The Journey Never Ends (Original Fantasy Quest)

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Deirdre Pathstrider is the last of the elves who once guided the people of Orbis before fading away. An unremarkable adventurer for much of her early life, she survived not by fate or power but by circumstance and luck. In a world rapidly advancing decades after the World War, what place does an elf drifter have in a land of nations with industry, technology, and magic far beyond anything the elves have conceived?
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Character Sheet and Mechanics
(MAY BE SUBJECT TO CHANGE LATER, BUT WILL BE USED IN CURRENT STATE)

Name: Deirdre Pathstrider
Race: Elf
Age: ~4400-4500
Born: ~3000 BIC (Before Incursion)
Titles: The Last Elf, the Drifter, the Hurricane
Description: Deirdre is taller than the average height of many races, but was rather short for an elf at (6 ft or 1.83 m). She has medium length red-orange hair that she keeps as well maintained as she can on the road. She has typical elven facial features, with a slightly elongated v-shaped facial structure and high cheekbones. Green pupils cover most of her eyes.

She has a slender and lithe figure like most elves had, though she is marginally more fit and muscular than the average. A good amount of people in Kiengir will find her beautiful in some way, though that does not necessarily translate to attraction. Some might find her eyes, expressions, and the little micro-movements she makes unsettling in conjunction with those two things, however.

Permanent Stats:
Martial: Phenomenal - You're one of the most skilled and powerful individuals in the world due to your experience in combat and multitude of tricks and abilities, but you've never been the most powerful individual or one to constantly seek out strength. You have the capability to fight the strongest if need be, though it would be difficult to come away with a victory.
Physicality: Good - You have a physique and body built up over millennia of adventuring, ingesting elixirs, and receiving various blessings. You are the peak of physical fitness and are beyond what a normal combatant might train to. Your hand-eye coordination and speed is top notch as well. Though casually overpowering capable combatants isn't likely, you can keep up with physical monsters if you focus and push yourself.
Magic: Good - You are knowledgeable and skilled in what magic you know(Elven magic) and have experience regarding the Currents, but you are no true mage who has studied and labored to achieve true mastery.
Intelligence: Decent - You have strong analytical and critical thinking capabilities, but this is something borne of your experience rather than any natural aptitude or hard work.
Insight: Extraordinary - You have millennia of experience in all kinds of situations and environments. Your ability to spot different things in both the environment and with people while reacting properly to surprise circumstances is utterly unmatched by any regular person in Orbis.
Charisma: Good - You have come a long way from the quiet and taciturn elf you once were. You are able to present yourself and provide compelling arguments, but you still aren't the biggest personality or socialite.
Conviction: Great - You are a strong adherent of the Light, and you have determination and resolve matched by few others to do what you think is right. Your past companions' hands are on your shoulder, guiding you.

Each stat will have a rank and each higher rank will give a higher modifier on the dice roll. Each ability/trait that gives a bonus will act as one-two ranks, possibly more. I'll roll, and depending on how high the value is, the result will be better. There'll be some chance of a bad result if you get terrible rolls with no modifiers against something difficult, but mostly I want it to be a range of mediocre results to really good ones. Depending on what you guys choose to do with various choices and options, I'll add modifiers when an important dice roll comes. Will be rolling a 3d6. Three of the same number will add a +1(TBD).
Additional Failure/Success results beyond passing or failing a roll will function off sets of threes. If a failed roll is within 1-2 of the DC, the failure will be relatively minor for example.
Difficult Combat Encounters between either two equals or someone against difficult odds will feature opposed rolls. Higher result is better, but I will take into account how close each results are in determining outcomes and whether future rolls will be necessary.
All rolls based on time will use a 1d6 roll where lower results are better.


Status:
(update)Fame: Great - You're the last elf, a minor war hero of the World War, and a pious warrior of the Crusades. Not everyone knows you, but it isn't uncommon for people to think of you if the conversation ever turns to elves. A "manager" from a bit more than a decade ago practically forced herself into working for you and establishing your presence in modern social media. She grumbles a lot, but you know that she's one of your biggest fans. You have a pretty sizable following on Chirp, YourVid, and Swiftclip, but your infrequent posts and avoidance of hot button issues means you stay out of the spotlight.
Reputation: Phenomenal - Your reputation is practically spotless and few people can find fault in your actions or history. The occasional interview where you speak about past experiences only reinforces this. Some people will find a reason to dislike you or the things you do though.
(update)Wealth: Good - You aren't part of the 1%, but you are rich. After a proper review and audit of your finances some time ago, you can safely say that you are financially comfortable in the new globalized economy. You received various credit rewards since and have some form of sponsorship deals. Can sell certain things for an increase, but some you'd rather not part with. Update: You recently spent a good deal of money to hire people for the expedition.
Physical Health: Great - You are at peak health with no illnesses or injuries. (Base physical health cannot go over Great normally)
(2/3 progress) Mental Health: Poor - You… are "fine", and can function alright in society. You often get lost in your memories and have trouble getting closer with new people.
Directive: Great - You've had a relaxing few months in Central Kiengir. You're feeling the urge to go do something more exciting right now however,

These are statuses that will change over time and by external factors. They will not feature in rolls really and are more to track your current status.

(Dire Poor Mediocre(0) Average(0) Adequate Decent Good Great Phenomenal Extraordinary Peerless Legendary)
Stat Rank Change 10/18/24


Character Abilities/Traits:
Gift of Tongues: Able to quickly learn different languages
Stable Biology: Elven biology has always been resistant to changes and alterations, though they are not immune to them. Biologists claim that your DNA is downright indecipherable… for now.
Elven Directive: You must travel, move around, and experience a variety of situations around the world or your directive level will decrease
Heroic Inclination: Gain a small bonus when performing something heroically-inclined, such as helping people in need despite various consequences, standing against dangerous foes that may equal or surpass you in power, or speaking out against a large crowd opposed to you for what you think is right. (+1)
Hopeless with Tech: Gain penalty when using modern technology.
Master Marksman: You are an archer with few equals. Gain bonus while using a bow. (+2)
Hyper Body, Sharp Eyes: Gains bonus to physicality, reaction, and accuracy. (+2)
Aura of Regard: Gains slight bonus to all charisma. (+1)
Fae-Exposure: Gains slight bonus when dealing with the Currents, magic, and interactions with Fae. Gains slight decrease to interactions with non-magically sensitive people in close proximity. (+1/-1)
Phoenix Legacy: Heal a health state over time, each recovery taking longer until restored to full. If a wound is not immediately fatal even if it could become it, you will survive it but will either be incapacitated or suffer a large decrease in rolls. If you die, ??? ???? ?????? ????? ? ??? ?????? ?? ???? ?????????? ?? ? ??? ????. When you are ?? ? ????? ???? ????????? ?? ??? ???????? ?? ??? ?????? ?? ??????????, ??? ???? ????????? ?? ??? ????? ?????? ??? ???? ??????? ?? ???? ???? ??? ???? ?????.
Weight: For your comrades. For your friends. For your loved ones. You must carry their memory and legacy. Gain bonus to conviction checks. Incur penalties to Mental Health and sometimes a decrease to rolls when you see or are reminded of traumatic events. Decrease in certain Charisma checks when befriending new people. (+2/-2)
(new)Wisdom of Ages: Gain a slight bonus to all combat rolls and other related expertise rolls. You've regained some of the sharpness after your period of inactivity, and now it's time to demonstrate it.

Inventory:
-A sizable pack you carry that is enchanted for durability and shocks anyone who doesn't have your magical signature
-A simple but elegant bow with a quiver holding infinite arrows
-A very worn out coin given to you by a slave you helped escape long ago
-A badge with three swords crossed into a screaming demon
-A Light symbol attached to a chain given to you by Archbishop Ismael
-A medal shaped into the elven heptagram star awarded after the World War
-Camping Supplies
-Spare Clothes
-General supplies for traveling
-A special pen that is infused with your magical signature that you use to sign important documents and autographs
-Your specially issued ID by the United Peoples and other documents
-A few small pouches of credits
-A credit card
-A tablet with your various information and accounts keyed to your magical signature.
-A notebook filled with random observations and thoughts
-Your snug, comfortable beanie that definitely conceals what you are. Definitely.

Spells(or idea of what magic she can use or call upon):
Short-medium range teleporting
Phasing
Moderate Barrier/Armor spells
Various arrow-related magic
Minor illusion spells
Minor fire spells
Minor water spells
Light(non-attacking) Spells
Slight sense enhancements
Limited Animal Communication
Limited Communication/Language in general
Movement spells that make her move faster
Spells to limit fall damage, enhance jumping
Target/Hunt Spells
Minor tracking spells
Minor healing/cure spells
Fae ????????
 
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Data Bank: Glossary
A list of the various terminology, nations, races, and other things in this world. Will not have detailed descriptions. All things may be subject to change/updating, and new additions may be added.

General Terms:

Orbis: The name of the world/planet.

Kiengir: The name of the main continent in which much of the events of the world take place.

Currents: The essence and source of all that is in the world and beyond. A place of energy and magic, of thought and belief, of souls and creations, and of death and cycles. Known by a variety of names like the Empyrean, Astral Realm/Plane, Celestial Realms, the Immaterium, and others, but the Currents is the most accepted and neutral term.

Magic: The individual, personal, and pure manipulation and study of the laws of reality and energy from the Currents

(new) Magi Society: An international organization and regulating body for magicians. They handle giving licenses and certifications to magicians all around the world, help form laws, and make various decisions regarding the magical side of Orbis in accordance with various governments and the United Peoples.

The Light: The most practiced and dominant religion in Kiengir. Focuses on the connection of all life and beings in a great tapestry and finding your own inner light or individual path that most suits you.

(new) The Advocates: Worshipers of devils, though some are more reverent than others. They admire the stance the hellish fiends take against sin and chaos, and incorporate it into their own lives. They follow strict guidelines in living their life, are encouraged to pursue particular fields that support the faith, and are determined to structure society in a way that is less vulnerable to the depravities and lows it can sink to. Their faith is tolerated in most areas and they break no laws.

Tablet: A magitech device keyed to an individual's magical/soul signature. Allows for long range instant communication and access to the online web so long as a proper connection can be made to various infrastructure maintaining them.

United Peoples (UP): A diplomatic, political, and administrative international organization with members from every country in Orbis. Though at times controversial, it is an essential part of the international order and stability of the continent.

(new) WATCH: An independent sophontarian organization dedicated to upholding sophontarian rights. They particularly help disenfranchised and marginalized peoples while fighting discrimination everywhere it disappears.

(new) YRRA: Yashima Refugee and Reclamation Association. They are an organization dedicated towards helping displaced Yashimans settle in various places since the Impact hit their homeland. Having long been led by the young but passionate Aoki Junko, they have successfully integrated many of the refugees in various nations, but have not been able to garner support to help those stuck back home.

(new) Lumen Corp: An energy and environmental company, they are renowned for their efficient and clean energy production. They seemed to have cracked the code on how to power modern industry and society without wreaking havoc on the environment. With the most advanced extraction and refining facilities in Orbis, none can match their sheer importance to the stability of the world.

Credits: The currency used by the world and propped up and supported by complicated methods and processes from numerous nations in the United Peoples.


Confirmed Nations/Locations:

Avista: The current world superpower, a nation borne from a union of multiple races. Is the most advanced in various technological and scientific fields, has many corporations within their borders, and is the primary supporter of the United Peoples. Has a multi-party parliamentary republic.

Tarshish: Heir of the former Meso Empire and self-proclaimed as the center of the world. Has a constitutional monarchy with much of the power of the monarch stripped away, though the imperial family is still influential.

Zhonghua(中华): An ancient empire currently in the process of integrating their society with the modern era. A rising great power, the Jade Emperor currently rules with various limits on their power that is often struggled against. Has a significant underground movement in various areas and fields.

Sumeri: A federation of various kingdoms and territories that banded together during the era of Tarshish imperialism. Their land is ancient and the signs of their cultural legacy on the rest of Orbis can be deeply felt. The various regions of the nation bicker however, and the scars of the Incursion can be deeply felt in its southern half.

The Small Republic: A nation formed by an alliance of various groups of smallfolk in order to escape the discrimination of other nations. They hold to their neutrality fiercely and are often wary towards outsiders.

New Hope: A city built from scratch by various nations in the Mana Scar as a show of international cooperation and healing of the land. Has been largely abandoned as a project by most nations and left to fend for itself, leaving it ripe for exploitation by private interests.

Yashima (八島): The formerly most technologically advanced nation in several fields. Due to unknown reasons, Yashima suffered a cataclysmic event referred to as the "Impact" that destroyed much of the nation or left it inhabitable. Refugees streamed towards continental Kiengir and sophontarian aid was quickly dispatched to the island nation, but the nation was eventually placed under quarantine after efforts often failed with horrific loss of life.

Mana Scar: An area largely between Avista and Tarshish and encompasses several former smaller nations and parts of Avista. The air and atmosphere is corrosive and toxic, leading to various mana-related illnesses. It has been slowly healing through time and efforts by various people, but is currently not much less dangerous than the corrupted parts of the far north and south of Kiengir.

Vragzarg: A small nation in Central Kiengir populated predominantly by orcs and ogres, though they are have received more immigration from other nations and races in recent decades. It is a relatively young nation formed by orcs disastified with the state of their people and both inspired/threatened by other, more powerful nations.

Central Kiengir: A general term for the region dominated by smaller nations, has historically been a hotly contested area and borderlands that has successfully resisted full conquest from powerful empires and kingdoms numerous times.

(new) Sindhu: A large nation that was unified a few decades before the World War. Separated from Tarshish by a narrow body of water, it borders Zhonghua and other nations. Was on Tarshish's side in the World War and fought on the eastern front, though they faced relatively light consequences and reparations compared to the former.

(new) Wilwatikta: An island nation to the south of Kiengir. They played a unique role in the history of Orbis as both an island nation and one who interacted frequently with the continent. With a diverse population and unique culture, they blend their strong traditions with an inherent outgoing nature.

Planned/Future/Incomplete(conceptually from me) Places:

Kambuja: A nation bordering Sindhu and Zhonghua.

Goryeo (고려): A nation bordering Zhonghua.

Wyrmhaven(name still pending): A nation ruled by one of the last dragons, and the last ancient dragon.

The Lost Continent(s): Continental landmasses devoid of life with a deathly atmosphere on the other side of the world. Shows some small signs of advanced civilizations, but has been destroyed so utterly and left to the ravages of time that only the sturdiest and lasting of their creations still stand. Many theories abound, but many tentatively agree that the destruction of the continent may be linked with the introduction of demons long, long ago. Many attempts have been made to build a stable base of operations there, but only Avista and Yashima had any semblance of success, and it was rare even for them. It is a common theory that Yashima invited a similar but localized disaster among themselves with the Impact.

(new) (name still pending): A nation that holds two unique hive-minded peoples.


Races and Place of Origin:

Avista
Alerion: Avian biped race, their arms and wings are fused together. Their feet are as dexterous as their hands. Resembles heraldic birds.
Merfolk: An aquatic biped race, colorful scales, fins, and gills.
Giants: A tall race that regularly goes over ten feet or three meters in height. Somewhat greyish or blue skin with somewhat furred bodies.

Tarshish
Lacerta: Reptilian race with scales and a tail, less reptilian features than other reptilian bipeds.
Sylvan: Plant-like race made of wood, vines, and other plants with a sap-like blood and leafy/branchy hair.
Myconids: Mushroom-like race with a cap on their head.
Centaurs: Race with a furred horse lower half and a greyish less furred bipedal upper half.

Sumeri
Humans: A furless simian race with a standard bipedal build.
Miu: A feline race with a more narrow/thin bipedal build.
Gnolls: A race resembling a mixture of canid and hyena features (yes I know hyenas aren't canids)

The Small Republic
Halflings: A smallfolk race with more plain colors of their hair and eyes and more angular/square in features
Gnomes: A smallfolk race with colorful hair and eye colors and more round in their features
Goblins: A smallfolk race with green skin similar to orcs
Mus: A smallfolk race with murine or rodent-like features
Minima: A smallfolk race charaterized by their even smaller size than other small races, bright color skin and antennae.

Zhonghua
Yuren (玉人): A gem-encrusted race with a standard bipedal build, they are not literally made entirely of gems but do have parts or protrusions made from them. Jade Yuren however have always been the ruling imperial family.
Longren (龙人): A serpentine aquatic race that lives near the coasts of Zhonghua.

Yashima
Mokujin: A race similar but distinct to the sylvans, they have a body consisting primarily of wood or similar things.
Kitsune: A race with vulpine features that grows multiple tails, though the various tales about them are usually false. Can walk on two legs or run on all fours.
Bake-Danuki: A bushy, furred race resembling the tanuki. Have a bushy tail and can walk on two legs or run on all fours.

Central Kiengir
Orcs: A bipedal race with green or light yellowish skin usually known for their two teeth or tusks protuding from their mouth.
Ogres: A bipedal race with a usually yellowish skin and known for their large sizes.
Kobold: A reptilian race with more saurian features than the Lacerta, usually a little shorter.
Trolls: A bipedal race with more bluish or greyish skin. Larger than normal people but not as much as Ogres.

(new) Sindhu:
Sphatika: A crystalline race with crystal protrusions/encrustment originating from Sindhu.
Naga:

(new) Wilwatikta:
Batu: A race with mineral/rock features originating from Kambuja and Wilwatikta.
Naga:

(new) Other:
Myrmidon: An ant-like insectoid species and one of the rare collective minds in Kiengir. They have a strict hierarchy with varying levels of independent thought and action depending on each myrmidon's position.
Myceni: Myconids who've chosen to become part of the Mycelium, they look similar to their cousins but have additional spores and cordyceps on their bodies.

Future, Undecided, Incomplete Conception Races
Porcelain(placeholder name): A race with glossy or ceramic parts and skin originating from Goryeo.
Kappa(tbd): A race known for the turtle shell on their back.
Moon Rabbits: Race throughout Eastern Kiengir resembling rabbits.

Mythical Races:
Dwarves: ...
Elves: ...


Beings (more detail later):
Fae
Elementals
Spirits
Divine Beings
Demons
Devils
Various Monstrosities

Hopefully this helps people conceptualize stuff better. Character sheet coming later today.
 
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Data Bank: Beings of the Currents
Ahh screw it. I'd rather give you guys as much information as I can, and I'm getting antsy waiting anyways. So far, I feel like I've neglected the magical/spiritual side of Orbis, so here's a short overview on what I have on the Currents and general cosmology of the world which will be updated as we go. Important, considering the places you guys might be going to very soon.

Currents

The essence and source of all that is in the world and beyond. It is an ever flowing and shifting space of energy and magic, of thought and belief, of souls and creation, and of death and cycles. The connection between Orbis and the Currents runs deep, and events and happenings in both reflect on the other.

The Currents is what maintains, powers, and protects Orbis from what lurks beyond. It is the system on which the material world runs on, and without it Orbis would almost certainly not exist. In turn, Orbis helps shape the various beings, places, and spaces in the Currents. It is the anchor to which the Currents are tied to, and the solidity and quality of the essence of life in Orbis strengthens the protections, laws of reality, and systems the Currents maintains for both. Though the Currents are technically much vaster than Orbis, space and time are strange inside it and a small area in Orbis may be tied to much larger spaces in the Currents.

Currently, laws and structures are in place that heavily restrict the interference and movement of beings on Orbis. This was done to help close the rifts torn open by the Incursion and limit the demonic influence on the material world. Of course, these are not absolute, and various beings have their ways around it...



The Promised Lands

A great collection of all the disparate good realms, it is both a vast and deeply contained plane. It includes realms such as Heaven, Elysium, Nirvana, and other paradises. Though theoretically the strongest and largest realm, the Great Council which helped connect them all together was as in the Material Realm a somewhat rough process. Conflicting domains and identities along with the battle between worship of individual gods/pantheons or the all-encompassing Light made the Promised Lands unable to unite into a true cohesive whole.

Still, there isn't any real infighting either, and the celestials dedicated to defeating those threatening the sanctity and balance of the realms are as focused as ever. They help create a safe afterlife and paradise for the faithful and ensure that the remnants and essence of mortals entering the currents do not get lost in the Currents or taken by malicious forces. Constantly defending and maintaining their realms leads them to almost never appearing on Orbis, however.

Their mindset may be more defensive than other beings towards combating evil, but their role is vital in ensuring the stability and sanctity of the Currents. The celestials guard the safe havens and harbors of the ever flowing and moving Currents and are each symbols and beacons of virtue and selflessness in the vast sea. Beings of the divine prefer to inspire and empower mortals to be able to defend themselves, grow, and decide their own fates. If one were to appear in Orbis, it would be only in the most dire straits.



Hell

The plane of devils and fiends, an organized torture for souls delivered to eternal punishment. Researchers theorize that Hell was originally simply a regular prison for dangerous spirits and forces, one among the many "underworlds" that existed in the Currents. When the Abyss came into being in all its horrific majesty however, it held the line and became a rallying point for various beings to organize and strike back against the demons. It evolved into its own realm entirely eventually, and it became a place where its inhabitants would imprison the sinful souls and beings that came into the Currents and slowly torture and eventually remove the the taint entirely.

Devils and fiends are a diverse collection of beings, drawing from all different kinds of mythologies and religions in Orbis as well as some wholly from the Currents. The standard red-skinned bipedal form with horns is most commonly associated with them, but there are many that look little different from the unaligned beings and spirits in the Currents. Some are even former—or current celestials that either came to seek a more active approach to combating demons and other malicious forces or as sent to collaborate and coordinate efforts. No fae are ever found willingly there though, as they find the stifling atmosphere of order and structure of Hell repulsive.

Hell and devils are now an integral part of the order of the Currents, essentially functioning as police and hunters of sinful and rogue beings of all stripes. Their methodology is controversial however, and they are uncompromising and thorough with how they perform their duties. Their "deals" with mortals are actually theorized as ways to sniff out the sinful, guide them to a predictable route in life, and collect their essences after they die to ensure minimal harm is done by them. Devils and fiends know how to skirt past the laws of interference, and a good number know ways into Orbis, including devils who have gone astray. How they determine who to deal with is unknown, and some devils are more uncaring towards the mortals caught up in their schemes than others. To a devil, most people are sinners in some way or another.



The Fae Courts

People have polarizing views of the Fae, seeing them as either harmless, playful spirits or as horrifying tricksters out to harm people for their own brand of enjoyment. The truth is that they are a complicated and varied group of beings like any other, and that to hold either an unblinking admiration or a vicious hatred of them is unwise. They are the first beings capable of true thought and independent action in Creation, and their oldest members remember a time where everything was unformed and shapeless. Fae are not beholden to or influenced by mortals or Orbis nearly as much because of this, and often have their own mystifying way of seeing things.

While this should always make people wary of them, it does not mean that they are incapable of understanding others, empathizing, and reasoning if things are properly explained to them. They can be staunch allies and never back out of a promise, debt, or deal. There are many Fae dedicated to fighting off otherworldly invaders and stemming the tide of demons due to both personal reasons and the binding vows many of them make. They have the most in-depth knowledge of how to manipulate the various forces in the Currents and traverse the strange and turbulent spaces between the isles of stability, making them most able to match the demons in the chaotic scrambles they like to employ.

A fae's form is always variable and different, with no one true identifying feature for them. The only semi-consistent signs are that their attempts to structure a material form always end up looking off ever so slightly. It will also stretch and compress to some degree, with their bodies often having a misty quality as they phase in and out of Currents and Orbis. Their "true forms" verge on being masses of energy and mana, though they have much more of an essence, center, and varied makeup than elementals or purely shapeless spirits.

Ever since the increased restrictions on interference between Orbis and the Currents set after the Incursion, Fae are rarely seen anymore. The increased industrialization, structure, and slow reduction of natural environments that the Fae preferred in the modern era has further eroded their presence. Those able to traverse or peer in the Currents know that they are not gone however as they can be seen frolicking, playing, fighting, and doing as they please in their numerous courts.



Abyss

The plane of demons and horrors, it is the terror of that which is all too familiar. They are invaders from beyond the Currents that are theorized to have come when the civilizations on the Lost Continent fell. They feed on the darkness and desire lurking in all beings, masters of drawing it out from the hearts of mortals. Sustained by the sins committed by their followers and the suffering they inflict on sacrifices and innocents, they have plagued life on Kiengir since the earliest days of civilization.

They come in a large variety of forms, and unlike the Fae, are all too good at maintaining a material body due to their greater understanding of mortals and life in Orbis. The terrible beauty of succubi, terrifying and imposing hulks of ferocity, shadowy masses of malevolence, and writhing masses of flesh and bones are but a few of the forms a demon may take. With their grasp of the mortal psyche theorized to be greater than all beings in the Currents, they easily adapt to the changes in Orbis and constantly invent new ways of inflicting suffering.

Demons are not a singular force or mass with a unifying ideology. They kill, enslave, and torture each other as much, or even more than other beings. Many demons are often incredibly opportunistic in turning on their allies. While this has been used against them, relying on the behavior of demons to stay consistent in any one way is a mistake. The many demon lords and powerful forces of the Abyss all have their own ways of sowing chaos and destruction as well.

One thing is clear, and that is one should never underestimate a demon no matter how weak it seems. They believe nothing is invincible, unbeatable, or incorruptible. Their opportunistic behavior bites them, but there are times where they strike at precisely the wrong times because in a way, they are utterly fearless and confident in acting on that impulse of "what if…"



The Beyond

The little-understood theoretical area beyond the Currents. It isn't really proven to strictly exist outside strange rifts being observed, but it is widely accepted that the demons aren't native to the Currents. Evidence of the Beyond was further supported by the Impact in Yashima, where a new set of horrors and monstrosities struck the nation in a disaster theorized to be similar to what happened with demons and the Lost Continent. Peering into the voids and rifts too deeply is difficult, and can often be mentally hazardous.

So far, every intrusion from the Beyond has been malicious and destructive in nature. The people of Orbis have every reason to believe that any forces desiring to step into their reality will also be doing it for nefarious purposes. This leads to a question on everyone's minds. If a calamity struck the Lost Continent and led the demons here, and another hit distant Yashima and drew the still unknown but terrifying monstrosities… would a destructive evil also invade Kiengir one day?



I was thinking of talking a bit more about magic, religions/gods, souls, and other stuff here, but I think they deserve their own sections. Hopefully you guys like this. I've always been very interested in the various cosmologies and pantheons of fantasy worlds, and I'll often look through all the lore surrounding them. There's something so fascinating about it all.

One thing I don't tend to like though is when all these beings sort of lack free will or are entirely sustained/created by either mortal belief or god stuff. These are all independently thinking beings that may share common causes and be influenced by the material world, but have existed before Kiengir and Orbis came to be, and would still exist if they somehow disappeared. I find it a lot more interesting to have varied behaviors and motivation for these beings while making them clearly still distinct from normal mortals.

Anyways, less than 1 day for the votes to be finalized and we'll finally be back on schedule!
 
Data Bank: Magic
Magic

"Magic is painful. Magic is difficult. Magic is infuriating. Magic is unpredictable. Magic is despair. Magic is everything."
-Archmage Sofia​

General Overview:
Magic is the manipulation of the forces and laws that exist in all life and things. It is not a vague feeling you push around and create a specific effect out of by simply thinking about it. There are many methodologies and cultural traditions surrounding the practice, but most will tentatively agree that there are two overarching philosophies that all studies of magic draw from. The first is "immersion" magic, the magic that one performs with a deeply-rooted connection or conception of the force they are trying to manipulate. The other is "calculative" magic, a magic that is done only by rigorous study of the mathematical and scientific formula involved in any given spell.

Immersion Magic:
Immersion magic, also known as impression magic, involves sorcerers and various cultural practices all over Orbis. Contrary to popular belief, these practitioners often require years of practice to achieve a basic mastery of their fields. While there may be some people able to produce magical effects without training, their use would be out of their control. They might use too much or too little, or their spells will simply stop working without them realizing why.

The reason why it is called immersion magic is that one must be utterly immersed in the specific magic field or concept that one is learning, mind and body. They can't just think about it and use it. They must genuinely feel it, know it, taste it, and be it. Immersion magic is often paired with exercises or various motions akin to a martial art as a way to formalize the process, with a student impressing the magic they are learning into every technique. Training can be so stringent and difficult that it has led many hopeful students to their deaths undergoing it.

People do not require specific bloodlines to use this type of magic, but finding the fields or aspects they match well with can be difficult and also potentially dangerous. Being able to actually cast anything can take years and being simply capable can take decades, and many people leave or quit in frustration with their lack of progress and often frustrating instructors. Adding even a single other field of immersion magic might take decades or simply be impossible, as they often conflict with each other.

Calculative Magic:
Calculative magic requires both a keen mind and strong work ethic. The simplest cantrip requires precise knowledge of its exact makeup, the trajectory, the effect of the environment, how it interacts with the caster, the proper flow of mana, and much more. People have compared it to the idea of having to manually handle every process in one's body. Technically, anyone can learn to do this. Practically, only a select few can even begin to seriously approach this.

New students have to undergo very difficult introductory periods in order to train their minds to properly process the information required to cast magic in this way, treating the brain and mind as a muscle that must constantly be trained and improved. It isn't uncommon for those learning to suffer from breakdowns or other debilitating states of mind in trying to reach mastery with this. While immersion magic can certainly be dangerous if misused, calculative magic can be truly unpredictable and catastrophic if done wrong. It is a demanding field that requires more than great knowledge or a talented mind.

The one caveat is that it is a field that grows and develops over time as magicians all over the world gradually add to the great libraries of knowledge. More efficient methods, clearly defined guidelines, countless experiments, and more have been pooled together for those studying calculative magic. For all its hardships, the possibilities are almost limitless for practitioners, and the greatest geniuses that achieved supreme mastery with calculative magic have always made their mark on history.

Hybridized Methods:
The two ways of understanding magic aren't necessarily mutually exclusive, though study of their pure forms often can be. The first elven mages in fact practiced their own specialized form of magic that combined elven symbolism, religion, and culture with clear methodologies and understanding of how magic actually works. It's widely accepted from historians that it was from this that these two fields were formed to identify what the elves were doing. Common hybrid applications that are still in use today include things such as runes, glyphs, circles, and rituals. While these are indeed symbolic methods reminiscent of immersion-based magic, they have a strict and repeatable methodology akin to calculative magic.

This layering of abstraction and metaphor serves as a fundamental concept in practicing magic, but relying on it too much limits understanding and flexibility of one's capability to use these forces. The more a mage actually understands what they are trying to manipulate, the greater the potency and versatility of their spells. Many general practitioners of magic often come up their own custom repertoire of magic that includes immersion, calculative, and hybrid-based magic encompassing their understanding of magic, the world, the Currents, and themselves. Some academies even require a magician to create their own grimoire that puts together everything they've learned and their own philosophy of magic into a single text. Such are the differing views of magic that even a well written paper can be completely useless to an aspiring mage trying to learn more.

Perception/Unlock:
One of the biggest barriers to practicing magic is being able to perceive it in the first place. While it is possible to use magic without visualizing Currents or related areas, it usually still requires someone who is a skilled magician anyways. Before the modern era, this difficulty in sensing magic was usually linked to inherited or genetic traits in some manner. After millennia of discrimination and superstition around this idea, it was finally proven that virtually anyone was able to tap into magic if they dedicate the time and effort to do so with the right tutors.

Various methods exist to help novice students. It's common for many academies to first start not too differently from any other school by instilling basic concepts about the various energies, forces, and laws related to magic in a way that eventually a student will slowly develop and connect their mind to the Currents around them. When that doesn't work, exposure to various magic phenomena in an instructive setting and manner is often tried next. Various mental tricks or even physical habits are also taught to get one in the mindset. As more research on the mind itself is performed, more and more ways to get someone to unlock their magical perception are developed.

Of course, while it technically is possible for anyone to perceive magic, there still exists a large number of people who simply cannot break that barrier even after spending years and even decades trying. Perhaps it is a difficulty in the process itself, of the disconnect from the material world being something a person's mind or body rejects. Devout adherents of various religions often have difficulty as well with this, with some theorizing that their fervor for a particular being or part of the Currents limits their perspective. Regardless, this difficult first step in an already treacherous staircase has sharply limited the number of mages in Orbis.

Science vs Magic:
The practice of magic can also be seen as painfully ironic. The rigorous nature of it and the constant need to study or improve one's understanding in turn improves everyone's general understanding of the world and various scientific fields. Through this, people invent and develop technologies that either are independent of magic or make use of the forces it manipulates in a much more efficient way. While this doesn't necessarily render mages obsolete, it has placed pressure on pure magicians as a whole to constantly improve, maintain, and adapt their skills, leading to further advancements for everyone.

What, then, separates a scientist from a mage specializing in calculation magic? The mentioned difficulty in perceiving magic is one factor, but it can't fully explain the many brilliant scientists that couldn't cast a cantrip. The answers to this question are usually blurry or skewed towards them being completely the same or entirely different. Mages have often been the driver of scientific advancement and development for much of history. Whether it be a mad wizard experimenting in his tower, a hedge witch discovering new concoctions in her forest, or a pyromancer having made some random discoveries while deepening their understanding near a volcano, users of magic have often sought new knowledge.

However, there exists many advancements as well from mundane inventors and scientists. For how many powerful and influential magicians that have existed in Orbis, they have been responsible for disproportionately fewer of the advancements that people attribute to the development of the modern era. Again, many theories are thrown about to explain why. The most common but still controversial reason are that magicians are largely concerned with the development of their own talents, abilities, and capabilities. In today's era especially, they memorize and internalize large amounts of information, formulas, and methods and focus on maintaining their skills in applying them. Normal scientists are usually the ones now coming up with new theories and concepts, and while they often make use of mage consultants, their perspective and motivation for pursuing knowledge is commonly viewed to lead to more innovation than a mage's.

Souls, Imprints, and Essence:
Most living beings have what is commonly referred to as a "soul" or spirit. The soul is what allows people to use magic, draw inspiration from faith, and accomplish physical feats beyond what the average person can do. It protects people from other magic and spiritual influences and works almost as a muscle. One doesn't need to be a mage to use aspects of one's soul for practical purposes, but it usually requires training and effort to actively use it. Many people perform certain cultural practices that provide a basic, passive defense against various spiritual threats without even realizing it.

What the soul isn't is "you". This was proven not too long after the Crusades by Archmage Sofia in her famous Experiment of the Soul where she siphoned off her own soul into a container and lived for a year without it. The body and mind don't need the energy or vitality of the soul to work. That said, it is incredibly inadvisable to tamper with the soul. It leaves one incredibly vulnerable to influences from the Currents, weakens the body, and can have any number of disastrous effects if done improperly. Soul sickness and illnesses are incredibly difficult to diagnose and treat as well. Archmage Sofia prepared a large, protected space beforehand where she could live in relative safety, along with items she carried that she could use without magic and people she trusted around her.

What is considered "someone" is still a subject of debate. Early theories after the Experiment of the Soul posit that it is a purely physical thing, but were proven wrong by the many experiments conducted to see what exactly happens when someone dies. There is something that leaves the body when one passes into the Currents. Some tentatively call it "essence", but due to the various difficulties in studying it, little is known about this mysterious part of someone despite extensive studies dedicated towards it.

The "imprint" of someone is more understood however, and has a deeper connection with the identity of someone than the soul. It is the mark a person leaves on the Currents, influenced by the way they have lived their life, their psychology, events they have gone through, connections to other people, and everything that tells the story or biography of a particular individual. It is an observable force connected to the soul but mostly categorized as its own aspect.

Imprints are often connected to various mental functions and mindscapes, often deeply influenced by one's mental state and various metaphors connected to their life somehow. It is connected to dreams and visions, with one's imprint often being an individual's sole connection to the Currents where such influences are common. Someone with an especially influential imprint often can make their sheer presence felt in Orbis as well, giving them the ability to induce various emotions in those around them.

Other Information:
To go in-depth about magic in its entirety will take too long for this overview, so this section will contain shortened descriptions on other aspects of magic that are important but do not need to go in-depth yet.

Arcane vs Psionic Forces(tentative): Arcane force is often described as the energy and make-up of various magical elements/materials, while Psionic force is often thought up as what moves and directs this energy. Arcane has been linked conceptually to various fundamental forces, while Psionic has been linked to a sort of collective consciousness and thought. They are however not really completely separate concepts, and most mages accept that all magic is, essentially, just magic and energy in some way or form.

Material Magic vs Currents Magic(tentative): Beings from the currents often have extremely potent magic and are thought to almost use calculative magic as one would use immersion magic based on how they have been recorded to think and process information. They are often less flexible however and rarely develop novel ways of using magic, though that doesn't mean they are utterly unable to adapt or simply use their slightly less effective methods to still achieve something. Magic from material beings and mortals are often less potent or powerful, but they are often able to learn a large variety of spells and applications for their magic.

Immortality: Many mages have attempted to discover the secret to eternal life. All have failed in some way, though there have been some tentative successes and unrelated advancements magicians have made in the process of researching it. There do exist methods to extend one's life, but they are often both unable to be applied to other people or come with various debilitating side-effects. For the few mages who have undertaken this research and live to today, none can claim to not have some major scar or cost they have suffered in exchange for their prolonged lives.

Combat Magic: Despite perceptions of mages as frail and slow combatants that must be protected, most mages that train for combat are often deeply frustrating opponents that are extremely difficult to pin down and defeat. With the wide variety of options both defensively and offensively they can employ, combat mages are a force to be reckoned with. Even the basic strategy taught to all of forming barriers around one self and then launching barrages of arcane blasts from behind is something a normal combatant usually can't deal with. To defeat a skilled mage fighter, one must either catch them off guard or outlast them, as magic usually requires preparation and greatly taxes a mage both physically and mentally.


This is something I've had in my mind for a while, but never really been able to finalize. It still isn't as complete or detailed as I'd like, and there's so much I feel like I should talk about that isn't come to mind right now, but since we're about to deal with a lot of magic stuff soon, I thought it'd be best to release this as a primer beforehand. I'll add to it as time goes on. More magic stuff will be introduced next update, and I'll probably have something for magitech... way later.
 
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Authorial Reflection - Sumeri
Not entirely sure where to put this, but I'll leave it here in informational for now. This will be me sort of rambling about a lot of my thought processes writing out this volume and some general themes about the quest as a whole. If you would prefer not to have your perception of the story/quest colored by this kind of thing, feel free to not read this. Edit(And spoilers for anyone reading this before the end of Volume 1) But without further ado...

Rambling Ahead:

So, since I know it won't affect votes anymore, I'll admit that I was not the most enthusiastic about Sumeri. I actually slapped on the demon cult plot to it like a day or two before I posted the prologue finale I think. Of course, I would've done my best to write something out no matter what the voters chose, and I hoped I proved that here, but Sumeri was sort of one of those nations I wanted a little more time to think on.

Sumeri conceptually was something I had very early on though. It was a nation of the past, its roots so long and entangled that it is almost impossible to separate it from its people and identity. The glory days of it being the center of the Meso Empire are long gone, and now they teeter between being considered a major and minor nation. It was always going to be a story focused on the past even as its people live in the present world, something particularly meaningful for Deirdre to have to confront.

I think as I started writing about Sumeri, I grew appreciative of this. While I'd hesitate calling this the "tutorial volume" since it could've been chosen in any order, it essentially served that purpose I think. Its enemies and allies are familiar, and Sumeri is pretty disconnected from a lot of the new weirdness in other nations. It allowed Deirdre, the readers, and me to sort of settle in this setting and find our footing. It's not completely stuck in the past of course, and I hope I showed enough of its modernity in terms of technology and government, but Sumeri doesn't have the crazy stuff other nations have on a large scale.

Originally, Sumeri was actually going to be a lot worse. There would've been active, constant infighting between regions, internal struggles, economic problems, and an early possibility was the entire region consisting of a bunch of small countries bickering amongst each other while stronger influences pushed their way in. I felt that was a bit too extreme while also being really difficult to write about, so I shifted it to a "struggling, but people are still thriving there" situation. Then that sort of changed what the problem was going to be. What can Deirdre do on her lonesome that would let her be impactful? Then it sort of clicked. I had the whole demon thing in mind before, but didn't fully connect it to Sumeri for some reason until that moment.

I think that original vision stemmed from what I wanted to do at first with this quest, namely it being a little bit more slice of life compared to what I actually wrote. I think I could perhaps still do that in some way, but I personally don't know if I could've pulled off something like that on a larger scale, especially with the quest format encouraging progress and advancement. Deirdre would've probably been messing around in some random, minor Sumeri nation, helping regular people out in small ways but ultimately being insignificant in the grand scheme of things. Something interesting to think about, but maybe less so to actually write and read it.

In comparison to what I (tentatively) have in mind for other volumes, the actual action/external enemy difficulty of Sumeri is probably one of the lowest. Both its current and past iteration has its problems, yes, but it's the sort of problem that Deirdre is a bit more familiar with and can actually be solved by punching it hard enough. The real conflict of the volume Deirdre deals with is mostly internal as she navigates the jarring familiar and unfamiliar aspects mixing together in this setting. What, really, is she hoping to do here? The cycle she goes through in her life along with the seeming pointlessness of it all is thrown in her face in Sumeri, culminating in confronting her traumas directly in the finale.

Caorthannach and the cult, while devious and threatening, are very honestly a minor issue in today's world. Random demonic breaches are no longer an existential threat to Orbis, and if it were, things would have devolved so much that they'd have bigger problems probably. There's a reason why it was mostly a local issue and seemed so self-contained, and the only real reason this will all cause a stir is because the president was subverted. While Deirdre does help and contribute more than she thinks, it still sort of feels… unsatisfying, in a way, to retread this issue that in her mind was resolved over a millennia ago, calling into question again why she is even here.

Demons are not incapable of endangering society anymore, but there are a lot of guardrails and protections built up in the thousand years since the Incursion, so much so that they didn't immediately start destroying everything during the chaos of the World War. So, most of the focus is on how Deirdre reacts to things rather than how she'll deal/handle it. The adventurer party was something I think I only came up with after Sumeri was chosen, and I'm so glad I did. Them and the investigation team formed an amazing contrast and duality of very familiar but still just different enough concepts for our poor elf to go through. Amina's group didn't exactly pan out the way I thought they would, but overall I think they enhanced the volume a lot.

Both groups though put her in a sort of pseudo-mentor/advisory role and also left her to mostly just observe and follow up on what they do and discover. It is again another jarring and uncomfortable feeling Deirdre has to wrestle with, and makes her feel not only out of place, but also sort of unneeded in a very pointed way that simply being unaccustomed to the new times wouldn't like with other nations/situations. Deirdre was far from useless, but it's not as if she really managed to mentor the adventurer group that much, did she? Would she have been able to help as much without Ophelia? She had to almost forcefully insert herself in the investigation and Amina's party, and while it ultimately proved beneficial, it still clearly left Deirdre unsettled.

Putting that aside for now, to anyone who has played the game before, I think the influences from Pathfinder Wrath of the Righteous are clear. I drew a lot from it, and Nasrin is based off one of the characters I made in the game. Of course I also drew from stories that had "big demon invasion" like Frieren(which some have noted its similarities to the entire quest), but the particular history and characters involved for this particular volume and region were very Pathfinder-inspired. I was tempted to put some of its BGM for the final chapter, but didn't want to make too many spoiler tags and mess with the formatting too much. "Mythic Power" would've slapped so hard though after Nasrin embraced Deirdre.

Even if demons are no longer the threat they were, the legacy and scars of such a traumatic event are still present. It was very interesting to picture what a modern organization handling cultists would be like and how they adapt to the times. With religion and gods having clear, demonstrable power and capabilities, it's probably inevitable that they have real influence in places receptive to them after millennia of various faiths and built-up cultural traditions. A millennia can't erase such an impactful event in the world's history, and the Crusades/Incursion greatly led to further international cooperation/developments.

Perhaps the weakest moments of the volume is the stuff not as involved with everything I just discussed though, and I'll admit I could've handled the Advocates and Good Cauldron better. I'm very wary of trying to influence voter opinion, but I'll just say I have a certain vision in mind for the Advocates and devils both that while doesn't exactly make them benevolent heroes, has them genuinely help more than harm Orbis/the Currents. Deirdre is incredibly biased against them, and for understandable reasons, but I think I might've screwed up somewhere in introducing the Advocates haha.

The Good Cauldron felt very tacked on to me, and is probably the greatest victim of my lack of planning. I had a very rough outline for Sumeri that I drew up once it won the vote and basically came up with a lot of things on the fly. There were probably only really somewhat solid plans for like half the choices when everyone first chose what to investigate first for example, which is probably why I feel like that arc is the weakest aside from the Ophelia portions. Amina managed to carry the warehouse part, but Chapter 11-12 felt even more iffy and probably turned some away.

I'm not entirely sure how I could go back and improve it. The arc was the source of my pacing question earlier, and while it's definitely a little weird I asked if the pacing was too slow in a quest about adventure and exploration, I think I could've maybe restructured that arc a bit differently. Not have binary choices that sort of didn't matter/were lopsided while making it a bit more interesting than crossing off three objectives off a list.

What's done is done now though. I'm at least satisfied with how the volume concluded. The last thing I think I want to discuss are some general themes and ideas I wanted to emphasize in particular for the quest as a whole. This reflection is already starting to feel like I'm rambling a bit too much, so I'll just cover them briefly since I'm sure I'll revisit these topics again.

There's three topics in particular I want to bring up here. That being challenging what I call "human exceptionalism", standard protagonists, and "One City/Country Syndrome". The first seems a bit straightforward at a glance, but it's a very complicated topic that extends beyond just humans having more attention/focus in stories with multiple races/species. I'll just say it's closer to what I brought up briefly about human wisdom/philosophy after chapter 8 for now since I can go on a huge huge rant about this and I'm not sure you guys want that after all I've already written here haha.

For the other two, I can say some more specific things. I think I've grown to dislike the typical protagonist in stories that sort of emphasize a predictable path of growth and forming relationships with other characters. I have always been way more interested in side-characters surrounding them, particularly "powerful" characters (not necessarily physical) or ones with some development already built into them. I find it a lot more intriguing to explore their mindset and see how they react to various things, and it makes any change they do undergo feel particularly meaningful. Deirdre is that thousand-year old elf member in your typical fantasy adventure party, and she has been part of probably dozens, maybe even hundreds of those. They're almost never the protagonist, and their issues are sort of always only hinted at rather than fully explored. So, I wanted to flip the script and really explore what it means to live so long.

What I call "One City/Country Syndrome" is more complicated, but basically refers to stories that seem to revolve around only a single city or country when it makes no sense why things only seem to be happening in that one place. Now, there are stories where it does make sense, and if there is a good reason given to why that is the case, I don't mind. But for this quest, I really wanted to depict a setting where the world is interconnected and that things are happening everywhere. Not only that, but that each place has its own customs and cultures that you can't just ignore or wave off.

Have I succeeded in fighting back against these three things? I'm not sure yet. While I've brought up a bunch of races and species so far, I've not really gotten in-depth about their history, cultures, and differences. I've certainly described Deirdre's issues, and I'm assuming she's interesting enough if you guys are reading this haha, but I don't know if I've quite characterized her fully yet in her internal dialogue and how she acts towards others in a different enough manner. This entire volume also took place in a single city, and while I think that was sort of the point and made sense, it doesn't support the whole trying to make an interconnected world idea I had. There was a very particular goal Deirdre already had in mind too, which I think narrowed the vision of the city/nation as a whole.

Overall though, I'm very happy I managed to complete a volume. This sort of, "what if, oh I feel like I've forgotten something, this doesn't quite make sense" worries I've had have always plagued my writing, and I think it's better I have those worries but having actually written something than if I just stewed in my anxiety. Something I didn't plan for but now seems like a cool idea is that I want all the volumes to sort of end in a way where if the quest suddenly stopped updating, it would at least be a semi-satisfying conclusion. That idea helped crystallize the ending and tie everything up neatly, especially with what I have planned for the epilogue.

Speaking of that, the vote is still going on for 2-3 days for anyone who hasn't voted yet. Don't quite know if I will update immediately after my break ends, but I already have some idea of the epilogue so it shouldn't take long. That's enough rambling from me, though if anyone wants me to expand on something I said here or offer their own views, feel free to ask and discuss.
 
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Dramatis Personae
Finally got around to completing it. I may have forgotten some but I'll be adding characters as I go. Also, potential spoilers for anyone reading this early.

Dramatis Personae:

Deirdre Pathstrider: The Last Elf and Drifter. Deirdre entered Orbis with the need to travel and see all that there is to see. For many years, she was nothing more than that. Great warriors, powerful magicians, masterful craftsmen, and legendary adventurers of her race passed her by for thousands of years. Yet, it is she who stands here alone witnessing the modern era and they who lie beneath the earth. She has seen her fair share of danger, and millennia of travel cannot do anything else but give a wide range of experiences in all things.

However, she is not infalliable. Nothing that lives in Orbis is. A weight presses down on her, the gazes of all that have come before her resting on her shoulders. Life is not supposed to live this long. Yet she has, and the end is not within her sight. The story goes on and on, its pages turning for eternity. The journey never ends.

Friends/Friendly Acquaintances:

Clara: Personal manager of Deirdre, the alerion handles public relations and Deirdre's social media accounts while also acting as a main point of contact. Though the two can be exasperated with each other at times, their relationship has developed into a strong friendship.

Ophelia: Deirdre's one companion who has survived all those years. Though it is hard to see her as a complete friend due to her fae nature, Ophelia has undoubtedly saved Deirdre's life several times. Holds an ambition to become a fairy queen, one which she seems to be closer to realizing than ever after thousands of years striving for it.

Dr. Rallis: A therapist that Deirdre has gone to multiple times. The treant has been the only therapist who is able to truly grasp some of her struggles.

Amina's Group: Consisting of Amina, Dan, Kiran, Rowan, and Aya. A group of adventurers in the modern age trying to revive a profession that has fallen by the wayside. They have social media accounts and post content with varying results. Their recent heroics in Sumeri however has earned them some acclaim.

Sumeri:

Fatoumata Jatau: Leader of the Demon Hunters in Nokoyo. She is a stern, sharp miu that has so far been able to root out cultists without hurting innocents in the process. Wields a rifle with a small blade attached. Likes to dress up. Is on leave after the incident in Sumeri.

Amin: A paladin accompanying Fatoumata. In combat, he is a deadly machine fighting only with his fists. Outside, he is a relaxed man with a sense of humor and fondness for sweet things.

Jasiri: Lead technician employed by the Light in Sumeri. She's a cheery and friendly individual excited to see new things, contrasting sharply with her two childhood friends in Amin and Fatoumata.

The Good Cauldron: A private magical services business run by Iyanu the alchemist, Lolade the fortune teller, and a third unnamed member. They are somewhat fraudulent and often scam people, but they do have some real abilities. Carmun, real name Nneka Chidozie, betrayed them as a hidden cultist.

Noor Maamoun: An Advocate with the rank of Quaestor, she requested to be assigned to Nokoyo to root out the cultists who killed her sister. Though she is a strong believer in the Advocate's purpose and values, she seems to have a softer touch than most of her fellows.

Eze: A cleric Deirdre met on the airship to Nokoyo. A quiet but devout man, he participated in the missions to root out the demonic cult conspiracy in Sumeri.

Vragzag:

Grog: A former member of the Doom Commandos. He is an old orc now in retirement, but age hasn't dimmed his wit—or his perceptiveness. Husband of Yaza.

Yaza: A former member of the Doom Commandos. She is an old ogre who teaches PE and coaches sports teams at her school. Wife of Grog.

Kelraz: A former member of the Doom Commandos. The troll is a high-ranking official in the Vragzag government.

Kinga: A former member of the Doom Commandos. The alerion works for the Vragzag government, specifically its treasury.

Avista:

Cardinal Charles Edwards: An ambitious merman, he is a fervent believer of the Light and seeks to replace the Archbishop with himself.

Tarshish:

Druid Azalea: The romantic partner of the Pedra Moura. She is a druid part of one of the largest and most important forests in Tarshish who joined Beatrice both out of a desire to help and worry for her girlfriend.

Zhonghua:

Bai Xiaoqian: A kitsune, or huren, born in Zhonghua. She is a major influencer and community icon who has aided Yashiman refugees adjust to her home along with her family.

Wilwatikta:

Budi: An extremely famous batu celebrity who is viewed as the father of pop music in Wilwatikta. Has a complex relationship with his fame and several of his peers, and a strange fondness for Yashima.

Manasa: A naga Deirdre briefly encountered who delivered the news of Wilwatikta most probably vetoing the proposal to aid Yashima. Though Deirdre knows not of her and Budi's relationship and her role in all this, Manasa didn't make a good impression on her.

United Peoples:

Archie: A merman who claims to have worked as an intelligence and peacekeeping operative for the UP before starting his grand initiative. Is a strong believer in international cooperation and supporter of the idea of the UP, if not its current state.

"Jellyfish": Having only read his file, Deirdre knows him only as a mysterious former Avistan operative with skills in many different areas.

Paragon: Willow Mallory is a Paragon of the Light with an unusual patron in the Beholder, a traditionally dark and evil god. She is known to have strong opinions that she frequently takes action on and is skeptical of the team she's joined.

Alloy and Shift: Two geniuses overshadowed by the grab for Yashima's escaping talent. Deirdre has only read their file, but they seem like a colorful duo.

Omen: Deirdre has only read their file, but his abilities are intriguing, if a bit worrying.

La Encantada: The most recent Pedra Moura. An extremely powerful magician that Deirdre has witnessed utterly destroy four fifths of a monstrous whale enhanced by whatever fell energies the Demiurge gave it. From what few interactions Deirdre has had with her, she seems like an eccentric and unpredictable person.

International Organizations:

Unknown WATCH Director: A critical voice that nevertheless threw their support behind Deirdre in her bid to help Yashima

Archmage Drosselmeyer: An unsettling mage researching immortality that sits on the Magi Society's council. They seem to have implanted their soul and essence in a doll body and struggle with the effects of that.

Lumen Corp:

Ohm Meitner: The Current CEO of Lumen Corp. He seems flippant and carefree, an out of touch rich alerion, but there is an undeniable sharpness to him. Ohm seems to have a complex relationship with his mother however.

Joule Meitner: The former CEO and founder of Lumen Corp who discovered the secrets to Lumen. Deirdre once helped her but didn't stick around for long. From what she remembered, she was a serious and strict woman. Joule seems to not have forgotten her however and threw her weight around to make sure Lumen Corp supports Deirdre.

Sroz Vaald: The goblin representative of Lumen Corp sent on the Yashiman expedition to represent their interests. Acts like a funny old man, but Deirdre suspects that there is a reason why he was chosen for this.

Yashima:

Aoki Junko: The dutiful but worn down leader of the YRRA. She has devoted much of her life to see aid rendered to the refugees and her lost homeland but only succeeded with the former. Desperate, she longed to see her brother once again and fulfill her promise.

Nishikawa Akira: Junko's second in the YRRA, it's obvious that he has a criminal past. Junko doesn't seem to care though, and the two have come together after going through several difficult ordeals and struggles.

Sanada Tomoko: The Administrator of Tsukishima. She is a brilliant mind, especially in robotics and related fields, who seeks the restoration of Yashima and the bright future it once blazed towards. Tomoko however seems to have little experience with leadership, especially with the more delicate and interpersonal parts to it. Her views on magic are complicated, and she at times feels as if she just barely holding something back from overwhelming her.

Sasaki Riko: The personal enforcer and bodyguard of the Administrator, and the most powerful of them all. Lacks a filter at times and has a strange grasp on societal norms, but is a deeply loyal and focused follower to Tomoko.

Aoki Junpei: Captain of a ADF(Anomalous Defense Force) Squadron, and probably the most influential one of them all. Brother of Aoki Junko, and rumored to be immune to the Yamikiri's corruptive effects.

Furukawa ?: An old mokujin lady with a dim view of the current state of Tsukishima's populace. She has in her care an Automata and young Anomaly.

Furukawa Jiro: An Automata, an artificial construct who has gained a spark of independent will. Is bashful and uncertain of himself, but is fiercely protective and fussy over Kiyoko.

Furukawa Kiyoko:
An Anomaly who changed when she was very young. Is still young and ignorant of much of the world, but is more observant than she lets on.

? Etsuko: An eager kappa scientist and technician, she seems easily excitable and curious.

Dr. Iwamoto Daichi: An easily irritable, but not necessarily cruel scientist heading one of the research departments in the Administration Headquarters. He is often seen as someone who likes to jump to conclusions, though at times he seems to be more right than not.

Fushimi Fumi: The Gūji of the miko and faith in Tsukishima, and presumably, Yashima. Takes good care of her appearance and shoulders the duty of maintaining the few non-Administration sanctuaries in Tsukishima seriously. Has a distaste for the Light and its adherents but keeps it in check. Is painfully aware of how insufficient her miko are, no matter how hard they try.

Enemies:

Caorthannach: A demon candidate who has long terrorized the elves. Domains in Calamity, Disaster, and to a small extent Change. Though long seen as a dangerous adversary, she never quite seemed to make the final leap to become a demon lord despite her intelligence and capability. Perhaps, in a way, she lacks the absurd mentality a demon must have to ascend.

Safa: Deirdre and others theorize she was the cult leader that subverted the President. Dangerously intelligent and capable, she in a way caused more destruction and death than the Caorthannach and still runs free, if wounded.

Musa Jatau: The former President of the Wazobia region. He was a popular figure and held up as a shining example of what a politician should be. For a time, that was genuine, at least according to Fatoumata. The old miu slowly grew more disillusioned and bitter however when many of his initiatives failed, becoming vulnerable to being subverted. Still alive, but in extensive care in a guarded facility.

Weight of the Past:

The Hurricane: A historical and mythical figure both who stole from the rich and gave to the poor, sometimes also called "Robin Hood" for always wearing a hood and resembling a robin. An annoying bird with bad jokes to Deirdre. She misses her. Gave her bow to Deirdre on her deathbed, trusting that it will never be in wicked hands.

Commander Nasrin: Commander of the Third and Last Crusade, Demonbane, and Hero of Orbis. A surprisingly relaxed individual with many romantic trysts and an inclination towards completing various side missions. Drove back the demons from the northern front, easily killed the Caorthannach, and defeated the demon lords gathered in the southern front. Had mixed success developing her own city after the Crusades.

Captain Ronan: Deirdre's captain in the Verdant Company. A powerful warrior and charismatic leader both, the elf fell just before the stalemate period of the Crusades to allow the rest of the company to retreat.

Mateo: A lacerta wizard who was Deirdre's longtime companion in the Crusades. Snarky, sarcastic, and bitter, he nevertheless cared deeply for those around him and sought to do his part. Had an almost careless relationship with magic that allowed him to accomplish feats that more educated magicians could not perform.

Abiona: Deirdre's adopted miu daughter who she saved from overly zealous crusaders. She was the elf's little stalker for a while before asking her to be taught archery and other skills. Deirdre weaved a cloak and spent a long time crafting a bow for her, stating that no ward of hers was going to receive shoddy mortal craftsmanship. Traveled together for a long time until Abiona settled down due to old age. Deirdre was present for her funeral.

Archbishop Ismael: Deirdre answered his call for peoples of all faiths to come to the Great Council in Tarshish. Ismael was very interested to learn of the elven pantheon and their religious practices, and bid her join him during the council after their first few meetings. At the end, he gave her a token of his esteem and asked if she would accompany him further to spread the word. She accepted.

President of Vragzag: A boisterous and outspoken orc who was deeply involved in maintaining the fighting spirit of his nation against the Tarshish invasion in the World War. Although Deirdre didn't meet him very often, he appreciated her efforts and awarded her with all the honors he could possibly throw at her.

Captain Shel: A widely celebrated military hero of Vragzag and leader of the Doom Commandos. Deirdre always felt there was something odd about Captain Shel in how the soldier seemed to always know the best plan, approach, or words to say at any given time but was stoic otherwise. Still, out of the many leaders she has followed, Deirdre would count Shel as one of the most reliable.
 
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