The simplest way for a mortal to perceive the universe. Imagine a tree, with every branch representing a pantheon and each twig being an individual god. Split the trunk into nine sections by average temperature, with cold at the top and hot at the bottom and suddenly you start seeing how it all connects.
Five rivers flow around the tree, the Styx, Lethe, Acheron, Phlegethon, and Cocytus. These both carry and are made of souls as they travel from one realm to another in an eternal cycle of death and reincarnation.
Moreso categories than they are individual realms, these determine the overall domain of the Gods that reside therein. From the bottom up, the realms are Death, War, Xenarch, Nature, Knowledge, Law, Oikos, Love, and Creation. Note that while a pantheon or God's territory might start in one realm, it can branch or extend across others.
The domain of Goam, the God Infinity, Revenge, Redemption, Resurrection, as well as the God of All Monsters. Although this includes Goam's home itself, a castle with infinite corridors and rooms filled with monsters taking shelter from the outside world and seeking redemption, it also includes the surrounding territories. Due to this realm's endless nature, it includes all manner of creatures, climates, and never-ending adventure. This is the realm that the Chronicle of Dorastir takes place in.
This is the domain of Poseidon, God of the Sea, Land, Earthquakes, Horses, and occasionally the underworld. While it has a landmass quite similar to the continent of Europe as you know it, the realm itself is far bigger and filled with smaller landmasses in the west. While it is perpetually in the Age of Sail, Poseidon's home is structured like a skyscraper from the early 1980s. According to the God himself, he sees the Age of Sail as the peak of oceanic exploration and interaction, while he sees faith and interactions with his worshipers as business transactions. This is the realm that the Hunter on the Waves story takes place in.
The domain of the Egyptian pantheon. Dominated by jungles and rolling sand dunes, Osiris is the current ruling body. While the individual Gods of this realm have their own domains, they are located within the whole of Duat. This realm is mentioned in various stories.
A domain ruled by Phobos and Deimos, the Gods of Fear and Dread respectively. Although it very closely resembles your world, there are some distinct differences. In regards to the archives, I focus on tales of one specific city in Europe known as Cerneria.
Magic factors into several stories throughout the world of shadows. There is a common misconception that it allows someone to do anything and everything, however there are actually significant limits, depending on a variety of factors from the wielder's own skill and knowledge, astronomical conditions, location, ambient magic, and what kind of magic they are trying to use. Magic is a natural energy that can be found in just about anything. Similar to the water cycle and other chemical transfer cycles, magic exists ambiently and transfers from one form to another before eventually returning to an ambient state. It can be drawn in, dispersed, blocked, or otherwise interacted with by those with the capability.
This is the most common form of magic. Some races and specific individuals are attuned to magical forces and are able to draw it out, either by pulling it from the world around them, drawing it from a physical source, or merely using their own internal flow. To them, this can be as easy as flexing a muscle and merely requires thought and concentration. It can be done on instinct, though the most powerful uses require years of study on magical theory and natural sciences. While Traditional Magic can use arcane symbols to better direct or control magic, these are derivatives of Runes and not technically qualified within that category.
Rather than manipulate the world through cause and effect, Runic Magic is capable of making changes to the world from the ground up. For example, Traditional Magic can be used to alter chemical compositions and energy to create a ball of fire. Contrarily, Runic Magic would utilize the building blocks of reality to simply say that a ball of fire exists in the desired area. While users of this magic are capable of accomplishing far greater feats, the knowledge of this magic is extraordinarily rare and prone to failure. For those who reside in worlds technologically advanced enough to utilize computers, you might think of this as editing the source code of reality itself.
Emergent magic is the least understood yet most prevalent form of magic, even occurring in worlds where other forms are unheard of. This form of magic can rarely be controlled directly and usually begins with natural happenstance. In this way, it "emerges" on its own. The leading theory is that, due to the ambient magic within living creatures, belief in something can manifest supernatural qualities. A famous hero may use an ordinary sword, yet the importance placed on it by others may grant it magical qualities. An item inherited from a family member may be unusually sturdy. It is this theory that may explain why Gods have a symbiotic relationship with their believers.
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