of interest in mortal affairs or the world has an unseen barrier is unknown. However, the gods can manipulate the world through what they embody in concept, but how and why they do so is never as it seems. Gods manipulate life based on what happens in their own spirit world, often primarily either by nature or by accident. Gods who strike down others is often interrupted as divine justice, but in actuality is often because of some accident or knee jerk reaction in their own realm.
The Higher Realms
Just as Feaborn is the mortal realm, the realm of the gods is shared in one spiritual place known as the Higher Realms, a spiritual world above all others where gods and divine beings reside, and where all souls without bodies end up in. The higher realm is comparable to an endless untamed wilderness where all gods reside, each part of this realm being an extension of the god itself. The higher realm is a playground of these gods, and how they treat souls of their worshippers and their hosts is entirely dependent on the god itself. These personal realms are open to all others, where other gods can roam, hunt, and injure other gods. While in this realm, the gods are true immortals, being unable to die, be captured, or knocked into being unconscious.
Symbiotes/Angels
Angels are born of the gods, but are not formal children, and are made rather naturally from a god’s form, taking on their likeness and domain. These creatures serve two functions, aiding the god in the spiritual world, and traveling to the mortal world to infest the souls of others. Angels in this sense farm the souls of mortals, and protect them by granting them powerful magical abilities of their god’s domain. Angels communicate to their hosts, advising them and guiding them while battling their host’s personality and mind for spiritual dominance. The host, upon death or a certain expiration has their soul carried by the angel to the god’s domain where the angel extracts a majority of the built up power and returns to the god, sacrificing itself by melding into the god and empowering it. The host’s soul ascends to a higher spiritual form known as Demi Hosts, powerful servants of the god’s realm which act on their behalf and have a stronger connection to the spiritual realm than other souls.
Parasites/Demons
Demons are fallen angels, having been born from their god as spiritual mutants who are rejected by their own pantheon and travel to the mortal world, latching onto souls to possess. When they eat enough of the spirit, they can manifest in various (but mostly physical) forms to continue feeding, being unable to give power to their hosts nor able to farm a soul properly, and must eat the spirit raw. Demons become more and more sentient with each soul they devour, and the more powerful or ‘physical’ they become as well. Demonic possession is always fatal, regardless of circumstance or promises of power which they can never give. Demons can infest any soul, including those of plants and animals, which explains many of the minor demonic entities of the world, and their eternal craving for humanoid spirit.
The Soul
Souls are prevalent in all living things, but the greater the consciousness, the greater the soul. Souls are important to the living and nonliving world, crucial for day to day life and it’s connection to the divine. When one thing dies, it’s consciousness rests in the higher plane, or via powerful emotion can end up trapped in the mortal world. Souls are by tradition bound to anything which is sworn too, normally through faith, which grants divinity to that soul, so long as it is divine in origin. Monstrous beings do have souls, but start out as primeval and archaic in their thinking, gaining more sentience and power from eating the souls of others. Souls can only be consumed by a divine being, such as a demon, but most are ‘farmed’ for their emotions in the higher realm to provide power to higher divine beings.
Afterlife
When a soul goes into the higher plane, if they had not sworn directly to a god, the soul wanders until it finds a god’s realm and settles there. Gods do not often interact with souls, but passively is empowered by the number of souls in their realm, usually administered by their angels. These souls live in these realms as formless beings, many of the machinations of the dead is mostly unknown to mortals, but what is known is that once a soul enters the higher realm, they by technicality become a divine being. Souls cannot, without special powers, re-enter the world of the living. Demons however are unique, being able to force souls into themselves, but at a lower power. Demons cannot become divine by devouring more souls, unlike gods who gain only minor fractions for each soul consumed in their own realms. However, demons can torture the soul to ‘cook’ it, giving them proper amounts of that power, which is why their own ‘realms’ in the higher realms are tortured hells which helps prepare their souls for consumption, a process which can take billions of years.
Alaz’varkutez (Day of Summoning)
During the start of the Muha Imperium, a power cataclysm had erupted which caused monsters and abominations of all types to enter the world in mass and cover much of Eae’t. How this came to be is unknown, but what is known is that the last Archon Xanik Lous'el created a series of powerful magical towers which had caused something, but unknown to any, to go horribly wrong. The first undead and monsters alike began to roam the world at the beginning of this catastrophe, and its appearance long ago is now only but legend and folk tale. It’s connection to the divine world is talked of rarely, and it’s study nigh impossible.
Gods in Feaborn are mysterious and unknowable, seperate from the lives of mortals living in the physical world. Each god is nameless and formless, only embodying a specific aspect of the physical world which becomes their domain. Gods cannot lose power, but rather can only grow in power and in miniscule ways, unknown to mortals. Gods and mortals do not understand one another, and often all interaction with them is incomprehensible. While gods are affected by the world of mortals, they do not fully understand their own actions, and do not care for mortal designs. Gods drink from the spiritual force of souls, which empowers them within their own realm.
Creation
Gods are creators, but their involvement in the world is limited, but whether this is due to a lack of interest in mortal affairs or the world has an unseen barrier is unknown. However, the gods can manipulate the world through what they embody in concept, but how and why they do so is never as it seems. Gods manipulate life based on what happens in their own spirit world, often primarily either by nature or by accident. Gods who strike down others is often interrupted as divine justice, but in actuality is often because of some accident or knee jerk reaction in their own realm.
The Higher Realms
Just as Feaborn is the mortal realm, the realm of the gods is shared in one spiritual place known as the Higher Realms, a spiritual world above all others where gods and divine beings reside, and where all souls without bodies end up in. The higher realm is comparable to an endless untamed wilderness where all gods reside, each part of this realm being an extension of the god itself. The higher realm is a playground of these gods, and how they treat souls of their worshippers and their hosts is entirely dependent on the god itself. These personal realms are open to all others, where other gods can roam, hunt, and injure other gods. While in this realm, the gods are true immortals, being unable to die, be captured, or knocked into being unconscious.
Symbiotes/Angels
Angels are born of the gods, but are not formal children, and are made rather naturally from a god’s form, taking on their likeness and domain. These creatures serve two functions, aiding the god in the spiritual world, and traveling to the mortal world to infest the souls of others. Angels in this sense farm the souls of mortals, and protect them by granting them powerful magical abilities of their god’s domain. Angels communicate to their hosts, advising them and guiding them while battling their host’s personality and mind for spiritual dominance. The host, upon death or a certain expiration has their soul carried by the angel to the god’s domain where the angel extracts a majority of the built up power and returns to the god, sacrificing itself by melding into the god and empowering it. The host’s soul ascends to a higher spiritual form known as Demi Hosts, powerful servants of the god’s realm which act on their behalf and have a stronger connection to the spiritual realm than other souls.
Parasites/Demons
Demons are fallen angels, having been born from their god as spiritual mutants who are rejected by their own pantheon and travel to the mortal world, latching onto souls to possess. When they eat enough of the spirit, they can manifest in various (but mostly physical) forms to continue feeding, being unable to give power to their hosts nor able to farm a soul properly, and must eat the spirit raw. Demons become more and more sentient with each soul they devour, and the more powerful or ‘physical’ they become as well. Demonic possession is always fatal, regardless of circumstance or promises of power which they can never give. Demons can infest any soul, including those of plants and animals, which explains many of the minor demonic entities of the world, and their eternal craving for humanoid spirit.
The Soul
Souls are prevalent in all living things, but the greater the consciousness, the greater the soul. Souls are important to the living and nonliving world, crucial for day to day life and it’s connection to the divine. When one thing dies, it’s consciousness rests in the higher plane, or via powerful emotion can end up trapped in the mortal world. Souls are by tradition bound to anything which is sworn too, normally through faith, which grants divinity to that soul, so long as it is divine in origin. Monstrous beings do have souls, but start out as primeval and archaic in their thinking, gaining more sentience and power from eating the souls of others. Souls can only be consumed by a divine being, such as a demon, but most are ‘farmed’ for their emotions in the higher realm to provide power to higher divine beings.
Afterlife
When a soul goes into the higher plane, if they had not sworn directly to a god, the soul wanders until it finds a god’s realm and settles there. Gods do not often interact with souls, but passively is empowered by the number of souls in their realm, usually administered by their angels. These souls live in these realms as formless beings, many of the machinations of the dead is mostly unknown to mortals, but what is known is that once a soul enters the higher realm, they by technicality become a divine being. Souls cannot, without special powers, re-enter the world of the living. Demons however are unique, being able to force souls into themselves, but at a lower power. Demons cannot become divine by devouring more souls, unlike gods who gain only minor fractions for each soul consumed in their own realms. However, demons can torture the soul to ‘cook’ it, giving them proper amounts of that power, which is why their own ‘realms’ in the higher realms are tortured hells which helps prepare their souls for consumption, a process which can take billions of years.
Alaz’varkutez (Day of Summoning)
During the start of the Muha Imperium, a power cataclysm had erupted which caused monsters and abominations of all types to enter the world in mass and cover much of Eae’t. How this came to be is unknown, but what is known is that the last Archon Xanik Lous'el created a series of powerful magical towers which had caused something, but unknown to any, to go horribly wrong. The first undead and monsters alike began to roam the world at the beginning of this catastrophe, and its appearance long ago is now only but legend and folk tale. It’s connection to the divine world is talked of rarely, and it’s study nigh impossible.
Magic
Magical Power
Magic and the such is a rare thing in the world and is primarily descendent of the gods, but is not fully leashed to them. Magic is often inherited through the bloodlines of those who had been hosts to symbiotes, and it is by learning past down knowledge that magic is done, but it can only be casted from those who show specific power. Magic comes in many forms in the world, but is primarily an oral art rather than one which bends to specific movements or through the mind. Magic via ritual and spoken is far more common and more universally powerful than those magics which can be used via other means. Magic can be nulled, but never removed.
Power of Infestation/Hosting
Angels, while perceived as great and powerful beings, act more like a symbiotic spirit which farms their host which is often chosen at random. These infestations are rare, and many do not end well, as more times than not, a mortal body has a difficult time adjusting to the spirit. This process is called Hosting by most, but for mages and cynics it is called an infestation. Hosts have incredible power, but only receive power from a god’s domain, only capable of casting a highly specific amount of magic. The unique aspect of Hosts is that they are ultimately not only the source of Magi through their bloodlines, but are also a source of spells, as their work and spellcraft lays the foundation for magic of their domain. Hosts vary in mentality due to their spiritual overlords inside of them, often having to contend with an almost mechanical minded spirit who ‘guides’ and ‘protects’ them.
Power of Inheritance
Magic power of Inheritance is the common form of magic, born from a lineage of hosts. Known as Magi, these magic users remain the most common of the mages despite being hard to find in the world. Magi are powerful in a different way, capable of learning any form of magic that is recorded due to their unique inheritance from Hosts. Magi are capable of using any magic, but any and all higher forms of magic require more than one magi, or a series of rituals, or powerful magical foci to channel magic. Magi have the magical trait inherited from their ancestors, but the longer the distance from the ancestor the more rare the trait tends to be.
Power of Boons
Gods cannot enter the world, but their all consuming presence can temporarily appear in a small place for a limited time, and often this is dependent on the god. Usually through ritual, worshippers can draw the essence of their god to the mortal world for a short period of time, and are blessed with his boons. These blessings are shavings of the god’s domain when he comes into the world and then leaves with his gifts, and these magical shavings can latch onto those within the room to grant magical powers. Like Hosts, Boon Power can only come from one specific domain of the god, but their power is equal or lower to that of Magi. These kinds of rituals are often dangerous, and each god’s presence can bring devastation and destruction unintentionally into the world, often at times killing the priests trying to grant gifts, or not even drawing in the god at all and wasting their sacrifices. Often at times, many gifts of boons are often mistakes, as gods cannot always tell the difference between a natural disaster or a specific gift onto them, allowing accidental boons to form.
Power of Transfer
Magic can be transferred onto others, but the process is an expensive and difficult process, one which requires expensive ritual implements and a process which is exhausting. A small part of a mage’s power is placed into their chosen person, gaining only at first a miniscule amount of power from it, capable of only cantrip spellwork, requiring multiple transfers for a person to reach a level of Magi. Magical transfer can leave both mage and gifted weakened for several months, and it will likely kill them or cause severe magic rot for both if it is tried again in a short period. Gifted, or those who have magic transferred to them, do not pass down magic to their descendents unlike Magi, but the new expanse of power within them does allow them to have better control over their magic in ways which Magi do not. Gifted however are less resilient to magical rot, making it more severe for them if they ever contract it.
Higher Magic
Higher forms of magic is a common trait in the world to describe more advanced, complicated, and powerful forms of magic. Magic such as golemcraft, advanced healing, and other kinds of advanced spellwork. Higher Magic requires a powerful Foci, usually found in a group of mages or within powerful enchanted items, neither of which is easy to get. Higher Magic requires a great deal of concentration, ritual work, and personal space to get the things they need to work properly. Improper use causes devastation, magical rot, or can backfire horrifically. The dangers of higher magic is mostly known, as most mages who try to use power far beyond themselves often gain the onslaught of magical rot.
Magical Levels
There are levels in magic which start at a low cantrip level which all mages can use, but go up in power and complexity. Advanced magic requires at least a powerful Foci or another mage to help perform properly, but it isn’t unheard of to say a single legendary mage can do on their own. Complex magic always requires both a powerful Foci and several mages. Grand magic, such as resurrection, mind manipulation, and making powerful enchantments, requires a dozen or so mages, several Foci, and expensive rituals which often require rare and highly specific ingredients. There is nothing higher than grand magic, and often anything such as using magic to imprison powerful beings, manipulating major parts of the terrain, or summoning powerful divine spirits is beyond grand magic and cannot be done.
Magic Rot
Magical rot is a symptom of magic for those who perform magic beyond their ability. Rot starts often in the veins as a glowing light blue cyst and spreads across the body. The cysts are painful and draining, and if improperly treated can lead to the death of the mage. Magical rot is a sign that not only the body, but the soul, had suffered tremendous damage through over exertion, creating a deadly poisonous tumor on the body which travels through the blood the more exertion is used. Magical rot is incredibly painful, and difficult to treat, with only rest over several years being able to cure its effects, only sped up by not using magic. With enough rot, the body can come apart from overburdened use, acting very similarly to frostbite. If a mage tries to cast powerful spells while in advanced stages of magic rot, he will likely disintegrate.
Enchantment
Enchantment is a unique form of magical transfer, dependent very much on enchantment types and its power. Enchantment is universally long and exhausting work, requiring a large amount of rare materials and ritual power to use, and is made even longer and more difficult by lacking knowledge of how the enchantment work. More powerful enchantments take much longer to make, stricter focus, and a temporary infusion of power which leaves mages drained for a few years. Enchantments normally last for more than several generations, but will ultimately fade away after 300-500 years, while a permanent enchantment requires a small but noticeable loss of power for the enchanter which is unfortunately permanent. Enchantment is universally expensive, and isn’t something which any commoner would have on standby.
Animation and Soul Binding
Automatons are different from necromancery, where Necromancery has a base body to work from for puppetry, created being such as golems do not, and thus nearly all animation requires intense enchantment to make. Like all animated beings, automations require souls to eat in order to gain sentience, but for them, the cost is far higher. Depending on the shape and materials of the golem often determines the scale of the enchantment. A golem body made entirely of metal is on a scale of enchantment which would cost far beyond any normal means, while a golem made hollow and of cheaper material would cost less. Soul binding is an art of binding a soul into the world, which requires often equal power of animation to make an artifact to hold and contain a living soul. Normally, only humanoid souls can be captured, and their uses can vary. These souls can be used to create specters, power automatons, or be used as a powerful magical Foci.
Necromancery
Necromancery is divided into two categories, Puppets and Natural. Puppeted necromancery is a type of necromancery born of magic, such as puppeting corpses or contacting the dead. Puppeted corpses are not difficult to control, but must be magically ‘programmed’ for certain tasks. The more tasks they need to perform, the more magic is required to summon them with. Undead can gain some sentience through devouring souls, but this is a rare occurrence. All undead rot, and at some point, without special care, the puppet simply stops working as it falls apart. Spectres are souls who become trapped in the world and can become enslaved by necromancers, but in order to continue to exist in the world, they require cloths or an object which binds them to the world emotionally or physically, and damage to these objects also damages them. Without these objects, all spectres will dissolve away in the higher realm.
Resurrection and Time Manipulation
Manipulating the flow of time is the most difficult form of magic, and generally is impossible. Mages can only use the most complex forms of magic to manipulate the flow of time in small quantities, often done in a small area to slow time to a crawl or to speed it up. Those who have tried to move forward years in time, or go back in it, have died horrible deaths from magic rot. Resurrection is another high level spell which is highly difficult, only being capable of being used on recently deceased. Resurrection, while it can relieve the dead, cannot heal extreme injuries or fully fix the problems that caused their deaths to start with. Resurrection performed on long deceased will bring them back from death, only to kill them within their decaying bodies.
Mind Manipulation
Mind manipulation is a higher form of magic, and requires a great deal of personal work on the caster’s part. Manipulating the mind is a science, and things that can go wrong can be devastating. Deleting memories or causing a headache is easy, but controlling one’s thoughts and actions is far harder, and if done incorrectly can cause ‘looping behavior’, where the subject technically can ‘die’ but become stuck in an endless loop of previous actions. Over time, many victims of mind manipulation often can become more resistant to it, and are often fully concious of their actions, but unable to stop it.
Alchemy
Alchemy is technically a form of magic, due to creating unique properties from magical plants, and thus falls under the vague term of ritual magic. Alchemy doesn’t normally requires mages, but it does require their learned knowledge to properly perform it. Alchemy can do many small things such as heal scars, dampen skin, or heal sickly beasts. More powerful forms of potions require a small hint of magic, and thus enchantment, to be more useful. Magic of this sort is however is very miniscule, and can commercially be rewarding for most Magi, and thus its a more preferable trade then enchantment. More powerful effects are often just downright enchantment, but is only slightly cheaper than most enchantments.
Monstrous ‘Magic’
Many monsters, such as Fae, Undead, and Demons, can perform their own kind of magic, with their own kind of warped rules. Most monsters do not suffer from Magical Rot, but can only activate certain magical powers and curses based on ritualistic power, sacrifices, and their own personal wills. Monsters can grant magic (except demons), but it can also weaken them. Fae Magic, while powerful, is ultimately trumped by all humanoid magic and their enchantments of similar scale.
Magic and the such is a rare thing in the world and is primarily descendent of the gods, but is not fully leashed to them. Magic is often inherited through the bloodlines of those who had been hosts to symbiotes, and it is by learning past down knowledge that magic is done, but it can only be casted from those who show specific power. Magic comes in many forms in the world, but is primarily an oral art rather than one which bends to specific movements or through the mind. Magic via ritual and spoken is far more common and more universally powerful than those magics which can be used via other means. Magic can be nulled, but never removed.
Power of Infestation/Hosting
Angels, while perceived as great and powerful beings, act more like a symbiotic spirit which farms their host which is often chosen at random. These infestations are rare, and many do not end well, as more times than not, a mortal body has a difficult time adjusting to the spirit. This process is called Hosting by most, but for mages and cynics it is called an infestation. Hosts have incredible power, but only receive power from a god’s domain, only capable of casting a highly specific amount of magic. The unique aspect of Hosts is that they are ultimately not only the source of Magi through their bloodlines, but are also a source of spells, as their work and spellcraft lays the foundation for magic of their domain. Hosts vary in mentality due to their spiritual overlords inside of them, often having to contend with an almost mechanical minded spirit who ‘guides’ and ‘protects’ them.
Power of Inheritance
Magic power of Inheritance is the common form of magic, born from a lineage of hosts. Known as Magi, these magic users remain the most common of the mages despite being hard to find in the world. Magi are powerful in a different way, capable of learning any form of magic that is recorded due to their unique inheritance from Hosts. Magi are capable of using any magic, but any and all higher forms of magic require more than one magi, or a series of rituals, or powerful magical foci to channel magic. Magi have the magical trait inherited from their ancestors, but the longer the distance from the ancestor the more rare the trait tends to be.
Power of Boons
Gods cannot enter the world, but their all consuming presence can temporarily appear in a small place for a limited time, and often this is dependent on the god. Usually through ritual, worshippers can draw the essence of their god to the mortal world for a short period of time, and are blessed with his boons. These blessings are shavings of the god’s domain when he comes into the world and then leaves with his gifts, and these magical shavings can latch onto those within the room to grant magical powers. Like Hosts, Boon Power can only come from one specific domain of the god, but their power is equal or lower to that of Magi. These kinds of rituals are often dangerous, and each god’s presence can bring devastation and destruction unintentionally into the world, often at times killing the priests trying to grant gifts, or not even drawing in the god at all and wasting their sacrifices. Often at times, many gifts of boons are often mistakes, as gods cannot always tell the difference between a natural disaster or a specific gift onto them, allowing accidental boons to form.
Power of Transfer
Magic can be transferred onto others, but the process is an expensive and difficult process, one which requires expensive ritual implements and a process which is exhausting. A small part of a mage’s power is placed into their chosen person, gaining only at first a miniscule amount of power from it, capable of only cantrip spellwork, requiring multiple transfers for a person to reach a level of Magi. Magical transfer can leave both mage and gifted weakened for several months, and it will likely kill them or cause severe magic rot for both if it is tried again in a short period. Gifted, or those who have magic transferred to them, do not pass down magic to their descendents unlike Magi, but the new expanse of power within them does allow them to have better control over their magic in ways which Magi do not. Gifted however are less resilient to magical rot, making it more severe for them if they ever contract it.
Higher Magic
Higher forms of magic is a common trait in the world to describe more advanced, complicated, and powerful forms of magic. Magic such as golemcraft, advanced healing, and other kinds of advanced spellwork. Higher Magic requires a powerful Foci, usually found in a group of mages or within powerful enchanted items, neither of which is easy to get. Higher Magic requires a great deal of concentration, ritual work, and personal space to get the things they need to work properly. Improper use causes devastation, magical rot, or can backfire horrifically. The dangers of higher magic is mostly known, as most mages who try to use power far beyond themselves often gain the onslaught of magical rot.
Magical Levels
There are levels in magic which start at a low cantrip level which all mages can use, but go up in power and complexity. Advanced magic requires at least a powerful Foci or another mage to help perform properly, but it isn’t unheard of to say a single legendary mage can do on their own. Complex magic always requires both a powerful Foci and several mages. Grand magic, such as resurrection, mind manipulation, and making powerful enchantments, requires a dozen or so mages, several Foci, and expensive rituals which often require rare and highly specific ingredients. There is nothing higher than grand magic, and often anything such as using magic to imprison powerful beings, manipulating major parts of the terrain, or summoning powerful divine spirits is beyond grand magic and cannot be done.
Magic Rot
Magical rot is a symptom of magic for those who perform magic beyond their ability. Rot starts often in the veins as a glowing light blue cyst and spreads across the body. The cysts are painful and draining, and if improperly treated can lead to the death of the mage. Magical rot is a sign that not only the body, but the soul, had suffered tremendous damage through over exertion, creating a deadly poisonous tumor on the body which travels through the blood the more exertion is used. Magical rot is incredibly painful, and difficult to treat, with only rest over several years being able to cure its effects, only sped up by not using magic. With enough rot, the body can come apart from overburdened use, acting very similarly to frostbite. If a mage tries to cast powerful spells while in advanced stages of magic rot, he will likely disintegrate.
Enchantment
Enchantment is a unique form of magical transfer, dependent very much on enchantment types and its power. Enchantment is universally long and exhausting work, requiring a large amount of rare materials and ritual power to use, and is made even longer and more difficult by lacking knowledge of how the enchantment work. More powerful enchantments take much longer to make, stricter focus, and a temporary infusion of power which leaves mages drained for a few years. Enchantments normally last for more than several generations, but will ultimately fade away after 300-500 years, while a permanent enchantment requires a small but noticeable loss of power for the enchanter which is unfortunately permanent. Enchantment is universally expensive, and isn’t something which any commoner would have on standby.
Animation and Soul Binding
Automatons are different from necromancery, where Necromancery has a base body to work from for puppetry, created being such as golems do not, and thus nearly all animation requires intense enchantment to make. Like all animated beings, automations require souls to eat in order to gain sentience, but for them, the cost is far higher. Depending on the shape and materials of the golem often determines the scale of the enchantment. A golem body made entirely of metal is on a scale of enchantment which would cost far beyond any normal means, while a golem made hollow and of cheaper material would cost less. Soul binding is an art of binding a soul into the world, which requires often equal power of animation to make an artifact to hold and contain a living soul. Normally, only humanoid souls can be captured, and their uses can vary. These souls can be used to create specters, power automatons, or be used as a powerful magical Foci.
Necromancery
Necromancery is divided into two categories, Puppets and Natural. Puppeted necromancery is a type of necromancery born of magic, such as puppeting corpses or contacting the dead. Puppeted corpses are not difficult to control, but must be magically ‘programmed’ for certain tasks. The more tasks they need to perform, the more magic is required to summon them with. Undead can gain some sentience through devouring souls, but this is a rare occurrence. All undead rot, and at some point, without special care, the puppet simply stops working as it falls apart. Spectres are souls who become trapped in the world and can become enslaved by necromancers, but in order to continue to exist in the world, they require cloths or an object which binds them to the world emotionally or physically, and damage to these objects also damages them. Without these objects, all spectres will dissolve away in the higher realm.
Resurrection and Time Manipulation
Manipulating the flow of time is the most difficult form of magic, and generally is impossible. Mages can only use the most complex forms of magic to manipulate the flow of time in small quantities, often done in a small area to slow time to a crawl or to speed it up. Those who have tried to move forward years in time, or go back in it, have died horrible deaths from magic rot. Resurrection is another high level spell which is highly difficult, only being capable of being used on recently deceased. Resurrection, while it can relieve the dead, cannot heal extreme injuries or fully fix the problems that caused their deaths to start with. Resurrection performed on long deceased will bring them back from death, only to kill them within their decaying bodies.
Mind Manipulation
Mind manipulation is a higher form of magic, and requires a great deal of personal work on the caster’s part. Manipulating the mind is a science, and things that can go wrong can be devastating. Deleting memories or causing a headache is easy, but controlling one’s thoughts and actions is far harder, and if done incorrectly can cause ‘looping behavior’, where the subject technically can ‘die’ but become stuck in an endless loop of previous actions. Over time, many victims of mind manipulation often can become more resistant to it, and are often fully concious of their actions, but unable to stop it.
Alchemy
Alchemy is technically a form of magic, due to creating unique properties from magical plants, and thus falls under the vague term of ritual magic. Alchemy doesn’t normally requires mages, but it does require their learned knowledge to properly perform it. Alchemy can do many small things such as heal scars, dampen skin, or heal sickly beasts. More powerful forms of potions require a small hint of magic, and thus enchantment, to be more useful. Magic of this sort is however is very miniscule, and can commercially be rewarding for most Magi, and thus its a more preferable trade then enchantment. More powerful effects are often just downright enchantment, but is only slightly cheaper than most enchantments.
Monstrous ‘Magic’
Many monsters, such as Fae, Undead, and Demons, can perform their own kind of magic, with their own kind of warped rules. Most monsters do not suffer from Magical Rot, but can only activate certain magical powers and curses based on ritualistic power, sacrifices, and their own personal wills. Monsters can grant magic (except demons), but it can also weaken them. Fae Magic, while powerful, is ultimately trumped by all humanoid magic and their enchantments of similar scale.
Monsters and Beasts
Monster
Monsters are large and monstrous beasts, usually animals and insectoids which can often be classified as dangerous pests or as active dangers to all humanoid beings. Monsters are normally beastial, having only an animal’s senses and actions. Most hybrids, abominations, or those who generally are neither a creature which uses full magic and doesn’t descend from a humanoid form are often labeled under monsters. Monsters can be both post and pre Day of Summoning.
Draconid
Draconids are animalistic beasts of a specific nature, being reptile or amphibian in characteristic. Draconid labels are also used to describe general dragons of all sizes, and while some retain a great intelligence, it can be compared to a higher intelligence of dolphins. Draconids are capable of flying, and are all ultimately dangerous in their own ways. Most Draconids are post Day of Summoning creatures.
Undead
There are two types of undead, Puppets and Naturals. Natural undead are formerly living beings who in death have become monstrous beings which prey on the living, either as vampiric ghouls or as haunting spectres. Most undead of this state are born from trauma in their death, which is especially true with spectres. Natural undead can also be born of other monsters, either by another undead creating a lesser form or by magic of Fae, demons, or even cursed. Undead of this state have limited sentience, and can ultimately grow to become more powerful the more they kill and devour. This sentience can also be their bane however, as emotionally pleasing them can also banish them to the Higher Realm. Undead are all post-Day of Summoning creatures.
Fae
Fae are unique creatures of the world, wilderness beings who share demonic like qualities, feeding off the spirit of others. Unlike demons however, Fae universally feed off of beings slowly, often preferring the souls of animals and plants. Fae are powerful and rare, usually ruling over ‘domains’ of terrain beyond the concepts of humanoid borders and conflicts. Fae are usually known to bind other beings to their will, enslaving them to be used as defenders or as means to which to hold domain over their own. Fae normally prefer humanoid souls, but are smart enough to not both humanoid settlement often, and often many find means to convince others to worship them or respect their domains. Fae are a mixture of pre and post Day of Summoning creatures, but most had come after the event.
Demon
Demons are younger post day of summoning monsters who come from possessed bodies and live out in the urban landscape or wilderness to prey on others, preferring only humanoid souls above others. Demons come in two forms, Primaries and Thralls. Primary demons are powerful and singular demonic entities, while thralls are smaller demons which symbiotically attach themselves to other entities so they can feed. Demons are hated and despised by all others, usually due to their overly aggressive habits and being considered invasive to the world. They are the hated rivals of the Fae, and usually the two battle each other for dominance.
Cursed
Cursed being had once been human, but due to some event had been damaged, cursed, or magically altered in a way. Cursed beings are essentially abominations, far more sentient then undead, and are curable of their condition in some way. Most cursed are victims of curses or of trauma which binds them to a certain place, and can either be a dangerous element of a land, or a pest which requires constant need to remove. Cursed beings are not normally powerful, but they are often difficult to handle and fatal encounter for most who bypass them.
Monsters are large and monstrous beasts, usually animals and insectoids which can often be classified as dangerous pests or as active dangers to all humanoid beings. Monsters are normally beastial, having only an animal’s senses and actions. Most hybrids, abominations, or those who generally are neither a creature which uses full magic and doesn’t descend from a humanoid form are often labeled under monsters. Monsters can be both post and pre Day of Summoning.
Draconid
Draconids are animalistic beasts of a specific nature, being reptile or amphibian in characteristic. Draconid labels are also used to describe general dragons of all sizes, and while some retain a great intelligence, it can be compared to a higher intelligence of dolphins. Draconids are capable of flying, and are all ultimately dangerous in their own ways. Most Draconids are post Day of Summoning creatures.
Undead
There are two types of undead, Puppets and Naturals. Natural undead are formerly living beings who in death have become monstrous beings which prey on the living, either as vampiric ghouls or as haunting spectres. Most undead of this state are born from trauma in their death, which is especially true with spectres. Natural undead can also be born of other monsters, either by another undead creating a lesser form or by magic of Fae, demons, or even cursed. Undead of this state have limited sentience, and can ultimately grow to become more powerful the more they kill and devour. This sentience can also be their bane however, as emotionally pleasing them can also banish them to the Higher Realm. Undead are all post-Day of Summoning creatures.
Fae
Fae are unique creatures of the world, wilderness beings who share demonic like qualities, feeding off the spirit of others. Unlike demons however, Fae universally feed off of beings slowly, often preferring the souls of animals and plants. Fae are powerful and rare, usually ruling over ‘domains’ of terrain beyond the concepts of humanoid borders and conflicts. Fae are usually known to bind other beings to their will, enslaving them to be used as defenders or as means to which to hold domain over their own. Fae normally prefer humanoid souls, but are smart enough to not both humanoid settlement often, and often many find means to convince others to worship them or respect their domains. Fae are a mixture of pre and post Day of Summoning creatures, but most had come after the event.
Demon
Demons are younger post day of summoning monsters who come from possessed bodies and live out in the urban landscape or wilderness to prey on others, preferring only humanoid souls above others. Demons come in two forms, Primaries and Thralls. Primary demons are powerful and singular demonic entities, while thralls are smaller demons which symbiotically attach themselves to other entities so they can feed. Demons are hated and despised by all others, usually due to their overly aggressive habits and being considered invasive to the world. They are the hated rivals of the Fae, and usually the two battle each other for dominance.
Cursed
Cursed being had once been human, but due to some event had been damaged, cursed, or magically altered in a way. Cursed beings are essentially abominations, far more sentient then undead, and are curable of their condition in some way. Most cursed are victims of curses or of trauma which binds them to a certain place, and can either be a dangerous element of a land, or a pest which requires constant need to remove. Cursed beings are not normally powerful, but they are often difficult to handle and fatal encounter for most who bypass them.
Maps
TBA
Codex of Known Races
TBA
Codex of Known Religions
TBA