Magic Realms



Realms

Overview

Sagekin of good faith die knowing their fate lies in the hands of their beautiful Cardinal, and that She will bring their aura-less spirit to a world all Her own in which they may thrive and be happy for eternity.

A world of glistening green and marble. Of soft clouds and overgrown shrubbery. The afterlife resembles the mythical Gardens of Babylon, due to its natural appearance being a vast place atop a soft white landscape. The ground is plush, feet gently sink into it, and bounce off light as a feather. Buildings create vertical citadels carved from white marble and stone, trees grow from windows and plumage of leaves erupt everywhere. Vines are ladders, layers of clouds create steps, and sunlight beams endlessly in sharp rays that glisten as they light up the world. There is no darkness here, there are no monsters.

Unless the Sagekin caused trouble during their life, it is likely they'd become a skywatcher. Not all skywatchers are the guardians who traverse the worlds and mentor the living. Many of these spirits choose to live quietly in their peaceful dreamscape afterlife.

Eden's Palace

A glorious palace high above carved from marble and desert glass. Pink and white clouds fill the palace from the ground up and the lights of the night sky, glistening stars and planets, hide among the feathery architecture. The goddess who crafted the beautiful palace can be found there in an ethereal, powerful form. Her servants and spirits wander the great palace.

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City of Solace

A masterfully crafted city in the sky. Surrounded by bright sunlight and endless clouds, this mystical landscape of blocky Greek-esce spires and skyscrapers is home to the many skywatchers (the afterlife spirits of Sagekin). Since all skywatchers have the blessing of flight, the city has massive open spaces and precarious ledges overlooking the dreamy atmosphere scenery. Lush plant life grows everywhere, hanging from walls and covering corridors with soft moss. After all, Eden once called this land her "garden" before terrible connotations came with that word in the land of gods. It is always day, and godrays filter endlessly through the clouds.

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Great Botanical Temple

A favored place by skywatchers, the temple is a massive marble column cathedral with open-air archways filled to the brim with botanical wonders and shallow, clean canals of water. Everything glistens under the warm sunlight and the plentiful gathering of spirits makes it a welcoming, busy, calming place to spend eternity.

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Solar Complex

Edenlline keeps many secrets, but her accomplishments she loves to have on full display. The complex is a surreal, picturesque piece of architecture. The walls are delicately strewn like curtains, yet are actually durable marble stone. Hallways are tubular, leading is large, strange galleries perfectly lit to display art, books, and statues of the goddess in her favorite forms. They tell the story of her feats, her decisions, everything that paints her in a good light.

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The Maria Plains

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Overview

Sallenin is Cymer's realm. A dreamscape that good-natured Sequns go to when they die. It is a realm drifting through space, planet's orbit ever so closely, a sea of clouds fill crevasses in the basaltic landscape, and an infinite sea stretches over the rest. It is always night, but a blue glow from a distant sun makes everything always be illuminated to a gentle degree. Kosmos fill this realm, but lindosts can occasionally be found too.

Kosmos, often called Kos, are common spirits from Sallenin. Kosmos are able to traverse all mindscapes between Sequns and can access the real world too. Kosmos keep watch of mindscapes, they ensure safety to those in Sallenin and those sleeping. Because of the pact between Cymer and the Lindost Arch, Kosmos have the capability to shoo lindosts away from mindscapes in case the monsters aren't adhering to the pact rules on their own. They appear as shadowy, whisp-y creatures that resemble a once-living Sequn.

Dreamcatchers - Sequns always have at least one dreamcatcher hanging in the room where they sleep. Properly made western dreamcatchers are the link between Sallenin and the real world for Kosmos to traverse with ease (traversing without one takes a lot of energy). If a Sequn does not have a dreamcatcher near where they sleep, it means a kosmos cannot gain access to their mindscape.

Cymer's Palace

Out upon an infinite sea that overlooks the luminescent rings of planets rest a surreal mirage-like palace of a god. The ocean waves crash into colorful clouds that rise into the pristine adobe-esce walls and columns. It is simplistic, an inner room with courting corridors around the edges. Beautiful, ornamental decorations cared delicately into the polished floors and railings. Forever-burning braziers light the complex. Cymer walks these halls in an ethereal form, doting on all the lovely kosmos who visit him. But his saddened complexion has long since plagued this place.

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City of Enouement

City of Enouement, where one now views their future self and feels bittersweet, for they cannot warn their past self. A city of ever-moving emotions. A brittle basalt canyon that overlooks the cosmic sky, bright orbiting planets almost just within reach. The sun is far away, it is always night, but the light penetrates the realm with a fevering blue glow. Dense clouds fill the canyon so much that there is no bottom. These clouds are home, filled with doorways to peaceful rooms and gathering halls inside them, hidden away.

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The Sunset Sea

Farther from the god's palace, the infinite sea relaxes into a shallow, still landscape. An indigo sky full of stars, planets, and a meek sun on the horizon reflect off its mirror-like surface. The soft sound of paws splashing water echoes from everywhere. Sometimes, lone clouds can be found drifting just above the thin waters.

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Music of the Spheres

It was once believed that the planets sang while they orbited ours. That they sang in tune to their distance from one another, tying into the musical scale developed by a crazed philosopher. Although not true in the overworld, in Sallenin, music breathes life. The infinite expanse of cosmos and planets that lies beyond the center of the realm are filled with gentle music. Kosmos are free to wander this expanse freely, but it seems like the ever-so-close planets are always just barely out of reach.

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Pillar of Creation

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Overview

Pocket realms or "personal dreamscapes" have been around since the dawn of Architects. The ability to cast your own mindscape into a physical, personal realm is something that powerful entities are capable of. Lindosts can create their small dimensions, about the size of a house, whereas gods build entirely new dimensions for spirits of their kin to reside in. The afterlife as we know it are really just a physical manifestition of a god's lucid dream.

The term "pocket world" isn't used to describe an Architect's scale of the realm. Instead, they are much smaller and kin species have rarely gotten their hands on ways to use them due to the power influx needed.

For any creature below the vantablack aura threshold, they need an outside source of magic. Long ago, the Cardinals crafted runestones that contained the energy to cast and uphold a pocket realm. Ptithians who own these runes can create their own pocket dreamscape, typically a 20x20ft~ space.

Because these realms are directly influenced by the owner's mind, it can change, corrupt, or collapse if the owner is not in a good state of mind or capable of focusing enough. Even lindosts can struggle with focusing enough on their pocket while in it, so kin species using runes to do it must be even more careful.

Overview

Ultimately, the seperation between a dreamscape and a mindscape entirely relies on the amount of power an indivudual has. Every sentient creature has a mindscape, but only powerful deities can uphold a dreamscape.

Every individual's mindscape is just that: their mind. A collation of someone's thoughts, fears, desires, and memories. It's all stored in the aura system of their body and is processed by their brain. This is why things like spirit transfers into automatons work, because it is the aura with a retained mindscape that is being transferred.

Tapping into a mindscape is dangerous and illegal. There are a few spells from ancient times that fall under Puppeteer Magic. Puppet magic is mindscape manipulation. It is one of the few types of magic categorized as dark, and those who train in it are not welcomed by the magic community.

Viewing mindscape magic as evil has its roots in the creatures who use it. Lindosts are parasites who have full access to any mindscape and can manipulate it to a terrifying degree. They cause hallucinations, break down happy memories, destroy cohesive thoughts and can drive even the strongest ptithian into insanity. Using nothing but someone's own mind, they can wear someone down into a husk of their former self. Puppeteer magic can only do a sliver of this, but a ptithian choosing to just barely dip into this magic is repulsive behavior.

Ptithians cannot access their own mindscape without assistance while awake. However, lucid dreaming is the ability to access your own mindscape while sleeping. The owner of a mindscape cannot damage themselves, but control over their own dreams or nightmares is a useful skill. Those with high control over lucidity are less likely to be targeted by lindosts.

It is unknown if sleep paralysis is a gateway dimension between a mindscape and the real world, but lindologists have theorized that it is actually an outer strip of what they know to be called the Parallm. This would help explain how the mind parasites traverse and why they are so curious and active around those who endure sleep paralysis constantly.

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