Aryasaurus
Queen of Dragons
Welcome to Arcadia
Main Roleplay| Characters | Lore | Interest Check Lore; A Summary of What Your Character Should Know
- Arcadia
- Laws of the Worlds
- Other Magic
- Other Races
- Religious Lore
- The Fates
- Immunity Stones
- Player Level Information
- Dracmore
One thousand years ago, this place was also known as Kaer Arcadios. It was an old castle ruin in another dimension that thrived with intense magical energies, on a world known as Phanuel. It is where the Meisters work and train to be able to fight demons. This dimension was previously overwhelmed by demons, and no other source of life could inhabit the place for many centuries. Over time, however, the Meisters were able to push back the demon horde and create a settlement; they greatly reduced the demonic threat, and viability in the world there, but the demons are an ever-present threat everywhere at all times. It was by the decision of one man that lead the Meisters to decide to find other magically-capable people in the many worlds that existed, and take them to Kaer Arcadios to train in order to repel the demons of Gehenna.
New Meisters would be chosen during their adolescence while they were in high-school. Normally their powers would show during or after puberty, and so they would place trained Meisters in as faculty in schools to keep an eye out for magically gifted student or demonic world breaches. They would organise a class in the school where the magically gifted would be sent to as 'Potential' Meisters. They have to pass an entrance exam where they would have to first show off their magical ability to an ESPER and certified Meister before being allowed in. Back then, magic was only just starting to be recognise in a majority of the worlds, and so these operations were kept silent.
After graduation of the Entrance Exam, Potentials are taken to Kaer Arcadios to be trained how to control their magic, use their magic, and then wield it/weapons to be able to fight demons.
- Not all Meisters have offensive magic.
- Meisters with only defensive magic can use magically imbued weapons of their choice. However the weapons are only restricted to elemental enchantments - i.e. a sword hilt that can summon a blade of ice, fire, electricity etc.
- Meisters recognise that not all demons are inherently evil, however the majority are, so they have a shoot first, ask questions later policy.
- There is one Grand Meister who is in charge of Kaer Arcadios, and seven 'Demon Lords' who's titles dictate off of their choice of magical mastery.
The Magocrasy is governed by the Magic council, composed of the Twelve Spriggans of Gehenna, the Seven Demon Lords of Sin, the Seven Heavenly Knights of Virtue, the Grand Meister of Kaer Arcadios, the Knight-Commander of the Aurora Spectre Division, and the Pscion, who's word is the final law.
Hierarchy
Let us start at the most obvious placing: Potentials. Potentials are someone who may or may not have magical abilities. They are selected by a senior Meister from each world, and are given magical theory training. They are tested for magical abilities before and during this time until they can "graduate" - whether it be from schools in the human world, or similar educational institutes in other worlds. After graduation they are either considered a Meister or a "Maji".
A Maji is someone who possesses minor magical capabilities that will eventually leave them. It is almost like magic has possessed their bodies for a temporary amount of time. Maji usually come to their brief term of magical power during Magic Surges, and will lose that power within a few short months.
Potentials that go on to become Meisters will be permitted to go to Kaer Arcadios. Once there, they are trainees.
For proper understanding, the Meisters can be ranked as follows:
- Trainee
- Rookie
- Healer
- Senior
- Veteran
- Elite
- Exhalt
Governing them all is the Grand Meister. The Grand Meister is sometimes described as the most powerful Meister in Kaer Arcadios, but that is wrong. He/she is more equivalent to a Headmaster - and once primarily only had the title of such when the reign of Pscions were more common - a rule maker, a peacekeeper. Normally his/her word is law, but they can be overruled by the Seven Demon Lords ot Knights of Virtue if they choose to contest his decision. The Demon Lords and Knights of Virtue have ultimate power - in an almost-godlike way. If the fourteen come to an agreement or ruling, the Grand Meister must allow it.
This is the same if the Knight-Commander of the Aurora Spectre Division decides something for the sake of the worlds, as it is not the Grand Meister's position to decide the best course for the worlds.
However, above the Grand Meister... above the Knight-Commander of the Aurora Spectre Division... above the Seven Demon Lords, Spriggans and Knights of Virtue... there is but one person, who's word is final. Their decisions and ruling and judgment is final. Though they are a rare occurrence, a Pscion has the right to rule over any judgement if they see fit. Pscions are rare beings born as vessels of magic. They do not have restrictions on their power, and from birth they can perform the most powerful spells. In most cases they are worshipped as divine beings - gods mortalized on the earth to help guide the people.
Let me go over this in a way you may understand, more simply, from least to greatest in authority:
- Maji - brief magical power.
- Potential - a being who is potentially magic-gifted
- Meister-in-Training - or trainee in the magical arts
- Rookie Meister - a meister who has minimal experience in field training, but past the training stage.
- Healer - a meister who is experienced and trained in healing magic, weaponry and herbal medicine.
- Senior Meister - a meister with several years of field experience, usually a professor or of another important role.
- Veteran Meister - a meister with at least 20 years experience, or has gone through a significant battle against demons.
- Elite Meister - a meister who is extremely gifted in powerful 4th Branch+ magic.
- The 12 Spriggans of Gehenna - twelve extremely powerful Elite Meisters, each who possess formidable Lost or Forbidden Magic.
- Grand Meister - a meister who governs over Kaer Arcadios like a headmaster.
- The Knight-Commander of the Aurora Spectre Division - referencing the Lady of Worlds, Zireael Vos'Triva.
- Exhalt - a meister who posses an incredible magic, and trained to protect and serve the Pscion.
- The Seven Demon Lords - a group of seven meisters who's powers embody the Seven Sins; they have near-godlike power.
- The Seven Heavenly Knights of Virtue - a group of seven meisters who's powers embody the Seven Virtues; they have near-godlike power.
- A Pscion - a meister with power that exceeds the gods. They are rarely seen. Only one can exist at a time, and they appear once a century. Ten times more powerful than any meister known to exist.
The title of Demon Lord is used interchangeably between sexes, despite if they are male or female. However, formally they are addressed as Lord or Lady, respectively.
Twelve extremely powerful Elite Meisters, each who possess formidable Lost or Forbidden Magic. They form one of several magic councils in Kaer Arcadios, and are considered "dark meisters" as they are often tasked with jobs the Demon Lords cannot stain their reputation with - such as slaughter, conquest and quelling rebellions by violent means. They are the Twleve Swords guided by the hands of Arcadia to do "dirty work" on behalf of their "betters".
Each Spriggan is chosen based on their power, skill, loyalty and most importantly, their obedience to do the will of those who command them. They are also ranked on their magical strength. Unlike most natural order, the first Spriggan is classified as the 'weakest', and the twelfth is the 'strongest'. In-fighting amongst the Spriggans is common, as they know that by defeating someone of a higher rank will earn them that rank. The current 12th Spriggan has never been defeated in battle since his/her appointment.
Magical Laws:
Laws of the use of magic. More to be added.
- Typically if you want to mix and match different magical classes (i.e. Elemental with Healing) you can't. It's not necessarily impossible to do so, but as law dictates, if you decide you want to use healing magic, or a lost magic you discovered, you would need to participate in an Ultimate Cleansing to strip your current magic first.
- Though not necessarily forbidden, magic that includes the manipulation of the dead, or blood of a living being, is frowned upon in most worlds. It is considered disrespectful and vulgar in public society.
- A meister may not harm, hunt or kill endangered magic species for any reason.
- You are not considered a meister until you graduate training as an apprentice, and can be prosecuted for issuing false information if you claim to be such before then.
- All magic users cannot adopt a secondary magic until they turn twenty. Twenty, in this universe, is the age of adulthood.
Specialized Magic; Healing magic
Healing Branch 3; what is classified as reincarnation magic. This magic only affects the user. It is a defensive type weapon that can completely heal the user, or resurrect them when they die. It is a powerful healing magic with CORRUPTION DAMAGE that amasses with each death. The user feels all the pain of the death, but can be fully healed from any injury after, no longer than a month after, nor less than a week (with exceptions).
Healing Branch 4; what is classified as "Holy Fire Magic", the most powerful healing magic yet discovered. It is healing in the form of a fire that cleanses and heals one’s body completely of any and all injury and/or corruption. It is a white fire that burns more powerful than hellfire when used in combat, but painless when applied in a healing fashion. By this magic alone can corruption be painlessly cleansed from one’s body without the necessity of pain or loss of magic. However, not everyone will survive the healing flames, as they are unpredictable and are risky at best to use. They are unpredictable, and the user has no influence on the healing method. Sometimes the best cure for an aliment is death, after all. This magic is used by Shrine Maidens only, after going through a ritual.
Specialized Magic; Elemental Magic
Combustion Magic; a part of the fire magic branch, this magic enables you to create scaled explosions. This ability, combined with the user's fire-based attacks will enhance their damage, however it is tricky to master powerful explosions without a lot of experience, and the explosions CAN backfire if not experienced enough.
Blood Magic; a part of the water magic branch, this magic is rare and hardly used. It takes the user's blood and combines it with their water-based attacks to enhance their damage. However this injures them, and over use could lead them to bleed to death.
Quake Magic; a part of the earth magic branch, this magic creates and earthquake, splitting the ground and swallowing all in it's path. It can harm allies. It is also extremely tiresome to perform, and can make beginners lose consciousness after doing it. As a result, the user becomes a little stronger after each time this ability is used.
Eruption Magic; a part of the earth AND fire magic branch, this magic splits open the ground and causes a minor volcanic eruption. It can harm allies as well as yourself if you're not lucky.
Constellation Magic; a part of the air magic branch, this magic is also rare, and VERY hard to master. The user can summon a spirit (or spirits, with much practise and effort) of the constellations to serve/fight for them. The constellation, if confidence, mana or strength is too low, may refuse (mistreatment may result in hostile behaviour).
Blackout Magic; a part of the technology magic, the user is able to create a blackout. Depending on their strength and experience, they can blackout anything from a building to an entire country (or two). It is also extremely tiresome to perform, and can make beginners loose consciousness after doing it. As a result, the user becomes a little stronger after each time this ability is used.
Natural Disaster Magic; a part of air and earth magic, the user is able to create all types of natural disasters. Depending on their strength and experience, they can change the disaster level and thus increasing the power and damage of the spell. It is also extremely tiresome to perform, and can make beginners lose consciousness after doing it. As a result, the user becomes a little stronger after each time this ability is used.
Specialized Magic; Necro Magic
Death's Hand magic; this spell raises the dead (call them the dead, zombies, corpses, skeletons, whatever you like. But corporeal dead) to fight for you for a period of time. Depending on how strong or experienced you are will result in how many you can raise. Beginners may find their thralls may attack them if they are not confident in themselves.
Spirit King magic; like Death's Hand, Spirit King can raise the dead. But not corpses or skeletons - it summons spirits from the afterlife (spirits, ghosts, phantoms - the ethereal dead). Again, depending on how strong or experienced you are will result in how many you can raise. Beginners may find their thralls may attack them if they are not confident in themselves.
Soul Bond magic; this spell binds the soul of a person to the user. After the person dies, their soul becomes their thrall or familiar. If the user is killed, that soul is killed in exchange for the user to be revived. Confidence is the key to controlling your necro magic, so having a low confidence can break your spells easily and have them come back at you in nasty ways.
Lost Magic
A multiple variety of spells that are extremely powerful and ancient. It will be listed if the magic is learnable.
Dimension Magic; A magic that allows the user to jump to and from, and create dimensions. They can set up portals for people to cross. Open/close portals. Link worlds, etc. This magic cannot be taught to a race outside the Vosai.
Light Magic; A magic that manipulates light in all its forms. This is everything from the use of the fire element, certain particle elements, and flight magic. Users: Justice,
Crystal Magic; A magic that manipulates crystals and other gems to utilize as weapons in various ways. This magic cannot be taught to a race outside the Vosai.
Weapon Magic; A magic that grants the user the ability to manipulate an item into any weapon. They are able to transform it into any weapon, any amount of times.
Sonic Sound Magic; A magic that manipulates sound into offensive attacks. This magic can only be taught to another by a godling.
Armour Magic; A magic (similar to Weapon Magic) that allows the user to change their clothes to any form of armour they wish; these armours can also give them stat bonuses, resistances, the ability to use certain types of magic, etc.
Gravity Manipulation Magic; info TBA]
Rose's Embrace; A unique type of magic that only Ephraim can bestow upon those of his choosing. It is more of a blessing of magic than anything, however it has been recognised as a genuine form of magic by the Councils. This magic is powerful in many ways, and uses the manipulation of thorns, roses, and thorny vines in magical attacks. The most common attack is seen as the roses seep into the opponent's flesh to gain control of the body, draining their life and magic before combusting the enemy into white flames.
Monofilament Wire Magic; [info TBA]
Zodiac magic; a part of the air magic branch, this magic is also rare, and VERY hard to master. As well as being able to completely and fully control Astro Magic (which the user must have before acquiring this magic), the user can summon a spirit of the Zodiac (their zodiac sign, most likely), as well as other constellations to fight for them. However, if too weak, the Zodiac will be offended by the user's arrogance and leave... or attack if mistreated.
Corrosion Magic; [info TBA]
Forbidden Magic
The following cannot be learned or taught, only born with.
Pscionics - The most ultimate form of magic. This is the mastery and control of ALL magical arts. However, the magic is prone to drive the user insane. The magic inside the user may also become too powerful (at any random given time) and kill them.
Copycat Magic - A powerful form of magic that allows the user to copy and learn any and all types of magic even if their race could not naturally learn it before.
Vosai
An all-female physic race from Mystisyaa - the homeworld of the Aura Spectre Division. They reproduce via psychic thoughts and are five times stronger than humans, and live up to 3,000 years old. They generally stand around 3'2" to 4'3", and possess pastel blue, pastel yellow or pastel green eyes with no pupil; those of "royal" blood possess lavender eyes.
The Vosai come from a violent world of tribe-like clans, and hate outsiders, especially humans for some unprovoked reason (possibly due to their privilege). As tradition, all Vosai’s surnames start with Vos’, and are followed by their clan name; i.e. Zireael Vos’Triva. This means 'of Clan __' for human understanding, but to the Vosai, it means more along the lines of 'our dearest descendant of Clan __', as they are a family-orientated species.
Cambion
A rare race of half-demon, half-human beings who are often looked down upon and rejected by most societies. They are powerful humanoids, commonly identified by their pointed ears and singular horn placed on either the right or left side of the upper temple, rather than in the middle of the forehead. They age until their early-to-mid twenties (in some cases, younger) before eventually gaining immortality. They are resilient in battle, possess immense amounts of magic and physical strength, and are immune to corruption; in most cases, other full-blooded demons won't attack them, and ignore their presence. However, depending on their demonic origins, they can have an array of deadly flaws. One thing all cambions have is a fatal weakness to Purifying Solution - a potion created to cure small amounts of Corruption. To them, it is a deadly poison. It is also advised not to allow them to participate in or near an Ultimate Cleansing.
However, not all cambions are peaceful, many who exist turn 'feral', embracing their demonic side and, instead of retaining their humanity, become violent monsters than must be put down in order to secure the safety of the worlds.
Only the half-demons are known to exist peacefully among common society.
Godling
Godlings - often confused with demigods - are not half mortal, but are the ancestor/descendant of a "true god". Depending on how closely related to the god they are, depends on how much magical power they possess; the magical power in their blood lessening by generations.
Godlings themselves are exceptionally powerful beings, their power expanding beyond what normal people can handle. They are known to go insane because of this power - it's inevitable, and there are only ever way that they can delay it, if not aided by a more powerful being - which builds up, the mana inside them becoming too much for their bodies too handle, and breaking their mind to try and contain it all. The insanity will come at random times, and is not always a bad or violent form of insanity either. They always possess full consciousness and awareness during these times, but when they "come to their senses" again, their brain acts defensively and represses the "traumatic" experience - if what they did during that time could be potentially scarring to the sane fragments of their mind that they still have - in a way to protect themselves, like how a child would "black out" traumatic experiences in their childhood because it was so bad to remember. It is described as though they choose to forget subconsciously as they "come back to themselves", because the knowledge could be that final straw and break their already fragile mind.
The most useful way to delay their inevitable descent into insanity is through combat, most godlings employ themselves in military units, which become useful during wars - and especially so against demons. However this can sometimes backfire. While their built up mana can be expelled, their sanity can be damaged by witnessing the death of close friends and comrades during these battles, and hence send them out of control.
The second way (though however cheesy it may be) is through romance. A godling finding love is extremely rare, as they will only fall in love with their "soul mate". They may have many lustful affairs, but these have no effect on their state. Sometimes a godling may be lucky enough to find their soul mate in another immortal, and in so may never again experience the maddening descent. Unfortunately, it is also possible that their soul mate could be mortal, and they will have to endure gruelling centuries to find them again once they have been reborn into the world. During those times, the godling may fall into insanity, and never be recovered, and this is how most end up dying.
There are some cases, however, when a god or pscion (or more powerful being) can permanently rid their minds of this instability, however it significantly reduces the amount of magical power they can harbour and use thereafter.
Additionally, it is worthy to note that a godling’s birth gender is usually hermaphroditic; see, when they are born they either have masculine or feminine bodies, but neither dictate reproduction. So, in theory, a "male" can give birth if they wanted, and a "female" could impregnate.
Giants
All things have a beginning and an end, and like many things, the race of giantkind began at the dawn of time. They are a ancient race of enormously tall humanoids with immense strength and akin to the earth and nature. They are said to have been the first children of Arcadia in some legends, however, Giants believed in a godly figure known as 'The Stone', often using the expression "we were born from the Stone, and will return to her when we die". Some believe Arcadia and The Stone are one-in-the-same, but neither can prove the truth of this.
Giants, being the first of sentient intelligence to exist, ruled over other younger races as they appeared. They gave them the gift of music. Though the Giants were never cruel of acted as a tyrant against the smallfolk, they began to fear them for their strength - the Giants could crush them at will if they wanted. It didn't matter that the Giants were a peaceful race, content with living amongst nature and living off the land, then to insert themselves in battle and war.
Before the age of smallfolk, the Giants did battle one another, but they realized that violence solved nothing, and brought more grief than necessary. Upon the discovery of the smallfolk, the Giants were kindred and nonaggressive souls that roamed in family clans across the worlds.
The humans were the first of the smallfolk to rebel, even though the Giants taught them much, they threw it away to rise above them. The humans caused an uprising, in which all smallfolk rose to the occasion of, and they began to hunt and slaughter the Giants who had done nothing but show kindness to.
Ethnicity of the Giants
There are a few subspecies of Giants, which are as follows:
- Mountain Giants - known as the "Kings" of the Giant race, Mountain Giants are the largest and strongest. They are hard to kill by normal means, but have a weakness against weaponry enchanted with magic that doesn't link to nature - fire, air, earth, water, electricity, etc. They are also more resilient to Corruption.
- Sea Giants - Often called "Maidens of the Sea" by pirates and voyagers on ship, Sea Giants dwelled in the seas or upon coastlines. They could hold their breath beneath the waves for weeks at a time without struggle, and often aided sailors, steering them away from cliffs and putting wind in their sails with their breath.
- Cave Giants - The horders of gold, Cave Giants dwelled deep inside in massive systems of caves where they would store treasures. It's unknown why they did, but they rewarded adventures when they were found in their caves by allowing them to take as much treasure as they could carry, before the Giant would aid them out of the cave.
- Forest Giants - The guardians of nature, Forest Giants travelled the forests, protecting it from disaster and from too much plunder. They made sure that the trees the smallfolk chopped wouldn't harm the animals of the forest, and that the smallfolk didn't clear too much that the animals would lose their habitats.
- Valley Giants - Perhaps the only race that was outwardly violent towards outsiders from their clan, the Valley Giants were known to be the last of the Giants who still craved battle and infighting; they were also known to be cannibals. The Valley Giants roamed canyonous passages and valleys in small groups, often engaging in battle if they stumble across anyone - Giant or not - who was not apart of their clan.
- Cloud Giants - Giants who once lived literally on the clouds, building palaces and being cocky about it.
- Fire Giants - Giants who were once War Lords turned to engineers and crafters. They had unparalleled skill, and along with their domineering outlook, make them haughty and arrogant. They often kept smallfolk as slaves.
- Frost Giants - Giants who dwelt in frozen worlds and landscapes. They are sensitive to the heat, and anything in the positives is a flame to them. They sweat a lot.
- Stone Giants - Reclusive Giants who rather be alone, without friends or family, and did whatever it took to remain alone - sometimes going so far as to burry themselves inside mountains and hills.
- Storm Giants - Giants who once only came out during storms - they would fight (but never to kill) to gain the right to marry and breed, as only one male in the clan could be the chief, and only the chief had mating rights.
Hosts
Due to ESPERs being small in number on the opposite side of the Astral Plains, a different method to act as 'guides' to the students of Gevurah. They are about as powerful, but even harder to harvest.
Hosts are star children from the Between Worlds. One may think this would make them children of holier beings, when in fact they are a variant - a demon spawn, similar to a Cambion (half-demon). Their unique names are given to them because they were not born of a lesser demon, but an ancient one. Normally a child of one of the Seven Demons of Sin: Pride, Lust, Envy, Wrath, Gluttony, Greed and Sloth.
Hosts are not "mix breeds" and are created by sheer will (with no contraceptive partner) to light the sky of the Astral Plains, and to cause mischief among the inhabitants of the Worlds.
However, sometimes a Host will fall from the sky - fall from their parent's influence - and join one of the worlds, normally seeking the closest one with the most magical influence. The occasion is so rare and dangerous though, that it has been deemed an act of treason to attempt to force a Host to fall, and only one Host may be present in the worlds at a single time, as too many may cause unrest.
The current Host is unknown.
The previous Host was called Mazikeen, and was immortalized in history after the uprising of the Corrupted Gods in Geruvah.
A Hosts abilities include but are not always restricted to:
- Pyrokinesis - A Host can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Depending on the substances alight, and any impurities outside, the colour of the flame and the fire's intensity will be different.
- Hydrokinesis - A Host can create, shape and manipulate water, inorganic compound with liquid, gas (steam, water vapour), and solid (ice) states, including changing them from one state to other.
- Cryokinesis - A Host can create, shape and manipulate ice (water frozen) into a solid state and appears naturally in forms of snow, slush, hail, icicles, ice spikes and candles, glaciers, pack ice, frost, and polar ice caps, and cold by reducing the kinetic energy of atoms and thus making things colder, for various effects and combinations.
- Geokinesis - A Host can create, shape and manipulate earth and "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc.
- Aerokinesis - A Host can create, shape and manipulate air, the common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet that is retained by its gravity, and wind, movement of air relative to the surface of the planet. It is an important factor in determining and controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes. Since air cannot be seen by conventional methods, neither can the attacks and derivatives formed by/from it, making it an invisible and versatile weapon that is very difficult to block and dodge.
- Astrakinesis - A Host can create, manipulate, shape, transform, etc. astral energy, allowing them to travel to the astral plane and interact there, see spirits, making spirits visible to others, astral trapping and potentially harming the dead. They can also allow others temporarily to be able to astral project, block others from astral projecting, sending them back to their bodies if they had already projected.
- Astral Trapping - A Host can restrain, trap or seal Astral Beings (including ghosts, spirits, psychic entities, ESPERs, Phantoms, etc.) into specific place, item or being (possibly allowing their energies to be tapped by others) or prevent them from entering certain areas or possessing beings/items. They can prevent a ghost from manifesting, prevent an astral projector from entering their body, or force ghosts on or off their plane of existence.
- Astral Projection - A Host can separate their spirit from the body by entering a trance, gaining access of travel to the Astral Plane. Experienced individuals may control both the Astral and Corporeal presences.
- Space-Time Manipulation - A Host is able to manipulate, distort or bend the space-time continuum, the fabrics of reality in which all exist in. Space-time serves as the boundary of existence, separating different realities and timelines and keeping them flowing properly; distorting this boundary can cause devastating effects, causing timelines to become fluid, even destroying all the world. This ability is usually considered to simply combine the manipulation of space (boundless three-dimensional extent) and time (measurement of flow of events) together, it is fundamentally more powerful and complex, as space-time is the very fabrics of existence, separating different realities and timelines. To control space-time is to alter the fabrics of reality, allowing one to erase existences and not just the flow of time, but also reorganize, alter and erase historical events. To move through space-time is more than simply teleportation or time-travel, as it allows one to connect to alternate realities, even metaphysical realms.
ESPERs
Please remember it is spelt ESPER. Not Esper, or esper. Specifically all capitals.
If you just thought "Well, that means it's abbreviated from something" then yes, you could say that!
An ESPER, known in the magical world as a bound human soul capable of extra sensory perception psychic-type abilities. Those abilities are commonly referred to as E.S.P. Simply put, an ESPER is like ESPer - but please pronunciate: "Ess-purr", not "Ee-ess-pee-er"
An ESPER's name is very important to them, like a badge of honour, so try not to be offensive!
An ESPER itself is a lost soul, normally of a child, who has died a violent death. It is very rare to see an adult ESPER. They are essentially souls of dead children or young teenagers that have been found while still pure, and bound to a group of training wizards. An ESPER there role isn't specific as they are many things: teachers, assistants, guides, companions.. They are mostly to help the trainees learn the ropes at first, and then later have a more serious job.
ESPER's are used, again, in many ways. They're a source of information, a helping hand. They're work isn't so easily defined. They are like the rope that stops you from falling, the hand you hold when you are afraid, the one thing in this world you can depend on - who won't ever fail you.
- The majority of ESPER's remember their human lives.
- The minority of ESPER's cannot remember their human lives.
- ESPER's cannot enter homes without permission of at least one inhabitant.
- An ESPER's first and foremost responsibility is to protect their Meisters at all costs - even it that means they have to sacrifice their own life.
- They can possess abilities from their human life if, 1) they had magic, and 2) if they're magic was strong enough.
An ESPER's abilities include but are not always restricted to:
- Telepathy - all ESPERs have this ability. The psychic ability of telepathy is known the enable an ESPER to be able to read/sense another person's thoughts, communicate with them mentally and/or affect their minds/thoughts. Telepathy falls into two categories: Telepathic Communication, which is the ability to transmit information from mind to another, and Telepathic Perception, which is the ability to receive information from another mind. ESPERS can also block their thoughts from others.
- Telekinesis - The psychic ability of telekinesis enables an ESPER to be able to move, influence and manipulate matter/objects around them with a kinetic force produced by their mind.
- Precognition - The psychic ability of precognition enables an ESPER to be able to foresee possible futures and observe what may happen. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. While not being able to select futures or travel through time, these visions may assist in possible courses of action.
- Retrocognition - The psychic ability of retrocognition enables an ESPER to be able to discern the past and past events using various means, usually entering a trance while seeing and hearing a noted past event, whether it be concerning themselves or of an unfamiliar lineage in a past occurrence. Occasionally spontaneous.
- Clairvoyance - The psychic ability of clairvoyance enables an ESPER to be able to gain a direct visual information about an object, person, location or physical event through means other than the user's physical sight and allows them to act when they are unable to use their eyes and allows them to hear things at distances. An ESPER is able to sense/see/hear spiritual/psychic beings and other person's presence and perceive emotions, thoughts and memories of others. Some users can project themselves onto the spiritual world.
- Clairaudience - The psychic ability of clairaudience enables an ESPER to be able to hear in a way that isn't connected to their physical senses, on distances beyond their normal ranges or being able to sense sounds that are beyond their normal auditory range. They may be able to hear psychic/spiritual levels/beings.
- "Restraint" - a psychic ability that allows an ESPER to restrain one's magic, stopping them from being able to use spells for a short amount of time. This spell completely depletes one's magic, forcing them to regenerate their mana before they can cast any spells again.
- "Safeguard" - a psychic ability that uses an ESPER's life-essence to protect their Meisters. It is seen as: A shield (defensive) that makes them invulnerable for a certain amount of time - it will reactivate every time the Meister's health reaches near-death for the amount of years the ESPER has lived (includes human years). A explosive blast (offensive) that wipes out/kills all nearby who are seen as a threat/enemy in the ESPER's eyes - can be reactivated 3 times. A rejuvenating pulse (healing) that instantaneously revives Meisters who have died in the battle, heals those injured, and boosts their magical capabilities - can be reactivated 5 times.
~SAFEGUARD will give the Meister's (who are affected by it) a 5 second Precognition bonus ability as an after effect.
~SAFEGUARD can also be used (without risk) to provide life-saving needs, such as: creating food, water, medical supplies, shelter, safe-zones, barriers, minor cleansings, etc.
Roles Of ESPERs:
Despite the lack of their presence in the magical world, sometimes an ESPER is not fit to be in combat - either through lack of experience, or their physical form that their soul had manifested as was not appropriate for the work. As such, there are various roles an ESPER may take on.
- Secretarial ESPER - This ESPER is guaranteed to be the most experienced, the most powerful, and the most important. These ESPERs are sometimes regarded above some ranks of Meisters. Their duties include all the regular ones of a common ESPER, however act as a secretary/assistant to their powerful Meisters. Must be over 100 years experience as an ESPER.
- Common ESPER - This ESPER is the one primarily seen, aiding and assisting Meisters in their missions as their guardian angel of sorts.
- Retail ESPER - This ESPER is seen running shops and stalls, blacksmiths, armourers, bars, etc. all over Kaer Arcadios. They have no teams, and are more resourceful; they collect items and sell or trade with the Meisters, as they are far too busy with their studies to set up their own stores.
- Assistance & Guide ESPER - This role is usually dedicated to the much, much younger ESPERs who appear around toddler age, and/or do not wish to experience the violence of the demon world.
- Cleansing ESPER - This ESPER's job is to help healers when they are summoned to perform Ultimate Cleansing's. Sometimes it is necessary for them to take on some of the demon's corruption so that the healer's don't suffer.
- Phantom - [see below]
Phantoms
Phantoms and ESPERs are, contrary to popular opinion, more alike than you would want to believe. In fact, a Phantom is born of an ESPER who has suffered considerable amounts of corruption in too soon of a time period. Sometimes an ESPER who is not careful while performing Ultimate Cleansing may turn into a Phantom after accidentally taking all of the corruption out of the meister.
Meister's cannot cleanse an ESPER from corruption, and what they have will stay with them. This corruption can build up and overtake their pure souls over time; another way that they can become a Phantom.
Lastly, an ESPER may turn into a Phantom if they purposely kill or harm Meisters that they are bound to serve. They become corrupted by their own impurities.
- All Phantoms remember their human lives.
- Turning into Phantom is VERY painful.
- Phantoms can enter homes without permission of the inhabitants.
- A phantom is RARELY formed by killing their meisters.
- They can possess abilities from their human life if, 1) they had magic, and 2) if they're magic was strong enough.
Magic:
A Phantoms abilities include but are not always restricted to:
- Telepathy - like ESPERs, all Phantoms have this ability. The psychic ability of telepathy is known the enable a Phantom to be able to read/sense another person's thoughts, communicate with them mentally and/or affect their minds/thoughts. Telepathy falls into two categories: Telepathic Communication, which is the ability to transmit information from mind to another, and Telepathic Perception, which is the ability to receive information from another mind. ESPERS can also block their thoughts from others.
- Telekinesis - The psychic ability of telekinesis enables a Phantom to be able to move, influence and manipulate matter/objects around them with a kinetic force produced by their mind.
- Precognition - The psychic ability of precognition enables a Phantom to be able to foresee possible futures and observe what may happen. As knowledge of the future invariably causes that future to change, visions of the future are subject to frequent shifting. While not being able to select futures or travel through time, these visions may assist in possible courses of action.
- Retrocognition - The psychic ability of retrocognition enables a Phantom to be able to discern the past and past events using various means, usually entering a trance while seeing and hearing a noted past event, whether it be concerning themselves or of an unfamiliar lineage in a past occurrence. Occasionally spontaneous.
- Clairvoyance - The psychic ability of clairvoyance enables an ESPER to be able to gain a direct visual information about an object, person, location or physical event through means other than the user's physical sight and allows them to act when they are unable to use their eyes and allows them to hear things at distances. A Phantom is able to sense/see/hear spiritual/psychic beings and other person's presence and perceive emotions, thoughts and memories of others. Some users can project themselves onto the spiritual world.
- Clairaudience - The psychic ability of clairaudience enables a Phantom to be able to hear in a way that isn't connected to their physical senses, on distances beyond their normal ranges or being able to sense sounds that are beyond their normal auditory range. They may be able to hear psychic/spiritual levels/beings.
- "Restraint" - a psychic ability that allows a Phantom to restrain one's magic, stopping them from being able to use spells for a short amount of time. This spell completely depletes one's magic, forcing them to regenerate their mana before they can cast any spells again.
- "Anti-Guard" - a psychic ability that uses an meister/demon/ESPER's life-essence to protect the Phantom during combat. It is seen as: A shield (defensive) that makes them invulnerable for a certain amount of time - it will reactivate every time the Phantom's health reaches near-death for the amount of years the demon/Meister has lived (includes human years for ESPERs). A explosive blast (offensive) that wipes out/kills all nearby who are seen as a threat/enemy in the Phantom's eyes - can be reactivated 3 times. A rejuvenating pulse (healing) that instantaneously revives the Phantom's allies who have died in the battle, heals those injured, and boosts their magical capabilities - can be reactivated 5 times.
~Anti-Guard will give the Phantom (+ allies who are affected by it) a 5 second Precognition bonus ability as an after effect.
~Anti-Guard can be used to provide the Phantom with additional items, food, water, weapons, etc.
- Additionally, Phantom's come with a singular ability separate to the rest - masters can have three, but they usually get killed before this happens. It is randomized and usually acquired by killing their former meisters. Phantoms who are made in other ways cannot receive this bonus ability. However, this ability also is different every time. The Phantom will name this ability, or it will get a name depending on what it is and how notorious it becomes.
Becoming a Phantom, again, is very painful. So allow me to explain to you why that is, and what makes them different from ESPERs. Becoming a Phantom is one of the easiest ways to become human again, however, the corruption within the prevents them from regaining their humanity. Instead, it gives them back their human memories, and then strips them of everything human. It burns away their souls, leaving them as husks. Abominations. Killers. The Meisters of Kaer Arcadios still find use for them, however, and acquire them as assassins, of sorts. Perfect as small infiltration units to send on suicidal missions within Gehenna. Some Phantoms are born by accident, and as such are not inherently evil. The others are killed on sight unless they are proven too skilled to kill, or if they make a deal with the Grand Meister to be spared. This is usually an exceptionally rare occurrence.
(WIP beyond this point)
??? - werebear???
Wolfskin??? - werewolf-like creatures from Lupinheim
??? - vampire-like creatures
Vaporiol - similar to what humans describe as “merfolk”. They live and thrive in a water world; their lower-half represents the marine animal they evolved from.
Leviathan (Sea Banshee???)
Harpy - //
Gods of Creation
Long ago, when Melian dwelled in the Noix (the light), and Aulë dwelled in the Xion (the dark), time began. Time began before existence, because existence could not exist without a time to be present in, and so with that, Melian and Aulë dwelled in their separate worlds, admiring each other from afar.
Melian, often referred to as "the Creator", was an Elder Goddess, and Mother of All in terms of the metaphysical. From her came reality, and from her womb born the Gods that would shape it as life's architects.
Aulë, often referred to as "the Keeper", was an Elder God, Father of Creation due to his monogamous relationship with Melian. From his love he gave Melian five children who went forth to shape Life.
For an unmeasurable duration, Melian and Aulë loved and longed for one another from afar, until at last neither could stand to be apart. Noix then merged upon Xion, creating the reams of Far Harbour - a place where humans would visit during sleep, a place where souls would travel to be judged and decided on their location; whether they would be reborn, sent to the Void, or the Lost Plains (the realm where ESPERs come from) - and the Void - a place in which souls of the damned deemed too terrible to be allowed to rebirth, would one day be sealed away inside and imprisoned for eternity as a precaution and safety measure for the dwellers of the universe.
When Far Harbour and the Void was formed, Melian and Aulë could be together at last. From their union then came five god-children. But, before I tell you about the children of Melian and Aulë, it is imperative you know that there were, in fact, other gods, though they came into existence by other means; ideals, spells and gifts from pre-existing gods for deeds that impacted the worlds they watched over positively.
Truth
The ever-present God of All. Truth knew all, saw and heard all - and much, much more. No one knows who they look like, or if they are male or female, though many prefer to settle with male pronouns despite the anonymity. People say they have seen the Truth when they have performed necromancy, or when they die before being resuscitated. Usually, seeing the Truth results in a payment or 'fee of admission' depending of whether or not you choose to 'See'.
'Seeing' the Truth costs a price depending on how much of yourself you want to sacrifice, and depending on that is how much you remember. Sometimes an arm or a leg is enough payment, your sanity too, but the more you want to know, the more you have to sacrifice. Even to know the whole Truth, you would not have enough of yourself to use as a reasonable payment, and the Truth refuses to accept sacrifices of other beings to fulfil your selfish thirst of their knowledge.
At any time, the Truth can decide whether you have seen enough, pulling you out of the 'Sight'. They also can decide against your will or not, to cloud your memories with a layer of amnesia if they determine you will use the information for bad deeds, and even erase the memory entirely.
Karma
A self-made sadistic God of Luck, Karma, and War who is locked in an eternal rivalry with Nemesis. No matter the situation, if Karma sees Nemesis, he is compelled to fight him, usually resulting in catastrophic devastation, sometimes one that levels worlds.
Karma is known as the King who made himself a god by the means of dangerously powerful magic. He discovered this magic in his search for immortality. Many mortals fear him and his wrath, as he seems to harbour a dangerously powerful aura, and is known for bipolar mood swings where he may be civil prior slaughtering a world for a mere slight or offence. Karma inspires fear and respect in a way a God King only can.
Not much else is known of this God at the time.
Nemesis
A self-made God of Vengeance, Justice and Honour who is locked in an eternal rivalry with Karma. No matter the situation, if Nemesis sees Karma, he is compelled to fight him, usually resulting in catastrophic devastation, sometimes one that levels worlds.
Nemesis' godly accent was purely accidental, as it occurred in an attempt to prevent Karma from achieving it himself, only ending in the two of them becoming so. Though his power remains a mystery to all, it is rumoured his past-human Yokai soul grants him more power than him rival - making him equal in power to that of a natural-born god.
Not much else is known of this God at the time.
As well as many, many other gods, including but not limited to:
- Balrok
- Vurahiel
- Jörviel
- Hjaalviel
- Kratios
- Iliafeim
- The Fates
The Goddess of Gehenna, also known as the "Mother of Demons", was the second eldest, though she was weaker than Arcadia. Calisiou was her name, and from her was created the realm of Gehenna, and the demons within it. Ancient Sins of Pride, Lust, Sloth, Envy, Wrath, Greed and Gluttony were her own children, and from her children come the birth of the stars. Unfortunately, Calisiou was killed for her monstrous creations by her parents; at her death, the demons of Gehenna spurred out of control and terrorized many of Arcadia's peaceful worlds, flooding them with violence and horror beyond imagining. Before all her worlds and creations could be destroyed, Arcadia absorbed Gehenna within her body and stabilized the world as best she could, though she could never reverse the damage.
Instead, her other sister (third-born) Aetiema, gave her gift in minor supply to a select few of the mortals, thus bringing magic into existence. As time past, the mortals learned to force back the demons, and soon created defences against outbreaks, and started to reclaim worlds via intense and lengthy wars across many worlds to retake them.
Meanwhile, Izalith was born and grew to a mature age. She was the youngest and least-known of the god-children, and has only existed for a few millennia (very short in terms of god-years). Izalith created a new Astral Plains during that time - after the demons of Gehenna destroyed the last, which fixed a magical imbalance and reduced the likelihood of demons raiding worlds, entrapping them in Gehenna unless given a Spectre Gate to exit their realm by. Her reign also included the handle of rotating the sun and two moons - a job handed to her by her mother, Melian.
After Arcadia had constructed the first realm, she asked for the aid of her other sister, Toraeli (fourth-born), to change the seasons, and design climates for the worlds she produced, while she created the life that would dwell within them, thus eventually creating the human race, among many other races, species, and subspecies that existed in other worlds. There were many worlds and alternate realities across this realm, this also created a mass of time paradoxes, which worked with confusing complexities.
Of course, Arcadia didn't create this looping complexity of time, dimensions and alternate realities that harbor her worlds. Hundreds and thousands of alternates, some worlds the exact same only changed in the slightest ways. The God of Time, Manwë (the fifth/sixth born?), created these pockets of confusing time paradox inside the realms.
Manwë was a twin God, he and his brother, Finwë, had been inseparable since birth, tho both for different reasons. Finwë was a fragile child, and his power was one that kept mortal emotions in check - keeping them all polite and civil and kind. He often relied on his twin in social situations, where he was not so adept. He had no courage or self-esteem, and often needed his twin to protect him against those who would mock him and bully him. Manwë, however, had ulterior motives he kept secret.
It was still when Manwë and Finwë were children, a year or two (human-wise) off of adolescence, Manwë killed his twin brother in a fit of unprovoked rage. Manwë, however, didn't just kill his twin. Manwë brutally murdered the god boy in every paradox he had created, making sure his twin brother was dead in every single reality possible. Because of this, Finwë's power was absorbed into Manwë. However the magic transferred became corrupted affecting the magic over sanity, to become a self-destroying force of insanity, which would corrupt the young god's mental state over time, eventually driving him insane (in the future).
Additionally, the addition of the three known godlings (see Races for more) are as follows:
Ephraim, the eldest son of Arcadia - father unknown. His sanity is very fragile, as of the present day, and has various powerful abilities. His mana is known to swell to proportions that tempt to break his mind, however finding a stable source is not easy to come by, and has been imprisoned (since been released) after an incident.
Ziellephys is Ephriam's directly related sister. She is full-blood related and daughter of Arcadia and the same father. She is a Knight of Virtue, Servant of Chastity, however, not much else is known about her at this time.
Lastly is Vyserion, son of Arcadia and a royal fae, making him half-brother to Ephraim and Ziellephys. Vyserion is effectively half faerie. Of course, not much else about him is known at this time.
- Truth - Everything yet nothing
- Melian - Elder Goddess of All
- Aulë - Elder God of Life
- Arcadia - Goddess of Creation
- Calisiou - Goddess of Gehenna/Mother of Demons (deceased)
- Aetiema - Goddess of Magic
- Toraeli - Goddess of the Seasons
- Finwë - God of Sanity (deceased)
- Manwë - God of Time & Insanity
- Izalith - Goddess of the Astral Plains
- Ephraim - godling son of Arcadia and an unknown God
- Ziellephys - godling daughter of Arcadia and an unknown God
- Vyserion - godling son of Arcadia and an unknown Fae
- Karma - self-made God of Luck, Karma, & War
- Nemesis - self-made God of Vengeance, Justice & Honour
Deities of Destiny; the Fates are three sibling deities, incarnations of destiny and life. Their names are Niemya'eti, Namios'rhan, and Nyruseon'secta; but are commonly shortened to Niem, Namo and Nyrus. They are described as ethereal beauties of a ghostly visage, or titan-sized, robed figures with near-skeletal limbs and hollow black faces. Three days after a child is born, it was thought that parents would bring them to the Temple of Fates so that the sisters may determine the child's fate and life.
Nyruseon'secta takes on the roll as the 'eldest' of the three, and harbours a masculine appearance. He wears a long, clear veil set in place by a crown, his long, flowing locks of gold cascaded down in loose ringlets, and is dressed in long white robes. The 'secta' in his name dictates that his is the one who spins the thread of life.
Niemya'eti is the mournful of the three; feminine by appearance and nature, she weeps almost constantly for the souls they take from their mortal bodies. She, like Nyrus, wears a crown atop her golden ringlets, a frontal veil flowing to meet her gown of white. The 'eti' in her name dictates that she is the one who draws lots and determines how long one lives by measuring the thread of life.
Namios'rhan is depicted as the 'youngest' of them, and the most aggressive. Namo is angsty, opting for a hijab-style veil beneath his crown, and sports the same white robes as his siblings. The 'rhan' in his name dictates that he is the one who chooses how someone dies by cutting the thread of life with his shears.
The Fates have no "true" gender, however go by pronouns based on their appearance, or non-binary.
It seems that the fates controlled the destiny of both mortals and gods alike, with no exception of who was bound by their prophecies.
Immunity Stones, also known as IM Stones or Fae Stones are actually guardian faeries that are crystallized by magic. The Faerie Queen gifted to those she deemed worthy of her people’s protection. The faeries chose to be put into each stone, with the same logic and mindset as a person would choose to become a soldier in a war. At first the stone is green, before turning a specific colour; usually the same as the faery who is inside the stone.
These stones will break if the wearer does anything that could kill them on purpose. Breaking will save the wearer this one last time, but also kill the faerie inside the stone effectively making it useless afterwards. However, the faerie's death is not a permanent one, and they will be reborn eventually - their entire purpose being to protect the meister who wears their stone.
LEVEL UP
Starting in Act 2 you are able to level up your character. You gain a new level at the end of each chapter, however, there may be opportunities to level up once more during the chapter depending on how combat heavy, or interactive your character is during that level. You will receive +20 to put on HP, DP, Stamina, Mana, Mental Strength and Confidence, so choose wisely, as you can only choose one stat to level up!
Health Points
Represents maximum health. I'm not sure why you wouldn't understand what this is, but just in case: you get a maximum amount of health and if you are injured during fights, health points (or HP) is subtracted according to the dice rolls. If you reach 0 you are most likely dead if you do not possess an Immunity Stone - which, if you do, leaves you at 1-3HP (see Immunity Stones).
Damage Points
Damage points is a bonus to your attack rolls, and by this I mean: in combat you roll to see how much damage you inflict upon your enemies, your damage points are a bonus to those rolls, however you must use it wisely, as it takes up 5 points of mana ON TOP of the additional points your spell uses. People with 4th Branch magic are advised NOT to use this.
Stamina
Equals for stealth, perception, agility and other such activities, giving a bonus to those particular actions.
Mana Points:
Depending on the spell, mana will take up to 5 points to use. A meister should never allow their mana to reach 0, as it is harming to them physically. If you find you can no longer cast spells, a meister must never try to continue using (or trying to use) their magic; after depleting your mana pools, you will stop being able to cast magic, however a second attempt will draw magic from your life essence - they may die if they aren't careful.
If chosen as first level up, +20 is reduced to +10.
Starting meisters with no experience start with the following (you currently belong in one of the first 4):
- 1st Branch | Mana: 50
- 2nd Branch | Mana: 35
- 3rd Branch | Mana: 20
- 4th Branch | Mana: 10
- Lost Magic | Mana: 15
- Forbidden Magic | Mana: 50
- Spriggans have 40+ mana, however it varies greatly.
- All ranks above have an unknown quantity of magic.
By this, I don't mean physical strength, but mental strength. You need to have a strong will in order to perform to the best of your ability.
A lack of mental strength means you are vulnerable to corruption, and it also means that you are not in control of your magic, and that can be dangerous for everyone.
Confidence
Particularly for spells that allow you to summon or take control of another being. Anyone can summon, but controlling them means you need to be confident of your strength, of your magic, and of your ability to be in control of them. Confidence also means that you are more likely to perform that spell you want to cast, but it keeps failing. Hoping it won't fail is never the way to perform magic, after all~
New Magic
Unlocking new magic costs 10 mana plus up to 5 points for whatever spell you choose to perform, so use wisely!
Dracmore is a card game very popular with youth, and starts by seven cards are randomly drawn from a personal deck at the start of the game - two are set to the side face down, and thosein hand are called your “party”. The gist of the game is to fight your opponent with cards, and winning no less than 2 out of 3 rounds to be the victor - however games are normally extended to at least 8 rounds,and played between two and six players.
Cards can depict all sorts of portriats, though originally have only knights, kings, paladins and cavalry. There have also been a few expansion packs that have been released, which include“Dracmore: Monsters Edition”, which released creatures and monsters from all over the worlds as playable cards in your party. “Dracmore: Astral Edition”, which includes gods and other divine beingson silver pattered cards. And, the newest deck, "Dracmore: Legendary Edition", which released a series of ancient, popular heroes from back a thousand years ago on gold patterned cards.
There are also a collection of (currently) 36 statuettes that can be brought for a loftier price, however they multiply the damage of your regular cards by x3, silver cards by x5, and gold cards by x10.
CARDS
The name of each card will be listed with the points they equal beside them in brackets.
Original Deck:
Each of these cards have names, however listing them all is tedious.
King (5)
Knight (4)
Paladin (3 +allows player to draw a new card from their deck)
Cavalry (2)
Monster Edition:
All following cards equate to 8 points. (WIP)
Surfacer
Saeed
Kou
Ekosai
Thorvaldr
Swamp Walkers
Hollows
The Gatekeeper of Vavvis
Aovanian Gatekeeper
Terror
Esper
Phantom
Envy Demon
Rage Demon
Fear Demon
Gluttony Demon
Sloth Demon
Pride Demon
Lust Demon
Desire Demon
Wrath Demon
Greed Demon
Fury Demon
Astral Edition:
All following cards equate to 10 points.
Truth - Everything yet nothing
Melian - Elder Goddess of All
Aulë - Elder God of Life
Arcadia - Goddess of Creation
Calisiou - Goddess of Gehenna/Mother of Demons
Aetiema - Goddess of Magic
Toraeli - Goddess of the Seasons
Finwë - God of Sanity
Manwë - God of Time & Insanity
Izalith - Goddess of the Astral Plains
Karma - self-made God of Luck, Karma, & War
Nemesis - self-made God of Vengeance, Justice & Honour
Balrok
Vurahiel
Jörviel
Hjaalviel
Kratios
Iliafeim
Nyruseon'secta - Fate who spins the thread of life.
Niemya'eti - Fate who draws lots and determines how long one lives by measuring the thread of life.
Namios'rhan - Fate who chooses how someone dies by cutting the thread of life with his shears.
Legendary Edition
All following cards equates to 15 points.
Lunalla Fletch
Tassa Lunroc
Aries Treblanc
Fortuna Volk
Phoenix Stalmann-Volk
Odyssia Fletch
Flynn Klein
Lividia Molliett
Lane Dellio- 37710 (boosts x2 when paired with Lividia)
Hadriel Tabris
Nathaniel Winters
Sans Agerterberg
Christof Klein
Fluvial Oolooie
Valentin Gerhardt
Phillip Carter
Arata Osmasu
Mercy Vanheim
Kuriko Maruyama
Primrose
Chia
Lyon
Luciel Michaelis
Aijah Michaelis
Soliel Fyre
Ephriam
Zirael Vos'Triva
Justice Vhane
Eris Denebola
Sinon Pixis
Klaus Von Kleim
J04N "Joan"
Marth, Demon King of Pride
Marigold Von Kleim (boosts x2 when paired with her twin)
Alphonse Von Kleim (boosts x2 when paired with his twin)
Monifa Taonga
Mirabelle Gräber
Dai Lefevre
Wilhelm Bowman
Aireleen Hylloseise
Oðinn Berserk
Markus Käufer
Kaitlyn Flynn
Lorika Moreau
Nicolai Kristoffersen
"Anonymous"
Yuroch Shulockes
Asa Vallador
Lynn Petrov
Oliver Collin
Zhang Aiwei
Ebano Alvarez
Eliphas
Mazikeen
Sir Zenifiel de Fleurs
Missandei de Fleurs
Apocrypha Eldritch
Kíridan Lalaith
Pholte
Naia Aeducan
Loke Pixis
Osiris
Yeun Chanyeol "Minos"
Yeun Jiyeon "Creek"
Code by Aryasaurus
no slide
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