Abyss Lore
"In the valley of Writ that all clamor as the pinnacle of fables, the written word presides supreme over the scorch of born bone and marrow from flesh so narrow..."
Writ is the magical literary force that controls the destiny of everyone in Abyssal. Everyone with it is considered a proper Writizen. Writ guides an individual, it molds and carries them along life and unconsciously instills them with their purpose.
Feralbornes are those without Writ, they’re seen as uncivilized savages and outlaws merely by the nature of their very existence. Writizens fear them and see them as a danger to their society. As they lack a story or the specialization that comes with Writ, they’re said to lack the joy of imagination or ability to work within society properly. Every perception of them is dull, banal, brutish, unable to participate in metaphor or smile among the rites of life. One can easily distinguish a feralborn by their oft literalness and vicious nature- a Feralborne child for instance is unlikely to play nicely in a game of hopscotch as she is to eat the chalk and disregard the patterns on the floor. Courts and penalties charge Feralborne much more harshly than regular Writizens. Feralborn children receive 0 education, and are seen as mere animals. This does not mean that they cannot learn, but rather they are taught to live through instinct rather than theory. They are seen as a danger to society, so they receive less civil protection than regular people. They’re taught to think, but to think only on the base level of survival. All jobs given to them are medial- hard labor, factory work, farm hands, occasionally even tavern wrenches or bodyguards. They’re taught the value of money, that hard work is rewarded, that honor should be earned by strength and reputation only. Feralborns are taught to live in the present moment, to be aware of where they stand and to be the first to change their positions. They are taught that they are violent, to be aggressive, and to be aggressive until they are successful. It is their nature to be the aggressor, rather than the victim in Feralborne custom. To participate in any honor that isn’t related to the linear- strength, authority, devoting to superiors and exhibiting loyalty, is seen as a frivolous and foolish game, the fooly of Writizens. Beastfolk are stereotyped as mostly Feralborne, although those with Writ do exist, and humans can of course possess Writ or Writless. Feralborne language possesses a flat affect, not monotone but lacking in wordplay, poetry, prose, humor or distinctiveness- it is seen as quite prosaic. The only expression exhibited is typically aggression, bitterness and wry mockery. To the Feralborne, religions and beliefs typically revolve around Darwinian principles and accepting one’s limitations, i.e. strength determines one’s life, not fate. In order to live they must fight, endure, and survive. They have no concept of living in a society or living a life of peace and acceptance, their only focus is survival, self preservation and reproduction. One’s purpose is to survive, to stay alive and fight in times of need. Many of the Feralborn are seen as very primitive and uncivilized, as their society lacks a proper understanding of civilization. They oft believe that they are above the law, because of their beastistic nature, and are stereotyped as savages and criminals. The Feralborne also occasionally worship nature- this is how it has always been, so it is considered natural. They view life as being a series of wars and battles. They view all lifeforms as being unequal, even their among own. This is why they do not recognize Writ, even though some do, if only as a form of malicious and hateful sorcery. For the most part, Feralborne have been excluded from Writcademia schools.
Nightmore Academy teaches maidens, mistresses, monsters and monsieurs. The school has a daytrack and a night track, which correspond heavily to heroism and villainy. It’s 4 dorms are behind a waterfall, in the cliffside castle itself, over in the woods and deep underground below itself. It is lead by Writmistress or ‘Witress’ Midnight. One of several Writcademia schools in Abyssal, the school specializes in teaching it’s students to follow ‘their own special stories’ and become the best characters Writ can be. The 14 Grades of Writ are taught, along with numerous extracurricular topics and workshops. Some day-time classes include, but aren't limited to, biology, anatomy, art, dance, fashion design, etiquette, cooking, history, literature, math, physics, sewing, and study skills.
It is also rumored that The Academy and the Castle is built on enchanted soil. On one side is a lively garden, used mostly by day students, on the other is a graveyard where the night students hang out. Midnight’s school-yard is a very beautiful, yet spooky and eerie place. It is decorated by the students and a bit more. The school is also host to several ghosts, many of which are teachers. With the 14 main classes divided by the ‘house’ system, the first 8 are taught during the day and the 5 latter at night. The symmetry of age old 'Pure vs Wicked' taught students is not a perfect 1-to-1 with the day-night system, many going in the opposite houses and schedules. Extracurricular classes also go day and night. Classrooms, cafeterias, greenhouses and even bathrooms are full of bookshelves. The school’s schedule is very, very strict. Morning classes start at 8am, while the nighttime classes begin at 6pm. The students are divided into three categories, ‘Pure’, ‘Wicked’ and ‘Sullen’. Sullen itself finds itself rooted into two camps, "Inbetweeners" and "Troublemakers", seen as the softer binary between Pure and Wicked students, Inbetweeners seen as benevolent rogues and heroines, with Troublemakers seen as tricksters and anti-heroes. The Pure and the Wicked have each their own hall, cafeteria, greenhouses, classroom and toilets. Sullen students are expected to use the facilities of the other two. The Pure and the Wicked live on two sides of the school in separate dorms. As the sun sets, the world transforms to a dangerous, dark place, and the castle's layout itself changes to match the day/night shift. This can be explained by the "Eidola" which is a phantom-like basilisk creature that alters matter as it moves and transposes itself over the school.
In order to become a Writmistress, students must become "Writicians" through 4 year long courses, followed by a minimum year of teaching, and then 4 more years of advanced classes usually.
The Feralborne dormitory pit. It is located below the cliffs, deep below the rest of the school, this area is known as The Cove. The Cove is the ‘dorm’ of those without Writ who attend the school, the Feralborne. They are neither villain nor hero, daytrack nor nighttrack. The Feralborne are looked at with distain and distrust by those of the school, and excluded from the other groups. There are four staff houses in Nightmore Academy and the Castle; Pegasus, House drake, Manticore, and Wolfhouse. These 4 are for Pure, for Wicked, for the Sullen and Feralborne staff and alumni respectively with their own living quarters, lounges, facilities and private work offices.
The Grand Master is the co-leader of Midnight Academy who oversees night operations, and the highest-level position next to Mistress Midnight. It is typically held by a male or a villain. The rules state that one formal difference can be allowed, or both but never neither, i.e. the Writ Mistress and Grand Master can never be both female heroines or male villains. There is always a binary operation.
The Trickheart and The Stormseeker are the two representatives for the Sullen and Feralborne Cove students, although they don’t possess the same leverage or responsibilities as the two co-leaders. Their position is often more ceremonial, although the Stormseeker crown has been known to be a source of bitter conflict and infighting among Feralborne students.
There are 4 types of pure writicians: the Pure Writer, the wise Scholar, the Sacred Knight and the Holy Sage. All 4 are qualified to teach at various levels within Writcademia academies.
The Pure Writer writes in and narrates a story in the world of their own plot. Pure meaning "without an ego", usually teach selfless character, praising the type who does everything to help others and never has any selfishness. They study archetypes and teach the proper personalities, morality and behavior befitting for a hero a villain.
The Wise Scholar is a pure writer who is often of a genius level and is good at all academic fields. They write about not characters as discrete stories but rather a part of settings, realities, narratives and symbolic chains of logic. They can be seen as historians for stories rather than storytellers, and will also know encyclopedic details of plots, taking all factors into account.
The Sacred Knight praises heroic tales of who use their own skills to take down evil and protect the pure. Their teaching is often related to law and order, civic society, capital punishment, ethics, justice, battlefield logistics, utilitarian study and morality law. Feralborne tend to be attracted to Pure Knight Writicians.
The Holy Sage is a scholar who is usually wise, very calm, quiet, cool-headed and always very perceptive. This category is more about study of stories, mythology, artifacts, mysticism, philosophy, tradition, and archetypes rather than character psychology. Their field is often related to magic and alchemy. Lessons are typically systematic and methodical. They are a favored type of teacher to the Sullen crowd.
The ultimate goal of Nightmore Academy, as with any Writcademia is to raise their students for the roles that Writ assigns them in their stories someday. Writ plays the ultimate arbitor of classification and success, failure and even punishment within Nightmore. Writ is a requirement to enter in almost all cases- the few exceptions are those exempt as ‘Nova Wilde’, or new and rich Feralborne that have historically bucked trends and achieved a modicum of wealth and success in society. These applicants, although vetted critically, can become participants as Cove house students. For all others, a dosage of Writ is required via the Lunatherite Synthesis process. Punishments are routinely dealt by the extraction and removal of dosed Writ from the students who misbehave. The ultimate disciplinary act in the academy’s disposal is complete erasure of all Writ in the student’s body, effectively relegating them as a Feralborne.
Fairies, are fairtakers and guardians of Writ. They exist to bestow blessing of Writ for those that are good, and even those that are sufficiently wicked to ensure Abyssal, the world of stories continues running smoothly. Fairydom is divided into 5 levels, lead by The High Fairy to Fairy Low, and 3 Fairtakers inbetween. Each fairy has a different level of power and are only ever used in certain circumstance, such as the ability to alter stories and nature for the inhabitants of the Abyss.
The Fairy Low are more basic and work on the same principle as normal fairykind. They are also more in touch with the common folk and in reality, their level of power is more the actual reality than the other classes. The Fairy High are more powerful and more magical and don’t usually leave the Celestius Realm and are more of an elite group, they work with the Fairy Lord, Magenta. Their area of expertise is of individuals with remarkably high concentrations of writ, marked for great destinies and grand narratives along their stories. Promotion into the Fairy High is decided by the White Hat Council by a minimal 5/8 vote, and pending Lord Magenta’s stamped approval. The Fairy Fairtakers are the lowest ranked in fairy society among the Celestium, and serve as mostly assistants, secretaries, bookkeepers and low-level services. A fairtaker needs years of training before they’re allowed their first story-case for any single individual.
There are fairies assigned to each region. The fairies are divided by color, red, white, blue and green. The colour codes may be switched along with all those assigned to that region every centennial Celestius Festivium.
Celestius is the society that the surface calls ‘Heavenly Controllers.’ In a vast island-palace far above the realm of ordinary folks, Celestium houses the Fairy Low and High who maintain the balance of all stories in Abyssal. The closest to writ itself, they are overseen by the 7 Archons who guard the holy astral palace of Shion-C, whose writings perpetuate both the Wheel of Ode and continue to give the White Hats of the Fairy High instructions. The isle’s vast outer surface and perimeter is occupied by the Fairy Low, including all villages, streets and settlements, and habitats. The tall inner sanctum of 4 towers lay on each corner, they ascend vertically, connecting a single X-shaped bridge from which the astral palace sits in the middle. The Fairy High work within these 4 pillar-towers, forming the Ministry of Love, the Ministry of Word, the Ministry of Voice and the Ministry of Time.
Every indescribable word of Writ and it’s enigmatic forces are overseen by the White Hat’s bureaucracy. They work endlessly ensuring the role of mortals and Writizens is well guided across the Abyssal Cosmos, and have been ever since the rule of Shion-C began at the beginning of time.
Underwood is on the uppermost layer and surrounds all four corners, it is populated by mostly Feralebornes and is predominantly dense forests and caverns. It connects into the Nightscape through its grottos, fissures and intermediary layers, many of which float in the dark below with massive connected vines and debris leading into the wastelands below where the sun doesn’t reach.
Heliography Valley, a mountainous, cliff-filled region that specializes in training people with strong writing ability and teaching them to do so. The monks and tribal clans there study and meditate on Writ, seeing it as able to bring answers to all life’s ailments and provide proper guidance to them.
The Naught and Naught landers exist in the underbelly of Abyssal, in their own horrorscape, also called the Nightscape, a layer underneath Abyssal’s lands in the depths of its core. A terrible, horrible land full of violent, mutated and scarred fiends. The land is crooned with thorny vines, brackish dirt and murky dark grey skies forming a dome overhead. It carries a close relationship with Covenside and Cuddleside. The land is ruled by anarchy and fiends, who hunt the zombified corpses of the dearly departed who fall below. Dark cathedrals occasionally dart the landscape, where a festive savage party is oft held. Losfester is the land’s capital, existing as a dense dark city made up of thousands of interconnected cathedrals with endless rooms and tunnels within, existing as a labyrinthine fortress. The fiends of this land live alongside the revenant who wander the planes. They are not Feralborne, having been born horrific and otherly-natured in appearance and character.
Citizenship Corner is the commission that helps assign a low-level of Writ to ordinary residents. They allow peaceful roles, from bartenders, to farmers and crop growers to programming saloons and cleaning staff.
Covenside, the society of Witchgrade practitioners. It's a community of magic and witchcraft. It's a place where you find anything. A place where everything is known.
Cuddleside, a community of magical, colorful creatures whose abilities are related to the ability of language. Cuddleside is generally a pleasant place, though it is known for its many witch-like sects that plague the region. Cuddlezins are typically carriers of Writ charms rather than Writ themselves. They have a special bond they call ‘The Oath of Lollygag’, where one of them permanently pledges loyalty and friendship with a fledging Writizen, thereby agreeing to be their accomplice for life. Cuddlezins aren’t known to be especially bright or straightforward, but they typically make up for it in assorted tricks, luck and magical abilities that can prove a boon for those they pledged with.
They’ve been known to face the risk of traders and blackmarket kidnappers, often sold or traded to the highest bidders like a rare exotic acquisition.
Purple Prosaic is the condition of being overwhelmed by the influence of Writ. In it’s density and effect, those affected by it can find their egoic nature built to unhealthy extremes, causing them to develop destructive behavior. Often it can even change their role and slide them into villainy. It is the telltale sign of the saying "Too much of a good thing." The intensity of Writ can often be pleasurable and intoxicating, allowing the user's to take greater risks, feel highs on the fortune and protection that Writ brings and get sucked into the whirlpool of narrative confidence. Because Writ is effectively "blind of moral signifiers", it ventures neither towards good or evil but is indifferent towards both, affecting those who integrate into it's literary field as 'more them inside than even themselves', which tends to become interpreted along exaggerated extremes. For instance a cobbler women who uses Writ might meet miraculous outputs with their craft and be found by eccentric figures in turn, but these fortunate circumstances when turned up to sufficient intensity can become hazardous; i.e., the cobbler may begin turning other live people into shoes to increase productivity, or be found by a great villain, corrupted and made to craft boots for them. Purple Prosaic gives feelings of power and elation, but erodes moral decision making or ethical self-limits. Just as Writ causes order to gravitate out of chaos, a full on Singularity of it's effects can tear up the stability the world enjoys.
Most Writcademia's are quite aware of the issue of Writ over-dosing, and Purple Prosiac is a tangible concern for them to manage. Nightmore Academy keeps a platinum apple in a glass case within the top tower of the school, the peak icon of Writ's blessing and passively uses it to generate literary energy for the school. To consume this school's source of power would be, as described by some students as "Bad. Pretty bad. Like, summon the dark lord kind of bad." The conditions of Purple Prosaic effecting the Writful have leant much ammo to those arguing out of favor of Writ and against it's dominance over Abyssal society, pointing to it and claiming the true nature of Writ is volatile and dangerous in how it interfaces with the natural workings of everyday life in it's most banal simplicities. Feralbornes who question the system, oft see Purple'd individuals as little different than themselves, wild and free, and don't miss the hypocrisy innate to Writ. It's even made many criticics curious about the chaos that could erupt if writ is somehow destroyed or undone.
House of Malice is the organization who sees the Prosaic as choice for ruling society. It disguises itself as a treatment asylum for those affected, but in actuality seeks to recruit promising individuals into its ranks. They believe themselves to be superior and practically worship Writ.
Silvertine and the Silver House, those affected not by Writ but by Curses. The effect is oft similar to those overdosed on Prosiac, but Silvertine individuals are deemed more refined, dignified and skillful than their Purple counterparts. Typically hunters, assassins and able to fill expert-level qualifications, from their leaders down to their chefs and maids. The Silverhouse keeps close ties with the House of Malice, who finds their services amicable.
Wreathies are magical creatures and supernatural entities overdosed on Writ. Purple Prosaic maddened and empowered, they are known to be resilient and enchanted to a formidable extent.
Thornies are magical creatures and ghoulish supernatural entities from The Naught, who are seen as somewhat docile or reformed then other Naught counterparts. They often live among the citizenry and live quieter peaceful lives, but still get discriminated against and grouped in with Feralborne even at their best.
The Great Voice the voice of Writ. The only being capable of summoning Writ from the abyss. The Great Voice is also the patron of Narrasytes. It is a living legend among the people of Abyssal. Known a large portion of the populace, its voice shapes even other voices within every domain.
Narrasytes and Xylogrades are higher order beings that roam Abyssal.
Xylogrades are an order of opportunists with the ability to hear narrators and the psychic fields of Writ blessing and enabling others, like threads of energy circulating around all things. Many of them possess Storybook Eyes, allowing them to sort through the entire text past-and-future through text floating over others, simply by being exposed to their name and physical presence. They also can embed desirability and special properties into living objects.
Narrasytes are capricious entities that have control over ‘Narra’, allowing them to revoke the agency of others and control their stories, and even their thoughts. Narra is the substance of Narrasytes. When Narra runs out, it’s like when the fuel tank of a car runs dry, the car will cease to function. This results in ‘incidents’ that typically terminate either the Narrasyte or subject drained. Writ acts independently of Narra- a strong and dense enough concentrated Writ can give one immunity to drained Narra. Narrasytes need Narra to ‘speak’ over others however, and only in speaking they’re able to drain more of it, thus making them parasites of reality. With no physical presence, they can be thought of as abstract and intangible creatures that are a symbol for the idea of Narra itself, they are seen as a great manipulator of human actions. A Narrastye can inhabit a physical form or body, but when it’s destroyed they return into the abstract.
The Order of the Book. The Book Order is a group of heroes that work together on and as a team to combat Writ's chosen evils. They are a coalition of heroic individuals who have graduated from Writcademia, the most notable of the Book Order are the Witchmaster, The Xylo Blackmark, The Keeper of the Book, The Under Queen, Black Knight, and the White Dragon of the Templars, a group of six who are revered. The six of them are often thought to be chosen by the Great Voice itself, and lead by a 7th member who went missing.
Lunatherezies are a species of slug-like creatures that dwell in Underwood. Their bodies are covered in a strong acid that allows them to easily melt in hot-springs and other bodies of water. One of the few species that thrive in Writ Valley. Their bodies are coated in a thick, viscous and protective purple mucus, giving them the “Shape of a horse-sized, 6 legged slug.” They are regularly used in Writcademia to apply or remove concentrations of Writ from subjects.
The 4 Cardinal Corners are the territorial claims of the highest ranking clans of Abyssal, belonging to Crimson Garnet, Pale Horse, Sunbeam and Whitebay. Forming the four Cardinal systems are these clans, all with their own kingdoms on the outskirts of Abyssal beyond Heliography Valley.
Crimson Garnet: Ruled by the red Empress, Cherri Pie. A land that was once stricken by endless hunger and now knows more bountiful food than they can ever imagine. Fed entirely by massive tree stalks that nurture the soil, without which would fall into starvation. Crimson Garnet houses Nightfall Sorcerie, the villain society and Momento academy for the wicked. The kingdom hosts theater, playwright and novelist contests bi-annually.
Pale Horse: A lush Meadow that is home to a myriad of fruit trees. Rich in history and culture. It is inhabited by a race of wild horse-like creatures that live peacefully with humans and various beast races. Feralbornes are welcomed and not looked down upon in this kingdom. The Empress, Icecream is a pale princess that has never left the royal castle and rarely ventures into the lands of the other clans, due to being encased in crystal. The community thus takes turns ruling the land each week, giving the crown to whoever’s turn it is next by sharing her crown and being enblessened by ‘Icecream’s’ wisdom and stoic personality. The land is known for its immense mystical fables and densely exotic mythology of deep renown.
Sunbeam: A rocky land full of cliffside cathedrals and vine-jungles. Ruled by Queen Gorgon Bonbon and her family, they were once as proud and brave as they are now, but Gorgon’s insistence of bringing all of Abyssal under her control has been felt by many who are against this idea. The land of Sunbeam, with their proud and determined society is known to be a haven for artists and writers, while working hard to spread a more positive aura of culture and understanding of the world around them. Most of the citizens are various magical creatures, many aquatic. The kingdom is the largest of the four, and many of its principalities are run by various villains and royal underlings. Sunbeam houses countless cafes, lit shops, coffee houses and even notable cinema guilds.
Whitebay: A land where the waters flow upwards and the land is covered in pure white crystals, checkered tiled ground and wonderous enchanted forest. The empress CrΓ¨me, fell into a coma after the pages in her Recipe Book were defaced, and her two grown children Ms. and Mr. Vanilla (Van and Vannie), in crisp business suits run the land in her stead. They are often mistaken for a married couple. Vannie’s daughter Memia has been known to utilize Lightgrade to create colorful and spirited juvenile animations for the inhabitants of Whitebay.
The 14 Grades:
1)Fawngrade – The ability to use Writ for self-enhancement and physical invulnerability based off emotion and temperament. The abilities increases strength and resilience when the user is calm, while fear or over-excitement weaken them.
2)Luxgrade – Writ abilities that can summon forth blessings and catastrophes but require artifacts and luck-based activations. I.e. dice, card suites, poker chips, spinners. The style of these spells and hexes are dependent on the user’s fortune, and usually come with continuous penalties attached per failure to activate. Luxgrade users, while undeniably potent and effective, are gamblers who leave everything to chance.
3)Archgrade – Magic that conjures up powerful alchemy. Trainees often learn their periodic tables and physics early, and acquire control over such forces as heat, friction, torque, electromagnetic force and molecular manipulation, becoming masters of matter.
4)Sacregrade – The Writ-intensive study of magical powers based on texts from holy books. Scholars and literary experts maximize spells by repeating and memorizing ancient scripture, and reading verses in rapid succession.
5)Charagrade – The concentrated practice of reaching to avatars outside of reality from which one can channel power, form and even mentality through. These avatars are said to be drawn from outside of reality itself and drawing from them allows individuals to gain their powers. Knowledge of that entity is required in training, in the deepest psychological sense. These avatars are often adapted from books, films, folklore, novels, plays and various fictional sources.
6)Cursegrade – The specialization of using self-inflicted curses for enhanced blessings. Users often find themselves blind, mute or deaf, disabled in limbs, struck with selective amnesia or in worse cases struck with terrible pain. The blessings are usually wholly story-breaking precepts.
7)Lunagrade – The magic to conjure from dreams and nightmares into reality, by enhancing one’s memory and discerning the meaning of their dreams, aswell as facing their past shames and regrets. Lunagrade users draw their power from Grahim, goddess of life and death and mentally must take a dream-quest into the land of the deceased. Powerful Lunagrade can also access the deepest dreams of others.
8)Mythgrade – The capability to summon mythical creatures and cryptids and summon them as familiars, train them and put their strength towards following simple commands in tactical goals for the summoner.
9)Kamagrade – A series of writ-based magical enhancements that come purely from social interactions and friendships. The bigger the groups the individual has befriended, and the closer proximity, the more powerful the enhancement. The particular type of friends also modify the nature of the enhancement required.
The “Nightgrades”, considered stereotypical the Writ studies of villains and wicked individuals.
10)Biograde – A science heavy study of writ’s bioengineering principles to modify flesh. User’s oft learn body horror mutations, spend time in labs tinkering with machines and test tubes and carry the boundary of life and death to its farthest limits. Not for those faint of heart or strong of sanity. The cursed enhancements typically used under Biograde require the consumption and integration of body mass- additional eyeballs, injected serums, newly attached limbs, and so on.
11)Inkgrade – Utilization of enhanced magic by inking and tattooing runes on one’s own body, allowing for permanent usage, abit with limited precious space across one’s surface. Allegiance or loyalty to a specific source is required for every tattoo to properly grant the user an ability, and there is no limit to the number of abilities gained so long as no tattoos overlap.
12)Witch-grade is a magical ability possessed by all mages, the ability to bend reality through the application of Writ, but at higher levels, it can be used to alter time, space, and even the very very laws of nature. When a mage masters more than Witch-grade, he or she may learn to apply magic to use the raw power of nature to fuel his other abilities. At this point, black magic becomes a very powerful, lethal force.
13)Karmagrade – Writ’s blessing when specialized on obtaining powers thru good or bad deeds. For instance, helping a farm for a month and winning a county fair enabling a power to grow vegetables, while bringing down a heroic knighthouse grants the scales and fire of a dragon. Powers are randomized, often minor but permanent and consistently limitless so long as the individual completes further quests. The greater the impact of the deed and difficulty scope of the quest, the greater the ability granted. Karmagrade is learned by both those seeking heroic and villainous paths alike.
14)Emperorgrade – A Writ blessing specialization that empowers one based on lies. Convincing others you have a certain power and maintaining that illusion will enable the user to acquire it for real. The downside is if rumors of weaknesses or some gossip spreads, that too will affect the user. This effect can even change them dramatically when truth slips out of reach.
Eraserheads - Bullets with specialized rifle guns designed to disable Writ in the target. Those hit by it will lose their status as ‘main characters’ in their own lives and become something like a background character or NPC without agency. However sufficient enhancements can blunt or completely nullify the effect of their erasure.
Lord Valmont – The taker of tears, the tyrant of terror, the personification of nightmares, the durge from the Nightscape. Lord Valmont is one of the great lords of Nightscape, ruling his own castle atop Losfester, the halls and volume within leading into its immense veins and labyrinthine layers. The Naught Fiends of the Nightscape perceive Lord Valmont as a dignitary, a representative from the overside of Abyssal who represents them for the villains and vice versa within his own domain. His castle, Hel Gatos is a neutral space in the Nightscape, and inside he keeps his affairs tidy in order, no fighting is permitted. Lord Valmot, being a cold and aristocratic sort keeps cordial relations with Nightfall Sorcerie. He is the vampire headmaster of The Bloodshine Brickhouse.
More of a private tutorage for villains and some Feralborne, the BB is a Writcademia within the channels between the Nightscape and overside, roughly adjacent to Nightfall
Cindigree Valmont is the daughter of Lord Valmont, a genius scientist who specializes in Biograde at the Bloodshine Brickhouse. She bares a long stitch horizontally over her forehead and paperwhite skin, black-and-red bloody makeup painted over her lips, two heart jewels encrusted below her wide always-dilated eyes, and a skull printed v-neck sweater beneath her white rubber labcoat. Multiple nails stab into the top of her head, appearing like hairpins almost. She is endlessly enraptured in her own dark experiments, tinkering endlessly in her lab. Her only leave of absence is once a month on ‘Hell mass’, in which she leaves for the lone cathedral of Hel Gato in a black victorian long-dress to pray to Shion-O.
Goreknight was once Lord Valmont's champion, a tyrant clad in slick obsidian armor with metallic wings, whose sorcery and powers were said to be unmatched in all of Abyss, even provoking the Shion siblings themselves. His appetite for carnage, savagery and sins would carve an empire of skulls from his victims, leaving only destruction in his wake for his lord. Said to be once an Over-Fiend himself from the oldest hordes and classifications of the Naught, his ancient origin was lost to time even among the fiends. He is the only Fiend ever known to use Writ. Some claimed he was a Paraknight that betrayed the Fairy High after Shion demoted him and fell from grace, damned to the deepest darkest parts of the Abyss from the Celestius he once served, others believed him to be the ma2nifestation of Writ's malice altogether summoned to take vengence. How he came to be loyal to Lord Valmont, none knew, but his service left the world shaking at his lord's boots. Goreknight inspired legions of Fiends to follow in his ghoulish footsteps to rise up against the overside of Abyssal, this following giving him numerous followers and distinguished minions himself. It was said that only the White Hat Palaknight leader herself in all her holyiness, Paradox managed to defeat him, after recieving power not only from the Shion Sisters to rewrite her own story but surviving the Trials of Hermes. Paradox captured Goreknight and set him to be executed atop the Astral palace, only for her own daughter to intervene and rescue the tyrannical avenger. The two had fallen in love. Paradox sent her other daughter to stop her sister, but ultimately she did not succeed, and for her failure the great Paradox banished her sibling to another world. The Knight and Fairy daughter in turn ran away to realm's unknown to her.
Bini is a small girl in Palaknight Paradox's protection. Very little is known about her. Her body tends to distort and glitch at times, and she never stops smiling.
Nyx – The gigantic cat-serpentine like guardian of the Nightfall ravines. She’s able to give rides and even advice for those passing but will attack when provoked or when one causes noticeable disruption in the Nightscape. Her reputation has earned her the nickname “Shion-O’s hellcat.”
Nightfall and the Nightfall Sorcerie - Nightfall is the pitchblack waterfall along the edge of the Underwood, appearing twice in opposed positions along the rim. It flows all the way to the Naughtlands. The western fall is guarded by the Silver house. The eastern fall houses a cavern down it’s rapids that contains the intercity complex of the Nightfall Sorcerie, a society dedicated to “Fighting against Writ’s dictations” and welcoming all walks of life, be they Naught, Feralborne, magical, human or from high standing. The organization believes individuals should control their own destiny and see Writ as a malevolent force holding the world in its contempt. The guild is also a refuge to those who have been persecuted for their beliefs, be it those who don’t want to serve the Lord Valmont, the 4 Empresses or those who don’t wish to live in the chaos and violence of the Naught.
Lemuel, an old man who acts as a caretaker to the academy. He works for the Nightfall Sorcery guild. An estranged friend to the Writmistress or ‘Witress’ of Nightmore, Mistress Midnight.
In the Abyss below is the Unwoven, laying above the underbelly of the world of stories, floating above center of the Nightscape far overtop Losfester. Only the most powerful villains live here, the deadliest creatures lurk within. The Naught fiends and abominations fear the Villain’s guild among the Unwoven, relying on Lord Valmont to be their representative and protector.
The Unwoven houses a carousel-shaped core, and within resides the ‘Night of the world’, where the most dangerous criminals and the strongest villains go. This is where the stories, written or unwritten, of the heroes and the villains begin, it is where Abyssal’s heart resides. This place is the center of night. The wishlands are the final sanctuary of the Abyss and where the Wheel of Ode exists and revolves in its core. The Wheel of Time has a unique design to it. The four Corners are carved into the four corners and the four parts of the wheel. Each corner is a different ‘colour’ of Writ; they are red, white, blue and green. Each corner has a different theme. There is a red corner filled with fire, where the Nightfall Sorcerie and the villains are. There is a white corner which houses a sea of stars and is connected to the Silver House. There is a blue corner, which holds a giant crystal of ice. The blue corner is where the Writmistress and her guards live. There is a green corner, which is the core of the Wheel and housing Wheel of Ode. The Wheel is carved into the wall, its shape is identical to the Carousel, and is managed by someone who takes on the title of the No-One. A giant tea-cup flows an ever-flowing stream into the wheel.
The Wheel of Ode must be maintained and continually spun at all times to allow it’s 8 channels to properly flow, or Writ will cease to function in Abyssal. The world will become a desolate wasteland not unlike the Naught, plunged into its depths before collapsing completely. The No-One must sacrifice their own story to use the power of Reaper's Oculus in order to see past all stories, allowing them to successfully operate the Wheel. The No-One possesses the voice of a legislator which can reassign rules and laws over how Writ itself is modified, di2stributed and handled across all of Abyss, possessing the Great Voice. The No-One who resides as the Great Voice is chosen only by Shion-O to watch the Wheel of Ode indefinitely.
The Order of Ode is a small monastery within, all of whom pray to the wheel and its patron dark deity, Shion-O, creator of the fiends and protector of the Nightscape.
The Lord of All, also known as Elthysius or The Great Lord Elthysium, in his pure form, is a monstrous creature. He is a massive serpent of black and silver scales with the face of a young man, with golden eyes. He is the highest-ranking figure of the Abyss’s underbelly and is a deity or god, a being of immense power and stature. It is from his body that Lord Valmont's power is derived. Whom he considers his son. The 4 Empresses are the supreme being's four hands of hell, and abide by his wishes reluctantly. The only entity that Elthysium answers to is his Writ Mistress and Overling, Lord Shion-O.
Shion-O and Shion-C: Two mysterious godlike entities who perpetuate Writ itself in Abyssal, writing from opposite ends of the world. They have been said to be in conflict since time began, one side creates onto eternity, the other covets only destruction and to undo what her sister brings. The two remain in an eternal struggle between light and dark, day and night, both were rumoured to have recieved the title of 'Trickster Princess', but which is the actual Princess of Tricksters has been in dispute. Blessed from an entity known as The Binarium who went missing at the time of their creation, their words that transcend even the Writ itself. Shion-C writes from the Holy Astral Palace, from above guiding the White Hats of Celestius, and Shion-O is said to write from the vast dark of the Unwoven within the Nightscape, bringing fiends and horrors arisen. Shion-O is a god of chaos, an adventurous trickster being who applauds death in her stories, she is the source of cosmic strife and violence throughout the universe, the queen of the Colosseum. In her pen comes scorn for the world. Shion-C is a god of love and illumination, her heart beats kindly for all creations and covets their shelter, conjuring bliss with her words. Opposite yet identical twins, the two appear to have a sisterly duality- night and day, light and dark, hope and horror, creation and destruction, life and death. Their neverending writing forms what the world knows as ‘The Binary’, a dialectical force of constant action, reaction and attraction, akin to magnetic poles, conceived like a balance of scales. It is said the Wheel of Ode keeps their endless writing in stability, allowing neither’s maddened prose to overpower the other beyond reason.
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