Agents (Known)Henrietta "Chopper" Half-Track, Phonoi.
Humanoid construct of great power.
Protorum The First, Sable.
First of the Ęthereals, and the strongest, he is the overseer of Sable's firstborn.ArtifactsNo god has blessed the world with such a thing.Celestial PhenomenaThe World: A hollow sphere. Its outer surface is called Hollowcore and possesses varied biomes both on its surface as well as on floating islands in its atmosphere. Within the planet is a molten planet called Moltencore, which provides heat for the denizens of Hollowcore's inner surface. An ice moon orbits Hollowcore along the planet's rotational axis on a high latitude, resulting in a permanent dark zone on one side of the sphere. A fire moon also orbits Hollowcore.
Ruined Castle: Exactly as described.
Events (Major)Nothing of note has occurred.Non-Sentient Organisms of NoteChien: Small lean bears with a similar physiology to dogs.
Destiers: Two-headed quadrupreds that serve a similar role to horses.
Kedi: Small legged pack-hunting reptiles with a similar purpose to cats.
Kuthulknoes: Large flying thunder reptiles that inhabit the Floating Islands. Extremely easy to train for worshipers of Sauko.
Planes of ExistenceAldogaN's Plane: An afterlife plane featuring a gigantic lake with a great volcanic island in the centre. Crystal glass snakes and trees inhabit the realm.
Crystal Gardens: Tenat's afterlife plane.
Dozah: A grey desolate wasteland; entering and exiting is difficult for non-divine entities.
Draka: The draconica afterlife made by Drakan. All vaguely draconic lifeforms end up here where they experience a draconic paradise. Hunt is plentiful and the afterlife's mountains are rich in minerals. The tunnels of Draka are home to Drakan's Divine Hoard. Any who attempt to take from the Hoard are prevented from doing. Draka also contains the Bloodpits, in which inhabitants duke it out for a chance to be incorporated into Drakan's very form.
Eid's Plane: Eid's afterlife plane.
Geboren Mord's Afterlife Plane: A plane divided into three sections. Goodly souls are sent to Nevaeh, a black desert where they are tortured for eternity. Evil souls are sent to Infernum, where they are allowed to enjoy hellish rewards. The last section is Inanis, an empty void where followers of Geboren are judged and sent to their appropriate afterlives. Souls with indefinite backgrounds are given over to Ideina for punishment.
Ideina's Plane: An afterlife plane divided into heaven, nether and hell. The first section is for Ideina's goodly followers, the second for those who have not done enough (and are thus reincarnated) and the last for punishment and judgement.
Stomach of Kuthulknoes: A metaphorical and literal afterlife, it divides the souls of the non-committed as well as Kuthulknoes' followers into evil and non-evil jars. Both are are devoured by Kuthulknoes as snacks, with evil souls experiencing torture while the good experience bliss. The process gradually strips the souls of memory and personality, resulting in a blank soul ready for resurrection.
Tengrii: Nergu's afterlife plane. Serves as a training ground to his followers.
Vir's Plane: An afterlife featuring a 3-leveled dungeon surrounded by infinite plains and a prisitine lake. Cave systems snake through the plane's underground.
Web, The: Infernum Aranearum Mortis's afterlife where lost souls are devoured by the goddess' followers.
MagicArcane: A magical system that manipulates the basic units of magic (thaums), which exist in a universal field called the Thaumic Field. Using magic deteriorates the local field and it will take time to regenerate. Making excessive use of thaums in one area may exhaust the local field, converting it into a Null Zone. Magic may be brought to an area but may result in overcharging the local field, resulting in a high energy Wild Zone for a time. The Arcane system maintains several schools.
- Khoomei (Thaums): Khoomei is a school of magic that relies almost exclusively on the caster's ability to control their voice and doing so for long periods of time. It involves sustaining certain pitches and tones during the singing of several verses, the combination of which results in magic. While a difficult art for many, Khoomei is less reliant on magical background than other schools, with an excellent bard with even a hint of the arcane having a far better control of the school than an excellent mage with a lisp. Khoomei is a very varied school of magic that has no real specialisation and its verses are instead able to conjure effects from all over the magic spectrum...as long as you can keep singing.
- Necromancy: Literally divination from the dead, practitioners of this school are able to call upon the spirits of the deceased for advice as long as the body (or a component of it) is carefully preserved. Better preservation ensures a clearer connection between the medium and the spirit. Spirits with bodies preserved in this matter are prevented from moving on to the afterlife. While most necromancers are simple diviners, more skilled necromancers are able to give spirits agency, the ability to inhabit constructs and manipulate them to their content. Such constructs require the spirit's body, which is why such constructs are usually the skeletons of the spirits themselves. Spirits cannot be forced to inhabit such constructs and must stay of their own volition.
RacesAmilyds: Humanoid insects of small size, they are weak to light but have great agility.
Angelicus: Tiny and tasty bite-sized fluffs of pure goodness. Go well with rice or potatoes. Immune to disease and poison so storing them alive is usually the best way of keeping them fresh.
Enki : Human-like creatures created by Eid. Skilled with magic.
Ęthereals : A being made of, and feeds off of pure magical energy. Naturally attracted to sources of magic.
Forge Demons: Grey-skinned creatures resistant to heat and immune to poison, they are weak to the cold. Horned and possessing orange eyes, they inhabit the floating islands of Hollowcore.
Dragons, True: Mighty winged reptiles with a meticulous desire for a people-hoard and a material-hoard. Each are incarnations of narcissism and believe themselves to be Drakan.
Gnomes: Eyeless subterranean humanoids that sense through other means. Are quite innovative.
Humans: Steppe-dwellers that are divided into to three strict castes from birth. Only one is capable of reproduction. Roast until well-done.
Humains: Reptillian creatures that are very attractive.
Kikna: Frog-like humanoids that have a natural ability to predict the weather. Fry for 20 minutes and serve with garden salad.
Kitsune: Human-fox shapeshifters that are often tricksters or lovers.
Kobolds: Small reptilian humanoids with vestigial wings they are very industrious and nominally draconic. Serve their dragon masters.
Nagalians: The Nagalians are humanoids with serpent bodies. They are highly intelligent and can see in the dark. To protect themselves from cold they burrow in the sands, and they are prone to fight.
Nains: Very logical humanoids.
Sligs: Bloodthirsty barbarian blob-creatures with the purpose of testing the other races. They have a love for 'shinies' but are terrible craftsmen.
Skinless Ones: Skinless creatures with black flesh, they have powerful claws but a weakness to the elements.
Trolls: Muske's children who possess two pairs of arms and stubby legs.
Yama: A race of judges tasked with judging the souls of the dead. Higher-ranking yama judge souls with a higher reincarnation count and are known to be far more strict. Intensely loyal to Ideina.