World of Aspects

For those of you that remember my old “Book of Elements” threat, I just have to ask. “Don’t you have anything better to put in your brain?” In all seriousness, this is the rewrite of the book of elements from so many years ago, with deeply expanded lore and features. Without further delay, I will set the stage with the world’s rewritten “Creation Story” which plays off/inspired by the christian biblical creation story.

Prologue Act 1: Creation

Day 1: A Thought
…At the Beginning of time, there was nothing. A black void, occupied by emptiness, completely mute and desolate of anything. Then, in the barren, vacant space of the void, a thought appeared. That thought was named Sophi’avi, the wisest and most ancient of all the gods and the mother of the divine children, the Bonum. Sophi’avi took a piece of herself and set it free into the void, which it then split again making two, and the two pieces of herself became bright and shined like two stars in a blank sky. This was the First Day, and Sophi’avi had much work to do…

Day 2: Twin Beacons
… The two pieces of Sophi’avi shined like diamonds in the darkness, then Ignis and Lux were born and the two gleaming objects grew to magnificent sizes, filling the hollow emptiness with two massive balls of fire and light. The brighter more luminescent orb of golden amber color was named the sun, and the fiery more passionate orb of hot red and orange color was named the Garden. This was the Second Day, and both Ignis and Lux grew tired and went to rest.

Day 3: Endless Ocean
…the Garden and her sister stood quiet and radiant the void, glowing and leaving a warmth in the boundless nothingness, then Undine was born and she wrapped the Spark in rolling waves and oceans, extinguishing the great flames and forced it to hide beneath the rock that formed over it. This was the Third Day, and Undine grew tired and went to rest.

Day 4: Stone Spires
…the oceans that covered the Garden cascaded endlessly over an infinite blue sea that never rested, crashing, lapsing, tossing, and turning for eternity, then Terra was born, she rose cliffs out of the sea and formed land. Mountains spired above the water and kissed the fickle clouds in the sky and the valleys embraced and bathed in the vast open void above. This was the Third Day, and Terra grew tired and went to rest…

Day 5: Life Emerges
…the Garden laid barren and sterile like the sky above it, accompanied by the jagged spires that dominated the rocky landscape and gazed upon all there was, then Vita was born and she breathed into the softened soil and life emerged from it and painted the land vibrant shades of green. Trees appeared and bore fruit, grass rolled across the hills like waves, and the animals ate from the feast that was nurtured by the soil. This was the Fourth Day, and Vita grew tired and went to rest…

Day 6: Null Void
…the Garden basked in the light of its sister and only companion, the sun, keeping company in the awe of the looming abyss, its appetite ever growing. The black veil covered the land and expanded over the seas, the sky was left desolate and the surface vulnerable to it, but the goddess’ greatest accomplishment, the Garden, thrived and flourished in the emptiness. This prosperity would prove finite, however, as the stir that the goddesses had created woke an ancient hunger. Voro’avi, the Great Devourer, had at last awoken, and she looked upon the Garden with an insatiable hunger, and she said to them…

“I created nothing, and nothing I shall return this world to.”

The Bonum, weary and tired, stood before Voro’avi ready to defend their creation from her powerful appetite. Like them, though, Voro’avi was sluggish as well, having just awoken from her long slumber, so she gazed up on the five goddesses and took pieces of their essence and they collapsed. She fused their essences with her own, and gave birth to five new children, the Malum, and sent them to wreak havoc on the Garden. This was the Sixth Day, and Voro’avi grew tired and went to rest.

Day 7: Violent Storm
…the air ran and chased itself through the garden, knocking over trees and carrying away smaller animals. Light fell from the clouds like rain but crashed into the surface with terrible power. Scylla, the oldest of the Malum, danced and ran through the fields and forests with endless spirit, and where ever she ran, the wind followed her, and when she danced her dance of dynamic vigor, hurricanes formed and shattered all around her. This was the Seventh Day, and Scylla grew tired and went to rest.

Day 8: Coldest Night
…the rain and water in the Garden froze and turned into snow. The lakes and rivers that ran through it became solid and still. The animals inside the Garden became cold and suffered in the sudden winter. Everything that Heima came near turned to ice. Permafrost formed over the soil and hail fell from the clouds. Snowstorms erupted and covered the land in sheets of white and left everything caught in it cold. This was the Eighth Day, and Heima grew tired and went to rest.

Day 9: Steeled Intent
…the soil became hard in the Garden, and in some places, it became even harder. The corrupted soil became harder than the rock that composed the tallest mountains or the bones of the toughest creature. The sharpest mind among all the Bonum and the Malum, Mercura, transformed soil and rock into metal which could not be cut by the mightiest beast or washed away by the most extreme torrent. Having created this perplexing material, she scattered metal talons across the Garden that were sharper than hunter’s fangs. This was the Ninth Day, and Mercury grew tired and went to rest.

Day 10: Mortal Day
…the sun grew ever more weary watching over the Garden, and Lux grew too weaker each passing day until she could no longer keep the sun in the sky anymore. Lux succumbed to her fatigue and fell asleep, thus the sun fell out of the sky and the Garden was shrouded in darkness, and then Umbra and Anima were born, the youngest of the Malum.

Umbra was born when the sun set and could no longer wash the Garden in its light, but while nothing could see in the pitch black the world had become, Umbra could see, when she was about to join her sisters in chaos, she stopped and gazed upon the untouched landscape in front of her and she fell in love with the beauty of the world that the Sacer had built, and was so moved by it that the world around her began to glow a little just so she could see it better. As Umbra was admiring the scene before her, wind, snow, and lightning fell upon it and destroyed it, replacing the delight in her heart with sorrow.

When Anima was born, she walked among the dying animals and shattered trees. She looked upon the devastation created by the Malum and saw only pain. She became sympathetic for the ill around her and she tried to heal them, but could not. She looked upon the plants and the animals who were injured from the ravages of the hurricanes and snow storms and metal talons and she released them from the pain they had endured and peacefully died, their essence released back into the world and their bodies returned to the soil which they came. This was the Tenth Day, and both Anima and Umbra grew tired and went to rest.

Prologue Act 2: Devastation

…When Sophi’avi looked down upon the Garden, shattered by the Malum, and saw Anima and Umbra not behaving like their siblings, she fashioned a plan that would save the dying world from destruction at the hands of Voro’avi and her children. The Chief Goddess appeared before Anima and Umbra , which filled them both with fear and shock, but to their surprise Sophi’avi simply asked them if they would like to help her and the Bonum save the world that they had created. This shocked Umbra and Anima even more as well as confused them, but Sophi’avi said to them that if they helped calm down the other Malum, then they can help make the world beautiful again, and help ease the pain of the life being destroyed. Anima and Umbra turned and stared into each other, thought it over, until they both turned back toward Sophi’avi and agreed to help her.

Umbra began by throwing an orb into the sky in the likeness of what she believed to be the sun, but she could not make it bright enough to completely illuminate what remained of the Garden, but it was still bright enough that everyone could see better than they could before, so she held the faint orb up in the sky with pride and called it the mun.

Sophi’avi and Anima appeared before Scylla who was sprinting wild and creating whirl winds in the process. Anima asked Scylla to stop as she was hurting the life around her, but she ignored her and started spinning in circles and which began to create a cyclone. Sophi’avi, however, simply asked her if she could run in bigger circles, which Scylla looked at her confused as she ran, but complied, and the wind grew weaker. Sophi’avi asked her if she could run in even bigger circles, and Scylla made it so, and the torrent of wind became a soft breeze the further out she ran.

Sophi’avi and Anima then appeared before Mercura, who had expected their arrival and built a fortress of thorns to protect herself. Anima asked her to come out and remove the thorns from the Garden, but Mercura refused and materialized more thorns around her. Sophi’avi, however, simply called out to Mercura and asked her if she would like to play a puzzle game. Mercura peered over here sharpened battlements with a baffled expression, then reluctantly asking what the conditions of the game were. Sophi’avi stated that if Mercura could solve three riddles, then she would be left be and the metal thorns would remain, but if she got three riddles wrong, then the metal would be allowed to remain but must be returned back to the ground in which it came from. Mercura complies with vigor, feeling confident in her own intellect.

“I’ll start with something simple. What can run but not walk?” asked Sophi’avi.
“Easy, it’s water.” replied Mercura.

“Very good, now, what goes around a tree but not through it?“
Mercura stops for a moment, pondering the question.
”…Um, I don’t know. What?”
“Bark” Sophi’avi answered.
“Ohh, ok. Very well, that one was… ok. Give me my next one.”

“As you desire. Say that a deer runs into a forest, how far does the deer go before it is no longer running into the forest?”
“What?” Mercura asked in a confused tone. Sophi’avi repeated the question back to her.
“Uhh, you can’t answer that question without telling me how big the forest is.”
"I don’t have to. The deer runs about half-way into the forest, then it is running out of the forest."
Mercura, dumbfounded for a short while, exclaims “Wha-?! I should have known that one!”

“He-heh, ready for your next riddle?” She asks.
“Say that same deer is standing on one side of a river, then it crosses the river without getting wet or using a bridge or a boat. How?”
“Uh… ummm…” Mercura looks away, thinking to herself, her eyes wondering over the white snowscape illuminated by the moonlight cast by Umbra, until she snaps back around exclaiming “The River Is Frozen!”

“Very good, its two to two now, are you ready for the tie breaker?” asked Sophi’avi.
Mercura nodes, her eyes intent, focused, and alert on her next question.
"What belongs to you, but others use more often than you?"
Her face becomes blank, her voice silent. A few seconds pass, then she turns around, and more seconds pass by. In the background, Scylla is having the time of her life as always.
Mercury, with gloom in her voice, slowly replies “I… I don’t know.” She turns around to face Sophi’avi. “Tell me! What Is The Answer?! I Need To Know!” she exclaims, frustration evident.
“Your name.” she answered. “My what?” Mercura returned, and Sophi’avi explained “Your name is what is yours but others use more than you.” A sigh of relief escapes from Mercura’s mouth, her head hanging with dread.

“That is two to three, so I win, now will you return the metal to the ground like you promised?” asked Sophi’avi.
A short pause is present, then Mercura in a long tone replies "…very well…"
Then the metal talons receded back into the ground which they came from.

While this occurred, Heima watched from a distance behind a broken tree line. She witnessed that the Bonum and all of her sisters were in the Garden playing games together, and this made Heima grow with great envy that she was being ignored. She believed that all the other goddesses disliked her because whatever she got near turned to ice. Heima grew very upset at this idea and began to cry. After she had wept her pain away, Heima picked herself up and decided that if the other goddesses didn’t need her, then she didn’t need them.

When Voro’avi awoke again and realized what had happened, that her daughters had abandoned her and their mission, she was filled with rage. She declared that her daughters, the Malum, were all traitors, and that they would be devoured along side the Bonum and the Garden. The Malum grew fearful for their lives, but Anima quickly wove a net crafted out of thousands of smaller lights and threw it into the sky above the garden so that Voro’avi could not reach the Garden. When Voro’avi was blocked out, she grew furious and swore then that she would never stop trying to return the world to nothing.

Eventually, Lux awoke from her slumber, and the sun rose back into the sky when she did, and Anima was relieved as she did not need to hold the mun or the stars in the sky anymore. When she looked around, she was surprised to find herself in a world that was not actively being destroyed, let alone the disbelief she found that the Bonum and the Malum had made peace with each other.

This was the final day of creation, and the goddesses went to rest.

Prologue Act 3: Inheritance

With the Garden safe, Voro’avi banished, and the war between the Bonum and the Malum over, the goddesses grew incredibly weary and jaded. The war they fought destroyed the Heartland of the Garden and left them drained. Maintaining and keeping the Garden in a state of balance in the new found peace was taxing, but each goddess had their own idea of balance and what the world should be like. The goddesses became spiteful toward each other as the desire to create their ideal worlds grew, but Sophi’avi saw the hate that was forming in the goddesses and forbid them from attacking another goddess or their creations. Peace would be secured again.

The peace would be short lived, however, as Voro’avi had already discovered a new way into the Garden. Voro’avi split off pieces of her insatiable hunger and infinite influence, and then slipped the fragments of herself through the gaps in the net of stars that Anima had woven. The fragments of her apatite fell from the night sky as giant pods of black and purple slime which burst upon impact with the world. The masses of goo and muck that formed from the remains of the pods then rose and took the form of heinous abominations who’s only purpose was to consume in the place of their creator, Voro’avi.

Monsters now roamed the Garden and resumed the battle the Malum had started, only this time there was no playing. The goddesses, exhausted and jaded, longed to rest once more, but the new threat prohibited them from doing so. The goddesses gathered one last time and decided to create their own creature to help them protect the new world they wanted to build. Terra and Undine created clay from the barren rock and sand forged by conflict and war, then the goddesses shaped the clay into their likeness. Vita then breathed life into the shaped clay and this was the birth of Mortality, and the goddesses each gave the mortals gifts for them to keep, the eleven virtues.

Lux gave them pride so they could find satisfaction in their accomplishments, Ignis gave them passion so they could find love in their work and each other, Undine gave them serenity so they could find peace, Terra gave them confidence so they could stand on their own, and Vita gave them compassion for the things and people around them. Scylla gave them courage to face their hardest challenges, Heima gave them solidarity so they could find unity in each other, Mercura gave them creativity to help them find new roads, Anima gave them gratitude to find solace in dire times, and Umbra gave them luck for when skill can’t pull them through. Then Sophi’avi approached and gave them gnawledge… I mean wisdom so they could learn and understand, and taught them how to harness the magical energies found in the Garden.

When the mortals had received all of their gifts from the goddesses, Voro’avi, using all of her might and willpower, temporarily broke through the barrier of the bright blue sky. When she appeared before the mortals she said to them “In order to truly be like your gods, you must act like them. They are hiding from you what you truly need to be their true image” and before the goddesses could stop her, Voro’avi gave her own gifts to the mortals, the eleven vices. She gave them prejudice, anger, malice, laziness, greed, envy, solitude, doubt, sadness, fear, and ignorance. As soon as Voro’avi had completed the task she had set out to do, she was gone. Despite the goddesses’ best effort to undo the damage, the mortals were infected with the seeds of corruption.

By this time, the goddesses were weak and wasted from their exhaustion and longed to rest once again. The close proximity of all of the goddesses together caused the essence around them to be conflicted, so they all, with their work done, went their separate ways, looking for an unravaged place to rest at last. The care of the Garden was left to the mortals, as is their purpose, but like sheep, they followed the goddesses that sculpted them where they went. Upon realizing this, the goddesses opened holes in space itself and created portals to their personal worlds where they rested to escape from the physical world. Now the goddesses could finally rest, watching, with tired eyes, over the mortals tasked with the protection of the world they created. Thus the mortals would wait for the return of their creators and deities, to preserve and reward them for their love and labor. Eons will pass before the goddesses are strong enough to return to the garden and save them, but the mortals, no matter how many generations pass, will wait for them.

For those of you who want to read it, you can go to the original base of operations here.

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Goddesses and Elements
The Bonum and the Malum

The Bonum are the children of the chief goddess, Sophi’avi, as well as the races born of them. The Bonum races are generally characterized by their beige skin which is easily damaged by extensive exposure to sunlight and their vertically pointed ears. The Malum are the children of the fell goddess, Voro’avi, as well as the races born of them. The Malum races are generally characterized by their unusual skin tone, horns, tail, and horizontally pointed ears, all of which vary by race.

While the goddesses are forbidden from harming each other or the mortals, they may enlist the services of mortals to their cause so they may carry out their will. This lead the goddesses after their re-awakening to use the mortals as instruments of their wrath and carry out the grudges they had for one another. This instilled a hate for their goddesses enemies in the mortals, which will be passed down through the generations.

Lux : Goddess of Light

Bio: The eldest of the Bonum and the twin sister of Ignis. Portrayed as kind and virtuous, but only really to other Bonum where she is instead callous and cruel.
Goddess of: Sunlight, the Sun, Radiance, and Justice. Patron of Priests.
Child Race: Angels.
Race Bio: Characterized by their radiant golden hair and eyes and a fondness for white, the Angels boast over their healing abilities and claim to be the most devout of all races to their deity. They live where the light is most plentiful, such as the rolling grasslands and meadows of Athos, and erect impressive marble monuments and temples dedicated to their goddess. They live and love in Lux’s light as each day is spent adoring her, but this vanity of the Angels often leaves them unappreciative of the other races. Angels are considered the most arrogant and vain of all the races with how highly they think of themselves and their goddess, believing that Lux is greatest of all the goddesses, especially the Malum. Angels are generally friendly but a little haughty towards other Bonum races and enjoy good relations and economic ties to them but are openly hostile and cruel to Malum races purely for their heritage, believing the Malum and their children to be evils that walk upon the world. The Angels are rather purist in their beliefs, and practice Theocracy as their form of government where the monarch is also the high priest.

Ignis : Goddess of Fire

Bio: The second eldest of the Bonum and the twin sister of Lux. Portrayed as passionate and intense, but fiery and hot-headed.
Goddess of: Fire, Heat, Warmth, and Battle. Patron of Warriors.
Child Race: Salamanders.
Race Bio: Characterized by their burning red hair and eyes and their prowess in battle, the Salamanders are the most fearsome warriors the lands had ever seen. They live in the hottest regions in the world such as deserts, mesas, and volcanic mountainscapes, where they hone their craft in the scorching heat. The Salamanders are extremely passionate about what they love in their life, and the only word that can accurately describe the Salamanders passion is “Intense”. The Salamanders are renowned for their martial prowess because their fury fuels their every strike and every wound they sustain only makes them stronger. They are generally daring and proud of their strength and never back down from a fight when challenged.

Undine : Goddess of Water

Bio: The third eldest of the Bonum. Portrayed as Serene and adaptable, but sadistic and malicious to those she catches.
Goddess of: Water, the Sea, Fish, and Harvest. Patron of Sailors.
Child Race: Mermaids.
Race Bio: Characterized by their rich blue hair and eyes and their tranquil nature, the Mermaids are renowned explorers and travelers of the seas. They inhabit tropical islands, archipelagos, and coasts as their lives center around the sea. The Mermaids love being in the water and try to live as close to it as possible, and are considered relaxed and easygoing to those that they meet. Mermaids are, however, very opportunistic creatures and they will attack if they view it as convenient. Because of their Sea Form, which transforms their lower body into the tail of a fish, Mermaids generally do not where pants, but instead elect to wear skirts and the likeness as it is accommodating for their transformation.

Terra : Goddess of the Earth

Bio: The fourth eldest of the Bonum. Portrayed as sturdy and confident, but stubborn and reluctant.
Goddess of: Earth, the Land, Stone, and Construction. Patron of Masons.
Child Race: Gnomes.
Race Bio: Characterized by their brown hair and eyes, their stoic nature, and their short but beefy stature, the Gnomes are known for their master-craft stoneworks. They inhabit the bottom of cool canyons, cliffs, mountains, and wherever the hard earth is open to them. Gnomes are very stoic and resistant in nature and generally are very difficult to move physically or emotionally. Gnomes are also known for their durability and resilience, otherwise described as tough, and commonly take up professions like miners, builders, and and stone carvers.

Vita : Goddess of Life

Bio: The youngest of the Bonum. Portrayed as kind and compassionate, but but very much so a fan of natural selection. The kind of immortal that looks on a gazelle being eaten by a lion and say "Isn’t nature beautiful?"
Goddess of: Life, Fertility, Birth, and Growth. Patron of Farmers.
Child Race: Nymphs.
Race Bio: Characterized by their vibrant green, pink, or peach hair and eyes, and their pacifistic nature, the Nymphs are distinguished by their love of life and their healing ability that is only rivaled by that of Angels. They inhabit places where life is abundant such as dense tropical jungles, forests, and woodlands and protect it as they view life as a precious gift bestowed upon them by the goddesses. Nymphs only see it fit to kill when it is necessary, such as for hunting for food or in self-defense. They live as close to nature as possible, aiming to disturb it as little as possible, so they surround themselves in plant-life and raise more than enough animals.

Scylla : Goddess of Storms

Bio: The eldest of the Malum. Portrayed as care-free and energetic, but reckless and irresponsible.
Goddess of: Gale, Rain, Lightning, and Flight. Patron of Adventurers.
Child Race: Harpies.
Race Bio: Characterized by their electrifying aquamarine hair and eyes, pale yellow skin, rigged horns, short tail, and whimsical nature, the Harpies boast over their superiority in the air. They inhabit places where the winds are strong and the falls are long such as mountain roosts and coastal cliffs where they jump off to be caught by the breeze and dance in the wind. Few races or individuals can earn or achieve flight, but it is like second nature to the Harpies because of their Sky Form which transforms their arms into wings and populates their tail with tail feathers. They are very sprightly and energetic by nature and have a lust for adventure but are rather greedy and easily distracted by shiny objects. Harpies adore the feathers of birds and adorn their bodies with them, tying them into their hair or fashioning them into their garments.

Heima : Goddess of Ice

Bio: The third eldest of the Malum. Portrayed as callous and distrusting of others.
Goddess of: Ice, Snow, Cold, and Survival. Patron of those that embrace the cold.
Child Race: Snowmen.
Race Bio: Characterized by their pale white-blue skin, icy light blue eyes, ram-like horns, short fluffy tail, copious amounts of hair, and their isolationist demeanor, the Snowmen are the most enduring in the cold of all races. They inhabit places where the snow is deep and the air is cold such as tundras, taigas, and even arctic wastelands where hunting large game is a common practice. The Snowmen are solitary race that is very distrusting of outsiders, but express solidarity in their own kin. During the summers, they partake in raising their own crops, but when winter comes they board their ships and take from their neighbors.

Mercura : Goddess of Metal

Bio: The second eldest of the Malum. Portrayed as cunning and insightful, but absorbed and cocksure.
Goddess of: Metal, the Forge, Ingenuity, and Crafting. Patron of Craftsmen.
Child Race: Extinct?
Race Bio: They were characterized by their silver hair and eyes, plated horns, spikey tails, and their creative nature, they were known for their ingenuity and their natural talent for metal working. They once inhabited the iron citadels that towered over the coast of Merces, but now their fortresses are but rubble and ruins. What remains of their people are scattered across the continents, working as smiths, one day dreaming of reclaiming their homes.

Anima : Goddess of Death

Bio: The second youngest of the Malum and the twin sister of Umbra. Portrayed as aloof and impassive, but is actually quite stoic and caring for all life, living or dead. She watches over the departed souls of mortals and guides them to her personal world where they are embraced in the eternal dance.
Goddess of: Death, After Life, Souls, and Necromancy. Patron of Mediums.
Child Race: Wights.
Race Bio: Characterized by their deathly pale white skin, blood red eyes, charcoal black hair, ringed horns, tufted tail, and their quiet disposition, the Wights are well known for their ability to communicate with the departed. During the Angelic Crusades, the Bonum persecuted the Wights and banished them to the peninsula of Labyathan, an arid land dotted by active volcanoes and consists mostly of barrens wastelands, dry savannas, and damp swamps. Because of the dry soil and the commonplace volcanic eruptions, farming is an unappealing idea, so the Wights live a nomadic hunter-gatherer life style. Wights value life highly as they are very in-tune with the souls of others, so when they kill and animal during a hunt, they make sure to use and take everything, and while not limited to, the Wights commonly wear the skins and pelts of the animals they hunt over their normal rags. Wights have the ability to summon the spirits of the dead through a seance by using an object that the departed was tied to.

Umbra : Goddess of Dusk

Bio: The youngest of the Malum and the twin sister of Anima. Portrayed as generous and hospitable, but is the most hedonistic of all the goddesses.
Goddess of: Darkness, the Moon, the Stars, and Luck. Patron of Gamblers.
Child Race: Imps.
Race Bio: Characterized by their dull blue skin, vibrant purple eyes, night black hair, forked tail, demon-like horns, and their mischievous nature, the Imps are well known for their ability to hide and trick. They inhabit places where there is little sunlight such as dense, dark forests and extensive underground hideaways, where they sleep during the day and play after the sun sets. Imps are sprightly when they are awake and live to enjoy the pleasures of the world. During the Angelic Crusades, the Bonum persecuted the Imps so they hid away in the dark forests and dug in, creating hidden cities in the maze-like forests and expansive underground networks. Imps love the stars and artificial light, so the decorate their hidden cities with colorful lanterns, and eastern Imps invented fireworks to light up the night sky during their numerous celebrations. Imps are rather small compared to the other races with the exception of gnomes but they are adept at using illusions, a form of magic that focuses on tricking your opponents.

Sophi'avi : Goddess of Wisdom

Bio: The mother of the Bonum. Portrayed as intelligent and shrewd, but crafty and absorbed. She watches over her children from her personal world, a great library without end, filled with every book that has ever been written and every piece of knowledge that has ever been shared. She now serves as the last bastion that protects the world of mortals from great threats. When the world is in peril, she seeks out a new champion that will serve as the her instrument of her will.
Goddess of: Wisdom, the Known, the Unknown, and the Arcane. Patron of Scholars.

Voro'avi : Goddess of the Void

Bio: The mother of the Malum. Portrayed as insatiable, gluttonous, deceiving, and cruel. Her one and only purpose is to return the world back to nothing, no matter the cost. She tempts mortals into her service with promises of endless youth, wealth, and power. The price of patronage is great, however, but the weight of the interest is even greater which is what bonds those foolish enough into her eternal service.
Goddess of: Nothing, the Void, Emptiness, Ignorance, Stagnation, and Eternity. Patron of the Fell.

Mutts : Children of None

Bio: The Mutts are the individuals whose bloodlines consists of 3 or more races. They are characterized by their mismatched appearance and their round ears. It is considered acceptable in this world to marry from one race to another of good relations at least once, but a child with the blood of 3 or more races will be considered an outcast by most. To be called a mutt is an insult because it is viewed that any child with the blood of 3 or more races is thought of as “impure, dirty, unclean, or talentless” as well as saying that your mother and their mothers were standardless and slept around alot. Families with a mutt child or a potential mutt child we be persecuted to help keep the purity of blood.

Laws of Magic

In this world, energy and magic are one in the same. Spell casting is just the manipulation of energy using arcane methods. Three things are needed to cast magic in this world; instructions, energy, and activation.

The Instructions are written in the form of magic circles which are constructions of arcane runes and energy channels and are mandatory for spell casting. The arcane runes themselves are ancient symbols written in the old language of the gods that describe how the energy will behave. Energy that flows through the channels and into the runes will obtain the traits that the runes describe.

The spell crafting system of this world is highly comparable to the one found in Ars Magica. The composition and construction of the magic circle is very important. Magic circles themselves in regards to arcane runes are rather modular in design with certain runes being exchangeable for others, but a few key components are mandatory for a complete circle. To begin, A magic circle must include a rune that details what kinds of energy will be used. Then, at least one descriptive rune, or runes that describe how the energy behaves when activated. And finally, the magic circle is crowned with an target rune that details the target of the energy, examples being; self, touch, and projectile. The physical materials used to create and draw the magic circle affect the efficiency of the energy that flows through it. A drawing material that is conductive will lose less energy and allow it to flow more easily, like minerals, metal, and blood. A surface material that is insulated will absorb less energy and hold it more easily, like wood, paper, and soil.

When casting spells, an energy source is required to feed energy into the magic circle. Energy can be pulled from a number of different sources, those being the caster, the environment, or from magical shards. Certain environments are more abundant with certain energies, like deserts being abundant in fire energy and oceans being abundant in water energy. Shards form naturally in the world when excessive amounts are present in an environment and the energy begins to condense and bond with stone forming geodes, except the shard within must be extracted to be made useful. Shards are similar in appearance to quartz, being mostly transparent and crystalline in structure but the color is representative of the type of energy stored within.

Shards act as magnets for energy and easily absorb it, with the shard glowing brighter the more energy is stored inside. Shards also give up the energy easily, which makes them ideal for spell casting as they are usually the first source a magic circle will pull from. Shards can also absorb spells, given that enough space is available inside, and the traits of the energy absorbed will be imprinted into the shard meaning that the magic circle is no longer required. Shards are vulnerable to shattering, which will expel the energy stored inside into the environment. However, if the shard had a spell encoded into it when shattered then the it will release the energy according to what was written within, in other words it will go out in a blaze of glory releasing one last spell and the smaller fragments will be devoid of imprints. Shards in addition to glowing more brightly the more energy is stored inside, become stronger and more durable, but a shard that is emptied of its energy becomes dull, white in color, and brittle but can absorb any type of energy that can push its way inside.

Lastly, when the magic circle is drawn and energy is provided, the caster must be read aloud the runes as the energy flows through them in the old language of the gods. The spell is finished casting when the activation rune that describes the target is read aloud as the energy reaches it. Spells are very critical about their crafting, as miscasts are a very real threat for casters. Miscasts are when a mistake is made in the casting of a spell, causing the energy to become volatile and explode on the caster. Several factors can cause a miscast, ranging from a simple smudge in an arcane circle, failing to read aloud an arcane rune as the energy meets it, incorrect structuring of an arcane circle, absence of required energy, and incorrect pronunciation of arcane words. There is a safety word in the arcane language, however, if the caster wishes to bail out of the incantation mid-channel which will diffuse the energy into the air. Several factors can also make a spell more powerful, but at the same time more energy consuming, examples being larger magic circles, enhancing arcane runes, wider conductive mediums (thicker lines), abundance of energy (percentage), and louder chanting.

1st Dark Era

Sophi’avi appears
The Bonum are born
The world is created
Voro’avi re-awakens
The Malum are born
The Heartland is destroyed by the War of the Gods and the continents split
The Malum defect from Voro’avi and she is banished
Voro’avi infests the world with monsters
The goddesses create mortality to help them protect the world
The goddesses go to sleep
Mortality is on the back foot in the war with the monsters

1st Light Era

The goddesses reawaken and give salvation to the surviving mortals
The first champion of Sophi’avi is selected to destroy the Titans
The goddesses lead the mortals to power and prosperity
The eastern continent is colonized by the powers of the west
The goddesses use the mortals to go to war with each other
The Angelic Crusades force the Imps into hiding and banishes the Wights to Labyathan
The Red Desert War is fought over infinite deposits found under the Heartland
The second champion of Sophi’avi is selected to defeat…
The Mortals power declines as fighting continues and monster populations increase

2nd Dark Era

Merces falls to monster invasion
The Dread King rises to power
The wild lands are discovered by the Mermaids which keep them a secret
The Dread King is defeated
The third champion of Sophi’avi is selected to travel the world in search of fallen

2nd Light Era

A powerful international corporation is built on the infinite trade and fell promises
The monarchy of X is overthrown by the rebellion and replaced with a republic
The fourth champion of Sophi’avi is selected to protect the Great Library from fallen invaders
The secret of the wild lands is slipped and a fever explodes across the world

I don’t know if this is what you’re looking for, but you could do something like this:

Drop-down text

Here is some text found within a drop-down

Instead of spoiler, I used details.
[details= Your header]
Your “hidden” text

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Everything is nice and hidden away now and not creating a massive text wall, so thank you Hamnisu.

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