World Lore


NAVIGATION
GENERALRHEASOCIETY

✦ GENERAL


Olympius

It is said that early Deeretts wandered freely across a small realm. They were born of stars fallen during the night. The stories go that long ago, the sky was so low to the ground that their horns would scrape through them and collect the stars. The ancestors found that each star contained a spark of creation power, and over time, that power became part of their horns. Deeretts gained the ability to create universes within their horns. The early Deeretts found that their small forest realm also expanded. With every new Deerett, the realm grew and grew, the forest expanding into rolling hills, frosty mountain ranges, arid deserts, and massive seas. The realm is called Olympius, also known as the Forest of the Gods.

In modern day, most Deeretts live in a city named Rhea. Rhea is governed by the Archeion Bureau, who rules the populace in a widespread democracy. Before the Catastrophe, Rhea was a center of culture, springing from the foundations of the first building ever made in Olympius. There is an odd phenomenon where, whenever Olympius expands, any road connected to Rhea appears in the new ground. All roads lead to Märchen Hall in the center of Rhea, where all ideas and blueprints are kept.

Though most Deeretts live in Rhea, plenty of Deeretts choose to live in smaller settlements elsewhere. Roads and rivers connect villages to the city, so all Deeretts are connected. However, the most reclusive Deeretts are able to leave behind civilization entirely, and disappear into Olympius' lush biomes.

The Catastrophe

No one knew how it happened. The sky cracked open, reality breaking as Deeretts fled in the pandemonium. For seven days and nights, Olympius shook.

When the tremors stopped and the sky pieced itself back together, Rhea was in shambles. Buildings toppled, gardens overturned, and worst of all, the Märchen Hall in flames. Those who served in the Archeion Bureau wept at the sight of centuries of innovation burning before their eyes. As Deeretts swept through the ashes, they discovered that nearly nothing had survived. The Archeion Bureau, and all of society, would have to rebuild anew.

Many Deeretts fled Rhea in the wake of the Catastrophe. But they found only ruins of villages where Deeretts once lived. The Catastrophe had shattered Rhea, and if the proudest city of Olympius was unable to withstand the quakes, the outlying settlements had no chance.

The Archeion Bureau pulled together in the wreckage of the Märchen Hall. In open forum attended by all Deeretts who could make it, all of society argued over the next steps. Eventually, they concluded that the Dimensional Door be opened.

The Dimensional Door

Held in the Märchen Hall stands the Dimensional Door, created by a Deerett from ancient times. An archway made from marble, it acts as a portal between realms. Specifically, between Olympius and the created universe of a Deerett. While ordinarily a Deerett can allow others into their universe, they are unable to take anything out. With the Dimensional Door, items and creatures can be taken out of a Deerett's universe.

In the wake of the Catastrophe, the Archeion Bureau keeps the Dimensional Door at all hours of the day. As long as there are volunteers offering their universes, anyone with a permit may enter to explore and gain inspiration.

Archeion Bureau

In the center of Rhea stands the Märchen Hall, the oldest building in Olympius and the expansive library in which all records in Deerett history are stored. The Märchen Hall acts as an adminstrative center as well as a library. It towers over Rhea, extending into the sky with numerous floors and each floor stocked full of papers. Anyone is able to enter and peruse the labyrinth halls, reading over the ideas stored within. To travel between floors, Deeretts utilize transportation runes inscribed on the floor.

Both the Märchen Hall and Rhea are governed by the Archeion Bureau. They allow all Deeretts to submit their creations to be catalogued in the Märchen Hall, in the form of blueprints. The Archeion Bureau holds an open forum and vote on the event of each full moon to decide what ideas should be implemented in Deerett society. It is considered a great honor for a Deerett's idea to added to Olympius.

The Archeion Bureau is formed of many, many Deeretts - from secretaries who admit blueprints to curators who organize the Märchen Hall to the governers who dictate the voting halls. The upper echeleon of the Archeion Bureau consists of twelve Deeretts who are voted into their seats. These twelve convene to decide what actions the Bureau will take. They are known as the Bureau Council or the Twelve Seats, and are considered the leaders of Rhea.

Any Deerett who wishes to submit a blueprint to the Märchen Hall can do so on the first floor.

✦ RHEA


Rhea's Districts

[Under construction...]

Registered Guilds

Every Deerett has an idea of how Rhea should look. With so many ideas, often conflicting each other, Deeretts have formed large like-minded groups called guilds. Guilds use the power of collective bargaining in order to petition their idea for Rhea and Olympius to the Archeion Bureau, and spend much of their time working together and discussing their ideas. In Rhea, six guilds have risen to prominence, together totalling the vast majority of Rhea's residence. Eager to work with the six guilds, the Bureau has offered their leaderships the ability to sit in on council meetings, offering their voices to the leadership of Rhea.

Guilds meet in their guildhalls. Guildhalls are large buildings which serve as a multipurpose hub for all the guild's needs. Members are able to bunk at guildhalls temporarily, store their blueprints and written ideas in their guildhall, and hold meetings with other members using the guildhall rooms. Each of the six guilds has a guildhall which matches the vision of the guilds perfectly.

The first of the registered guilds is the Semblance Sortie. In the footsteps of the first Titan, members of the Sortie like to create an aura of mystery. The Semblance Sortie values worlds and stories of wit and cunning, and many Deeretts in the guild enjoy puzzles. The guild leader, Matchlock, loves to test new members with riddles and games of strategy. Matchlock is well-considered to have the highest standards of the six guild leaders, intent on living up to the Semblance Sortie's long history as the first guild.

The second of the registered guilds is the Doveroost, founded by the second Titan. The guild likewise seeks to preserve the past and delights in worlds and stories with thoughtful backgrounds. The guild loves to build upon the foundation of each others' ideas. Deeretts from the Doveroost are noted to specialize in long and considerate epics. This is exemplified by the guild's leader, Mayaz. With an eidetic memory, Mayaz weaves the ideas of their guildmates into one long, long history in the annuals of the Doveroost.

The third of the registered guilds is the Company Goetia. Following the third Titan, the Company Goetia is made up of adventurers and daydreamers. While rather disparate, the Company's guild members build large, sprawling worlds with much to discover. Deeretts from this guild tend to be the first to discover new things in Olympius. And Faywuld, the guild's leader, has several fascinating discoveries under her belt. Faywuld is often seen as the most airheaded guild leader, but she's unmatched in her understanding of the Company Goetia's vision.

The fourth of the registered guilds is the Promethus Bloc. Innovation was the fourth Titan's domain, and likewise, anyone joining the Bloc will find a veritable font of inspiration. Deeretts in the Promethus Bloc are always chasing after new ideas, and are known to collectively create ingenious concepts. Sinov, the guild leader, boasts a world so advanced it's entirely alien from Olympius. While known to be somewhat unsociable, Sinov is highly capable in matters of organization and invention.

The fifth of the registered guilds is the Alderhome, after the fifth Titan's ideals. The Alderhome's vision for Rhea is one of interconnectedness, and members are considered to be highly friendly and sociable. Deeretts from the Alderhome are always willing to leand a helping hand, their guild hall itself with its doors open to all regardless of membership. The guild leader, Renais, is always wandering Rhea, making themself known to new and old faces alike. Despite their and the guild's laidback attitude, Renais and the Alderhome are always seeking their goals.

The sixth of the registered guilds is the House Moriendi. Following after the sixth Titan, the House seeks to spin horror. Members are both inscrutable and terrifying, their very presences testing the willpower of Deeretts around them. Always looking for a challenge, Deeretts in the House have dark and dangerous worlds. Abraxas is the guild's leader and respects any Deerett with a strong spine. The House Moriendi's guildhall is a creation of Abraxas', and entry to the House is the first test a new member must overcome.

Unregulated Industries

[Under construction...]

Common Mythos

Myth of Creation. It is said that Olympius itself is a star. In its early days, the land was miniscule and the sky was so low to the ground that one could scrape their horns through it. The reason Olympius has changed and grown in size is because the act of a new Deerett forming from falling stars provides the realm with energy. Olympius, as a massive star, is eternal and the magic that springs from its core is what sustains and calls new life to it.

The Seven Titans. The seven “gods among Deeretts” which created not only Rhea, but many strange artifacts that can still be found in Olympius. Born from Olympius itself, they were able to edit the realm as they wished. Over the many millenia, each has disappeared. Some claim they only slumber until the time they will be reawoken, some claim they have left Olympius altogether to travel the distant stars. Their legacies have led to the current guilds in Rhea - each one follows a principle of one of the Titans.

The Lethe, Hecatys. The first of the Titans wielded an aura of mystique. Their worlds were veritable puzzles, requiring an incredible amount of wit to understand. Much of the strange and mysterious architecture that can be found scattered in Olympius is attributed to Hecatys. There is likely more to these structures than meets the eye…

The Minos, Khronas. The second of the Titans was severe and acted as a final judge. Their dedication to the preservation of important documents and the ideas of Deerett-kind inspired many rumors of their supposed ability to predict the future. Many of the institutions which persist in Rhea were created by Khronas. The Märchen Hall being the foremost of their creations…

The Eirene, Kelliope. The third of the Titans desired the beauty of a natural world. They were the one to introduce much of Olympius’ flora and fauna, both peaceful and dangerous. Playful to a fault, Kelliope wanted all of Deerett-kind to be able to explore the realm and always find something new. To that end, they crafted many magnificent wonders…

The Chrysus, Tekhari. The fourth of the Titans looked toward the future. They were always innovating, shaping the ideal of what was to come next. Deeretts of all walks of life flocked to Tekhari to learn from their constant stream of inspiration. They were always reaching for more and more, so some say their ideas could help change the present…

The Hestia, Astyrion. The fifth of the Titans only wanted the seven to band together. All of them aspired for something greater than themselves, but Astyrion claimed none could achieve their goals without the assistance of the others. They bridged connections between not only the Titans, but between Deeretts too…

The Erebos, Zhrike. The sixth of the Titans demanded challenge. They found no use in chasing ideals if one could not examine themselves. Zhrike tested not only the mind and body, but the strength of will of Deeretts willing to face them. The horrors they could spin from their words alone spilled out into Olympius, unfettered…

The Nyx, Coeur. The seventh Titan, and sibling to Zhrike, faded away. They once took charge of the night, and always looked to far-away stars. Some say Coeur’s endless wanderlust was the first truth death of a Deerett. Mourning for worlds they would never see, the seventh Titan returned to the stars…

✦ SOCIETY


Deerett Lifecycle

Beginnings. At the edge of the realm, the land gives away into the cosmos. In this place it is eternal night and all the stars can be seen. Where the land touches the galaxy, stars can gather and "fall" into the realm. When enough stars have gathered, a new Deerett is formed.

Childhood. A new Deerett forms exactly as they are meant to. As such, Deeretts do not have a childhood in the sense of growing up. Instead, their early days are filled with exploring and learning about their newfound godhood.

Adolesence. The middle stage of a Deerett's life often sees them joining up with greater Deerett society. A Deerett usually creates their first, rudimentary world around this time. New friendships and ideas form during this period.

Adulthood. A Deerett is considered a proper "adult" when they have created and displayed a world or ideas which can be considered polished. Since Deeretts live a long time, age rarely translates into adulthood unless a Deerett is very old.

Lifespan. Deeretts are functionally immortal. They can live for millions of years without stopping. However, nothing that lives, lives forever.

Endings. While not properly studied, Deeretts can die. Some say that a Deerett passes on when they have lived long enough to run out of ideas. Others believe there is a set time Deeretts can live, even if it nearly forever. Deeretts can also be subject to tragedy - and perish in body. However the means, when a Deerett dies, they revert back into the stars from which they were formed.

Cycle. After returning to stardust, a Deerett can be "reborn" from the same stars. This way, they can experience the realm anew - making new friends, creating new worlds, dreaming new ideas.

The Mentorship System

A young Deerett is called an apprentice.

Rhea has a dedicated organization who travel out to the edge of the world in order to ensure the welfare of new Deeretts. They bring apprentices back to Rhea, where the apprentices are enrolled in the various Academies. An Academy consists of dorms where apprentices can stay until they’re able to move out as well as classrooms where apprentices can learn from various teachers. Rhea’s many Academies help facilitate the mentorship system which is common throughout Olympius.

The mentorship system is an informal way of teaching young Deeretts about society. An older Deerett, called a mentor, takes in an apprentice with the expectation of teaching them not only about how Rhea works, but also how to create a good world. In this way, a mentor and apprentice can be analogous to a parent and a child - however, the relationship can be more complex than that! Mentors and apprentices can form close familial relationships of any kind.

Mentors in Rhea can either seek apprentices from the Academies or by traveling to the edge of Olympius themselves. Once a mentor and an apprentice agree to work together, the apprentice moves into their mentor’s home. Teaching styles and information varies between mentors, but every mentor is expected to guide their apprentice so they can live in Rhea with few complications. How an apprentice behaves reflects upon their mentor.

A Deerett graduates from being an apprentice when they make their first polished world. They are seen as adults then. In Rhea, it is customary for apprentices to submit the best idea from their first polished world.

Even once an apprentice graduates, they are always welcome to seek their mentor for advice.

Clades & Coteries

A clade is a Deerett family! It is generally formed from close friends, romantic partners, and a Deerett’s own apprentice(s) as well as the apprentices of other clade-members. All Deeretts in a clade commonly agree to live together, though Deeretts can consider each other clade if they feel sufficiently close.

Who is or isn’t considered clade is entirely up to the individual. Because there are no blood-ties between Deeretts, every Deerett decides for themself who is or isn’t family - and what family means to them. “A good clade is made!” is a common saying among Deeretts.

Houses in Rhea consist of many floors and/or wings, where various members of a clade can live. And when an apprentice graduates from mentorship, a new floor or wing of the house is constructed for them. Or they can move out to live alone or join the clade-home of their close friend/partner. Deciding who can join a clade-home is a hot topic of contention in many clades, because not all members of a clade will have the same connections.

Not everyone is clade! Deeretts can also form coteries, which are separated from clades because they form from shared interest. A friend group is a coterie, but a book club can also be considered a coterie even if none of the Deeretts interact outside of it. Any group of Deeretts that come together to share ideas and inspiration can be called coterie.

Coteries can be formed easily and dissolve just as easily. Members do not all have to agree that they are a coterie, nor do they have to even like others in the same coterie. But coteries who are close can become clade as emotional bonds between Deeretts grow.

It is common for apprentice Deeretts to form coteries! A Deerett’s youth is all about discovering new ideas, so apprentices will join together to share their inspirations or to work toward a common goal.

One could consider the guilds to be very large coteries.

World Creation

When a Deerett begins to form a world, stardust coalesces around their horns. World creation can be a very straining mental process, depending on how much detail goes into the creation. A Deerett with a very complex world will need to focus more on the process.

A Deerett can fiddle with a world for as long as they like, pre-forming and post-forming. Since world creation is a mental task, Deeretts can change or add elements to their world whenever they’d like. All it takes is some thought and concentration!

A polished complete world is considered a mark of adulthood. How polished a world is depends on three standards of measurement: composition, activity, and stability.

Composition regards the laws of a world, what is it in, and the thought put into the ideas behind a world. Worlds with high composition will have a complex set of rules to govern the physics and interactions between the different things inside it. While composition does not require things to be logical, there must be a sense of logic and that a Deerett has considered how their illogical ideas would truly affect the world.

Activity is the ability of a world to grow and develop on its own within reason. Stagnant worlds are often the mark of an apprentice. Worlds need to be able to change as a byproduct of the different ideas within it interacting with each other. The activity of a world should seem reasonable and believable to a visitor - there should be a sense that the world itself is living and does not need the intervention of the creator.

Stability considers the Deerett’s own ability. The stardust which is used for creating worlds can vary in stability - generally, the longer a Deerett takes to fully form a world, the more stable. Worlds containing multiple dimensions or a particularly large scope may be particularly unstable. Deeretts who are particularly impatient in creating worlds, no matter how they rate in the other two measurements, often end up with unstable worlds.