OOC Original World Creation

Wade Von Doom

All Caps when you spell the man's name
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FOLKLORE MEMBER
Posting Speed
  1. Speed of Light
  2. Multiple posts per day
Writing Levels
  1. Advanced
Preferred Character Gender
  1. Male
  2. Female
Genres
Sci-fi, modern, horror, a bit of dark romance stories.
Name:

Summary:

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.):

Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.):

Main Characters (What characters are involved in your story? Must have two, protagonist and antagonist.):

How would this fit into the story of Evrensel Conflict?:

Example:

Name: Guerra Continua

Summary: This universe is indeed an alternate one to ours. There's an earth, and like in many great sci-fi stories, we went to the stars, found aliens, and created a major empire... That didn't go far though. Our reach went to a very small section of the universe. Why is that? War of course.

It's believed the conflict began 300 years ago, when Earth made it's fourth colony. See, it's the classic revolution story: The fourth colony had found a unique resource on that planet called, 'Olverian.' It's a plant like substance that, when converted into liquid, could be used as a new type of fuel; making ships faster and travel longer. With this, humanity could go even further out into space. Problem was, the fourth colony wasn't happy since they were feeling mistreated. No money was being given back for producing the oil, and much of the planet's ecology like it's plants, animals, and even oceans were all poisonous to humans, and even created viruses that infected the populace.

While earth tried to supply as much food, water, and medicine as it could, the colony was beginning to riot. They were starving and quarantined, and couldn't leave the planet since many of the earth's ships began running on Olverian. The land they owed wasn't their own, they were sick, they were hungry, they were worked nonstop, they felt embarrassed by how Earth was treating them, and they were trapped. However, one man was willing to call for revolution. Ivan Tropski. He was a retired admiral of Earth's space navy, and was a former governor of the colony. Once the riots began, he quickly joined up as the leader of the revolts, believing both the land belonged to the colony, and that the colony should be treated as a colony, rather than a mining facility.

This uproar of people angered by how they were being treated by Earth quickly went violent, as earth began using force to stop the riots. In actuality, Earth was doing everything it could to help keep the colony alive, but thanks to propaganda by Tropski and other supporters, people were convinced Earth didn't care about them. To make things short, the colony quickly became a resistance, fighting in gorilla warfare against the Earth's military. And since the colonists knew the planet's terrain better, they were able to send the military off planet, but were embargoed by the ships orbiting the planet, hoping to starve the colony into submission. A deal was made by the colony to supply Olverian to Earth as long as it was seen as it's own country, and they agreed to it. Tropski was now considered a hero, and his ideals of what the colony should be quickly made word to all of humanity. Tropskism was created, and in to sum it up: It was like Communism. "all property is publicly owned and each person works and is paid according to their abilities and needs." This was what Tropskism was, the colony owned the land of the planet, and wanted it for itself.

This ideology soon spread across all the colonized planets, and the third colony even revolted against Earth as well. To simplify everything even more, both the fourth and third planets were independent, the second still supported earth, but barely as Tropskism was also becoming a problem, and the first was actually bombarded by the navy, since they were also close to conforming to Tropskism themselves, and had the biggest military force out of the colonies, and earth was afraid of an invasion by them. The accounts of how the bombardment happened differ, Earth saying the colony fired upon them, while the colonies believe they simply wanted to kill the rioters.

The deaths of hundreds of thousands of colonists only made things worse with Earth and her former colonies. It got even more worse when the colonies went to war with each other. When Tropski died, others tried to go in his place, and the ideals of the colonies quickly were shifted to match that of its new leaders. None of whom lasted long, since there was a coup almost every 3-4 years. With this struggle of power, the colonies went to war with each other, and earth simply stayed back and tried not to interfere in fear of losing Olverian. The third attacked first, as the fourth was still suffering from famine and nearly out of food, as they still relied on the other colony for food and the planet was now dying from two hundred years of harvesting the planet, and soon all out war began. This conflict ended with the third winning, and there was unification between the colonies. A new leader was appointed seven years ago, Cassandra Duiji, and she is comparable to Stalin. The atrocities made by her were so unhuman, that Earth finally stepped in and tried to stop her. But with the Olverian trade stopped, Earth didn't last long; soon calling for peace.

But it doesn't end there. Remember when I said humans did meet aliens in this universe? Well, while they stayed back and let these human wars go on, they eventually also involved themselves in fear things for all the galactic empires would be worse with Tropskism influence spreading across the galaxy. Soon, the colonies went to war with different alien races, and earth even stepped back in once it was supplied with another resource it could use to travel through space.

If all of this seems really confusing, it was. This whole situation became complicated fast, and got even more deadly, as more wars began, and the conflict spread to even more empires not involved with Earth. Basically, Tropski set off a domino effect where by his actions.

Worlds that are involved with the story:
Olvania: The two colony planets merged into one major empire after they forced Earth's military out of their planetary orbits; calling themselves, 'Olvania' for ironic reasons. On one planet, the third colony, you have a giant city within it's center. The planet is mainly covered in major or small lakes, no oceans. In the middle there are large fields of green grass, while to the north are more forest areas with more animal life, and to the south are mountains.

The city itself self at first seems peaceful and full of life. People seem very patriotic about Olvania, and their moral for the war is high. The culture is rich, the economy booming, it all seems pretty nice. However, if you are tagged as an Earth supporter or happen to speak badly about the government, expect you to be on a list. I think you know where I'm going with this.

The other planet, the fourth colony, is not as cheery. The planet has three continents with oceans, red plant life and orange sky that turns purple at night, but the cities are... More depressing. Civilian life is one of routine. Men get ready to work in factories made to create the Olverian oil, while women work weapon factories. Children are not allowed on the planet, and any born are brought to the third colony. Whether they return to the fourth colony is up the third. Skies over the cities are covered in smoke, and everything is bogged down and dirty. Sanitary is almost non-existent here.

1st Colony: Ah, the first colony. The prime example of hatred between the colonies and Earth. To look at the city as it is, would be like looking at Dark Souls. The city is nothing but dust, ash, and even smoke that has blocked out the sky. from within the city. It's a depressing city, one that shows an omen of what was to come in the galaxy. Buildings have crumbled, and any landmarks destroyed by the ships in space firing down upon on the rioting city, and decayed by time. Bodies have turned to skeletons slowly eroding, and the only people who remain are pirates or bandits looking for a hideout.

Siva: The second human colony, AKA, Siva. This planet has one major continent, similar to that of Pangea. To the south are forests and fields, with the costs made of beaches. The north is nothing but one big giant desert, with swamps and oasis's spread out randomly through the region that are rare to find. The costs are nothing but giant hills that have major drops down to the water that are 10 to 50 miles high.

The cities are only two big one: Siva City, and La Genoa. Siva City is comparable to New York, and La Genoa is Los Angeles. Both are giant cities with tons of life and culture, but unlike Olvania, there isn't high moral. The cities have given up much of its youth for the war effort, and with many of them dying and losing battles in the war, fear has taken over what is usually fun and love.

Civilizations (Include history, military background, unique cultural differences, and whatever else.): It mainly has Earth and Olvania, the two colony planets that banded together to fight off earth. The history is above, but it's culture and military are based of the Soviet Union after Stalin's death.
Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.): Guerra has nothing but humans.

Main Characters (What characters are involved in your story? Must have two, protagonist and antagonist.): Alec Duggan, a kind and caring guy who's a bit of a dude-bro. And Cassandra Van Duiji, a Stalin like leader of Olvania.

How would this fit into the story of Aces Conflict?: It's my creation.​
 
Name: Earth. Specifically the American Empire

Summary: This is a world in which, despite mirroring our own in terms of things like geography and having ample parallels, magic is explicitly and blatantly real. This has resulted in a drastic change and alteration in how the world has developed and unfolded. For example, the Roman Empire has not fallen once (though it has waned) in the centuries since it's rise, Hitler was just a no-name nobody corporal who got shot, Monarchies and Empires are common, real, things, and so-forth.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three): American Empire: Originally colonized by the British, much of what happened to America during it's infancy mirrored our own world. For example, early colonists dealt with the natives through trade and occasional armed conflicts, cities grew, eventually discontent with the British Empire happened as a result of various factors, and so-forth. Eventually a revolution was declared and, under the leadership of the Founding Fathers, the former colonies gained independence. What happened next, however, deviates drastically from our own history.

Though originally founded as a constitutional republic (same as in our own) the Natives possessed shamans and shamanistic magic. As America slowly expanded westward the remains of the Aztec Empire (which had not fallen as Spain did not exist and was, in fact, part of the Roman Empire) the increased power of the natives as well as the increased power of the fledgling nation, augmented by magic, resulted in a massive war that utterly ravaged the western lands. Addled by disease, infighting, and a lack of technology the Native/Aztec alliance simply could not resist despite possessing a magical advantage resulting in America conquering not only all of it's traditional boundries but much of central America. With multiple successful campaigns under their belt America turned it's focus towards it's northern neighbor and successfully claimed most of modern-day Canada and, while the nation still exists, it does not stretch beyond the Great Lakes. The massive influx of territory resulted in mass political upheaval which resulted in a civil war as the mass influx of territory proved to be too much for the nation to properly handle. Come the 1900's America fell apart and, from it, the American Empire arose. Stronger and unified under several ruling houses (namely the Roosevelt's, Clinton's, Kennedy's, Hiltons, and Edison's) the new government was able to put the foot down on the rebellions brewing across the land.

During the 20th century the AE added in all of Central America, ceasing only at the border to South America due to a desire to avoid conflict with the Second Roman Empire, Cuba, the Philippians, and the Kyushu island of Japan following the first world-war in addition to most smaller islands in the pacific and Carribean. However things were not all rosy for the empire as war with the Russian Federation became an inevitability. Between 1970 and 1998 mass war ravaged both nations and their allies and, though the AE emerged victorious, it was heavily wounded with mass economic depression setting in, civil unrest at a massive high, much of it's army depleted, the Kennedy house utterly destroyed, and both the church and mages claiming increased power and ignoring imperial rule.

Come 2015 the unrest broiled over into a fever pitch at what would become known as 'the battle of Chicago' in which civilians, in addition to the church and local mages, rose up against the mayor and police in protest over the governmental yolk and succeeded in killing the mayor and chief of police, their heads mounted atop city hall, before the army intervened and utterly crushed the rebels. The fire was lit though and, before the month was out, every major city within the empire had fallen into mass rebellion. The rebels were hardly unified in that some wanted the current emperor Bill Clinton removed and replaced with another, the young and upcoming Paris Hilton and the intelligent Albert Edison being the most commonly named replacements, while others desired the government to be over-thrown all together, or for their own independence. As the revolts grew more dire the truth emerged in that they were being orchistrated by the church and a single unifying cry for a magical theocracy in which both mages and priests held power emerged. The nation descended into war and, as of now, the imperial forces are losing. Several heroes have emerged to protect the failing empire but slowly they have all been murdered by the rebels except one with rumors of their defeats being the result of demons summoned by the church becoming increasingly common. Currently the AE retains control over the Pacific states as well as it's land east of the Mississippi but has lost control of the western land states including central and northern America.

The Roman Empire (the first Roman Empire): Much of Roman history mirrors our own, but with magical flair, up until the rise of Christianity. Despite the existence of magic and demons, the divine do not interfere with the world. Usually. The battle for Rome in 600 A.D. is the first known incident in which an angel flat-out descended from heaven to do battle and defended the Christians from their Hellenistic opponents. A truce was brokered between the two faiths and, over the years, faith in the latter waned away. Despite this angels have only come to act upon earth three more times. To ordain Joan as the chosen of God to drive the British from the Empire, to defend Constantinople from invading Turks after they breached its walls, and to protect Rome and the Pope from a mana-infused gem warhead in WWI. Currently occupying most of Europe from Spain to Greece, ending in Constantinople, as well as the northern coast of Africa, the RE has been fairly docile ever since the 1800's. It originally colonized Brazil but, when it declared independence, it decided to resolve it via treaty than war. The reality is that the colony simply hadn't given the returns desired by the empire and was generally seen as being more trouble than it was worth and the RE would rather battle with the Persian Empire for control over the middle east than bother with, in their own words 'a colony whose primary exports are monkeys and bug bites'.

This does not mean that they are weak however. They have repeatedly been at war with the Persian Empire, Russian Federation, and even engaged in frequent border feuds with the Nordic nations, almost always ending in their victory. The only reason that they have not expanded is due to an inability to maintain proper control over their lands in Persia. Roman mages are considered to be the second best in existence, their armies the most professional and experienced, and their diplomats the most bumbling in the world. A force to be feared.

The British Empire: Though conquered by the Roman Empire originally, a heroic knight came to rise up and fight against the Romans, resulting in freedom for England. The tales of King Arthur have not changed beyond the fact that the stories are, unquestionably, real. None have managed to win the favor of the Lady of the Lake to claim Excalibur again since his time but England has flourished and the LotL has made exceedingly rare appearences. Most notably to resolve the War of the Roses as a mediator for both houses. England has expanded over the years and much of it's territory resembles the height of its empire with South Africa, India, Hong Kong, Australia, Canada and multiple smaller territories firmly under their control. British mages are considered the best in the world. The most notable difference is that Shikoku is firmly under British control as well as sizable chunks of Indonesia.

The Second Roman Empire: Formed as a colony of the Roman Empire but soon abandoned due to a lack of appealing returns, what would normally be known as Brazil expanded rapidly once free of Roman control to encompass all of South America. Sadly this has not helped them out much and the Empire is closer to a bunch of nation-state operating under a single emperor who can't keep their nations from infighting. Little of actual interest happens in these lands.

The Russian Federation: Russia remained similar to it's real-life counterpart with the small exception of being named 'The Russian Federation' as opposed to the 'U.S.S.R.' up until the 1970's. During the 1940's it was discovered that heavily infusing gemstones with mana could grant them extremely destructive capabilities and advances in rocketry made it so that mages other than arch-mages could actually USE said gemstones and live to tell the tale. The result was every major nation scrambling to build such weapons with the UE and RF being the leaders and, eventually, their stalemate turned hot.

Thankfully Gemstone warheads are far more controlled and focused than nuclear weapons and, while they deal extensive magic damage and warp many creatures in the local area, a mutated magic squirrel is a lot less dangerous than nuclear fallout and the damage remains contained. As such it wasn't quite as bad as what could have happened in our timeline. It still utterly devastated both empires. The end of the war came when a gemstone warhead from the Roman Empire successfully destroyed the RF leader ending WWI. With the AE and their allies being the winners the RF has fallen apart into anarchy and is a nation in name only as of the current year.

The Persian Empire: Once the mightiest nation in the world, the Persian Empire has grown continually weaker each century ever since the invasion of the mongols. As of now it is considered to be the 'sick empire' and fully expected to fall apart the moment the RE and PE fight again. The only reason it still exists is because of a unified desire to oust the RE and keep them from claiming lands that has survived for centuries but is now the only unifying presence. Islam is present within the PE but co-exists alongsize Zoroastrianism; mainly because of a complete rejection of magic in Islam means that every magic user in the PE is automatically on the 'other' side ensuring a constant advantage that keeps Islam from overthrowing the older faith. However, should the PE fall, most mages are arranging places to live elsewhere actively.

China: It's legal status as a nation is disputed. Officially it is recognized as a nation of it's own sway and accord. Unofficially it is basically part of the British Empire with it's emperor completely unwilling to challenge foreign powers in general. Mao did attempt a communist revolution but, in one of the rare instances of unity, every nation except the RF sent mages and soldiers to crack down on the revolution nipping it in the bud.

Japan: Japan is in a dire straight. Of it's four main islands one belongs to the AE, one belongs to the BE, the RF claimed Hokkaido until it's recent war with the AE, and only the main island is considered 'Japan' and even that is rapidly faultering. Their isolationist policy came to bite them hard with a much more expansionist America and England knocking on their doorstep meaning Samurai ended up fighting trained American and British riflemen with predictable results. Worse yet, the Theocratic rebels in America are claiming that all of Japan needs to 'see the light of God' when they finally end the Emperor. Ultimately Japan has lended it's support to the American Emperor for the promised return of their lands though, with only one hero remaining, the odds of this actually happening are increasingly slim.

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.): Ample. It is safe to assume that things, while they may mirror or resemble our world, follow their own path. For example, in this timeline Paris Hilton is not the spoiled rich brat known for... certain... behaviors and attitudes but an upcoming, if spoiled, candidate for emperor with a solid chance to inherit the throne. Within America there are many notable differences. First off, due to the ability to animate beings such as golems, slavery did not exist in any notable way within the AE. However, it's highly expansionist mindset has resulted in multiple cultural and ethnic groups being considered 'American'.

American culture has evolved drastically differently as a result of the change in government, expansionism, and history. For example, America holds a social order in which seniority is valued and respected above all else and defying a boss for any reason is considered childish, immature, and grounds for immediate dismissal from a job. This doesn't mean that certain aspects of America haven't persisted into this alternate reality. For example a heavy focus on freedom and rights has persisted into the AE.

When it comes to magic the AE holds an attitude similar to that of the BE and started by the RE. Namely that mages were long-ago grouped into noble houses and being a mage means you almost certainly belong to one of said houses. Sadly a lack of nobility was not something that survived the fall of the original America and rise of the empire. As such multiple noble houses exist within America, all young, and it is from here that most mages come. Though a few mages emerge from the common folk they are typically the result of immigrant mages from long ago finally having their descended manifest power.

Multiple prophecies exist involving the AE. The one relevant to my character involves a warning that the nation will descend into chaos. Six heroes will arise to protect the empire from demons and, though they shall emerge victorious, the empire will be shattered. Only a hero deserving of the title of true emperor, one whom is not one of the six, can reunite the shattered Empire. Should they succeed the world will change with nations and empires crumbling and being born. Should they fail than the world will suffer.

Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.): Human

Main Characters (What characters are involved in your story? Must have two, protagonist and antagonist.): Lavaetain: The character I desire to create. A mage from one of the noble houses, Lavaetain is a powerful fire mage and the last of the remaining heroes. She has suffered harshly in her desire to protect the emperor but remained steadfast and loyal.

The Emperor: Bill Clinton. The current emperor of the AE Bill has shown himself to be woefully unable to keep the current crisis from spiraling out of control; though it may not be his fault as their are ample rumors of the theocratic rebels relying on demons for manipulation and victory. If true not only would this mean that nothing Clinton could have possibly done would have changed the outcome but that his opponents are literally men claiming to be of God yet serving the Devil.

Arch-Magus Edison: The current head of the Edison house of nobles, he is the primary loyalist mage in support of the emperor. It is because of him that the mage colleges have remained largely pro-Empire, though he has been forced to flee his position and 'lost' his standing officially with the rise of rebels within the mage circles.

Divine Shepard Jackson: Formally a nobody priest, Jackson rose to power claiming to be on a mission from God once the AE descended into civil war. He quickly gathered a slew of followers and set out claiming it was time to cleanse the AE of it's moral decadence, deviation from God, corruption, to expunge the wicked, and everything else. He is the current leader of the rebels seeking to claim the empire for themselves.

Arch-Magus Jobs: The current Arch-Magus of the AE, Jobs and his eternal rival Gates put aside their differences to stage a coup against Edison, overthrowing him and promising the support of the mage circles to Divine Shepard Jackson; but at an immense cost as most mages have outright left the order to support the emperor.

How would this fit into the story of Evrensel Conflict?: Backstory for my OC.

Misc Notes: Gemstone Warheads: A WMD. Gemstone warheads are warheads infused with massive amounts of mana, typically stored within gemstones that are unleashed in massive blasts all at once. Originally competing with nuclear weaponry for the title of WMD's the Gemstone Warhead won out due to a lack of fallout though both have continued to be developed. When deployed a Gemstone Warhead will warp and twist all life within the blast radius transforming it into wild and feral monsters typically hostile towards everything. The newly warped creatures will go on wild rampages killing most other life in the nearby surrounding area until the situation is put under control. Though considered utterly horrific and inhumane the lack of fallout means that such weapons can be deployed with the assurance that the infrastructure of the targeted area will remain relatively intact and that ones own soldiers will be able to move in soon after (a day at most) with little to no fear of side-effects upon themselves. Once the final warped creature is cleaned up the area may as well simply be uninhabited in regards to how 'inhabitable' the location is. However many have reported claims of things such as ghosts, magical anomalies, babies born with odd traits and gifts, demons, and so-forth in the stricken areas. These claims are considered 'dubious' at best especially since it's hard to determine if, say, a ghost came from the blast itself or from the fighting afterwards. Regardless, Gemstone Warheads are considered preferable to atomic weapons though both have continued production; typically with the mindset of Gemstone Warheads for use in places you want to be and atomic ones for places you don't.

Mages Duel: Any decent mage will be able to erect at least one layer of protective barriers. Due to the fact that these barriers frequently regenerate and are considered to be 'impregnable' despite being destroyed on hit, but a mage themselves are just as squishy as any normal human, when two mages battle their battles are typically efforts to deplete their opponents barrier and get an opening towards that squishy interior. This involves large amounts of careful balancing of things like offense and defense, mana supply for barrier regeneration and attacks, and so-forth. This is made more delicate since barriers do not protect against blunt force trauma unless a much larger amount of mana is diverted towards them. Even a heroic mage such as Lavaetain often opts to avoid the extra mana cost in said barriers. As a result, when two mages fight, their goal is to breach an opponents barriers first while protecting their own.
 
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Name: Proxi

Summary: In the beginning, well… There was nothing. That's basically how any universe starts wouldn't you say? But then, the universe suddenly found itself with inhabitants: The Gods Sol, who shone like a beacon in the pitch black universe, and Tatros, who wore the black like a cloak over his body. Despite the complete difference in appearances, the two were actually rather amicable. Some say they were siblings, others say they were husband and wife. It doesn't really matter, what does matter is what they did. They decided to fill the universe, with Sol creating the stars and the sun from the jewelry adorning her body, while Tatros scooped up some of the more solid parts of the universe and molded it into a moon and a planet. This planet would be known as Segoia, but first it needed inhabitants.

Tatros, who was always the more creative of the two, set about making people. He started by creating beings in the shape of him and Sol, and then he bestowed upon the greatest among them a "Trait": A special power that would change with each person it was passed to. Sol was a bit unsure of these new creations, but she let them pass. They would soon be known as Segoians. They settled on the first continent, which they named Melia.

Next, Tatros made a more varied set of species all at once, collectively called the Fair Folk by him. They would soon named themselves different things, but the first of them kept the name and called themselves the Fairijin. Sol was more fond of these, and blessed their continent, Azzis, with great growth and sun, allowing a massive forest to spring up in the midst of their country: The Fairy Forest, also known as Kerala Forest.

Than, Tatros decided to create a species more to his liking. So he took the tail of a scorpion and gave it to this new creation, creating the Reclia, beings of great mechanical thought and battle prowess. Sol didn't take to them as kindly, and cursed their lands with harsh drought and turned it into a desert.

This didn't sit well with Tatros, so he decided to try Sol's patience with his last creation. He only made one. It was to be called the Intiman, and they were to be like Sol and Tatros. The first one created, who was born with a head of fire, only had a few minutes of peaceful life before Sol stormed in and started arguing with Tatros. Tatros eventually struck at her in anger, knocking Sol down. Horrified at what he had done, he took Sol to the sun, knowing the light would eventually heal her wounds. He than sealed himself inside the planet, and agreed to never create again, living his days in complete darkness, as he believed he no longer deserved the light of Sol.

That, my friends, is how everyone believes the world was made. If you're religious that is.

After their gods left the world, the people took a bit of time to try and get their stuff together. At first, it was agreed that each would try to help out the other, so the Republic of Segoia was formed. It actually managed to last a few centuries, until increasing racial tensions broke it apart. See, Segoians were convinced they were the best species due to the fact they possessed the Trait, and they had gotten worse at hiding it over the years. Eventually, the Fae People and the Reclia both collectively agreed "Fuck it" and booted Segoia out of the republic. This pissed Segoia off something royal, and they declared war on the Republic. It was a rather gruesome war, and there was countless casualties on all sides.

Eventually, peace was reached, and a treaty was signed establishing that the three countries were to never band together and form republics again. After that, peace was kept for a good amount of time, and no major wars broke out. Sure there were bits where war would have broken out if one country or the other hadn't backed off, such as when a cruise missile being developed by Reclia almost hit a passing-by Segoian warship, until the next war was finally reached: The War for All Magic.
Segoians had always had an interest in magic. Unfortunately, the only way to use it, The Novella, had a very secretive creation process known only by certain Azzian Mages, meaning if you wanted magic you had to get it from Azzis. Segoia, intent on learning this process for themselves, sent in small groups to infiltrate Azzis and learn these secrets. However, they were caught, and when it was found out that Segoia was trying to take magic for themselves, disputes broke out across the two countries, eventually leading to than-current Fairy Queen and President of Melia to meet and try to have peace talks. But when a bomb went off, severely crippling the President of Melia and leaving him unable to remain in office, his replacement quickly declared war on Azzis, leading to a bloody conflict between the two to get the magic. Eventually, the populace had had enough of this war, on both sides, and stormed their leader’s buildings, demanding the war be stopped lest the citizens revolt and overthrow them. War was quickly resolved, and a treaty was signed that said that while only Azzis could produce Novellas, it couldn’t stop anyone who wasn’t a prisoner or of other illegal background from obtaining one and learning magic. Since then, war has been mostly unseen, with a tense, but stable peace between the three countries. Racial Discrimination is still a large problem, and according to Melia, one man could upset the peace in the world: Imagus ‘Imagi’ Proxi, the Phoenix King. A man supposedly so dangerous, he’s worth a Billion Dollars to anyone who can bring him in alive, making him the target of bounty hunters across the world. Poor soul.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):

Melia: The first continent, presided over by Lucy Majivan, it's home to Grand Star City, an absolutely massive city and a tech marvel, but plagued by a seedy underbelly and The Gusts, lead by the Gust King, Severin Zephras. Melia is about the size of Russia, and Grand Star City covers about 95% of that entire continent, with said continent being the most northern of the three and located about 300,000 miles from Azzis and 500,000 miles from Reslia. Its so big the city is split into ten different sectors, which serve as States. Each one is led by its own Mayor, who report to President Luci. It's inhabited mostly by the Segoians, but Immigrants from the other countries come here for work. Not a lot of animals live in Grand Star City, save for pets such as dogs and cats, small scavengers animals like Racoons, Squirrels, and a metric fuck-ton of birds. Yes, birds. They make their nests in the billions of little crevices in the concrete jungle, and they range from things like pigeons all the way to eagles and even baby gryphons. But on the five percent of Melia not covered by city, and the surrounding islands, you'll find farms where crops and livestock are grown, including the standard cows, pigs, and chickens. However, things like winged pigs and snake bulls are also grown as livestock due to their meat also being rather tasty and sought after. If you're wondering how they manage to feed all those people with just that land, you have to understand that the Segoians are extremely good at packing a lot into a small space. There's 300 farms on the islands alone, with each producing about a hundred pounds of food a day. Segoia is actually loaded with food for people to eat, it's just that some (rather dumb) people would rather spend that money on other crap.

Azzis: The second Continent, it's home to a massive forest known as Kerala Forest that is said to hold stranger and more dangerous creatures the farther one goes. Azzis itself is split in two parts: Plains, and etc., which surround the Kerala Forest, which is about the same size as the Amazon Rainforest. Azzis itself is a bit bigger than South America, and half of it is golden plains where food is grown, and the other half consists of dark and dreary swamps, mountains (They have the tallest mountain in the world, Mt. Azkika, at 15,000 thousand feet high), and plenty of beaches and green hilly areas.

For species, dragons of all kinds roam the forest, mostly in the deeper parts of the forest. They have all kinds, from wingless drakes to the standard winged dragon, to odder examples, such as wyrms, dragons who resemble flying snakes, dragons who give off energies similar in nature to nuclear radiation, gryphons, basilisks, you name it. If someone's thought of it, chances are it probably exists in the Kerala Forest. Some even say that it holds all things dreamt of, but most people just call that a myth. And even outside Kerala Forest there be monsters. In the depths of the oceans surrounding Azzis are krakens, giant octopus with razor sharp bladed tentacles and can easily crush a cruise ship if angered, and Leg Sharks. ... Sharks with legs. Yikes.

Azzis's main city is Zemdianas, a magic metropolis ruled by the Fairy Queen, Ceres Ferrum. Reporting directly to her are the Grand Ministers, men and women elected to represent the different races of Azzis before the Fairy Queen, reporting any problems they have to her. There’s even ones for Segoians and Reclians, who also serve as Ambassadors to Melia and Reclia respectively.
But troubles even find themselves here in this country, with the Fuegochi Family, a Mafia formed mostly of Ifrits that run the drug trade and other shady angles of life with an iron fist (Literally- the Highfather, Antonio Fuegochi, has a cybernetic arm made out of the highest-quality Ifrit-forged Steel.)
Relisa: The third continent, it's a massive desert, with towns connecting to each other by railway, all of which originate from Caniva City, a steampunk city known for their engineering. It's ruled by the Steam Empress, Raffia Rezen, but from during the desert nights a traveling caravan of bandits raid the railways and caravans, lead by one Arabia Aziban. Its main inhabitants are the Reclia, but anyone in need of tech comes here. Some of the species that decorate the desert include the Desert Flower, a massive flower that hides under the sand and traps any unfortunate soul that walks over it into its center, which is filled with gastric juices that turn the victim into nutrients, and the Mountain Crab, a crab so massive people mistake it for a mountain from far away. It only moves once every ten years, when it needs to eat, but it's an event on level with a sandstorm due to how hungry the crab is. Luckily there’s only one of it in the entire world. Otherwise, the desert has your typical camels, cactus, etc. And yes, Reslia does rely on other countries for a lot of its food. It does produce some of its own food (Mostly things like cactus juice, mutton, and crocodile. Reclia have an odd diet, and tend to eat things Azzis and Segoia won't touch.) Reslia itself is about the size of China, and is the most southern of the countries.
As a side note, the reason why there's only one planet is simply because no one's really cared to explore space. The farthest they've gotten is sending satellites into space for cable TV, but I'm sure if they wanted to, they could probably go to the moon and beyond. It's just that, again, there's never been a massive worldwide movement to explore the great unknown. People are too focused on their daily lives to focus on what's above them.
Civilizations and cultures:
Melia: A rather massive and expansive city, as in, the entire country is one big city. There's barely anywhere not filled by concrete and cars, and it's populated almost entirely by Segoians. Segoians are kinda racist pricks. Well, most of them are. Generally, they have a distaste for Non-Segoian Species, and discrimination is high here. That being said, there's not a better place in the world to find a job, although that "job" might involves some druggies. You know how it be.

As for places of interest: Sector One is located at the very bottom of the country, and handles any visitors to the country. If you want to visit Melia, you have to land at Sector One. And yes, they're all officially called Sector One, Sector Two, etc. Some might have nicknames, but they're called what they are for convenience's sake.

Sector Two is one of three residential districts, and Two is for the lower-class, poor people. Those skimming, on, or under the poverty line live here. As such, it's not a pretty place, and is actually rather run down. It doesn't help that it borders Sector Six, so most people here turn to a life of crime in order to make some cash.

Sector Three is where all the education and knowledge-pursuit is. It's basically the college town, with multiple universities, labs, you name it. It was here that Segoia found its interest with using magic as an energy source.

Sector Four is another residential district, this one where the middle-class to semi-wealthy live. Plenty of suburbs, apartments, you name it.

Sector Five is known as "Gambler's Paradise", and as the name suggests, its kinda like Las Vegas on steroids. Casinos, prostitutes, you name it, they got it.

Sector Six is about as crime ridden as you could get however. Here, The Gusts reign supreme, raking in all the money they could ever want, all under the command of their boss, Severin.

Sector Seven is the last Residential District, and this one's for the exorbitantly wealthy, filled with mansions, high-class hotels and restaurants, all the things your fancy-ass billionaire can blow his money on.

Sector Eight is the Military District. Here, the Military trains new recruits, tests new weapons, and is where Melia's Standing Army is kept.

Sector Nine is the northernmost Sector, and it's actually composed almost entirely of farm land. Sector Nine also encompasses all the islands used for farming, making it the largest Sector, and as you can imagine, the one in charge of agriculture and food production.

Sector Ten is where the President resides, in the Black Building, a massive building made entirely out of Richitin, the strongest material in the world. Richitin is almost entirely mined in special caverns located underneath Melia, so it's got a monopoly on the stuff. It's also the smallest Sector, but it does host the beginning of Main Street, a twenty-lane wide street that travels almost the entire length of the country.

Azzis: Azzis is a country built around the massive Kerala Forest, a Forest so big no one has fully mapped it out, and it kinda works like a above-ground ocean: The deeper you go, the more weird and fearsome creatures are. It's also a magic hotspot, said to host enough magic energy to destroy the world. Of course, any fool who tried to use said power got absolutely wrecked by some dragons, but y'know, good enough.

The Main Capital, Zemdianas, is a port town, known for shipping out all kinds of things, including the World-Famous Maja Square Chocolates, a personal favorite of Lady Ceres. Other places include the moors surrounding Drummadas, the city made entirely out of jet black obsidian and pearl white marble, where the Dullahan reside, and Icarius, the town built atop a mountain that had its top completely sheared off. Here, the Cloudians live to practice their Medicine. The city built entirely underwater is called Neptune, and its built out of a giant coral reef. Here, the mermaids live, specifically those who are either too young or too distrusting of the surface. Mermaids are also required to be underwater when giving birth, so any expecting Mermaid will have to come here sooner or later. Nymphs are usually nomadic, but they do have a small settlement built around one of the entrances to Kerala Forest. Since it's also the safest entrance, they get to keep an eye of any tourists who want to see the forest.
Also of note with Azzis is that they are the foremost users on Magic in the world. They figured out how to tap into it and everything. Basically, ‘Magic’ can be exchanged for ‘Life Force’, as it’s produced by doing things as simple as breathing and moving. In order to access this Life Force in order to cast magic, one requires a Novella. A Novella is a special book lined with pages produced from the trees of the Kerala Forest, the magical properties of the forest having been retained in the pages. Fun fact, Novella Production is the only reason a tree can be cut down in the Kerala Forest, and if a tree is cut down for any other reason it can be punishable by at least ten years in prison (If the Nymphs don’t just shoot you on sight if they catch you in the act.) By writing special ink onto the pages, you can pour your Life Force into the ink on the pages, causing the spell to be activated. For example, if you wrote the magic text for ‘Fireball’ in your Novella, you could pour your Life Force into the Novella and the Fireball would appear in front of you, allowing you to then direct it as you see fit. There’s no limit to the kind of spells that you can add to your Novella, from simple magic that takes up half a page like ‘Lightning Spark’ or ‘Float’ to incredibly complex spells that can fill up an entire novel chapter worth. The only limit is how many pages you have in your Novella, which is why they come in various shapes in sizes, from books the size of small paperback novels to large college textbook-size behemoths. It all depends on how much you use magic in your daily life. It should also be noted that Life Force is a naturally reproducing source of energy, with the amount of Life Force a person can hold varying from person to person. Typically, people born in Azzis have a larger pool of Life Force to draw from, due to living in and around the Kerala Forest, with the pool growing larger with maturity, capping out at the age of twenty. Segoians and Reclians have smaller pools of Life Force, but can still use Novellas.
And finally is Reslia. First is Canava City, a large town on par with something like Phoenix, Arizona, and the home of the best prosthetic shop in the world: Raffia Renovations, owned by the Steam Empress herself. Off to the west is a small Oasis surrounded by hundreds of miles of desert. There's no roads near it, and the nearest Train Station is at least fifty miles away. Here, you'll find a small house that leads to a cave filled with gold and riches beyond your wildest dreams. This is the hideout of the Dunes, a band of thieves who pilfer from trains and people foolish enough to travel the desert. Other than that however, there's not a lot else to Reslia. It's definitely the most barren of the countries due to just how much of it is desert wasteland, and it has to import a lot of its food from other countries.
Of course there's also a buncha islands dotted around the world, but they're not of real importance. Couple of Resort Islands, mostly farm islands and stuff.
Species:
Segoians: Basically, humans. Of course, with a few differences. First, they allow for more anime styled hair and eye colors, and each Species has a dominant combination. For Segoians it's Blue Eyes, Brown Hair, for Fae People it's Yellow Hair, Green Eyes, and for The Reclia it's Black Hair, Red Eyes. Anyway, Segoians claim to fame is "The Trait": A gene in their body that gives them a random power or ability upon birth. For some, it's powerful things like controlling the winds or creating streams of flame. Others get things like "I have black marks all over my body" or "I can wear T-Shirts in Winter." Segoians are notoriously violent and easy to anger, and don't get along well with other species. This being said, there's not much a Segoian could technically be called bad at. All Segoians are taught at an early age that they can be whatever they want to be, and they take this to heart. There's a PHD for practically anything you can think of at a Segoian University, from things like Theater and Microbiology to Tattoo Artistry, Blacksmithing, or Fireworks. Segoians will promote you for anything as long as you aren't committing a crime or are something other than Pure Segoian.
The Fae People: The Fae People are a group of Species all living on Azzis, who all share a common ancestor but evolved in various ways as time passed. The Fae People were once all fighting against each other for control of all of Azzis, until a man named Dorian Ferrum, who would later become the first Fairy King of Azzis, united the species under him and created Azzis. After that, they got along pretty well. As in, there's literally never been a Civil War. Ever. Honestly no one knows how, since some species do have a bit of distaste for the other, but there's never been full-on war, just little disagreements and skirmishes.
Fairijins: Despite the name, they resemble Elves more closely than Fairies. Elvish ears, a variable rainbow of possible hair colors and are known for being the most adept with magic on Azzis. The Fairy Queen is Fairijin, and they united all the Species under the Azzis flag centuries ago.
Demons: They look like, well, demons. Horns, tail, bat wings, etc. They aren't evil, mind you, but they are the strongest race on Azzis, capable of great physical power and make great warriors. A child Demon can lift a full-grown adult by age seven, and by adulthood a Demon who trains well can easily toss a car the length of a few football fields..
Succubus: A relative of Demons, they have the same base features, but Succubus are more skewed toward being female, and have the ability to charm others with their voice in place of powerful strength. This being said, Succubus aren't all the sex-crazed people the world makes them out to be. Sure, they don't exactly see much wrong with having sex whenever you want, but they believe that each time they do, it should be special. As such, each time they do they make a small mark on their wings or tail. Succubus are also rather good business-people, due to being able to use their Charm to get the better end of deals.
Ifrit: Another relative of Demons, they drop the horns and wings to have a massive inferno for hair and a lizard-like tail, along with excellent control over fire magics. Ifrits have used this natural control over fire to become excellent blacksmiths, crafting some of the finest weapons and armor in the world. The suit of Imagus Proxi was made by a Master Ifrit Blacksmith, as was the suit of the leader of The Gusts, Severin Zephras. If you want to feel safe in a battle, try shopping at the nearest place that sells Ifrit-made Equipment.
Merfolk: Exactly what it says on the tin, these are Fae Folk who adapted to live entirely in water and are quite adept at ice and water based magics. They usually only have tails, but some are born with split legs, making them more like Fishmen than mermaids. They can breathe both in and out of water, making them more like frogs and fish. (Don't tell them that though.) Merfolk are known for being defenders of waters across the world, stopping pollution and illegal fishing. There's even a myth that if a ship captain doesn't pay his respects to the mermaids before he sets sail, he'll be attacked by a giant sea monster in the middle of a storm. This myth has lost some power due to the invention of planes, but any cargo ship captain worth his salt still does it.
Nymphs: Fae who live in the Kerala Forest, and are it's sworn protectors. They have adapted to swiftly move through the forest, excel at earth magics, and are known for being a crack shot with a bow. They are also excellent survivors, living only off of the blessings of the Kerala Forest. That being said, Nymphs are still excellent weavers, making dresses and clothes like no other. The finest dresses in the world were crafted by Nymph hands, and it's for this reason Azzis basically owns the clothing market, thanks to Ifrits making armor and Nymphs making clothes. But Nymphs also don't get along with the Ifrits very well, due to multiple cases of Ifrits getting drunk and starting a massive fire in the Kerala Forest because of fire hair.
Cloudians: Almost angel like Fae who control the winds and weather, have glowing gold pupils, and wear only clouds for clothing. They are known for healing magic, and generally if you want to see a doctor you want to see a Cloudian Doctor. Despite how it may look, Cloudians do not in fact live in the clouds. They actually get rather ticked-off if you try to ask them if they do, clearly they've been asked multiple times. This being said, they do wear ‘halos’, special golden rings with a unique message engraved on the back that they wear like headbands. See, all Cloudians wear halos as a sign of their species-wide pledge to do good unto others, with the message engraved into them as their specific pledge to make the world better. Cloudians are notorious pacificists, and only want to help people, staying out of fights whenever possible.
Dullahans: Another Fae subspecies, they all have detachable heads that detach from the top of their necks, and dark skin tones and hair. They generally live in the moors and swamps of Azzis, away from the gleaming and shiny capital city. Most Dullahans are known for a love of the gothic and the horror, and they created this world's version of Halloween, dubbed "All Hallow's Night." Dullahans are also known for creating some of the best plays and movies in the world, and scripts created by Dullahans are fought for tooth and nail by Movie Studios.
Reclia: The main inhabitants of Reslia, they are usually tan, but can pass for humans save for the scorpion tail on their tailbone. Again, they are known for being excellent with tech, and are also well adapted to desert life, able to stand greater heat then other species. Also, they are venomous, but it's only enough to knock out people, they can't kill you with it unless they stab you in the face. The Reclia are known for being rather neutral, supplying weapons and techs to both sides equally in times of war, and are known for being shrewd business people as well. As a side note, due to an old superstition, all pure born Reclia must have alliterative names. No one can remember why, it's just considered good luck by them to do so. As a fun fact, the poison for their tail is located in a sack underneath their liver, and instead of sweating, Reclians instead collect any toxins they build up through this sack, which means they are weirdly suited for living in the extremely hot desert. However, if they don't release the poison on a semi-monthly basis, they could poison themselves, so stab boards were invented that the poison can be harmlessly injected into.

For an overall level, there's only one (technically two) religions in Segoia: Solism, the worship of the Goddess of the Sun. Its closest real-life counterpart is Catholicism, and they have specific holidays relating to Sol: Specifically All Sun's Day, a day that takes place on the third Sunday of March to celebrate Sol. Cloudians and Ifrits are the most commonly religious, while the Reclia tend to refuse to celebrate her due to them living in a frickin' desert. On a smaller note, some people are Tatrosist, since as they see it, Tatros created them, so shouldn't they be worshipping him? It's really a valid point, but social stigma has caused the movement to falter.

Other holidays of note include Unity Day, a day where all the Species of Azzis get together to celebrate their companionship while throwing massive parties across the country, Winter's Eve, basically this Universe's equivalent of Christmas, where the day before Winter officially starts, people give each other food and gifts to help get through the tough winter season. In Reclia, they have Engineer's Week, a week where the best engineers and inventors from across the world compete in various categories to determine who is the best of the best. It's like the Olympics for nerds.

As a final note, Hybrids of all kinds are possible, but the most common is Segoian plus some other Species, giving them a Trait along with the Natural Powers of the Non-Segoian Side. Some of the more common ones are Daemons (Segoian plus an Ifrit), Tieflings (Demon plus an Ifrit), Djinns (Demons plus a Segoian), and Aphros (Succubus plus a Segoian.) Mermaids, Cloudians, and Nymphs rarely mix with other species due to keeping to themselves, and if you ever see the child of an Ifrit and a Nymph or a Cloudian and a Demon (Lonefire Blossoms and Brimstones respectively) you might want to try for the lottery because you are lucky.

Main Characters: Imagus "Imagi" Proxi, the most wanted man in the world, and wrongly accused for being so. Ceres Ferrum, the Fairy Queen and Imagi's Trusted Ally. Snow Yurrel, Rival of Imagi and the person who's always trying to catch him.

How would this fit into the story of Evrensel Conflict?: Cool superpowers, powerful magic for your ne'er-do-wells to try and get your hands on, and generally just a huge amount of variety can come from this world.
 
Name: Ara - Age of The Underworld War

Summary
:
A medieval fantasy world with a wide variety of races, cultures, nations, and gods. It currently under siege by an army of undead created and controlled by the most powerful of the damned. This Legion of the Damned has forced their way back into the realm of the living under the direction of a figure called The Ghost King. He wields a dark and powerful artifact long thought to have been sealed away the Gods.

Aside from the threat of powerful damned and armies of undead, The Ghost King also (unintentionally) loosed a terrible curse on the world when he overthrew the Gods of Death and created his Breach between the worlds of the living and the dead. Many people are falling ill to rare and mysterious diseases of the soul, no matter where in the world they are. There are reports of possession and strange reincarnations (people being born again as a different race and with most of their past life’s memories just doesn’t happen- or didn’t). As well, previously fertile lands are going barren and sometimes the dead just don’t stay dead (an event happening separately from when they are forcibly raised and conscripted into the Legion of the Damned).

As time has gone on, the Breach between the worlds only grows larger- seemingly heralding the end of the world. At first the Legion of the Damned was unable to create much headway into the living world, aside from directly around the Breach as being in the living world was harmful to them as it rejected their dead existences. They would at first get around this by creating undead then by intentionally widening the Breach and working to undermine the living world’s existence. One the living world grew weak enough, then they properly launched their offensive against the rest of the world. (Attempts to root them out before this could happen only had their successes be short lived, as any offensive against them could only really chase them back into the world of the dead.) The effects of The Curse were also rarer and less widespread, but have also grown more common over the decades.

It falls to those descended from Blessed Heroes of old to deliver the world from this hell, for it seems that only they can manage to stand in the presence of The Ghost King’s Dread Knights without succumbing to their very presence (and might even have a chance at beating them). Meanwhile, the rest of the world can seemingly do naught else but try to hole up in their cities and forts to try and survive against the tide of undead; which is leading to most nations trying to isolate themselves.

The Gods seem to be strangely distant and unable to answer their follower’s cries for salvation in anything more than reawakening old Blessings anew in those descended from past Heroes and to send the occasional omen or sign. Somehow, The Ghost King is stopping them from intervening more directly- signs point to his artifact, a “Crown of Darkness” as the culprit.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):

Major Powers
The Legion of the Damned: The Ghost King, his Dread Knights, and an uncountable army of lesser undead. They seek nothing less than utter world domination.

Kingdom of Freehold: The promise of its name, “Freehold” doesn’t ring as true as it used to (especially in these trying times) and only really applies to the human nobility and wealthy. Still, it’s ahead of the curve when it comes to racial and gender equality- but not by all that much. One of the more powerful military powers in the world, or at least it used to be before The Ghost King slew their army and raised it to serve as his undead legion. Still, they have a large amount of Blessed Heroes and powerful magics and have been able to hold the line for quite some time, even pushed back to their inner territories as they are.

Empire of Ironclaw: A nation founded by and created for the traditional Warrior caste of Dragonkin, the Earthly Dragonkin - The Warborn. Bred for and traditionally of high-ranking military backgrounds, the upper class rules their lands with an iron fist. They have made attempts now and then to invade other lands with mixed long-term successes and failures. To them, everyone has a proper place in society. At the top are those of the ruling clan, then the greater clans, then lesser clans, then everyone who’s not Warborn, then the Lowly Dragonkin - The Kobolds. They have a long-standing alliance with The Kingdom of Freehold, but the ruling clan is content to let the Freeholders perish as they focus on keeping their own lands secure.

The Jan Confederacy: An ancient tradition of politics runs deep in this nation of elementally gifted peoples (who are akin to the Elves of other settings). Ever since antiquity their rulers and leaders have been the most powerful and eldest of them all. They hold a thinly veiled disdain of those who aren’t of the Jan and those Jan who have impure blood (with more than one elemental heritage), those who are of a different race or impure are not allowed to hold high positions in society. Some Jan’s elemental heritages are so mixed that they have no strong affinities they are practically members of other races, judging by how they are treated. Worst of all is to be a Jan with an aberrant elemental affinity, to be one of them is to be the lowest of the low- to be considered a blight upon the nation. There lead communities of Jan with mixed elemental heritages, who have no hope of holding high positions in government or in the military. Some leave for other places, inspired by the example that the aberrant Sun and Nature attuned Jan set long ago when they left across the sea. Though after nearly four thousand years and due to the pressure put upon society by The Underworld War, things are starting to change as the need for competent and brave leaders is overcoming traditional disdain by sheer necessity.

Minor Powers
Too many to count.

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.):

The Legion of the Damned:
They have hardly any of a society to speak of, only those undead who manage to retain their minds and are also powerful are really a part of it. They are entirely just one big military force, with a chain of command serving as their government. Their "national" pastime is throwing prisoners of war and undead into a coliseum for entertainment. There's been some talk between The Dread Knights and their lieutenants about what they'll be doing with the world after they've conquered it, but nothing's really set in stone.

Kingdom of Freehold: A nation that split off of the original human nation thousands of years ago due to a succession war. One of the people the crown could have gone to was in charge of a human colony, a powerful and large one. Rather than fight with others to determine who would have the crown, they ceded from the whole mess and made their own nation. The other nobles, relying much on that colony’s material goods and exports declared war. It turns out economic might is a strength of all it’s own as the newly founded Kingdom of Freehold was able to pay its neighbors to aid them in the war. Nevermind that they boasted one of the most advanced magical colleges of the time. The small bits of developed land and other things given up to their neighbors to ensure a quick and clean victory over the forces of their former motherland was worth it in the eyes of that first King of Freehold. Not so much to some of the Kings who came after him, who would sometimes wage war in order to reclaim what was rightfully theirs, at least when they weren’t lying about historical borders in an attempt to wage thinly veiled wars of conquest. It is sometimes said that Freehold one ruled most or nearly all of the continent of Lu’Arla in a glorious and prosperous nation, these claims are demonstrably false (according to their neighboring nations own histories) but some people just don’t listen to facts. Though ancient and powerful artifacts of similar being dug up in many parts of Lu’Arla does lead to giving these claims more credence than they’re necessarily worth.

Empire of Ironclaw: Created by the Warrior caste of Dragonkin long ago once they realized that the Ruling caste weren’t actually all that militarily (or physically) strong on their own. They exiled the Ruling caste, and the Merchant caste for that manner, from the lands wherein they had their primary strongholds. Turns out they weren’t the best rulers and their multi-continent spanning empire quickly collapsed. Only upon the land of Lu’Arla did they manage to stay in control of the populace and have since strived to put themselves in a position where they can rebuild their ancient empire. Though opinions on the wisdom of waging such a ridiculously large war of conquest are quite spilt in their noble houses, more so than before with the advent of the Legion of the Damned.

The Jan Confederacy: Nations made of the Jan peoples have stretched all the way back to antiquity with the first one having been set in place by their Gods, the Divine Elemental Lords, themselves. This nation is merely the latest iteration of that, with previous iterations either having been ended by past calamities or political upheaval. Though for the fourth time in all history, all main elemental heritages of Jan are united under one banner. Like as in the nations of their predecessors, one's value in society is based upon the purity and strength of one's elemental heritage. They are formed of eight nation-states, each with their own Clans having their own political ways. Though all send a representative who politically represents them to the rest of the Confederacy within the Council of Lords. Notably, their capital is a city-state all to itself which belongs to no one Clan and is instead ruled by a group of Stewards picked by the Council of Lords. To not be a Jan in this society is to have a heavily restricted place in it in most clans. The Clan of Water and the Clan of Light allow non-Jan to rise the highest within them, while the Clan of Dark and the Clan of Earth are the most restrictive - not even treating non-Jan as proper citizens.

Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.):

There is a lot of races, the Gods did not hold back on creating a wide variety of them. Then there’s the whole issue of souls getting mixed up between races creating somewhat hybridized versions of them (if they manage to survive throughout their childhoods since such a mismatch between their body and soul manifests as a powerful Soul Sickness with a high mortality rate).

The Races of Man
Created by the joint effort of the Gods of the Scions of Knowledge. The Archmuses, Archwarriors, and Archcrafters have races dedicated to them- but the Archmagi declined that honor, instead wanting to share the gifts of magic with not only the races of man, but with all races.
Human: Specific cultures of humans venerate many different gods as their chief patron deities (some of them even not belonging to the Scions), though no one god has a claim to humans as a whole. Created to be adaptable, intelligent, and diverse, they can be found in most parts of the world. Though not everywhere do they have a nation or even a village that is primarily made up of humans (mostly because other races got there first). Being inherently beholden to no specific gods, humans are free to worship whoever they like. They also have little in the way of racial talents, having to work hard to acquire their skills and sometimes surpassing other races in the fields they are innately talented in.
Dwarves: Collectively The Archcrafters are this race’s chief patron deities. They are a hardy folk, able to live in many different biomes by their sheer stubbornness and architectural prowess.
Goliaths: These people are a warlike race, powerful in body and cunning in mind. They call the Archwarriors their patron deities. They are generally a proud people, drawing their worth from one's strength of their body and their martial prowess. Their innate strength and talent for fighting make them valued by societies the world over as mercenaries, warriors, ... or just for hard labor. Their inherent drive to fight and wrassle makes them generally unruly, even when organized into armies with strict hierarchies.
Halfing: The Archmuses are their chief patron deities. They are typically a peaceful and boisterous type of people. Imbued with an artistic sort of curiosity, they often take up professions that allow them to journey to other lands and/or practice their craft. They were the first to invent advanced farming techniques, just so they could have more time to do the things they like instead of working the land all the time. In modern times many of them delegate menial and boring tasks to servants of other races if they can afford it. Though some take pride in living simple lives for varying reasons.

Jan (Elemental Elves)
Created by the Elemental Lords with some help from the Scions of Knowledge, this race (which is similar to elves of other worlds) has an innate connection to the elements and/or other magical phenomena. In the beginning of the Jan, all those that existed had a connection to one of the chief/main elements (Light, Dark, Wind, Water, Earth, Fire, Ice, Lightning). Nowadays that’s not so true.
Main Races: Those who elemental bloodline is considered pure and of the eight chief eight elements. The Highborn, or ‘purebloods’, are those with a powerful singular elemental affinity. Midborn, or ‘mixedbloods’, are those with two to three main strong elemental affinities and have some power in each. Sometimes a person with four strong affinities can exist, but that’s about the breaking point for being able to have strong affinities at all. The Lowborn, or ‘no-bloods’, are those whose elemental bloodline is so mixed that they manifest no strong elemental affinities at all, they may still be magically strong but circumstances are such that they are unable to wield their homelands magics and so must pick up a forgien style of magic.
Outcast Races: Sometimes the elemental bloodlines of the Jan (and perhaps other magical forces in the world) mix in such a way that a seemingly new or esoteric elemental affinity manifests. Solar, lunar, chaos, force, psychic, nature, etc. Such nonstandard elemental affinities are seen as an abomination in mainstream Jan society (mostly due to stubbornness and a fear of having to change how their society is structured to include these nonstandard elements than anything with a strong basis in fact). Socially, to be one of these ‘strange-bloods’ is considered worse than being a ‘no-blood’. It’s little wonder that these Jan either suppress or hide their elemental affinity or leave the Jan homeland altogether.

Dragonkin
Created by the Dragon Gods of Order and Civilization. It was intended for the Gods themselves to rule above them as Emperors themselves. Interference from the Primordial Aspect of Justice dashed those plans and nearly lead to the collapse of ancient Dragonkin society as a whole (at least they fared better than most other races, whose societies completely and utterly collapsed in those tumultuous ancient days.)
Heavenly Dragonkin - The Ryujin - The Once Ruling Caste/The Aristocratic Caste: These people appear as anthropomorphic eastern/asian-style dragons. Running an orderly civilization generates a lot of bureaucratic positions in society and this race was created to fill that position. They were placed on top of the mortal dragonkin hierarchy, having been gifted the keenest minds and the strongest gifts of magic. Physically, they were not the mightiest of peoples as the Dragongods didn’t want to give them too much power and wanted them to have a reason to be somewhat humble in their dealings with other Dragonkin.
Earthly Dragonkin - The Warborn - The Warrior Caste: Physically they are the mightiest of the Dragonkin, second only to True Dragons. They are the ruling race of the Empire of Ironclaw, suffering no race but their own to hold positions of power. Some are found elsewhere in other Dragonkin nations or rarely in nations where the Dragonkin are not the primary race, mostly due to their history where they once ruled a large portion of the world that they claimed in a rapid war of conquest and so spread their people to nearly every corner of Ara. [Basically DnD Dragonborn, but beholden to no one but themselves.]
Oceanic Dragonkin - The Naga - The Merchant and Sailor Caste: A race was needed to solidify the Dragongods’ authority across and in the oceans of the world, so they created the Naga. With none of the other Dragonkin being so suited to the waters, they were able to quickly break off and form nations and societies of their own one the Age of the Gods was over and the Gods weakened in power. Most of them are fully amphibious, able to breathe in water as easily as they can in open air. They are also of a tricky sort and there are reports of some Naga turning their worship to the monstrous and alien Gods of the Deep or to other water-aspected type Gods in general.
Lowly Dragonkin - The Kobolds - The Servant Caste: Created to serve all other races of the Dragonkin, they were created to be childlike and unquestionably loyal - something that hasn’t held true over the years as other Gods have taken offense to that and lifted up their intelligence and desire for independence here and there. Being the primary creations of the Dragon-God of the Earth, they are also supernaturally talented (some would say lucky) when it comes to mining or manufacturing endeavors. [Essentially DnD Kobolds.]

Bestial
These peoples were brought into existence by the Aran Primordial Aspect of the Hunt. Each one was born from uplifted animals that the Aspect of the Hunt found something special about and that trait augmented with humanoid forms, the gift of intelligence, and a specially made God to be their steward and patron.
Foxmen: The cleverest of the Beastkin, they were the first to discover how to tame other animals, how to create traps, and many other inventions besides. They are also incorrigible tricksters and love to play lighthearted tricks on those who take life too seriously; nevertheless, they tend to get along well with people of all races, barring individual prejudices. They also possess no small amount of skill when it comes to the magical arts, though they favor most the intriguing complexities of arcane magics. They openly trade with other races. As a side note, their main culture has made a tradition of having small, but highly skilled troops of Lesser Dragon tamers, much to the disapproval of the Dragonkin races (and to the amazement of many a child, Foxman or no).
Highlands Catfolk: Based on cougars and the like, but also smaller types of cat that can be found in cold climates. The big cat varieties tower over their smaller kin, but none can deny that they are in fact… kin. Their personalities and mannerisms are all too similar, never mind that they both can meow. These Highland types are well adjusted to the cold and snow. The majority of them are organized into a nation, with a family of Cougars acting as the royal family. They are naturally a disorganized lot though, mainly just forming into family and clan groups instead who for the most part keep to themselves. In fact, it was only their Gods’ direction and pressures put on from other nations that made them advance from being a collection of clans to a proper nation with royalty and everything.
Wildlands Catfolk: These catfolk live in hotter climates, being Tigers, Cheetahs, and the like. It is much rarer to see small-type catfolk of this type, they’re too busy hiding. Due to an abundance of natural resources and living in a place inhospitable to many other races, they remain as a loose collection of clans and tribes, each usually formed of a single type of catfolk. Beware the tiger clans, for they are the most territorial and also physically the most powerful.
Wolven: These wolf men are the most likely to cooperate with each other and other races besides, finding strength in their packs and in teamwork. They are not overly fast, smart, or tough compared to the other bestial races but they find their strength in numbers and in their advanced military culture.
White Wolven: One of the first races the God of Monsters decided to meddle with, these offshoots of the Wolven have been blessed (or arguably cursed) with berserker strength and spirit. Culturally they respect strength above all else and killing or crippling your superiors is seen as a valid way to get ahead in your career, whatever it is. Though after a few thousand years of living like this they consuel that you should know how to do their job first before you forcibly replace them and also that retiring while you can and passing on your mantle to someone you actually like is encouraged. They have trouble forming a large society, only coming together as one a few times in their history when someone was powerful enough to make all the others listen to them. They live in either small villages and/or in traveling bands.
Others: Other types of Beastkin are out there, but they generally keep to themselves or live as part of other cultures where other races are more dominant. The most prominent minor races are the Bearkin and the Griffonkin.

Avian
Created by the Aran Gods of the Heavens, each particular race has a connection to a different type of celestial or weather-based phenomena. They are shaped as humanoid birds, their wings also serving as arms, with them possessing three-fingered talons at the ends to serve as hands.
Sunborn - Hawks: They are swift flyers and hunters, with innate firey and radiant magics that are empowered by the glory of the Sun. Nearly all of them are able to use magic, if only to enhance their fighting styles. It is rumored that the most powerful of them are able to ascend to Phoenixes, gaining immortality and immense magical powers. Though such Sunborn are incredibly rare, only reported as being able to exist due to godly intervention and/or being of a blessed bloodline.
Moonborn - Owls: The great hunters, watchers, and wardens of the moonlit night. They are able to wield magic born of the moon and its pale, calm light, though some instead focus on improving themselves physically instead of getting involved in mysticism. They have a racial aversion to moonless nights and underground places, their minds unsettled when they cannot see the light of the moon. They have a much lesser aversion to direct sunlight, though it seems to be mostly because they are nocturnal creatures.
Starborn - Songbirds: The shapes this clan takes on are as numerous as they different colors of stars in the sky. They are natural singers and musicians,
Nightborn - Ravens: Born of the blackness between the stars in the sky, they are nocturnal and have an affinity for Dark-aligned and also strange otherworldly magics in general. Historically, they have been those that watch the movements of the Void- trying to divine the moments of things that lay beyond this world. As such things rarely interact with this world, their findings are often unheeded and left to their own devices. Sometimes they meddle with summoning things from other worlds, with mixed results. Generally, they are all seen as half-mad.
Others: There are the rare Avian peoples who have racial connections to things such as clouds, rainbows, or to the wind or storms. They live separately to those Avians with a connection to some sort of celestial thing.

Faekin
Born of the Primordial Aspect of Dreams and/or the Primordial Aspect of Creation, these beings are by and large whimsical and nature attuned both in design and in mindset. Some are more alien and inhuman than others.
Various True Fae: Pixies, nymphs, dryads, etc. The list goes on and on. They are the True Fae of the Faekin, their minds the most strange- though not wholly incomprehensible to other races. They just tend to be child-like and put an overly strong focus on fun and entertainment, while having little to no moral compasses to speak of. It is not unheard of for True Fae to grow beyond their racial mindset, but that is quite rare indeed and requires that individual to have many interactions with people of other races.
Taurian Races: Not only those based on hooved horse or deer-like animals, but many other kinds besides. Though the Centaurs are certainly the most dominant of the Tuarians due to cultural and geographical reasons, having split off from the other Fae-like races long ago to live in the plains in large societies.
Changelings: It is said that this race was created to act as replacements for stolen children and kidnapped persons that the rest of the Fae had interest in. Sometimes they would make use of their carefully planted sleeper agents, but most of the time they would just grow up never knowing what they are and going on to have children of their own. Over the years many a changeling or descendant of one has realized that something wasn’t quite right, though more likely other changeling found out about their true nature before they did and took them under their wing. Many changeling covens have formed over the years, some with ties back to the Fae, others with no connections, and others still who are hostile towards the Fae. Some of them even still partake in the tradition of kidnapping and replacing children.
Gnomes: This kind of Fae-like has had the greatest success when it comes to integrating into other races, though most of them live along with Halflings due to close geographic proximity and their similar sizes. They have a natural affinity for trickery and fae magics.

Aquatic
They live in the ocean depths… but not too deep for that’s where the horrors lurk.
They keep to themselves for the most part and, aside from The Curse that’s afflicting the world (which they are lucky enough to be able to deal with it without too much issue), they have been basically unaffected by The Underworld War.

Monstrous
Nearly all of these are perversions of other races, created by God(s) of Monsters and other dark beings. Gnolls, orcs, etc. Some of them, especially the ones created early on, are able to live with other races without too much trouble and can even be counted among them. Others are too radically different and monstrous in mindset.

Etc
Some insect people kicking around somewhere, they tend to be highly territorial by and large and are descended from foot soldiers used by a god in an ancient war so no one likes them by default anyways.
Weaverkin: These independent thinking spider people are recluses and highly religious. They venerate their Goddess, the rebellious daughter of the now dead God of Fate that tried to conquer the world. Those closest to their Goddess are called Oracles, able to divine and sometimes even influence the future.

Main Characters (What characters are involved in your story? Must have two, protagonist and antagonist.):

Primary Antagonist: The Ghost King

The leader of the Legion of the Damned, bearer of the Crown of Darkness, ruthless conqueror (even before he died), inheritor of the Blessing of the God of War. All this comes together to make him an extremely powerful warrior and master tactician. With the Crown of Darkness, an artifact born from when an evil Primordial was stripped of their powers, he is elevated to the status of Demigod. He can boost his might further by drawing more upon the Crown, though doing so risks his own destruction as his form cannot wield it’s full might. The Crown potentially most useful power is its Authority over Divinity. That power is able to restrict (and maybe boost) other divine powers, especially those which originate from Ara. This combination of boosting himself and weakening others works well to close the gap between him and other divine entities- allowing him to overpower, if not go toe-to-toe with most of them. Authority over Divinity does not work on the Heroes’ Blessings from Ara, for said Blessings were created to empower mortals to fight against the original evil Primordial who also wielded that power.

Formerly the Crown Prince of the Kingdom of Freehold about a century ago. His unashamedly imperialistic views (and racism) won him the support of some in the King’s Court, but mostly turned people against him. But he was hard to say no to since he was the Crown Prince and also possessed of great strength. A scheme orchestrated by his younger brother lead to him being crippled upon the field of battle before being slain by another who was also possessed of an inherited Blessing. He’s clawed his way to the top of the underworld hierarchy and his aim is nothing less than that of utter world domination. Opportunities to enact revenge against his Royal Family’s descendants (and just those of Royal blood in general) is the primary thing that’s able to distract him from his carefully plotted warpath. He likes making sure that none are able to contest his claims and crushing the hope from and sowing conflict among those he would subjugate is a plus.

Generic Protagonists: Any hero brave (or stupid enough) to pick up a sword and try to fight back the Legion. Those who have obtained and/or inherited some kind of Divine Blessing are typically the ones able to lead the fight and push back the hordes of undead, due to being stronger than most other mortals. Not all heroes or important figures are those with Blessings, some having come into their physical and/or magical strength by their own efforts. Not to mention that sometimes you need someone who has political and social skills to make sure that things go smoothly.

Protagonist: Feander Hothric, the Crown Prince of Freehold
Hothric is mostly human by blood (there might be some Goliath or Jan in there somewhere) and a young adult. By some twist of fate, he was away in the magical college city of Lindin Cardelle for the final exams (not even Princes are free from having to get a proper education) when The Ghost King marched his army upon the crown city of Daybreak and so was spared when most of his surviving family was slain. Generally, he would now be next in line for the throne save for some technicality his uncle invoked saying that he was unfit to rule due to the prince not having had the chance to finish his royal education nor has he had the chance to lead troops in battle among other things. Still, he is a courageous and intelligent young man, but perhaps a bit too gracious has he accepted his uncle's decree without much of a hassle (or maybe he just thinks he'll do a better job helping his people from the frontlines or doesn't have much of a taste for politics).

Due to his family's past practices of marrying renowned Heroes with Divine Blessings into the Royal Bloodline whenever possible, Hothric has inherited portions of many different kinds of Blessings. A practice that has resulted in what is commonly called "The Royals' Blessing", usually one Blessing in inherited the most strongly, called the Prominent Blessing. One that has to do with one's inherent character and talents rather than what Prominent Blessing their parent(s) had. It's unknown what Hothric's Prominent Blessing is at this time, due to him being talented in many different areas and him being careful to try out everything his ancestors were renowned for out of fear of perhaps missing his Divine calling in life. Still, he is possessed of magical, physical, and intellectual talents, able to wield many kinds of weapons and arcane magic skillfully (mostly thanks to his varied training). Still, he is not a master of any one magical or martial skill. He has not found that he seems to be supernaturally talented in any one of them and so he doesn't put in the time to perfect wielding them, thinking that he still hasn't found his Prominent Blessing. He sometimes entertains the thoughts that he just might be talented in everything, but that's never happened in the history of his family before and so he dismisses the idea.

Currently, he is dividing his time between helping his magical tutors keep Lindin Cardelle secure and calm, trying to seek out other Blessed Heroes, and trying to research where the Legion's power comes from.

How would this fit into the story of Evrensel Conflict?:
It provides an antagonistic force and a world which powerful characters can hail from (for good or for ill). The Gods found in Ara could also come into conflict against the powerful AI (though the more powerful Primordials’ reach would limited to Ara due to lore reasons). There’s also a God Killer artifact kicking around that could be useful.
 
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Hellion

Summary
At the height of its power, the Roman Empire pushed the boundaries of science and magic to further expand their already far-flung borders. Science made great advances for its time, but the advent of steam power was quickly outshined by a sect of sorcerers who discovered a means to not only summon creatures from another dimension, but to bind them to serve a human without question. These beings were called Daimons, and they proved to be what was needed to expand their empire as they could withstand greater damage and cause greater destruction.

The presence and use of Daimons by nations and any sorcerer with the knowledge to summon them would shape the world in a myriad of ways as time passed.

It is the year 1990, and this is the story of how one Daimon, unbound, catalyzes this world into moving forward into another age.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):

Roman Empire
Turtle Island Confederacy
Aztlan
The Rising Sun Empire

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.):

The Roman Empire encompasses all of Europe, Russia, the Mediterranean, and Northern Africa. They were the first nation to discover the Daimon Ritual and pressed that advantage to gain its current territory, but in the 18th century its experiments in using human flesh for the ritual yielded the first Hellion; this Hellion overthrew the Caesar, and installed himself as The Daimon Caesar. He reshaped the Empire into a haven for free Daimons to live in luxury with humans serving them, and since then has not made any border pushes on other nations, considering it ‘too much trouble’ when they already have a large chunk of the world.Sorcerers are banned within its borders as a threat to their existence, and are swiftly executed when discovered.

They have mostly peaceful, if tense, diplomatic relationships with the other nations

Turtle Island Confederacy: The united tribes of the North American continent, headed by an elected Great Chieftain. Their main strength that has allowed them to exist as a separate entity on the world stage are their Skinwalkers, superior medicine, and agriculture. The medical assets and agriculture products such as tobacco are their main exports.

Aztlan: The united tribes of South America, ruled jointly by the Incan and Aztec Emperors. In its early days the nation benefited as a port for sea trade, then air trade between farflung nations and this continues into the modern day along with trade for its own unique products.

The Rising Sun Empire: Encompasses the world from what would be China to Australia. Ruled by the Emperor of Japan. The main naval power of the world, yielding both a large merchant and military fleet for both sea and air.

The Raj: Controls India, outlying southern islands, Middle East, serving as a buffer state between the Rising Sun and Roman Empires.

African Confederacy: Controls the land south of the Sahara Desert, headed by The Zulu. Their main exports are diamonds and materials for Daimons taken from its many powerful indigenous animals.


Species

  • Humans: The dominant species of the world, even for how unremarkable one or many can be, they are bolstered by their ability to innovate and access to magic, the primordial energies of the world.
  • Daimons: Beings from another dimension that are brought to the human world by means of a ritual. The form they take in the human world depends on the biological material used in their summoning ritual and a wooden representation, as they cannot exist in the human world as they would in their home dimension, and their abilities can vary widely as a result. The common traits they share are:
    • A Daimon Core: Their essence, what is actually summoned in the ritual.
    • Regeneration: The Core will repair any damage done to their earthly body up to limbs being lost over time depending on severity. Complete disintegration of their body is possible and will result in their essence being sent back to their home dimension.
    • Immunity to Earth-borne diseases
    • Immortality: Their bodies do not age as a result of the constant regeneration.
    • Absorption: Daimons absorb the Core of others and grow more powerful as a result, including able to integrate part of the eatens’ body into their own.
    • The majority of them are happy with being enslaved, as their home dimension is said to be more brutal than anything a human could conceive of. For this reason most all fear being banished back to it.
    • Enjoy leisure time, some to the point of being lazy when not being told to do something else as in their dimension there is no such time they can be relaxed and/or lazy.
    • Reproduce asexually by expelling a Daimon Core they have absorbed. The new Daimon is created in a small child-like form but grows rapidly to adulthood within a year before they cease to age, taking traits from its parent but possesses a will of their own.

  • Hellion: A very rare Daimon that is created when human flesh/blood/hair is used in the summoning ritual. They share many traits with a regular Daimon, with key differences.
    • Cannot be bound to serve a human or banished by a spell, and are thus free.
    • Capable of using magic, so are considered highly dangerous.
    • Lack the ability to reproduce asexually. It is speculated they are capable of reproducing as humans do, but thus far no Hellion has shown enough interest in the idea for it to be verified.

Were more common in the early days of the Summoning Ritual being used but have been destroyed/banished over time and their creation outlawed to the point only one, The Daimon Caesar, is known to exist.

  • Skinwalker: A human with the ability to take on the properties of an animal with a spell, making them roughly a physical equal to most Daimons. Most commonly found in the Turtle Island Confederacy.


Main Characters

Morgan
A Hellion. Summoned by Doctor Aldous DuBois with a body created from the locks of hair of his wife Marjorie; daughter Cassandra; and by accident their dog Suzie as it had been mixed in with Cassandra’s. Since all of the materials used came from females, Morgan’s body is female with a dog’s ears and tail, golden blonde hair(from Suzie as she is a Golden Retriever).

Doctor DuBois summoned Morgan to study a Hellion, and if/ how they can learn to live peacefully in the human world. The DuBois family lived in the Gaul province of the Roman Empire where it was common to have a Daimon walking free, and Morgan came to see the DuBois family as her own.

One day a band of rogue human sorcerers, The Order of The Chain, made an incursion into the province. They either banished any free Daimons they came across, or forced a master to pass on their Daimon’s binding under threat of death. Doctor DuBois and his family were murdered when he refused to even pretend to pass on his ‘ownership’ of Morgan. When the group tried to banish Morgan, they found it did not work, and Morgan used that element of surprise to escape.

A peaceful life taken from her, Morgan embarked on a quest to systematically kill the band of sorcerers in revenge, all while also being hunted for being a Hellion by the Daimon Caesar and other nations.

The Order of The Chain
A group of sorcerers and their allies who believe the Roman Empire has waned in power with all the years of peace due to the other nations being too wary of facing it head-on. Believe that Daimons can only be trusted when enslaved, and have amassed a large army of them to do their bidding.
  • Feicurl: Grandmaster of the Order
  • Neglio: Second-in-command
  • Donba
  • Thili

The Daimon Caesar

Has ruled the Roman Empire since usurping the throne in 1760, and has allowed most of its daily operations to be handled by the Senate he had created for that express purpose, allowing him to live a life of leisure with only occasional outings to assert his power, gained from absorbing 100 other Daimons. He sees the emergence of another Hellion as a direct threat to his power and lifestyle, and so has taken a more active role in governing than ever before in his pursuit of Morgan.

@AIM Leader Wade
 
Name: Mear


Summary: The world of Mear was a technological marvel when humans cultivated it and made it their own. Common people were at the height of luxury, and the higher class people even higher. Cars whizzed past at wonderful speeds in the sky, and people had their robotic companions at their sides. All was not perfect in this world though, as over time the world’s temperature began to rise. There was a slow increase of carbon dioxide that was being released into the air. Most of the emissions were small, and negligible, but over time it all culminated together and heated the planet. The human race soon began to die off, attempting to savor the last of the cold temperatures. The last of the humans migrated to the northern and southern poles, where the ice had melted to form small springs. The ocean itself suffered, almost completely evaporating, save for the few deeper parts of the ocean floor, which still housed oceanic water. Most notable of them was the Mariana trench, as it continued to be a gigantic supply of water. Large tech bases became uncovered from the ocean, and sat solemnly on the sand. That was when the sand storms began. Humongous torrents which battered at the old facilities and almost empty cities. This was the last event that eradicated humans on Mear. All that was left of the human race was their technology.


Several years passed since human existence, and the wildlife on Mear began to evolve. It was gradual, as animals such as dogs and cats gained rows of teeth, then followed the evolution of spikes on animals. Their bones sprouted from their skin, preparing them for the harshness of the new world. Plants had difficulty also, as they needed some sort of sustenance other than water. The world’s wildlife turned to metals as their only resource. Their red and shining eyes hungered for the past’s remnants.


As for the remnants themselves, there were the countless robots that still hummed and waited for their masters’ return. Most of them served for convenience, folding laundry and cooking food. Different models had surfaced over the course of man, giving each droid its own individual quality. These small time robots would not survive in the new world, at least, not without some help. There were a select few robots that had sentience. Most of them were rare even at the time of their creation. Collectors searched for them, and tinkerers created them in search of life’s meaning. A small section of them was owned by the richer folk, lonely and looking for at least some type of workforce that didn’t have human error. All of the droids were shut down when humans migrated to the poles. They couldn’t care for them, and didn’t want to waste the resources. Then, hundreds of years later, lightning struck. It crashed down onto an electrical station, and sent a power surge throughout the system.


The robots awoke to find themselves alone in this new world. They needed to find meaning in their new lives. Pol-209 was the first sentient robot awoken. His goal was to recreate what had been lost. He wanted to savor the chance at life he had been given, and wanted to rule over the new world. Over time, he gathered a following after figuring out how to create sentient robots. The group grew and grew, until Pol-209 had created the world’s first and largest robotic outpost. It sits in a small grassland just outside the city of Flire and is centered around a large battery that powers the residents. Other outposts were created, but most of them fell to the sandstorms and creatures that prowled the lands. This is the current time, where the planet cooled down so that metal beings could walk Mear.


Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):


The cult of creators: This group is led by the elderly bots that were owned by the kind owners. These mainly include the tinkerers and collectors that tried to keep the droids in shape while the human race still stood strong. They can easily be identified by the bright blue smudges that are painted onto their bodies along with the dark blue cloaks that they wear. For them, rebuilding society is a must. This point is furthered by the idea that they want to almost become human themselves. In their words, it is achieving “true freedom” when a robot understands what it means to be human. No robot has achieved this understanding, so the cult does certain experiments such as wearing the skin of dead animals or praying to their old creators. Their outposts are distinguished by the various animals they are not afraid to hunt and put onto spikes outside of the walls. They are a very dangerous group, not because of their actions, but because of what they do to non-believers. They take them apart so that only the droid’s core mind remains, and leave them screaming in the desert to be eaten or buried in the sand.


The ironclads: Most of this group consists of the old droids that still guard the military bases of their creators. Even with their vast firepower, they do not think beyond protecting the bases. All of them are a mixture between sentience and basic, as they do have free will, but only to protect their beloved homes. They can be seen by their gigantic modules, all painted in a red crimson color. They also maintain the bases’ traps as to guard from intruders and are generally friendly as long as their base is not trespassed on.


The golden regalia: This group is led by the robots that were owned by the rich. To them, humans were enslavers that cared little for the world around them. They do not want to recreate a world such as theirs, and instead, want to create their own. Most of them are researchers that hope to harness the technology left by humans and incorporate it into themselves to gain powers beyond imagination. In some areas they are called mages, when in reality it is just manipulation of their own technology. They wear long yellow robes, and adorn themselves with different shiny gems found in the wastes.


Pol’s disciples: These droids have no specific goal in mind other than the survival of the robotic race. To most, they are seen as scavengers that try to house whoever comes into their outposts. This group has no specific insignia, other than the ideal to preserve the world. They are traders at heart, and thrive on tinkering. Pol’s Disciples are also the best at creating outposts against the outside world, as they manipulate the already created structures from humans.


Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.):


Droids, models can vary in ability and look

Digi-creatures: these are the creatures that evolved to feast upon both metal and flesh. They are very strong, and resemble many different animals such as wolves and bears. The most notable thing with their appearance are the black spikes that protrude from their bodies that are razor sharp. They also have glowing red eyes devoid of pupils, along with rows of sharp teeth. They are covered in a black fur too, and sport enormous strength to break through concrete structures to get to their prey.

How would this fit into the story of Evrensel Conflict?:


A good place to produce robots for the AI, and to add onto the AI’s robots with abilities
 
Name: Ruemea

Summary: A world originally seen as the generic fantasy land. A gigantic mountain sits in the center of the massive landmass that covers planet Ruemea. From it, the many fantastical races were born 5,000 years ago. They arrived without memory of their lives before the mountain, and so they set about exploring the land in hopes of finding some sense of recollection. Many of the races that resembled humans traveled east as they created monarchies and republics. The other races that looked the least like humans, the spider people, golems, and spirits, instead chose to travel west. Those that were left over and were not accepted by those two sides decided to either stay around the mountain or to travel north and south. These mainly included the undead, orcs, goblins, and other types of monsters. There was an unease in the land, as the only way to go from west to south was to travel through the mountain where bandits and the undead gathered. The undead appeared much later than the original races, attacking any that came close. They acted similar to guardians around the great mountain, making sure none would touch that holy ground.

Wars soon brewed between the monstrous races and those around them. They wanted to conquer the land that they could not have. The biggest offenders among the races were actually the orcs in the north. They lived in the coldests part of the world, and were sick of constantly having to fear for their survival. Their first targets were the spider people in the west. They were among the least prepared for a war, and the orcs saw the opportunity and took it. For 10 years they broke in and controlled the spider people with an iron fist. Atrocities upon atrocities began to pile up as they mutilated the spider people as slaves. Many of the spider people had their extra arms torn off, along with their extra eyes. No one dared breaking them out of their sorrow for they feared that those same things might happen to them. The golems and spirits did not want to have the wrath of the orcs, and the goblins they had then aligned with, to come down on them. The humans were too busy with their own war with the elves on the other side of the great mountain to get involved with assisting in a rebellion.

What the many races did not understand was that there was a completely new society forming. They gradually created a town next to the mountain, somehow fending off the undead with ease. Many theorized the new people to be some sort of golem/human hybrid, but that would have been impossible. These people almost seemed like clones, yet they had this strange uniqueness between each one. After a few years, they announced themselves as the Kilgren Yir, a race dedicated to the preservation of their race and the evolution of technology. It was an impossible goal, technology had never been able to fully go past the medieval age due to the issues in how the magic in the atmosphere disrupted any innovation.

As the Kilgren Yir began to grow, so did others’ increasing fear of them. They were reproducing at an alarmingly rapid rate, and had no intention of stopping. The goblin and orcs felt like they were being stepped up, and prepared for an attack. A large scale assault was set up to come from both sides around the mountain. The orcs soon found themselves to be attacking a gigantic walled off city. Skyscrapers reached into the sky, and guard towers could be seen along the perimeter. They continued the assault however. Their forces were destroyed effortlessly within a couple hours.

The Kilgren Yir soon retaliated, sending forces around the mountain and assisting the spider people to form a rebellion. A small civil war of sorts went down, and with it, the main assault from the Kilgren Yir. The orcs were pushed back and forced to lose their territory, and the goblins soon backed off in fear.

Hundreds of years passed as the Kilgren Yir continued to develop technology, spreading it throughout the land and bringing it to the modern day. Now, the Kilgren Yir stand on top of the food chain, but there is talk of a human attack… hoping to be the new apex predator.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):
Reklin’s mightiest (goblins)
The Quesia (Spider people)
Trinia (the elves)
The stone circle (humans)
Kilgren Yir
The Sherai (Golems)
The spirits (they don’t have a cultural name)
Kershin (orcs)

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.):
Reklin’s mightiest: These goblins follow one path and one path only, the path of Reklin. He was the first goblin to make a name for himself, and did it through very dastardly means. The goblins pride themselves on wealth and thievery, those who have acquired the most wealth become the leader of Reklin’s mightiest. Their military is large, but much of the soldiers have little training. They have no specific government system, but it would most closely resemble a dictatorship.

Quesia: The quesia are very beautiful despite having eight eyes and four arms. The bulk of them are artists, potters, and other creative types. For a time the Quesia were brought to near extinction thanks to the Kershins, but have soon recovered and give most of their art to the Kilgren Yir. They believe that wisdom and creativity are among the strongest traits a person can have. They have a small military that is more like a group of mercenaries with little training. They mainly depend on their alliance with the Kilgren Yir.

Trinia: The Trinia are a monarchy, ruled by a great king. This king was chosen by his bloodline, starting all the way back to lord Trinianitus who was the first traveler for the elves. They spend most of their time farming and hunting wildlife. The whole society is based on the trading of goods, making it the wealthiest society in all of Ruemea. Most of the people tend to be very modest and humble as they don’t regularly spend their money besides hiring people to work on their fields. If you need a good rumor or job to do, you head into the land of Trinia. Their military is primarily made up of arcane archers, those who infuse their weapons with magic.

The stone circle: The stone circle is a society made up of many corrupt politicians. They hope to gain more power, and eventually want to rule over the entire country. Political intrigue and sabotage are the whole attraction of the stone circle. People come from all around Ruemea hoping to find their fortune with the correct person. In a way the stone circle is very similar to Trinia, but aren’t quite as hospitable as the elves.

The kilgren Yir: It is the common belief that the Kilgren Yir were the ones who cause all of the races to come from the great mountain, but that is not so. The Kilgren yir started as an experiment by a human wizard, but soon evolved into something much more. They are a hive mind that pride on the preservation of their race and the evolution of the technological world. They brought the world out of the medieval age in just the span of a few hundred years, and hope to bring it even farther. The society is controlled by one single hive mind that connects all of the Kilgren Yir, and so their military force is all of the Kilgren Yir. They coordinate attacks and calculate odds at a terrifying pace, causing fear when they do. They primarily give technologies to the rest of the world as trade, and their market is on par with that of Trinia’s.

The Sherai: This group primarily does not believe in technology, instead, hoping to advance the world with magical techniques. Their work is slow, but yields many good results when a project finishes. They like to work with the nature of the land, living in huts and treehouses. Their military force is small, but make up for it in their magical might. Wizards and researchers of magic come from all around the world to study from the Sherai.

The spirits: the spirits of less of a society and more of a mutual understanding. They tend to keep to themselves, and band together when anyone unwanted invades their land. Spirits are very closely related to the Sherai, and work in the same way as they do.

The Kershin: The kershin love the thrill of combat. The only way to switch the bloodline of those who rule is to fight them in fair combat. They respect those who are good at the art of war, and love a good challenge. Most of their goods are weapons, finely crafted to kill. The main form of entertainment here is the gladiatorial arenas, spread out about the land. Much of the world looks down upon the act of owning slaves, but in the Kershin land, the more slaves means the more wealthy a person.

Species (appearance and abilities):

Spider people: These people generally have blue to purple toned skin and have four arms. They also have 8 eyes that have a sort of compassion when looked into. Abilities would be the special silk they produce, and how they can infuse it with either protective or destructive magic. They have a lifespan similar to elves, lasting around 300 to 400 years.

Orcs: Stereotypical fantasy orcs, with large under or overbites. They are naturally born with large muscles which they infuse with their magic.

Goblins: These are also the stereotypical fantasy goblins. They are small, ugly, and green-ish shades of skin. They tend to infuse their magic in the same vein as Orcs, but also can dip into using the emission method where they shoot a specific element at an object. Their short lifespans last about 50 years.

Humans: the good ol’ average human. Rugged, gruff, and all around just basic in all fields. They can do any type of magical method (besides magical constructs).

Elves: Pointy ears, blonde most of the time, tall, and very beautiful. The elves usually infuse their magic into projectiles, causing different effects on impact. They also live for around 500 years.

Golems: The golems are variations of human figures made out of several different materials. Their bodies can be made out of a chromatic metal or simply just stone, sometimes making them appear more like robots than magical beings. They can use just about any magical technique other than creating constructs out of magic. They tend to live to a max of 150 years.

Spirits: Spirits float about the land as wisps, varying in different colors. Parts of them will sometimes fall off, left to melt into the ground as ectoplasm. They can look like any race, but as a ghost. They tend to focus on the emission magic technique. Spirits tend to melt away within 60 years.

Kilgren Yir: The kilgren yir are a people bound together by a hive mind, looking very much like humans. They tend to all look like variations of a different person, being only separated by gender, hair color, and eye color. They also have their bodies tattooed with black ink from birth. Some will have special red tattoos, signifying that they are a unique individual among the many Kilgren Yir. They can only emit fire magic, but are able to create complex objects out of fire.

How would this fit into the story of Evrensel Conflict?:
Many want to control the Kilgren system with its hyperintelligence, these people desire destruction and are filled with greed
The world of Ruemea is filled to the brim with precious resources, making it a prime place to harvest
The kilgren system is a large threat to those who might cause it harm or effect the world around it
 
Name:
Cri’krva

Summary:
The Cri’vadon Ascendancy of Cri’krva is an advanced erudite society. Highly meritocratic in nature, the native denizens of Cri’krva compete ruthlessly from birth for desired positions in this society, and at the peak of it all, an oligarchy oversees this endless competition with a benevolent reign. These individuals are also responsible for delegating resources and orchestrating developments of the species as a whole.

And the Ascendancy is fighting a shadow war with itself.

The Cri is an old species that once stretched their influence across the stars and formed one of the most formidable galactic empires in the history of the cosmos. However, vulnerable to the banes of all great civilisations before them: rampant corruption, infighting as well as ruthless exploitation of their subjects led to violent rebellions rippling across their empire. After the dust had settled, the Cri had lost everything, even their homeworld’s surface reduced to nearly inhospitable radioactive wastelands and their entire society forced to the planet’s subterranean cities.

It all seemed as if the sun had finally set upon their empire. The Cri had been taught a painful lesson for their imperialistic ways, and so had adopted strict isolationism from the rest of the galaxy as an effort to protect what they had left, limiting their foreign affairs to peaceful explorations and much needed trade to rebuild Cri’krva. Such is the idea for their people’s future, shared among the ruling directors and oligarchs. However, it is believed that revanchist elements exist, steadily building up their forces in underground cells spread all over Cri’vadon space. This vengeful, violent group - made up of various military officers and the enthusiastic youth - may be prone to topple the Ascendancy’s pacifist isolationism and reestablish their empire’s hegemony once again in the galaxy. How far they are willing to go to achieve this end remains to be seen.

Worlds, kingdoms, countries, or empires that are involved with the story (must be more than three):

Cri’krva’s Underground City: Formerly the Endless Burrows: As referenced in the name - invoking images of the primal Cri - it is the lowest sectors of planet Cri’krva, housing endless swathes of slums, undeveloped communes and literally an underground world. Formerly associated with those hopelessly incapable of advancing themselves in society, or the few deviants who simply held no interest to; The Endless Burrows is now Cri’krva, and thus, the seat of power of the Ascendancy on the homeworld. Billions dwell in these massive caverns, further expanding them since the old days and developed them to mirror the surface cities of old. The Underground city is organised into 4 administrative districts, each boasting roughly the size of Terran continents, connected by a comprehensive transit system.

  • The Pillars: Named after the most defined characteristic of the district: 5 gargantuan pillars, representing the 5 Colleges which represent the Cri society. Each of them tower over the residential urbanscape and reach towards the surface, housing administrative and bureaucratic functions necessary to design and delegate directives across the entire planet and its offworld possessions. This district is roughly the size of Australia.

  • The Forge: Located directly under the indisputably largest former-metropolis of the surface world, the Forge houses massive manufactories, assembly lines and refineries cover this subterranean district which span roughly the size of Eurasia, serving directly as the beating heart of the Cri economy and a vital cog in their reclamation effort of the surface world. More than half the population of the Ascendancy live and toil in this district, where the majority of the industry was swiftly relocated underground following the assault on the homeworld that brought the Cri to their knees.

  • The Rich Plains: The crowning jewel of Cri engineering and the work of generations after the Fall, this district is the product of a massive terraformation effort which virtually transformed empty caverns of rock and moss into swathes of farmlands and grazing fields, populated by herds of bio-engineered cattle which fed on whatever simple organism could be grown underground abundantly as fodder.

  • Idyll: A residential district which houses numerous Communes, within which Cri younglings are hatched in spawning pools and trained in various academies until they are deemed equipped to function as part of society.

Rim’mrm: Less of a moon, and more of a large captured asteroid of Cri’krva. It is completely gutted after centuries of mineral extraction. The hollowed rock now houses numerous surveillance equipment and control equipment for planetary defence installations.

Ohor’vator III: A relatively developed offworld colony on an oceanic planet dotted by small islands and archipelagos, frequently plagued by bouts of violent storms. The storms are incredibly harsh, thus necessitating shield thresholds around the handful communities on the planet, capable of raising an energy dome around said communities.

Civilizations and cultures (Include history, military background, unique cultural differences, and whatever else.):
The 5 Colleges:
Cri society is organised into 5 Colleges, which themselves function like castes - each devoting to a particular field of pursuit and occupation in the Ascendancy. The main difference however, is that unlike castes, Cri are free to choose a College for themselves, granted it is a choice based on recommendations, considering factors such as skills. Few Cri change Colleges.

  • College of Lore: in charge of exploration and scientific pursuits
  • College of Swords: in charge of the Ascendancy’s fleets and military
  • College of Whispers: in charge of intelligence gathering and surveillance
  • College of Continuity: in charge of governance and education
  • College of Plenty: in charge of industries and agriculture

Government:
The Ascendancy, headed by the Board of Directors, effectively replaced the autocratic government whose blunders resulted in the Fall. The Board is constituted by 10 Directors, ranked Tenth to First - with the latter being the most senior amongst the Board. The heads of the 5 Colleges are also present, serving an advisory role. Senior Directors wield considerable powers, but their authority is not absolute. In any scenario where a Senior Director is deemed ill-equipped or incapable of performing the duties of their office, given valid evidence, an emergency session may be called by any of the Directors or advisors, whereupon the subject will be discharged, and a more capable replacement installed.


Way of Nm’rih:
Krskah Nm'rih is the Cri’vadon special force. The main role of the Krskah Nm’rih is similar to the role of human Combat Controllers: infiltrate, reconnoitre, and coordinate mass fire support upon targets of opportunity. Following the footsteps of the Ascendancy general who devised the role, these units adopt the Way of Nm’rih, which states that “a battle quickly concluded is a battle well fought”. As a result, their tactics, doctrine, and equipment reflect this philosophy in every way. Their environmental suits are equipped with advanced cloaking technology that render them almost invisible.

Another variant designed for mass distribution to the armed forces is in development. However, whereas the Krskah’s cloak is built in their suits, the common version will come in the form of a beacon, which has to be linked with individuals and has a limited range. Once these registered individuals wander outside the beacon’s range, they become visible again.


‘Resurgence’
An underground Cri’vadon rearmament project going even without the knowledge of the reigning authority, partaken, supported and funded by a large number vengeful, revanchist Old Guard officers and statesmen within the Ascendancy’s military, and old noble families, as well as the jingoistic youths dubbed Young Guard. ‘Resurgence’ operators exist in seemingly every level of the Ascendancy’s society - as rogue elements, insurgencies and pirate bands; up to the layers of administration, using their influence and underground wealth to intimidate or eliminate alien threats and restore the old empire. They exist even as common citizens, overlooked and underestimated, as eyes and ears and securing a consistent public support for the movement.

More sinister is their hardline militant wing, led by radicalist Young Guard officers who have deviated even from the Old Guard’s ideals. Making heavy use of cybernetic enhancements and limbs, the militant wing dubbed Bloodsurge utilizes covert and overt threat tactics to aggressively seize materials and achieve political goals, whether that be against other alien races or against the Cri’vadon authority themselves. Aggressively inciting unrest and discontent among the Cri’vadon societies, Bloodsurge does serve a purpose for the larger scope of the project: drawing mainstream attention away from ‘Resurgence’ as a whole, and serving as an indirect testbed for ‘Resurgence’ equipment and tactics.

Sa’skr Krokk: The covert agents of the Bloodsurge organization. With many cybernetic enhancements and replacements, the Sa’skr are perhaps more machine than Cri’. With high-tech illusory hardware wired into their own bodies, they can ‘colorshift’ and disguise themselves as other members of Cri’vadon society. Armed for covert assassinations and information theft, the Sa’skr Krokk are the eyes in the shadows, leering at every potential weakness its prey might offer up.

Krskuv Gantoo: The overt terrorist force of the Bloodsurge organization. Comprised of zealous insurgents, radicalized and indoctrinated since a young age, the Krskuv Gantoo employ more conventional weapons and tactics in violent attacks of opportunity across the Cri’vadon territories and beyond. Usually following intelligence from the Sa’skr Krokk, Krskuv Gantoo troops attack diplomatic centers, military transports, influential civilian quarters - demonizing themselves as merciless terrorists. The veteran Krskuv operators become more highly equipped with better Resurgence arms and equipment, and can be identified with the Krokk-like cybernetics they sport. The Krskuv Gantoo are relentlessly hunted down by the Ascendancy’s own Krskah Nm’rih, and the two are in a military deadlock wherever they clash - it seems the Bloodsurge’s troops are enough of a match for the Nm’rih.


Unique Cultural Differences: (to be expanded)
  • Cri have virtually no family structure, at least not one comparable to humans in any way. Pairs of male and female agree to a ‘genetic exchange’ contract, which enables reproduction. The eggs are then incubated in warm spawning pools, deep within guarded communes. Hatchlings would be taken care of and raised collectively by said commune, in a sort of crèche system, until they are ready to be released into society.
  • Cri have the ability to indicate emotions by shifting the bioluminiscent colours of their wings as a kind of gesturing. Communication with one in the dark thus can be quite a light show.



Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.):
Appearance:
hZUqwoXPRYAQI9dLYFoNxsaVqEfoFOBxgYVYZ4echC_AB5cZJxxA5AAkAxmNjuh_FSMaRiFK6qGFzZSYLg3wdlyjGudzPgD9JGndz6wARp2PZZfSqzhCDGZzuxinE9KneZr3E5pT

(space fairy dragons)

A reptilian species, the Cri’vadon had evolved to adapt to their homeworld’s harsh nature. Overall, they sport a curious appearance resembling colourful dragons, towering over the average human height at about 10ft. Their eyes have 5 colour-receptive cells, allowing the Cri to see a broader colour spectrum than human eyes allow. They have 2 pairs of arms, one pair of large main arms and one pair of smaller manipulator arms extending from joints lower on their abdomen. Most Cri’vadons are born monochromatic along the darker colours, and the brighter colours of their body develop overtime, with emphasis on the wings. Naturally an expressive and emotional people, the Cri developed the ability to indicate emotions with a spectrum of colours, using the bioluminiscent chromatophores abundant in their wings, and they use this trait as a form of communication gesture. The colours may also be viewed as a point of aesthetic, or respect - as they signify advancement of age, and certain well-off Cri’vadons may undertake subdermal injections in order to make their colours more pronounced.

To protect against the cold of their homeworld, the Cri’vadon also have a high-pressure blood circulation system, allowing their blood to be circulated double the rate of human blood circulation. They have far higher cold-tolerance compared to an average human, and while they can technically stand the optimal temperature that humans live in, it’s commented to be irritating for them. The suits they wear are supposed to keep them at a comfortable temperature at all times while offworld, but they commonly deploy the suits while interacting with aliens regardless of environmental concerns.

Abilities:
Being a technologically advanced species, Cri may seek to augment themselves with various avenues of cybernetics. These augmentations may grant them, including but not limited to, enhanced information processing, enhanced reaction time, extra limbs, comprehending foreign languages thanks to a translator implant, etc.

Main Characters:
Grn’Dulf


How would this fit into the story of Evrensel Conflict?:
It’s my character’s origin world.
 
Name: Vromia,The glowing moon

Summary: vromia is a land of giants and behemoths. Creatures that are twice the size of the tallest skyscrapers in our world stalk the planes of vromia. Some of these godly beings are peaceful and live a very mundane life, others destroy the world around them to mark their territory. Their reasons for acting so are unknown, and have been unknown for thousands of years. Civilizations have risen and fallen, most forgotten to the sands of time, yet the behemoths still stand above them all as they watch.

The origins of these behemoths derive from the stars, although this fact has been forgotten by the humans. The giants arrived by slamming into the planet after floating through space for an indescribable amount of time. Perhaps they were the things that created the universe, or merely they are the Apex predators of all living creatures? There is no true way to answer, but yet people still question. Humans were still small cells when they first arrived.

Over time, humans evolved. At first, the tribes that were formed by the simple humans worshipped the giants as gods that ruled over them. They would create shrines and give each behemoth meaning, but their prayers were never heard. Humans abandoned these ideas, becoming more modern and creating factions. These factions desired to know what these creatures were, and so, they formed expeditions to climb the giants. Humans then formed colonies on top of the behemoths, some turned into great and expansive cities, while others faltered. They then ventured further, going into the caves that some giants had. Within the caves, humans discovered technologies beyond their wildest dreams. Some researched them and attempted to innovate their own technology to help people, while others used them for war. Some of the people who created these objects made from the same concepts of the behemoth technology chose to hide them in the same caves they were found. Hopeful people hid them for future generations, others wanted to use the caves as a safe space to hide their weapons in war. These civilizations eventually fell, leaving their knowledge scattered. The remnants of these groups lived for several years, eventually speaking of these civilizations as legends and myths. These remnants soon forgot of these civilizations and their adventures into the giants, and they began to have questions about the titans themselves. This cycle repeated over and over, leaving us with the current civilizations that live on top of the giants.

There are many oddities for the planet of Vromia, most of them being the fact that the planet itself defies physics. The planet is somehow the size of Jupiter, yet it does not collapse into itself or crush the inhabitants of the planet. Even then, there is an even larger planet that Vromia orbits called monos. The giant planet is covered in various storms of swirling pink and red. The most likely theory is that the humongous planet is a gas giant with its constant movement. Vromia is also strange in it’s looks from space, as when night falls, the planet will glow brightly. This bright glowing is due to the many different fauna that glow a bluish green when in the darkness. There is also the fact that humans are warped as they evolve on the planet due to close proximity to the behemoths. Over time, certain humans will be born with strange mutations. For some, it’s as simple as having eyes that resemble a cat’s, to having the ears of an animal instead of a humans, to having a completely different body composition. Some of these mutations make the person resemble one of the behemoths, leaving those with ideas of religion believing they are the giants’ blessings that were bestowed upon humanity.

Civilizations and cultures (current groups):

The city of gears: the city of gears lives atop a homemade behemoth, somehow created by one if the oldest civilizations known. There is no knowledge of how the clockwork giant works, only that it is a creature that is entirely artificial. No one has even named the clockwork giant because no one has thought of a name befitting such a unique creation. The actual city itself is built into the giant as it walks about. Several buildings and elevators lead to more buildings and elevators. Some seem to be designed more as homes, while others were supposed to be used as workshops. The origins of who created the giant and why are unclear as it mindlessly wanders. Even the food that is created inside of the giant has an oddness to it. Each food tastes distinctly of iron and copper, and is created automatically as it drops from various shoots inside of the giant. Those who live inside the giant either live in luxury as their needs are all given to them for free or they live in the darkest pits of slims due to the greed of those who own areas of the city. Orphanages are commonplace inside the city of gears due to people killing over owning different parts of the city, or parents dying in the slums. While some in the city are cold blooded in their efforts, some desire innovation. The city is the most prevalent when it comes to creating technology based on the behemoths.

The ice village of krog: This village is actually recently recovering from an attack from a few years prior. The attack included half the village perishing to an onslaught of reptilian creatures lured by a strange artifact within Krog’s caves. The village used to actually hunt these animals, but they had no way to prepare for such an attack on the village. The actual village itself was very average until that day. People would freely be able to go out on their own to hunt for food and do what they desire in the village, and they would regularly trade with the nearby Clockwork giant. Nowadays, the village is very secretive and cut off to outsiders since it is still considered a recent thing. People had family members die in the attack, and generally do not want to talk about it. Hunting groups now consist of several people, and are scheduled ahead of time. There is a distinct hatred towards the creatures that live atop krog, yet the inhabitants of the village still feel a sort of love for the giant itself.

Sendris: Sendris is a very tropically influenced city that lives on top of the Goliath crab. Most of their food supply comes from the offspring of the Goliath crab, which grow to about the size of small dogs as when they reach full adulthood. The town itself has chosen not to venture into the caves of the crab. Their unwant for exploration was due to them being strongly religious. They are one of the few groups that still call the behemoths gods, and keep their beliefs close to their hearts. Due to this, they also do not use as much technology as many other groups. Their main method used to hunt are actually homemade spears and swords created by shards of the Goliath crab. These shards are as tough as steel, and are roughly the source of most of the town's infrastructure.

Vincen town: a town that lies outside the territory of hendrik the fire giant. This giant is
Among the many others that lay waste to the world around them as a way of marking their ownership of that area. The people of vincen town did not originally live next to the dangerous giant, but they were soon driven to it after a volcano pushed them out of their previous dwellings. The town itself primarily survives off of the flora that is created by Hendrick's flames. These are various types of plants, each having different minerals and vitamins that help humans survive. These different plants are not without their cons, however. These plants radiate a blazing heat that burns the skin when approached, and require a homemade heat suit in order to be harvested. Animals tend to be territorial of these plants due to also depending on them, so it is always suggested to bring a weapon along. The people of vincen are generally unfriendly towards everything, still feeling the effects of moving the entire town and having casualties because of it.

The Jauten nomads: These nomads are among one of the oldest groups that live in the current era, granted, most of their memory of the history of who they once were has been forgotten to the ages. Their nomadic lifestyle has caused them to have very little written knowledge, which has left them clueless as to what their previous culture was. The group used to live on top of a giant once, but as for which giant they are unsure. A catastrophe hit, causing them to abandon their lives about three hundred years ago. Distant myths are spread throughout the camps at night of a giant that would actually interact with the populace, only to have a betrayal occur. The myths recall that it was the behemoth that betrayed the humans and left them with nothing. This ancient story is the reason that the Jauten nomads live the way that they do. They have a strange distrust towards the giants and anyone who originates from them. The nomads have the smallest collection of mutations in their group, and when a mutation does crop up, they will abandon the child to the wilderness. They believe that anything that comes from a giant will bring disaster to the group, and so, they have a distrust for anything that is behemoth related. This hatred can include the technology and ideas that derive from the behemoths. The name Jauten actually comes from the name of the person who created the group, James Jauten, who is the most preserved part of the group’s history.


And many others
Civilizations and cultures (past groups):
The Haelo Empire:
This group was the most recent to fall, having perished 396 years ago. For this reason, they are the most well documented group. The Haelo empire began as a small group, primarily living off of one of the more dangerous giants that would smash the world with a giant hammer to mark its area. The giant was dubbed Korkonnis, and closely resembled a knight in armor. The group worshipped him as a god, and found a method to actually lead the behemoth to others which caused them to battle in the process. The Haelo empire eventually conquered other groups in the process as their giants were destroyed, and attempted to convert them to their religion for the giant known as Korkonnis. The civilization was quite unique, mainly bolstering primitive weapons and technology, but making up for it in sheer numbers. The group was actually very similar to the Mayans, believing that a blood sacrifice was required to appease their god. People have attempted blood sacrifices in order to manipulate the behemoths, but this was not the way that Korkonnis was actually guided. The true method has long since been forgotten along with the reason for the Haelo Empire’s downfall. Most historians suspect that the downfall was caused by internal strife due to the speed at which they conquered. There might have been an assassination of the main emperor of the group, but that is only speculation. Compared to the other empires and civilizations that have moved on throughout the course of time, the Haelo Empire was among the largest to ever be conceived. People believe that the group consisted of almost four billion people all moving as one singular army under their behemoth god.

Te gourey ve del:
These people were known as the Gourey for short and are actually the most mysterious of the groups. It is largely unknown at which period in time they originate from, and if they were even human at all. The reason for their mysteriousness is due to their language, which has been attempted to be translated for hundreds of years. People still have yet to crack the code to how their words are structured and what they were like. Their ruins are mainly scattered between the many giants, housed within the many caves that cover their gigantic bodies. The artifacts that are associated with their work are among the most confusing, as their technological prowess seemed to be on par with the ones found within the giants, and perhaps they were even more advanced than them. Many theorize that they were the original creators of the clockwork giant, but there is very little evidence to prove this.

The Lemurian alliance:
The lemurian alliance fell almost twenty years before the Haelo Empire was founded. Historians believe that the remnants of the Alliance actually were the creators of the Empire, yet the ideologies of the two civilizations are vastly different. The Lemurian Alliance believed that the main method to surviving the world was to actually bring everyone together towards a common goal, that goal being to figure out the origins of the Behemoths. They were a very strict group, believing that the law was the way of the world, and that there was no way around it. Anyone who opposed the rules given by the king were to be punished severely. Despite this practice, people were generally very happy with the way that the Alliance was run. They were given good food and drink, and their contributions toward science were to provide the world with a lasting benefit. This happiness was not without its faults though, as other groups prepared to take up arms against the peaceful alliance. The group was soon wiped off the face of the planet, as many other groups had risen up and taken down the alliance in hopes of taking their own piece of that happiness.

And many others that have been lost to time

Notable behemoths:
Kochiza: A giant that has the ability to control the weather around it, creating a very prosperous valley of plants and animals. Much like Korkonnis, it resembles a suit of armor as it watches over the valley with its massive axe.
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Korkonnis: Believed to have been a god of war, this giant no longer stands and has long since disappeared off the face of the planet. Some people thought that this terrifying creature was a myth that was to scare kids away from the dangerous giants, but he was very much a real threat at one point in time.
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Dalakor: The final giant that faced off against Korkonnis. This beast still lives in the world of Vromia, but has long since been dormant since his battle with Korkonnis. The behemoth is actually the largest to be recorded, but now he sits in the center of a gigantic forest that all stems to him as the roots of the trees originate from his body.
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Krog
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The Clockwork Giant
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Hendrick
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The Goliath Crab
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And many others

How would this fit into the story of Evrensel Conflict?:
There are many different beasts that could be manipulated for the pure purpose of causing chaos. The different technologies can also create different issues for the cast (and perhaps even the multiverse) if someone with the wrong ideas gets their hands on them.
 
Name: Eboria

Summary:
Eboria is a large stretch of land that is split into different territories on a single landmass. The three territories that live on the landmass have their own history. To be able to explain how each territory has been changed by the world the first thing that needs to be explained is deimon (day-moan) energy. Deimon energy is a limitless resource that is found in a crystalline form. These crystals are typically extracted from mines and then put to use as a power source. A strange energy flows inside of these crystals and can create a current of electricity, mutate cells, and even warp reality in some cases. Different parts of Eboria call the power that flows through these crystals by various different names. Some will simply call it “the rift” while others will specify that it is deimon energy. There is a large pocket of Deimon crystals in the center of Eboria, a remnant of a mine that since exploded and warped the world around it. This gigantic valley is roughly the size of the United States. The name for it is quite accurate, as it is called “The Pitt.” In the Pitt deimon energy was transferred to creatures entirely made of crystal due to the reality warping explosion. These creatures are the gargoyles. Despite being named gargoyles, they each have different shapes and sizes. Each time a gargoyle is "harvested" by being killed, they will collapse into a pile of crystals. In rare cases, their energy can disperse into “batteries” that are scattered around the world. Not all batteries are shaped like your typical earth batteries. The batteries can take many forms such as a book, butcher knife, or any household object. These household objects are then bound with deimon energy. Interacting with these batteries can cause a myriad of effects. The range of effects is wide, from turning a person into an animal, to mutating their cells to give them powerful abilities, to even just simply changing their hair color. In rare cases, the object does not just mutate the person but also warps their personality to the point that they are known as a energy user. These energy users are usually evil and have a large lust for power and wealth. There are currently two countries that stand that have their viewpoints on how to harness the energy.

- There are three territories that cover the landmass of Eboria. The first major territory is known as the “deadzone.” This area was created in a war between factions inside of Echoos, the republic that oversaw the entirety of the world at that time before the deadzone was created. This republic was created when the resource war ended, first starting at a treaty, but fully turning into a united group several years later. The deadzone was the final result of the war inside the republic of Echoos. This area is a remnant of the past as the ruins of destroyed buildings and cities still stand, covered in mutated vines and overgrowth due to the rampant deimon energy. Strange creatures walk this territory as their hunting grounds, and people are typically gated off from entering the zone. There is a large wall that both keeps the creatures within the zone from escaping, and people from entering the zone. The wall itself is nearly two thousand feet in height, and needs regular maintenance to keep a section from collapsing. The country of Dreatan is typically the one tasked with the maintenance as they have the better tools for it.

- The country to the west of the deadzone is known as Dreatan. There is almost no organic land to speak of in this section of the world, as the country of Dreatan has used the Deimon energy to power a megatropolis that stretches over half the continent. The area is run by a ruthless dictator who has preserved his mind inside of a computer in order to live forever. The country’s main source of income is the trading of weapons and electrical tools and equipment powered by Deimon energy. The law is monitored by cybernetically enhanced soldiers and weaponized drones, and they do not discriminate. It doesn’t matter who breaks the law, every person gets equal punishment. Street urchins and the homeless are commonplace here due to the fact that the difference between rich and poor is staggering. Dreatan is a country where any technological wonder is possible, from uploading the mind to a computer, to killing someone by exploding a cybernetic device, to even gaining a second head to store extra data.

- The second country is to the east, named Bluedan. Instead of using the deimon energy to create new technologies, they decided to divert their power elsewhere. The country of bluedan decided it would be more effective in researching how the deimon energy affects human beings’ cells, and if they could use that to their benefit. Bluedan has also tried to create entirely new beings out of deimon energy, but have found no luck in creating a stable creature. For the most part, their tests with human test subjects have proved effective. They have created super soldiers that oversee the law of Bluedan, albeit, the deimon energy has corrupted their thought processes. A shadow organization oversees Bluedan, controlling most of the workings of the country behind closed doors, all the while civilians live their daily lives without a care. No one is truly aware of the horrid experiments Bluedan’s government inflicts on people, and if they do begin to question it, they disappear in the middle of the night without a word.

Wars, in order:
1. The resource war (the resource war was a war fought for the remaining resources before the discovery of deimon energy, a crater was created and deimon energy was then discovered. An unsteady peace arose between all the previous countries that eventually created the republic of echoos)

2. The great war (The great war was the inevitable backlash of power due to the discovery of deimon energy. Several factions inside of the republic of echoos desired power, and each wanted their method of deimon energy usage to be used. The two main factions were the people who desired technological growth and biological experimentation. These factions were the beginning of bluedan and Dreatan when the war concluded. The conclusion of the war created the Deadzone, along with the formation of the crystal gargoyles. Deimon energy had been used to the point that reality within the deadzone was unstable, and it became unsafe to humans to wander inside of it. Peace was established as the two sides decided that using more deimon energy could destroy the world as they knew it.)

3. The stand (20 years after the creation of the deadzone to now, this is a cold war between Dreatan and Bluedan)

Dreatan laws: Stealing one item equals one toe, assault equals one finger per bruise, trespassing equals a foot, murder equals public decapitation by laser guillotine (The laser guillotine is a ritual where someone stands in a glass box and is disintegrated from the head down in public view).

Bluedan laws: the same as American laws except that energy users are the police that enforce them.

Species (this includes their average appearance, history of their race, what world they originate from which doesn't need to be a planet you listed above, if they have any sort of special abilities or powers.):
-humans
-crystalline gargoyles, the creatures created by the reality warp that ended the great war
-energy users, people who are possessed by the deimon energy's power
-the mutations created in Deadzone
-Geodians, the race created by the republic of echoos. Their genetically similar to the gargoyles, yet their DNA is also mixed with humans.

Main Characters (What characters are involved in your story? Must have two, protagonist and antagonist.):
Thomas "Trigger" Holden, a man who instinctively gets into trouble. Degen phile, the dictator of Dreatan. The Shadows, the organization that oversees Bluedan

How would this fit into the story of Evrensel Conflict?: The deimon crystals that emit deimon energy are a source of extreme destruction, and can even destroy reality if used in the wrong way. There are also various technologies in Dreatan that can be of use to those who desire weapons.

Dreatan government state: the state of Dreatan’s government is stable for now, there are some hints of rebellion holdouts for people who reject Degen Phile’s dictatorship. There are too few to really begin something of substance due to the fear of Phile’s cybernetic army.

Bluedan government state: Bluedan’s government has no signs of being unstable, as for the most part people are happy with the fake leader of bluedan. The people believe they live under a monarchy, following the Frolam family. The king, Stephan Frolam, has a wife and two children. They are also unaware of the shadows’ involvement in their lives and believe that living in bluedan is carefree. The only people that know of the dark secrets of bluedan are the enforcers, the energy users that carry out the shadows’ ideas. Bluedan has deciphered a method of bonding the rift to weapons; in turn, the weapons have the potential to create a powerful energy user. Creating an energy user with these objects is more painful than the typical bonding experience due to the scientists forcibly putting the energy into an object.

Dreatan technology: The technology of Dreatan is much like that of a gritty cyberpunk movie. Dreatans entire country is covered with neon lights and city skyscrapers. Nearly two-thirds of the population have augmented or just completely replaced limbs. The cars of Dreatan do not fly but just hover above the ground for if deimon energy were to go into the atmosphere it would explode and cause an EMP (electromagnetic pulse) causing at most a city block to lose power. Most people of Dreatan carry deimon energy cells on them for everyday use. Nearly everything in Dreatan is powered by deimon energy (microwaves, TV’s, entire skyscrapers, exc.). All of the items in Dreatan are created for comfort and accessibility. Many people will use teleporters instead of elevators and people will even have their refrigerator cook their food as soon as they open it. This accessibility does come with a price though. Even if it is possible to have these items, the market inside of Dreatan has made them horrendously expensive. Only the top tier of society possesses more than one of these objects. More common devices are “illegal” weapons that are sold on the black market. These illegal weapons are actually distributed by the government with trackers inside in order to monitor citizens. Nearly half of the population of Dreatan have illegal weapons, for a price. Each illegal weapon is taxed by the government per week. Most of the time people will abide by the law if they have weapons but others do not. If a person possessing illegal weapons does not pay their tax then it will self destruct the next time the weapon is used.

Bluedan technology: Bluedan is at the same point as earth in its technology. The most advanced part of Bluedan though is the molecular mutation. Scientists are not sure which type of powers people will get but have perfected the ability to make them stronger and more offensive than defensive or utility based.

Types of weaponry:

Ballistic: ak47’s, desert eagles, m60’s, modern weapons, etc

Blasters: laser guns, disintegration rifles, atom launcher (For the most part, these weapons fire superheated metal at high speeds similar to how a coilgun operates. These weapons are extremely effective for firing through metal and armor.)

Warping: warp shotgun, brutalizer pistol, deforming axe (these weapons shoot out dark matter to warp reality around them. At a distance, they are not that effective, but up close, they devastate a person. The dark energy that is expelled from these weapons forces its way through atoms, tearing an object’s molecular structure apart.)

Teleportation guns: these are much like normal guns except for the fact that whatever part of someone is shot that body part will be displaced nearby. These weapons are the hardest to trace as they leave no distinguishing marks other than the fact that a second of a person’s body is torn off and moved somewhere else.

deimon: deimon rifle, deimon launcher, deimon arc pistol (Deimon energy works on almost the same principle as warping weapons, yet they can be used at a distance. These are the most powerful weapons, and are typically not sold on the market. These are the weapons used by Phile’s soldiers. The projectiles they shoot look like arcs of red electricity that jump between enemies. They can travel through solid objects, and usually melt a person from the inside out.)
 
Mikirith.png

Name: Teorfinis Fructus

Summary:

From the beginning, and even before then, three omnipotent beings existed. They didn't have names, they didn't have faces, they merely existed. With their power, they simply opened windows to other universes outside their control and observed to pass the eons. Eventually, they unanimously agreed that their own barren reality they had absolute control over was boring, and thus, decided to create an universe of their own. Fill it with life of their own creation, and see how said life would grow and evolve. That said, they knew it would be important for them to be recognizable should they need to intervene. So they sculpted a proper body for each other and exchanged names, further establishing their sense of equality. Erein, Agrivi and Omare.

From their Realm of Creation, Teorfinis, they gave shape to three other realms. The Realm of Life, Ormin, where their actual universe and its life would reside. The Realm of Death, Walgar, where the souls of the mortals who left Ormin would reside and rest for eternity. And the Realm of the Damned, Tagneus, a barren wasteland where evil souls and cursed creations suffer endlessly.

The Realms were done, but they were lifeless, so life seeds began to spread across Ormin. While also creating five immensely powerful lifeforms themselves, prepared to be tasked to put order in the three realms below. As for the rest of life however, most of the time they stayed as unicellular beings, perhaps going a step or three in the evolution ladder before stagnating. Only three planets evolved life to the point of sentience. Terupa, Aus and Mikirith.

Terupa was a complete disaster, there was only one sentient species, and yet, they found the smallest of reasons to argue and start wars. While they were by far the most technologically advanced, yet they only ever collaborated to stab each other in the back at the closest opportunity. They ended up completely destroying all life on Terupa in a chemical war.

Aus was a more peaceful version of Terupa. They had three sentient species, and while they had one terrible war, they recovered from it. Out of the three planets, the people of Aus were the least caring for their creators. Ignoring their calls and forgetting their names with time. The Gods respected that, and they let them be for the most part.

Mikirith was by far the most fascinating to Treuhs, The Omnipotent Trio. It was teeming with multiple sentient species, capable of evolving on their own lifetimes, and using the little knowledge the Gods left for the inhabitants of Ormin, they evolved further and invented magic, they discovered the truth of the Four Realms and had feats that simply had the Gods quite entertained.

Magic:

A staple of Mikirith's combat. Spells are categorized in natures that range from the regular such as Fire, Water, Light and Darkness to more peculiar ones such as Space-time, Animal, Demonic and Death. Some spells have common variants that gauge their effectiveness and power going from Minor, the regular spell, Grand and Superior. Magic natures can be combined, but such spells will be classified under the dominant nature, and are always split in ten fractions, of which there can be only one nature with the most spell fractions. People that are magically gifted tend to have an affinity towards one nature, which they'll be more inclined to learn faster.

Full spell nature list, a somewhat scientific overview of it, and a potential starting point:

- Earth: Control of solids. Rock hurls.

- Air: Control over atmospheric particles. Wind currents.

- Fire: Conversion of prana into heat. Heat waves.

- Water: Liquid manipulation. Water spurts.

- Lightning: Electromagnetic control. Sparks.

- Light: Conversion of prana into weaponized photons. Illuminating the surroundings.

- Darkness: Infusion of prana in light absence. Shadow form changes.

- Angelic: Neutralizing flows of energy with one's prana. Drive a nightmare away from someone.

- Demonic: Disrupting the prana flow to achieve an effect. Provoke disproportionate rage on someone.

- Animal: Using prana to connect oneself with the animal kingdom. Temporary claws or fangs.

- Nature: Using prana to connect oneself with the plants. Vine whips.

- Space-time: Prana fueled connection to the fabric of time and space. Hasten someone's perception of time.

- Life: Prana guided flow of Ormin's thriving life energy. Healing minor wounds.

- Death: Prana connections with Walgar or Tagneus' grim force on death. Life force drain.

- Inner Channeling: Raw prana manipulation through the body or its immediate surroundings. Prana enhanced physical strikes.

- Outer Channeling: Prana manipulation on foreign elements that do not qualify as any other nature. Alchemy.

Mages tend to follow a known pattern, and therefore, a name for their spells. But should they come across a new way of applying magic, their brains will instantly look for a fitting name for their discovered spell. There are three ways of casting spells. Pure, hybrid, and chant. Pure casting is simply making the spell work instantly, hybrid casting needs the name of the spell or at least a gesture of sorts, while chant casting requires a chant for the spell to be used. Magic users usually compare each other by telling each other their "TMN", two magic numbers. Their strongest spell level, and their highest pure casting level. Their nature is also sometimes considered.

There are less common variants that are mostly better than the regular form of the spell and are generally achieved by combining a spell with a skill. Magic is ranked in levels, gauging how difficult a spell is to learn and how strong or effective it is. 1 is something most beings in Mikirith could manage with some effort. 2-3 require hard work and prana to spare if wanted to be used consistently by average beings. 4-6 require extensive effort and affinity with the magic category used, this is territory of people trained in magic, such as clerics, warlocks and druids. 7-9 is where only exceptional magic users stand, a lifetime of training sometimes is not enough for a person to master a spell of these levels, let alone the fact prana consumption is extremely high at this point, so even if learned, they can be extremely exhausting. 10 is legendary territory, knowledge of this level of magic is extremely rare, let alone seen. There is an exception to this. Skills can raise the level of a spell up to 5 levels or lower it 3 levels, without increasing or decreasing the casting complexity. So regular spells can go up to level 15. This is, for standard magic.

Transcended magic is something mostly wielded by Ritual evolved creatures. It boosts the magic power of spells with affinity to the user by 10 levels, while reducing the cost of prana and casting difficulties. Finally, there's the rumor of something known as Teorfinic Magic. Simply put, a glimpse into the power of Treuhs or their children. It is not really known how powerful or how far are mortals from reaching it. Infinity is not possible to achieve, after all. At least for a mortal. That said, what little knowledge there is on Teorfinic magic leaves a lot to theory and speculation.

Skills:

Unlike pure magic, skills can't quite be blocked, as they are more bodily functions enhanced by magic, rather than pure magic. Harder to deal with, but harder to come by. Occasionally some are acquired through evolution. They can also be inherited, absorbed, or even learned (though it is way more difficult than regular magic). These can also evolve under the right circumstances.

Worlds, kingdoms, countries, or empires that are involved with the story:

- Mikirith: A quite vast planet, roughly the size of Earth, held stable by a crystalline core which evolved magical properties just like the living beings on the surface. It has two satellites, a large cyan moon dubbed Teeris that orbits the planet regularly and gives light at night, and a smaller blood red moon known as Pandat which seems to be fixated on the North Pole of Mikirith.

Overall, Mikirith is a very standard medieval-esque world, with the particular addition of magic to enhance lifestyle. The big cities are few and far between, they are fortified, people mostly hunt, gather or have small crops outside of them, and so on. It has fourteen main territories:

- Ipjan Kingdom

- Theocracy of Zassugash

- Barrizora Kingdom

- Island of Par'adis

- Khuruash Kingdom

- Kandaindoria's Territory

- Gargaron Empire

- Theocracy of Blokkafsos

- Lengikland Kingdom

- Sirdhem Republic

- Aramaj Kingdom

- Klashaqoh Free Territory

- Darchrara Kingdom

- Bauir Confederation


Civilizations and cultures:


- Ipjan Kingdom: The mining haven. Ipjan's complex and vast mountains are filled with minerals with plenty of uses. While there are towns at lower altitudes, Ipjanis prefer their towns to be in the mountains, near their income sources, and well protected by their environment. Their capital is Orsbakvik, and their leader is Queen Eva Rogbard.

- Theocracy of Zassugash: The birthplace of Teorfinism, the belief in the dwellers of that realm and their supreme authority over creation. The most widespread religion in Mikirith. Zassugashians are good hearted folk. They don't conspire or make elaborate witch hunts. They simply act as best as they can to show their creators that they did good in making them. Any decent Teorfinist would follow that as well, but the people of Zassugash are the best example, which explains why most of the good hearted Saints hail from here. The capital is Tri'inis, and their leader is Bishop Riviel Anakim.

- Barrizora Kingdom: The desert land. Scorching sands during the day, freezing winds during the night. Cities in Barrizora are few and far between, so the bulk of the population is nomadic and relies on sheer survival skill and an occasional oasis. The capital, Sahdaq, is one of three big cities in the whole kingdom. Alaya Hannum is their queen.

- Island of Par'adis: A mysterious land. Not much is known about it by the public, other than its ruler. Its population consists mostly of dragniars and dragons, who feed on the crystals of energy carved from Mount Perevus, on which they have carved their homes as well. The tallest mountain in Mikirith, standing at 9733 meters. At the very top, is the roost of Rezoth, Par'adis' ruler and guardian. Par'adis is a land of power, the stronger you are, the higher you are allowed to live. There are a couple of regular settlements near the shores, from where dragniars run relationships with other territories.

- Khuruash Kingdom: The Kingdom of magic. Of a very multicultural nature, as plenty of people gather from around Mikirith, or are gathered by talent scouts, to learn of and improve magic as a whole. It has the single most prestigious magic academy in the world. The Magic Academy of Uruk (MAOU). MAOU also doubles as a military academy, as while there are several aspects of magic students can focus on, they do have a military magic branch and everyone is taught some degree of combat magic. Despite its label as a kingdom, Monarchy rule has been set aside and replaced by a council of mages, which make the choices of the country as a group. Its capital is Uruk and its leader figure is Grand Sorcerer Cadmus Cadai.

- Kandaindoria's Territory: An island between the two main continents where the Earth Titan resides. While not necessarily protected by Kandaindoria, as he just does as he wants, some people have established themselves there. As most people know better than to mess with a Domerus. In exchange for letting them live with him, they give him offerings every so often, and named their settlement Kandain.

- Gargaron Empire: Once the first three Dread Lords were born, thousands of years ago. One of them decided he wasn't really interested in interacting with the rest of the world. They bored him. He made his way to the Southern Continent with his following, going past the countless terrifying creatures living there, having a much more terrifying aura backing him up. In a flatland near the South Pole, he built an immense fortress, Garonnis, for him and his people. This Dread Lord, Garon Trimulti, and the rest of the people in that fortress, are the sole inhabitants of Gargaron.

- Theocracy of Blokkafsos: Formerly a part of Lengikland, the founders of Blokkafsos are firm believers of Gattism, adoration for the judge of the underworld. Originally, they planned a coup d'ètat against their rulers. But not everyone agreed to it, this turned a quick skirmish for control, into a drawn out war for beliefs. In the end, they ended the war with a treaty that conceded a fraction of their territory to each part. Being the cause of such a conflict, and the reason they caused it, has made them not look very good in most other countries' eyes. Which want nothing to do with them, making them a perfect hiding spot for wanted criminals, should they want to endure the local customs that one can surely imagine from a borderline cult that idolizes death. Its capital is Zarzagattis, and it's led by Grand Priest N'Dese Maramu.

- Lengikland Kingdom: A land that gracefully recovered from a bloody war. After the treaty was signed, they focused on rebuilding their damaged cities and lands. In a short span, they were back on their feet, as a simple, yet successful nation. Their foods are the best Mikirith has to offer in almost every department. Through a recent diplomatic relationship with Aramaj, their efforts on their products were enhanced, since they are protected now. Its capital is Caless, and they are led by Prince Thomas Harlak.

- Sirdhem Republic: A republic which has prospered through questionable methods. A nation that lives off war. Soldiers are trained from an early age and sold as mercenaries to the highest bidder. This corrupt system has been working for them very well for decades, as Mikirith is no stranger to war. It's led by the M5 Council from Toubkal on the surface level, five wealthy individuals who fill their pockets even more with blood money. This is a mere front though, as the real head of the table in Sirdhem is Gognaz Hunn.

- Aramaj Kingdom: Be it coincidence, or fate, this kingdom is almost exclusively inhabited by monsors. Up until recently, they were ruled by a cruel dragon by the name of Omor. In an unexpected twist, a devourer confronted him and defeated him. Having helped many along the way, the devourer had built a following, which supported the idea of him becoming the new king of Aramaj. And so it was. Since then, Aramaj has been slowly building better relationships with other territories. They specialize in service providing. Farming, building, smithing, you name it. The capital is Alexes, and they are led by King Alexandrius.

- Klashaqoh Free Territory: A place very attuned with nature. With treetop cities amidst a natural fortress of wood. Their magic specializes in bonding and getting closer to nature, and even Teorfinis for some, though the latter is debatable for outsiders. Like Barrizorans, they are pretty self-sufficient. Their capital is Martere.

- Darchrara Kingdom: Probably the worst standing nation at the moment. They have been having a civil war at the moment. It used to be a great commerce hub for the main continents. But the assasination of their former leader through mysterious circumstances sparked a raging battle. This was all a courtesy of Valaine Jommar, and the Cardinal Shadows' quest for domination. There is no de facto leader on either side yet. And the fight for Tagul, the capital, is a constant struggle.

- Bauir Confederation: The Bauir Archipelago is a peaceful place. Inhabited by a bunch of tribes of various species who don't interact much with the outside world. They are not as closed out to the world as Paradis is, but they do enjoy not being involved in external matters.Their faith to the Four Heavenly Dragons, four fifths of the living Domerus, happened to convince Alymurh to be their protector. They don't have a direct leader, the leader of each island reunites in the allotted capital island of Cororai.

Species:As a preface, it is known quite well that in Mikirith, your body can evolve as you live. Turning you into a better version of your base species in aspects that vary from race to race. Physical prowess, magical ability, prana pool, and intelligence are the more general examples of potential upgrades after evolving, but the list is long. There are three types of evolution in Mikirith:

- Natural: Two things can occur for a being to be born evolved. Either they are a mixed breed of compatible parents' species, or they flat out got lucky. The environmental conditions and setting were just right for a more powerful member of the species to be born. Depending on the species, this may be common, or extremely rare. Humans are born evolved with regularity, while birth evolved demons are one of the rarest to see, as an example.

- Endurance: Regardless of the species, if a being trains and works their body hard enough, they will eventually evolve. This is by far the most common type of evolution. The amount of training required is proportional to the lifespan of the species.

- Ritual: The pinnacle of evolutions in Mikirith, by far the hardest and rarest to see. The being who wishes to evolve through a ritual has three options. Holy Selection, where their deeds are deemed as extremely notable to the common folk. All those thoughts are materialized in the form of Treuhs granting them the chance to evolve, beings evolved with this ritual are called Saints. Soul Reaping, is where the form in which the energy of the soul will stay with the person who killed them is exploited. Killing many beings, mostly sentient ones, as those have a lot more soul energy, will eventually crystallize the killer's heart and permanently reinforcing their soul, beings evolved with this ritual are called Dread Lords. The more Dread Lords alive at a time, the more soul energy is required for another one to appear. Finally, there's Elemental Domination, where the being must spend an extremely long time gathering elemental energy, once that's done, they must assimilate it all in their bodies in one go. If they survive the excruciating experience, they are called Domerus. There can only be one Domerus of a magical nature alive at a time.

Sentient species are split in three categories based on their evolutionary roots. In order of how many there are from least to most, they are named Mireis, Umers, and Monsors.

Umers: The most established group of species in Mikirith society wise, and the second most prevalent in terms of population. They all can have offspring with each other.

- Humans: Very much like their Earth counterparts. Varied in skin tone, complexion, eye color, hair color, and so on. Their height range is 150- 210 centimeters. A human that takes care of themselves can live healthily up to around 80 years. If a human goes through endurance evolution, they are called Eruos. Conversely, a naturally evolved human is called Magto, and if they undergo endurance evolution, they turn into Magruos. Evolved humans don't change much in appearance, though they do have the tendency of having exotic hair and eye colors. As for evolutionary changes, humans can change in a plethora of ways that change from case to case, human evolution is the most versatile out of all the species.

- Elves: Somewhat similar to humans, with a few key differences. They are more often than not slimmer, have clear colored hair and eyes (said eyes are very sharp), pointed ears, and generally look quite graceful and elegant as they move. Their height averages 180- 245 centimeters. A well cared elf can live healthily around 350 years. Endurance evolved elves are known as Erihns. Naturally evolved elves are known as Seiris, while after endurance evolution they are named Syndaris. Erihns and Seiris have longer ears, while Syndaris have even longer ears and their irises have a slight, but constant glow. Elves' evolutions boost mostly two things, their sight, and their magic affinity.

- Dwarves: Stout and gruff humanoids with legendary livers, the adult males always have rich and long beards, their skin is always lightly tanned, their eyes (which can also see with ease in the dark) and hair are either a dark brown or black. Their height averages 120-145 centimeters. A well cared dwarf can live around 160 years. Endurance evolved dwarves are called Valinns. Naturally evolved dwarves are called Austris, and after endurance evolution they become Vestris. As a rule of thumb, the more evolved a dwarf is, the taller he becomes, with Vestris being massive towers of muscle that can reach the height of an elf with ease. Additionally, Austri and Vestri eyes are either light blue or silver. Evolutions cause Dwarves to become physically stronger and improve their dexterity.

-Orcs: Green, tall, and muscular. Mostly simple minded beings who don't enjoy mentally taxing activities. Their skin can be various shades of green depending on their environment and they all have black eyes. The tallest Umers, averaging from 210-320 centimeters in height. They could live up to 130 years, but their reckless and aggressive behavior culls them and averages their max age at 45 years. Endurance evolved orcs are known as Kurrs. Naturally evolved ones are Arus, while endurance evolution makes them Argans. Two things are the norm in terms of orc evolution. More strength, and less commonly, heightened intelligence.

Monsors: The most populous bunch of species, though not as far spread as Umers. Most have a knack for magic. They can sometimes cross breed, but it's not as common as with Umer folk. They branch off into subcategories from three main ones. Beastkin, Demonic, and Angelic.

Beastkin: A blanket term for all subspecies of humanoid beasts that roam Mikirith.

- Vast as there are animals in Mikirith, Beastkin can come in plenty of shapes, sizes and mindsets. From the common sea and feline beastkin, to rare finds such as baranta (Barans), chimeric (A successful mix of two subspecies of beastkin that managed to conserve traits from both parents), or even dragon beastkin (Dragniars). Usually, beastkin endurance evolved are named Kro [animal] Kin. Aokai [animal] Kin are naturally born beastkin, and they are named Ragn [animal] Kin after their endurance evolution. Given their variety, beastkin evolution rivals human's in terms of potential versatility. They are also the only current species that can breed with other species while conserving some traits from both.

Demonic

- Demons: They are by far the most common of the three demonic species, hence the name. Their skin has at least a slight red tone to it, and they tend to have black horns and tails of diverse shapes. They can live up to 500 years or so. Endurance evolution makes Kath Demons. Archdemons come from natural evolution, and Kath Archdemons are endurance evolved archdemons. Evolution makes the red tone in a demon's skin intensify or mild down, and endurance evolution specifically makes their horns white. Horns and tails tend to morph with evolution. Magical aspect enhancements, and strength and endurance increments tend to be the norm for demon evolution.

- Shadows: They are pitch black blurs of dubious shape, which becomes more defined the more evolved they are. They can live up to 60 years. Endurance evolution turns them into Nogars. Falis are naturally evolved shadows, while Per Falis is what they become if they endurance evolve after. Nogars and Falis usually are still black figures with a more defined shape, while a Per Falis can take most shapes they desire. Shapeshifting, possession, and regeneration become simpler the more evolved a shadow is. The more evolved the shadow, the more prolonged life span it has.

- Dakis: They resemble humans of fair or clearer skin, which tend to be conceived as very beautiful. Dakis feed mainly off sentient life vital force, with bodily fluids being their favorite meal due to the ease it grants to plenty of vital force. They average 300 years as a living cap. Endurance evolved dakis are Vamakis. Vampires are naturally evolved dakis, which turn to Silver Vampires if they endurance evolve. The more evolved the daki, the more beauty it irradiates. They also tend to lighten in skin tone, and their hair color intensifies. Silver vampire blood is the color their name implies. Evolution makes them more effective drainers of life force, greater hypnotists, and overall more magically adept. All dakis have wings of some sort that enable flight. Their life-draining meals could make them potentially immortal, but the longer time passses, more life force they will need to sustain themselves.

Angelic

- Angels: are beings of extreme beauty and elegance. Orderly, calm, and righteous by nature. Always with light tones of hair, and white wings of some sort, mostly solid light or bird like ones. Extremely empathic and with an added sense for feeling others' emotions that enforces it. They average a height range from 190-250 centimeters. Their lifespan averages 900 years. Endurance evolved angels are denoted as Cherubims. Natural evolution gives place to Archangels, which turn to Seraphims upon endurance evolving. Upon evolving once, angels develop a halo, which is a great magic conductor. The already strong angels become stronger in every conceivable aspect with every evolution. This usually makes seraphims creatures of extreme wisdom and power, which are also known as "Light Walkers" due to their imposing, yet calming auras of light. They are not perfect beings, however. An angel which is too mentally distressed for too long can "fall". A fallen angel's wings are jet black, and if they have a halo or a visible aura, they will darken. Falling is a wildcard in terms of what it does to the angel. It could empower them, it could weaken them, it could motivate them, it could drive them to despair. The one truth about a fallen angel, is that they are not who they once were, and they will never return to their previous selves.

- Devas: Sentient bundles of magic that act on whims 99% of the time would be an accurate description for devas. Floating spheres of light that come in a myriad of colors. 13.73 centimeters wide, unequivocally. Their lifespan averages 1000 years. Endurance evolved devas are known as Pixies. Naturally evolved devas are Fairies, and those turn into Alafis once endurance evolved. Once they evolve once, devas take on several forms. Most commonly humanoid figures, no smaller than their base form, but not surpassing 50 centimeters. They also gain one to three pairs of translucent wings, and very colorful hair as more distinctive traits. Though physically frail, they more than make up for it by their immense magical abilities which amplify with each evolution. They can also overcome their weakness by binding with another being and becoming an object bound to them.

Mireis: By far, the most scarce sentient kind of the three. All are considered naturally evolved non-sapient creatures, even the offspring of two Mireis. One Mirei can't have Mirei offspring with non-evolved versions of their race. It is theorized by some that any non-sapient being can give birth to a Mirei, though given their rarity, that is difficult to prove, or even test. One known fact, is that upon birth, they have the urging instinct to run away from their conceivers

- Dragons: Naturally evolved drachs. They come in plenty of shapes, colors and sizes, though they are never smaller than 5 meters tall. They may or may not have wings, tails, some limbs, and so on. Their lifespans vary drastically from dragon to dragon, but living a millennium or two isn't all that difficult for them. Their Endurance evolution is known as Elder Dragon. Elder dragons grow quite a bit in size when they evolve, and like angels, their already immense strengths are boosted.

- Giants: Naturally evolved ogres. Giants are massive humanoids, which have shed their primitive lifestyle and appearance. Ranging from 4-10 meters in height. They tend to live for around 700 years. Generally, they gain a skill unique to them which influences their appearances. Endurance evolved giants are known as Titans. Just their height range of 15-50 meters makes them a huge danger. But their evolved skills tend to make them walking natural disasters.

- Devourers: Naturally evolved slimes. Though not changing much in appearance, devourers gain the ability to consume and learn from said consumption. Consumption increases slightly their lifespan. Not much is known about them, as there is only a single devourer alive at the moment. Endurance evolution makes them Annihilators. Their absorption ability greatly increases, and all their known skills and prowess is heightened.

- Dullahan: The ultimate undead. Although not alive, they are considered a natural evolution of sorts. They live forever in their undeath, but can still be killed. Headless creatures that command the undead on a whim. Servants of Zarzagat and Tyrak, though most importantly, the leader of their kin, which inherits the title of Death. Tasked with taking out living who have overstayed their welcome on Ormin, or even Walgar. An endurance evolved dullahan is known as a Reaper.

—--

Non-sapient Species aren't all that different from what one would imagine on a magicless planet, aside from giant or slightly modified for the environment variants of several species. There are some exceptions to this rule, however:

- Slimes: Unintelligent versions of devas. blobs of magical energy, which change in color and size according to their magical energy nature and amount respectively. They don't grow past a meter. Should they consume enough to grow more than that, they explode.

- Ogres: Hulking brutes towering at heights from 3-6 meters, with a lightly gray skin. Lacking any and all self awareness, they wander across the wild eating anything that looks or smells tasty enough, or charging wildly at anything they deem a threat. They are sometimes used as heavy duty tool replacements.

- Drachs: An umbrella term for lizard-like creatures of various shapes and sizes. Far stronger than even the mightiest of average lizards, however. Capable of having skills and use them effectively. They may not be sapient, but they are deadly hunters.

- Barantas: Giant apes with four arms, standing at 5 meters when on their hind legs. Extremely territorial, violent, and strong to boot. capable of secreting an extremely sticky substance off their mouths, which they use to trap victims. Their roars can be deafeningly loud and their skin is brutally durable.

- Cuiros: 2 meter tall felines of black fur, with muscular legs and brutally sharp and hard claws and fangs, which can cut through most common metals. Their tails are akin to a scorpion's, capable of injecting a paralyzing venom. Cuiros in cold areas have developed white fur, and changed the stinger at the end of their tail for a long and sharp blade like appendage. They have been known to tear through many speedy adventurer's fastest attacks.

- Shijus: Gray toned bears, 4 meters tall on their hind legs. They have metallic skeletons, and have skills that enable them to perform some degree of geomancy. Capable of creating entire cave systems for the protection of their cubs.

- Alastas: The average giant scorpion is around 1 meter long. Alastas can be up to 20 meters long. Their exoskeletons are the hardest natural thing belonging to a regular animal. Their stingers secrete a liquid that combusts upon touching air, which they can spray or inject. Cold variants have no stinger, but stronger pincers and legs, as well as the ability to produce ultra strong threads of silk that can trap victims.

- Yamigaras: 1 meter tall crow lookalikes. They travel in small groups and are usually pretty calm, and even kind. Anger them, however, and you'll be torn to shreds by razor sharp claws and serrated beaks.

- Apukens: Immense squids. The smallest record of one was estimated to be 42 meters long. Their tentacles are able to bring down a large ship in seconds. And unlike regular squids with a beak, they have rows upon rows of massive serrated teeth.

- Itunin: The smarts and brutality of an orca, with more teeth than a white shark, plated in a thick dark blue skin that makes them extremely resilient.

- Eterrens: Similar to ogres in height, if not taller, eterrens resemble leafless trees with limbs. These trees however, move. While not always aggressive, their strength is something to be considered.

- Undead: This ecompasses all undead roaming the land, from simple skeletons and zombies, to mighty phantoms and liches.

- Unclassified: This world is filled with mysteries, there are uncharted places that might harbor unknown creatures of unknown capabilities.

Relevant Characters:

- The leaders of each nation, of course.

Dread Lords:

- Garon Trimulti: The strongest and one of the three original Dread Lords, Emperor of an entire continent which he renamed after himself. A Dread Kath Archdemon.

- Parimin Aimer: Another of the three original Dread Lords. Mostly keeping to her remote castle in the north of Ipjan. A Dread Ragn Dragniar.

- Valaine Jommar: The last of the three original Dread Lords, and leader of the former three Cardinal Shadows. A Dread Silver Vampire

- Rigel Unnis: As the former Deva Queen, she waged a war for her race. Many were lost, but that loss made her a Dread Lord.

- Gognaz Hunn: One of the former three Cardinal Shadows, a cruel warlord. A Dread Argan

- Juniel Hikai: A silent assassin who suddenly found herself a Dread Lord. She now wanders the east continent aimlessly. A Dread Fallen Cherubim

- Alexandrius: The young slime king of the Aramaj Kingdom, the most recent addition to the Dread Lords after fighting to the death with a now former Cardinal Shadow. A Dread Annihilator

Domerus:

- Nedrys: The Water Domerus. She lives in the depths of the North Ocean. An Elder Dragon.

- Rezoth: The Fire Domerus. This Elder Dragon is the guardian of Paradis.

- Heren: The Air Domerus. She has a relationship with Garon, and lives with him. Another Elder Dragon.

- Kandaindoria: The Earth Domerus. He made his own territory on an island between the continents. The Titan has a following that lives within his domain.

- Alymurh: The Lightning Domerus. This Elder Dragon roams the Bauir Islands.

Saints (The most famous):

- Lorelei Agaris: The Arrow Saint. Lorelei is an Ipjani famous for slaying a rampaging dragon with the skilled shots of her bow.

- Karel Jaffari: The Sword Saint. Karel is the single strongest duelist of the last two centuries. In a fight without magic, he is unmatched, or so say the tales.

- Hector Emerson: The Shield Saint. Using a massive shielding technique, saved a town from Sirdhem of a flood.

The True Children of Treuhs:

- Nangarvat: Treuhs' personal herald. He stays in Teorfinis and helps observe all of creation, ready to intervene at any second should it be needed.

- Egfas: Tasked to roam Terupa, making sure to either protect or destroy whatever technology was left usable, in order to avoid it falling into the wrong hands.

- Zarzagat: The one tasked to be the judge of the lower realms. Deciding who goes to either Walgar or Tagneus.

- Tyrak: The head torturer of Tagneus. He supervises that all souls there have as much of a miserable time as they can, and prevents any clever folk from attempting to escape punishment.

- Uurvis: The silent overseer of Aus. He sits in their moon and silently watches that they don't get out of control.

There may or may not be other relevant characters, but for the sake of understanding the world, that should do.
 
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