The Lore of Leth
- Creation Myth
- The Birth of Mortals
- The First Undead
- The Reign Of Istitia
- The Calamity
- The Races of Leth
- Life In The Apocalypse
The Creation Myth is pretty integral to how the world is structured, so I'll be telling that story first.
In the beginning, there was nothing but the Void. Endless, formless, and stalked by great primordial beasts with hunger unending. Then, a Light formed in the dark. A shining font of Life and limitless potential.
The Light attracted the gaze of the brother-gods Utenor and Ylumis, who were both enraptured by its brilliance. They argued over how best it should be used. Utenor, strong and brash, sought to use the Light to create great wonders never before seen. But Ylumis, wise and cautious, wished to protect the Light against their fellow brethren, for he knew that its brilliance would be like a beacon unto their mindless kin.
The two brother-gods fought and argued for so long that their dread father, the primordial beast Letheloth, heard their noise and came to silence them. But when he arrived, he saw the Light and immediately sought to consume it for himself. But Utenor would not allow it. So he took from the Light a single Spark, grasped it in his hand, and smote his father with a mighty blow to the head.
The cracking of Letheloth's skull resounded throughout the Void, and the brother-gods knew that their kin would come to investigate the noise. So they agreed to share the Light, splitting it in half between them to do as they wished.
Utenor took his half of the Light and, using the remains of Letheloth, began to make the world. From his flesh he created the earth and soil, from his blood he created the rivers and oceans, and from his dying breath he created the sky and Heavens. And it was from these three Heavenly bodies that the first children of Utenor were made manifest. Theleria of the Earth, Qushala of the Seas, and Aelucis of the Sky.
Ylumis took his half of the Light and divided it evenly among the Heavens, creating the weave of Stars that shields and protects the world from the horrors beyond.
Finally, the two brothers took Letheloth's eyes and used them to create their thrones of the Sun and Moon. Together, they share lordship over the world, and take even watch of it from their holy seats up in the high Heavens.
And thus was the land of Leth born, and so shall it be ruled until the day of Letheloth's return.
Moving ahead a bit, next is the story of how the mortal races came into being. This will give a bit more context to how the races work and who their preferred deities are. Also for context, the four gods mentioned as the progenitor gods are the first children of Utenor with his two wives Theleria and Qushala. And... yeah, they're technically his daughters too. ...Look, early mythology had a lot of stuff like this, alright? Shut up.
The gods ruled the world for time unending, but one among them grew bored with the sameness of the land. Cyrtis, god of Life and Strife, proposed that the gods make beings in their image to serve and worship them, so that their lives might give joy and entertainment to the gods. Utenor and Ylumis both agreed, but demanded that Cyrtis share this task with his siblings. Cyrtis agreed, and began planning with his brother and sisters the first living creatures that would live among the world.
The four decided that they would grant a Gift to their creations, to make them unique and keep balance between them all. So Cyrtis would grant his creations the Spark of Fire, Qaruna would grant hers the Spark of Earth, Thestris the Spark of Water, and Nerutha the Spark of Air.
They first made beings of pure Light, graciously gifted of Utenor's Throne. Thus were the fae races born. But they were too close in form to the gods, and their Spark was lost if they ever perished. And they were not as pleasing to the gods.
So the gods tried again, this time using only the materials of the world. Thus were the many beasts and plants of the world created. But they lacked intelligence, and acted only on instinct. And they were not as pleasing to the gods.
So they tried again, now using earthly materials and holy Light in equal measure. From this union the gods were able to create the first mortal Souls. And finally, the first mortal races of Men, Dwarves, Mer, and Elves were born. And they were pleasing to the gods.
So the mortals were given unto the world, and they multiplied greatly. They gathered in communities and prospered, and began to claim dominion over the wilds.
This dominion angered Cyrtis, for it removed the challenge of his Struggle from mortal lives. So in secret, Cyrtis designed four more races that would heed the call of the wilds and never forsake the sanctity of Strife. He then went to his siblings and asked that they bless a stone, a cup, and a leaf respectively that he might give them as gifts to the mortal races. They did so, and Cyrtis took the blessed items to his new races and granted them the same Gifts as all life before.
Thus were born the monstrous races of Orcs, Goblins, Tritons and Trolls. Cyrtis put them into the world, and they lived as more than beasts but less than mortals. They struggle for life in the wild, and are thus pleasing to the god of Strife.
For deceiving the gods Cyrtis was forbidden from creating new life from that day on. But he was content with his works, and accepted his burden willingly.
And thus was life on Leth created, and the gods found it to be good.
Next up is the story of how undead came into the world. Pretty important since undead will be prolific within this particular story.
In the beginning mortals revered the gods in equal measure, paying each their fair due and respecting the laws that they upheld. But in time mortals began to shun Qaruna and her dominion over Death. They feared her promised end to their lives and scorned her worship, choosing only to pray for perverse or impossible favors. In time it became too much for the Goddess, so she plotted to make mortals respect the sanctity of Death once again.
She sent for her son Gaeldis, god of Joy and Laughter, to come to her home beneath the earth. He did so, and found her distraught. She told him that she had dropped her Pestle into the Great Well, where no light can reach its fathomless depths. She begged him to ask Utenor for a Spark of holy Light, that she might use it to find her Pestle once again.
Gaeldis was skeptical, but seeing the anguish in his mother's eyes he relented. He climbed from the depths of the earth and ascended into the Heavens, where he went before Utenor's mighty Throne and pled his case. But Utenor would not give in to Gaeldis' request, for the Great King had been fooled once already by the trickster when he sought to bring fire to mortal-kind.
So Gaeldis left the Throne, but he would not allow himself to fail. Once he was out of sight, Gaeldis leapt behind a pillar and threw his voice at the doors to Utenor's grand hall, imitating the voice of the wise Ylumis.
The Great King fell for the trick, and left his Throne to greet what he thought to be his brother. While Utenor was gone, Gaeldis crept back to the Throne and reached out his Staff to place it in the Great Fire that burned behind it. The staff caught alight with a single Spark, and Gaeldis rushed back to Qaruna with his prize.
Qaruna greeted her son warmly and embraced him. She carefully took the Spark from Gaeldis' staff and placed it in her Mortar for safe keeping. Then she turned back to Gaeldis and made to caress her son's face in gratitude. But at the last moment, she instead reached down and touched his leg. The flesh immediately became blighted and filled with rot, crippling the god. Gaeldis was enraged and went to inform Utenor of this treachery, but his lameness prevented him from moving quickly enough to stop Qaruna's plan.
While Gaeldis struggled, Qaruna took the holy Spark and swallowed it, taking it into her own being. Within moments her belly began to swell with child, and within the hour she gave birth to Lami, first of the Undead. Lami grew quickly, and was soon a full woman standing before Qaruna's eyes. Lami's nature made her hunger for the Spark of mortal life, and so Qaruna sent her daughter out into the world to punish mortals for their perversion of her domain. But she first warned her daughter that she must keep her hunger in check, lest it destroy the world entirely.
It was then that Gaeldis finally made it to Utenor's Throne and told the Great King of what had happened. Utenor's fury shook the Heavens, and he immediately called Qaruna to him to answer for her crimes. Qaruna dutifully answered the summons, but was unapologetic. She decried the ways of mortals and voiced her anger at their disrespect of her holy authority. She left the Throne in anger and rushed to the Balcony to look out upon the world and witness her daughter's works.
But the world had grown dark and sickly. Lami's hunger had gone too far, and all life was quickly coming to an end.
Qaruna fell to her knees and wept for what she had done.
Utenor's heart softened at the sight of his daughter's anguish, and he comforted her. Utenor judged that Gaeldis' lameness and Qaruna's grief were punishment enough for their crimes, but Utenor commanded that Qaruna be the one to bring Lami to justice and stop her hunger. Qaruna agreed, and after a mighty war was waged Lami was finally captured by her mother's hand.
Qaruna imprisoned Lami in a hidden place deep beneath the earth, but as a kindness left her a single hole from which to breathe. And it is from this hole that Lami whispers into the world, silently corrupting it and sending her children out to feed upon the mortals of the world.
The following is a transcript of a story told to a young slave by their elder. This story has been circulating more and more as of late, though its ending alleviates much of the worry I had whilst listening for the first time. Still, I will mark the words so that a record exists and can be referenced for future prosecution if need be.
- A Dutiful Eye of Lord Aegeron
'As the old ones told me, there were a time o' peace an' plenty a'fore all this. When Istitia first raised the Mountain there were a light shinin' from its peak. A lovely light, the purest y'can imagine. And it filled them what looked on it with hope. People saw this light an' started gatherin' 'round it natural like. The beasts o' the wild seemed to calm, an' battles of all sorts just lost their flavor. Everyone started to 'take in' this new peace, mortals, monsters an' all. Even the dwarves came out o' their holes to look at Istitia's light.'
'From that day on everyone's priorities seemed to change. Folks threw down their swords an' took up plow'n hammer. Suddenly growin' an' buildin' were more 'portant than fightin' an' stealin'. Apologizin' were more 'portant 'n keepin' secrets an' such. Folks just... Got good. Goodest they ever been. Folk were friendly with each other, made peace'n such. Even the monster folk. Even the fae folk! Everyone were workin' together for the first time in forever. Workin' to do some amazin' things.' Some say they grew a whole city inside a forest. ...Oh, y'know, trees an' such. A whole mess of 'em, all together like. Trees what grew green 'stead o' brown. ...Heh. Anyway, others say they went out to sea an' made friends with the biggest fish in the ocean. So big it could swallow a ship whole an' have room fer more! An' the magics in the air were so pure, folk were livin' a hunnerd years an' more. An' they still looked like they did when they was young! Could use me some o' that. Hehehe!'
'But the things they built, lemme tell ya. Old timers say they built floatin' bridges, floatin' ships, floatin' buildin's! Everythin' were floatin'! No sense bein' on the ground when ya don't gotta be, right? They say they could put all the words in every book in the world into a tiny little stone. Said they could see far 'nuff to watch the sunrise in the middle o' the night. Said they could speak wit' friends 'cross the sea 's'if they were right there n'front of 'em! Said they could talk to buildin's too, but I don't know 'bout that. Said food weren't no problem, they had gadgets what did the farmin' for 'em! Can you imagine? But that aint the best of it, no. They said there were even armor what could make mortal folk like the Gods. Armor what could make ye carry mountains, jump to the clouds, an' shoot sunlight from yer hands. Wonnerful, shinin' armor the likes you aint never seen.'
'...An' they say that's why the Calamity were brought 'round, to punish us mortals fer thinkin' so highly of ourselves. Fer thinkin' we could be like the Gods an' do what they do. No, we flew too close to Utenor's sun, an' now we're all payin' fer our sin. So learn this lesson well child, fer no good comes from mortals what think they're better'n what they are. We live on the earth, so leave the Heavens to the Gods an' their works.'
'Now get to sleep small one, we got more work tomorrow.'
When the Calamity first struck, many things seemed to happen all at once. But the one thing everyone can agree on is that Istitia's light suddenly went cold like a flash. Then her Mountain began to sink into the earth from whence it came. Then the rest followed. First the Sun grew dark, eclipsing itself in moments like an iris opening wide. The only glow it gave off was a sickly green ring around the darkness that had blotted its rays. Later the Moon would follow suit, only shining a fraction of its light during the long, cold nights. Then the ground began to shake so violently that every city on Leth could feel it. Buildings crumbled and bridges collapsed, and the very earth itself cracked open like wounds across the land. Rivers that had flowed for centuries were sucked back into the earth, drying up their supply and stunting the land of sustenance.
Then, just as the Mountain became fully submerged beneath the earth, the first of the demons came. These first demons were like insects, small and buzzing, but they flew out of the newly formed Depths like a great and terrible cloud. They traveled across the land to spread pestilence and devestation to all things. Crops were devoured, livestock infected, and the people were struck with cloying sicknesses and fever from their sting. Then the petty demons emerged, more beastial in nature but still possessing some level of intelligence. They hunted and attacked anything they came across, and many lives were ended by their fangs and claws. Then the greater demons appeared, far more intelligent and far crueler than their petty brethren. They began to gather the lesser demons together into warbands to actively wage war against the mortals that still lived. Some of the mortal alliances held strong even in these first dark days, but many were shattered by the fear and rampant death that ravaged the land.
Finally, the Archdemon came forth. His form was mighty and terrible to look upon. Taller than the giants of old, with horns of obsidian and wings that beat the winds into a hurricane. Lightning shot from his eyes, and those that looked upon him burst into flames from the terrible might of his visage. The other demons bowed to his power and proclaimed him Aegeron, The Walking Wrath. Aegeron claimed dominion over all of Leth, and built his throne within the lowest pits of the Depths, where they say he takes council from Interix himself.
After that day, all hope was lost. The peoples of Leth broke all bonds of alliance and looked to their own for salvation. The fae folk and elves were hunted down first, and they quickly fled the land as their groves burned and withered before them. The mer fled to the seas, taking ships of all kinds to find succor in lands beyond the horizon. The dwarves put up the toughest resistance, and fled deep into the earth to avoid the demonic wrath above. No one has seen the dwarves since, and many whisper that they're still down there, fighting off invasions into their Deep Halls from horrors unknown. But mankind arguably suffered greatest of all, for those that survived the slaughter were enslaved by the demons. As for the monstrous races, they largely sided with the demons to become vassals or allies in exchange for land, wealth and power. Those that did not bow to the powerful were crushed underfoot and left to rot in the sun's waning light.
And thus the world was forever changed by the Calamity, and history shall never forget this time of unending darkness.
As a general rule, it helps to imagine each of the mortal races evolving out of their original forms when they were first created by the progenitor gods. I.E. Humans evolved from apes, Dwarves evolved from ants, Mer evolved from fish, and Elves evolved from trees. And just as humans only slightly resemble their ancestral roots, so too do the other races only have minor hints to their heritage. And just like humans, the other mortal races have their own variant physiologies and cultures based on the environment that they grew up in.
Humans:
Humans are the most common race on Leth thanks to their inherent nature to survive and multiply. Humans have spread to every corner of the world and hold dominion over the majority of civilization. There are always exceptions, but generally speaking humans are the most driven to expand and acquire anything they see. The Fire that Cyrtis gifted them still burns, pushing them to be active and to always seek out something new to fuel their curiosity.
Humans look as you would expect them to, with all skin tones and body types available depending on the region they hail from.
Dwarves:
Dwarves are the least common race on Leth due to their inherent adversity to change. The Earth in their blood makes them resilient, hardy, and stubborn to a fault. Almost all dwarves live underground, even those that live closest to the surface. The dwarves that live and work near the surface are often more peaceful than their deeper kin, but all dwarves tend to live by a very strict code that none of them are willing to break. The dwarves that live deeper beneath the earth have often never seen the surface, and are born blind due to the lack of light. They make up for their blindness with heightened senses of hearing, smell and touch, which they use to great effect.
Dwarves are the shortest of the mortals, only reaching about 3' high at most, but they are the absolute strongest mortal race by a large margin. An average dwarf can lift at least ten times their own body weight, and whether this is due to their stocky build or the fact that they have four arms has been a long discussed riddle among mortals. Typically the surface dwarves are larger than their deep-kin, simply due to their more robust diet. Deep dwarves will mostly subside on actual stone and other minerals, so their bodies don't get as many nutrients as those dwarves near the surface. Dwarves are also known for the tough plates of natural armor that cover their body's vital areas. These plates are often a darker tone than the dwarf's skin, which always takes on the hue of the local sediment where they were born. Finally, dwarves are known to have an excess of thin, wire-like hairs near their faces and hands that are sensitive to touch. These hairs help them find their way in the dark when their other senses aren't sufficient. The surface dwarves have taken to grooming and styling this body hair for the sake of appearance, but deep-dwarves have no such inclination. Their lack of sight precludes any need for superficial aesthetic in any part of their lives.
Mer:
Mer (or Merfolk as they're commonly known) are the next most populous race after humans, but their numbers are still dwarfed compared to human societies. The Water gifted to Mer makes them the most transient and carefree of the mortal races. They tend lead very relaxed lives and prefer to just 'go with the flow' when given the chance. All Mer live near bodies of water out of necessity as they tend to dehydrate quickly without a daily soak. It's just as likely to find Mer living in coastal settlements as it is to find them as perpetual sailors, though a rare few have been found inland away from their preferred habitats. Mer subsist primarily on fish and other aquatic life, supplemented with whatever vegetation happens to grow nearby.
Mer are often shorter than humans, coming in at an average 4-5' in height, though some have been known to tower over humans depending on the region. They are known for having webbed appendages, skin that can glitter like scales, and the unique ability to breathe both in and out of the water. Mer tend to have bony ridges along their arms, backs and skulls that helps them maneuver through water, and they are completely hairless from head to toe. Their skin tones may vary, but many are born within a shade of blue or green.
Elves:
Elves are the second least populous race on Leth, but this is simply due to how long it takes for new elves to mature. The Air gifted to all elves makes them acutely tuned to the forces of life surrounding them, and some argue grants them powers of precognition. But more than any other trait, elves are known to be the most patient of the mortal races. Whether this is due to their long lifespans or their foresight is unknown, but all elves tend to think in the long term and are willing to wait for the most opportune moment before they act. Elves are typically isolationists, but they always live as close to nature as they can. Because of their deep respect for life they often maintain a strict 'catch and release' program with anything that threatens their homes. But they will defend themselves and their homes with deadly force if necessary, and will tap into ancient magics in order to do so.
Elves are the tallest and longest lived of the mortal races, often standing well over 10' tall and living anywhere from 200 to 500 years on average. Their features are long and fair, often casting them as the most elegant of the mortal races. The skin of young elves has been likened to moss for its softness, whereas elves in their twilight years are described as having skin like tree bark. Elves are often born with green toned skin, and this is likely due to the fact that vegetation will naturally grow on their bodies. This is most common on their arms, shoulders and in their hair, which is vine-like in quality and will be intentionally coated with fresh soil to encourage growth. Communities of elves tend to grow the same types of flowers or plants that are native to their location, though they can choose to cosmetically grow new flowers in their hair if something strikes their fancy. The last and most notable thing that elves are known for is their endurance. An elf can live on nothing but water and sunlight for weeks, and they need only a few hours rest to regain their energy. This ability has often been linked to the plant life their bodies produce, but scholars have yet to reach a consensus on the matter.
So this is where most of the 'current' information about the setting will live, and will be much more itemized and specified for the sake of the players. This list may be added to later as the story progresses, but there will likely be a separate post altogether for any memorable achievements the players accomplish.
Notable Gods:
- Utenor - God of the Sun, Life, Time, Radiance and the Cosmos: Utenor is the Great King of the gods, the Lord of the Sun, and the progenitor for all life on Leth. He rules from his Throne upon the sun and casts his Light over all of Leth. Utenor is often depicted as a golden man with six arms and a lion's head, holding aloft his Scepter as if casting judgment on those beneath him. Since it was the Sun that first dimmed during the Calamity, many assume that it is by Utenor's will that such evil was allowed to ravage the land.
- Ylumis - God of the Moon, Stars, Memory and Prophecy: Ylumis is Lord of the Moon and Stars, the Great Seer, and the guardian of the world. He created the weave of Stars that shields and hides the world from the horrors beyond, and maintains his vigil from his Throne upon the moon. Ylumis is often depicted as a silver man with six arms and a deer's head, holding his Bow drawn in two hands while readying arrows with two more. Since the moon's light also dimmed during the Calamity, many assume that Ylumis has acknowledged his brother's will of revoking the Lights of Heaven from Leth.
- Istitia - Goddess of Charity, Empathy, Mercy and Valor: Istitia is the literal left hand of Lex, the god of Law. She and her brother were created by Khur, the god of Artifice, to act as the instruments of Lex's judgement. Istitia's purpose is to protect the weak and innocent, and grant favor to those acting against injustice. She guides the good and honest souls to Utenor's throne so that they can be born again. Istitia is typically depicted as a tall, strong woman with long white hair and holding a broad, circular shield.
- Interix - God of Wrath, Vengeance, Passion and Ruin: Interix is the literal right hand of Lex, the god of Law. He and his sister were created by Khur, the god of Artifice, to act as the instrument's of Lex's judgement. Interix's purpose is to punish the wicked and bring damnation upon those that commit great sin. He takes corrupted souls that have led sinful lives and purifies them through punishments of the worst kind. Demons are his creation, and are sent into the world to punish mortals when necessary. Interix is typically depicted as a tall, strong man with long red hair and wielding a wicked flail.
Religion:
Religion is a tricky subject in the apocalypse, but the general consensus is that mortals have been forsaken by the gods for their hubris during Istitia's reign. As a result the mortals left alive have taken up numerous schools of thought on how to respond to this conclusion. Many have forsaken the gods in kind for turning their backs on mortals, and either outright curse them or shun them when given the chance. Some have taken to believe that the gods never existed in the first place, and that the demons are the only supernatural beings that have ever existed beyond mortal ken. Some others believe that the Calamity is a sign that the gods are dead, and were killed by a Great Horror that has somehow managed to pierce the Star Veil. But most take the Calamity as punishment for sins committed by their ancestors, and so they look for absolution through obedience and submission to the will of the demons. Some even go so far as to worship the demons as holy instruments of Interix's will, and submit themselves completely to the demands of their overlords. This submissive mentality has coalesced into a general practice among mortals, primarily humans, and has been dubbed the Faith of the Damned.
The Wastes:
Leth was once a land of plenty filled with rolling fields, mountain ranges, boundless rivers and seas, and forests of all kinds. To the south were lush forests and even jungles in certain parts, and to the north was colder regions of various biomes and geography. That all changed after the Calamity struck. Whatever evil crawled out of the Depths seems to have seeped into the very air of Leth itself, infecting the natural bounty of its lands. The rivers dried up, the soil turned barren, and even the rains grew sour and acidic. But the strangeness of the Calamity didn't stop there. Whatever flora and fauna weren't killed during the initial plagues were changed somehow by the foul energies of the depths. Many mutations have occurred that have allowed those natural things that remain to survive in this harsh environment. Plants became carnivorous, hides grew thicker, herbivores grew fangs, and digestion tracts grew resistant to poisons and rot. Many strange and dangerous vistas have arisen in the wake of the Calamity. And even though it is a twisted shadow of its former self, Life has still managed to find a way.
The Curse of the Depths:
Just as Istitia's light appeared to radiate peace and understanding to all those under its rays, so too do the Depths exude their own foul energies. These magics are most obvious when looking upon the blighted land and sky, but its less obvious influence is in the souls of mortals. Most would argue that a land so filled with danger and death demands that those living within it become hardened for the sake of survival. But it cannot be denied that the people of Leth are just... nastier in general. Family ties are tentative at best, people don't gather like they once did, and the ones you might have called an ally would just as soon stick a knife in your back if it meant they would live another day. Parents sell children, children murder family, and countless other acts of horror occur on a regular basis. It is a genuine struggle to find any semblance of altruism and empathy in the Calamity, and even if someone is willing to help another it is usually for the selfish desire of mutual gain. 'Nobody does nothin' for nobody', as the saying goes, unless there's something in it for them.
Demons:
Demons are a common sight thanks to the Calamity, but they come in many different forms. Below is a short breakdown of how the demons are classified and what one can expect when being faced with them.
- Petty Demons: Petty demons are much more bestial in appearance and action than their Greater brethren. Their sizes can vary greatly, ranging from as small as insects to larger than trolls, and their forms can vary greatly as well. Some may be capable of speech, such as harpies and other humanoid abominations. But they are all instinctual beings that rarely think before they act, and can be tricked if one is clever enough. It's also possible to get some of these demons to submit to your rule if you can prove your strength is superior. But the allegiance of a demon is fickle at best, and they must constantly be put in their place in order to maintain their submission.
- Greater Demons: Greater demons differ from their petty brethren by virtue of being truly sapient and being capable of thought and reason as mortals do. Their forms can also vary greatly, but they largely stay within the size range of the mortal races. Greater demons all act with purpose, and you will never meet one that doesn't have some motive behind their actions. They are schemers and warlords, thieves and slavers, conquerors and manipulators all. You can only trust a greater demon to follow their own goals, for they are selfish and cruel to their very core.
- Ancient Demons: No one is quite sure if the ancient demons were actually ushered in by the Calamity or were always living in the deep, hidden places of the world. Most aren't even sure they really exist. But rumors abound that out in the Wastes, in the darkest corners of Leth, the cracking of the earth woke up old things of truest horror. Some talk of giant beings with tentacles and claws out in the oceans that sink ships trying to flee to other lands. Others talk of giant worms that can swallow a house whole. And some even speak of monstrous lizards, going so far as to label them Dragons. The general consensus is that these ancient demons are all massive, imposing beings, that have lived long enough to grow to titanic proportions. Among all the stories though, Aegeron is the only ancient that people can all agree really, truly exists. Even though none have seen him since his initial appearance all those years ago.
- Half-Breeds: As one might expect, the demons exert their will onto the mortal races in many different forms. Some of those forms result in offspring, whether its desired or not. These offspring can come from both beasts and mortals, and depending on the circumstances can result in vastly different beings. Demon spawn born of beasts are often born as petty demons, and act more like animals as is their nature. Demon spawn born of mortals however are often unique and terrifying individuals, especially if they had greater demon forebears. These half-breeds can have strange deformations or mutations than other demons might not have, and can sometimes grow into formidable beings. But half-breeds don't fully fit within demonic society. For demons, 'might makes right' has always been their law. Thus, half-breeds that prove themselves strong are typically accepted as warriors or vassals of greater demons. But greater demons all see themselves as inherently 'better' than half-breeds, and would never willingly submit to one in a position of authority. Those that do were either forced into servitude by the half-breed's might, or are instead serving the wishes of an even more powerful demon than themselves. But regardless of how demons view half-breeds, mortals vehemently shun their kind on principle for their demonic ancestry.
The undead have become a much more common sight as well thanks to the twisted nature of the Calamity. Not only are necromancers enjoying an overall increase in power, it's also genuinely more difficult for mortals to 'pass on' properly thanks to the foul magics of the Depths. Ghosts and specters are seen much more frequently, unable to find their way to the afterlife and are instead forced to wander the places of their demise. Sometimes corpses will just rise all on their own without any obvious cause, so the common folk have taken to cremation as a means of staving off this unpleasant happenstance. And the more powerful undead, the Vampires and few surviving Liches, are living in positions of unprecedented power and respect. Their kind has never had such freedom, for the Sun's rays no longer harm them as they once did. They are free to live as they like, and are often seated at the highest tables of nobility.
Magic and Mages:
Magic was always present among the lands of Leth, even before Istitia's reign. Most of it was simple magics used to control the elements, but some mages of note were able to perfect their craft and achieve truly spectacular feats. During Istitia's reign the practice of magic attained new heights never before seen, and even the dubious science of alchemy was taken much more seriously and pursued as a legitimate school of thought. It's widely speculated that a new type of magic was created that allowed the people of Leth to achieve the marvels spoken of by the elders.
However, magic in the Calamity is far less cooperative. Those that pursue the ways of sorcery will find it an uphill battle, as their connection with the Veil has be severely restricted. Magic no longer responds as favorably as it once did. It is a volatile and often dangerous act that has results in the death of the caster just as often as any unfortunates within range. But the danger of being a mage in this land is twofold, as mages are seen as threats to the ruling powers of Leth. In the early days of the Calamity a literal witch hunt was conducted to find and eradicate every user of magic that could be found. Since then the practice of magic has been outlawed, and any that show the potential for it are either killed or captured to be sent to God's Depths for 'reeducation', and thus turned into a willing servant of Aegeron. The Council of Five is tasked with maintaining detailed records of lineage for every mage that has ever existed, even those that came before the Calamity, so that they can anticipate where any potential users might be born next and scout them out. The earlier they can find them the better, for the youngest potentials often grow into the most powerful instruments of Aegeron's will.
A Land of Conflict:
While Aegeron unquestionably rules supreme, he is an absent ruler that leaves his subordinates to their works without much interference. As long as they all swear loyalty to him before all others then he is content to let the greater demons and warlords play their games as they see fit. Thus it is that Leth is in a constant state of conflict, from the smallest scale to the largest. Demons are perpetually jockeying with each other for more power, wealth and influence, and as such petty wars are waged on a monthly basis among a vast collection of city-states. Whenever a battle is about to be fought the local lords will send out conscription gangs to round up as many of their subjects as they can that are of fighting age. These 'honorable' souls are thrust into the front lines as battle fodder, meant to absorb as much of the initial violence as possible so that the trained units can sweep in and claim victory. Such is the way of things, but this constant state of flux is not just relegated to the battlefields. Just as many demon lords employ spies and other forms of trickery to gain the upper hand, and just as many battles are fought behind closed doors as they are in the open fields. It is rare that a lord remains in power for very long in the Calamity, and those that do are the most formidable examples of their kind.
A Land of Repression:
In order to keep the population in check and stifle any hope of revolt, the people of the world have been thoroughly repressed by their demon overlords. Education is something reserved for only the most powerful and influential, and technology has been intentionally regressed back to pre-iron age techniques to make life that much harder for the common people. Iron is now the most sought after metal for practical purposes, and any scrap of iron that makes its way into mortal hands is a prized treasure. Otherwise bronze is the standard metal for most tools, and while it's functional, it can't compare to the resilience and longevity of iron. And the secrets of steel have long since been eradicated from common knowledge, and is now a closely guarded secret among the demonic elite. Most people are also illiterate, and any language they do have is cobbled together from old common and the demonic tongues of their taskmasters. And potions and other concoctions are rarer still, as the materials needed to make such are almost as scarce as the knowledge to properly brew them together. What's more, familial lines have all been expunged except for the few remaining noble houses that have managed to retain their position through subservience or might. People don't care about last names or family history, and often simply take the name of their born settlement as their surname instead. Otherwise they're addressed as their rank in the militia or just given a simple name to differentiate them from all the other cattle. In short, the common people of Leth are intentionally stunted in every way to make sure they are less capable of forming a competent uprising.
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