Authorities and Specialist Forces
Hunters Association –
Hunter cells were established in the mortal realm to protect the realm during and following the war. These cells have a diverse membership.
Enchanted League –
Group of mercenaries/hunters led by Tobias Locke (Hympe King) who take on the role of protecting the Enchanted Realm. Their secondary role is assisting hympes following or during the trials when rules are broken/abused.
Legion of Watchers –
A division of the Race Alliance. The Legion’s main role is to protect the Fallen. Each member of the Fallen is assigned their own Watcher.
Noble Shields –
There are thirteen Noble Shields. It is their job to protect the Siren Queen, Constance.
Race Alliance –
Reside above the mortal realm and rule over realms to bring order. They are judge, jury and executioner. Thirteen members form the Alliance and have overall authority.
Realm Defense Network –
Supernatural military force sent in to protect realms and work with existing teams. Following the war, they established specialist units to work collaboratively with allied forces. The Realm Police Division (RPD) is a branch of the RDU meant to bring order during times of unrest.
Sisterhood –
The sisters belong to Aretha. They are powerful members of the fay who hone their magic and train each new generation. Outside of Aretha’s realm, they are a mystery and revered for their abilities.
Animals, Plants & Creatures
Brascilloe –
Sacred animals, only found within elfin territory. They have a thick layer of skin, a layer they shed annually in a constant cycle of regrowth. The elves use these layers within enchantments, for decoration, or for protection – it is a highly respected tradition. Brascilloes often change their skin colour to suit the environment.
Derberries –
Found on the outer edges of the Enchanted Realm, close to Aretha’s territory, they have healing qualities when ingested. They are a soft lilac colour with striations of midnight blue.
Erebytes –
Creatures that burrow into the brain and feed on thoughts and memories, sucking the host dry. They look like a cross between a caterpillar and a spikey centipede and have fleshy tufts of skin that resemble wings. They secrete a hormone that enables the handler to form a psychic connection, so they are used, usually on low-level demons, to manipulate and control.
Hankleberry Tree –
The blossom of the Hankleberry tree can be crushed to form a paste which has a high nutritional content. When mixed with derberries and ingested it can temporarily block a spells potency.
Nubilus –
Mites that feed on the dead; they burrow under the skin and are often used in torture techniques. Their colours are vibrant and beautiful. Live hosts are harder to digest so they usually tunnel to their deaths.
Piccolice –
Feeds off others of its species, though will feed from any creature it can sink its pincers into. Piccolice have a hard shell with a purple sheen; spikes run along the centre of the shell.
Buildings and Occupancies
Camp Reece –
Nickname for Orion Reece’s humble abode! Situated in Eglasia (Nearyon), Orion built the castle for his fallen mate Mohana. A lake is located at the back and extends to feed the moat surrounding the castle. The moat is designed to mirror the Soltaire family crest (Mohana’s family line). Mohana’s power is linked to the elements, especially water. A small forest shields Camp Reece, with pretty foliage and wildflowers planted in honour of Mohana.
Carpanthia –
The Siren Queen’s palace. Situated in Marsacre, Carpanthia has enormous stone pillars that sit astride steps leading to the entrance. The palace has noble architecture and glistening stone which forms part of the land. Beneath Carpanthia are catacombs formed a millennium ago, housing a thriving, underground network – a secret society.
Castle Moros –
Home of Imra. Castle Moros is situated in Sanguiem (Land of the Dead). The castle is shaped within a body of rock which exploded from the ground, and, like a volcano, the resulting eruption of blood has crystalised to become part of the foundations. With lots of sharp angles and protruding crystal, Imra has left the structure relatively untouched except to tunnel his way inside to fix rooms for his use. There are symbols on the entryway that match symbols etched into Imra’s skin.
Citadel –
Elfin council chambers. Within the Great Hall is a large table with high- backed chairs for each council member, atop which their family crest is carved into the wood.
Club Fractured –
The collective name for a series of clubs the Fractured established across the mortal realm. These clubs were used to perform experiments, used as incentive programmes, and are what most refer to as ‘club nasty.’ One such club, previously named Midnight Mirage in its former life as a nightclub, is a three-storey building with a basement and two-tiered layout on the upper levels.
Fortress –
The Fortress is the home of the Battalion. Like the majority of Empyrean, the Fortress is fluid and ever changing. It alters based on perception. There are barriers – pockets of space – which act as foundations. It is a blank canvas.
Grangefield –
Previously an old school, Grangefield is now one of the major safe zones. Various forces are based within the site.
House of Gilliford –
The home of the Gilliford family, located within Derrymore. The property is protected by an enchantment so appears like a sheer rock face; the house built inside the rock. The ceilings are extremely high with intricate designs on the walls, which form protection spells. Rooms light up (come to life) when an occupant enters. The walls are made of a smooth, crystalline surface. There are numerous landings that circle the interior.
Merc Hall –
Maddison Wood ‘s nickname for the building. It was once a Town Hall and now houses the Northeast Hunter Cell. The building sits in the centre of thirteen portals; the reason it was chosen.
St Cassius –
Previously a hospital, St Cassius is a mixture of ancient and modern architecture; blending the old with the new. Where once there were five separate wings, there is now one large interconnect goliath. St Cassius has a wide, spacious atrium that is part of the old building.
Thread Shacks –
Littered around the mortal realm, especially close to safe zones, these are stores of clothing for the sole use of changelings.
Quarry Hill –
The second largest safe zone in the North. In an earlier life it was a bohemian indoor marketplace, with spiralling floors, and interesting nooks and crannies. The team has impressive tech and often assists the joint forces by sharing information.
Vashgorie –
Situated in Dominat (Erebus) and home to a demon and faction leader known as Vome, the building repels everything in its path, including fog. Some say it was carved by the original lost souls. It is as ugly as sin and swirling with sinister energy. The building resembles a tunnel; narrow at the bottom and wider at the top. There is no roof; it peels back on itself in a series of spiked rivets like a twisted sun dial. There are no doors or windows.
Realms and Regions
Empyrean –
What humans refer to as heaven, or the heavens. Primes are based within Empyrean, as are the Battalion. When a soul returns home, they return to a region of Empyrean. This region is also home to Guardians and other angelic beings.
Enchanted Realm –
The realm is split into several regions including: –
- Aretha Falls – This region sits slightly beyond the realm but is within the borders. It is the home of Aretha, Fay Queen, and inaccessible to those who are not welcomed by the Queen herself.
- Aronmyre – Home of the hympes and their king, Tobias Locke.
- Derrymore – Elfin territory.
- Durin – The great Durin Mountain takes up most of the region and is home to the dwarves.
- Firmani – Several creatures live within the area, though Firmani Caves dominate the region, home to the Nrikabats. The caves have long winding corridors, dungeons, and a big arena to host a fight club.
- Golden Barrier – A stretch of natural minerals, which reflect the sun and shine like precious metal. The minerals turn to dust on the shoes the moment you leave the area.
- Kevlar Wood – A region with lots of abandoned mines. It has a large goblin population.
- Orca Plane – Home of the Orcas, dominated by a large body of water, which has an enchanted bridge (the only way to pass over the region.) Kevlar Fields sits on the edge of the Orca Plane.
Erebus –
The underworld – a realm the mortals would consider hell. There are different regions, with individual factions each vying for power. These include: –
- Dominat – a swamp-like region with sections of dense fog. It is a dark, desolate place and what humans might refer to as purgatory. Most of the Fractured live within Dominat.
- Median – Unhabitable. Median is a way point, a journey a soul takes to make a choice. Each soul is forced into their own personal hell, and they must fight their way out. If they choose incorrectly, Imra gets to keep them.
- Sanguiem – Land of the Dead. It is a region controlled by Imra (who humans might refer to as death.) The land is barren; red dust settles everywhere as though every air particle carries the blood of the dead. There are peaks and valleys, home of beasts whose skin is red and blistered, like the environment. They are spindly and hunched, with protruding spines which show a stark line of white bone.
Nearyon –
Home of Sorcerers, Gods, and members of the Fay. Gods rule their own regions, though they are worshipped far and wide (across the realm). Regions include: –
- Eglasia – The region belonging to Orion Reece.
- Ionitha – A region which exists as a magical training ground due to the power contained within the land. Ionitha is a blank canvas and is often used for recreation and as a means of escape. Anything can be conjured and once initiated a space is created which is impenetrable until the illusion runs its course. Time works differently in Ionitha.
- Marsacre – Home of the Siren Queen. The land is vast with dips and valleys in oranges and gold. The palace, Carpanthia, dominates the space and is surrounded by stone of a rich scarlet colour.
- Silderholme – A large region of Nearyon controlled by the Soltaire line. Mohana’s twin, Adara Soltaire, is queen of the land.
- Valcrest – The Enraptured live within Valcrest, as do vampires.
Spells, Weapons and Magical Objects
Aquilliam –
An elven metal, which has magical properties
Band of Ubiquity –
Aretha’s bracelet and piece of a key which allows access to Empyrean.
Binding
Witches use blood magic to bind demons to steal their power. Other species use binding magic (see blood bonds). During the Hympe Trials, hympes are bound to a certain shape.
Blood bonds –
When two or more creatures form a blood bond, they become connected; borrowing each other’s strength. In some cases, they also form a telepathic form of communication. Blood bonds can also be used to enslave, as is the case with bonded collars, a particularly brutal connection which limits distance and combines life forces. Removing the collars means instant death.
Bow of Lokheira –
The weapon belongs to a god; it fires poisonous arrows which can kill instantly.
The Chamber –
Often referred to as the healing or decontamination chamber, it belongs to the Fortress – home of the Battalion – and is used to recover from battle. The chamber can be any construct because the power belongs to the Fortress itself so healing will happen whatever shape is conjured.
Delphor –
An axe with a great deal of history and power. It once belonged to a mighty dwarf and was gifted to Isabella Soltaire. Nicknamed ‘Del’ the weapon claims its owner, and currently belongs to Tamaya White. Del siphons small amounts of power from its opponents in battle.
Erebriem –
A nasty weapon, erebriem is like a slice of darkness. It is literally the essence of Erebus, part of the blood of the dead which runs in rivers and coats the earth in a crystalised membrane. It infects like poison.
Grysler Stick –
A weapon which releases wide flat disks in close quarter combat.
Neutraliser cuffs –
Developed by the RDU, the cuffs are restraints which open on contact with the skin and block abilities. The neutralising affect doesn’t last long on gods or those with immense power.
Portals –
Used to travel between regions, each realm has several gates/portals that are hidden in plain sight. In the mortal realm, they are camouflaged within street signs, which are spelled so that only those with power can travel through.
Uniform of the Elite –
Utilising the skin of the briscillo, a paste is made and combined with a spell, smeared into a cut on an elf’s skin just below the collarbone. The suit bonds to the body like a second skin and can be engaged/disengaged by touching the tattoo-like scar. The uniform is reactive and reflects an elf’s house colours.
Supernatural Beings
Alp –
A small, apelike creature with leathery skin. The Alps create illusions so people can’t see what is right in front of them by putting them in a dream state. While their victims sleep, Alps feed from them, bleeding their energy dry.
Angels –
- Cherubims – Created to serve angelkind by providing love and pleasure in all its guises. They have a complex hierarchy. The virtues, nicknamed Aphrodites, were formed to ensure procreation among angelkind.
- The Fallen – Guardians who choose to fall to earth to play a more active role in protecting mortals. They ‘fall’ into a vessel (a mortal body which becomes available when the soul departs). The Fallen maintain some of their power, including the gifts which are unique to them. They are assigned Wards, who they watch over within their revised role, applying necessary filters to change their appearance. Each member for the Fallen is assigned a Watcher (a guard).
- The Forsaken – Guardians who have crossed a line and are sent to the mortal realm as punishment, where they serve out a fixed number of mortal lifetimes.
- Guardians – Angels who protect mortals. They follow a strict code and are assigned several Wards to watch over. Their job is not to intervene, but to offer strength, guidance, and support in times of need.
- Primes – There are seven Primes whose role is to command angelkind, including the Battalion. They are the highest rank of angel and can monitor activity through a looking glass which incorporates each realm.
- Warrior Angels – Warrior angels protect the realms, primarily Empyrean. They are collectively known as the Battalion and are the only angels with wings. There were originally three winged angels, natural protectors born with the instinct to fight. Those warriors protected the Primes.
Ashoka –
Earth spirits; an ancient, powerful race who slept for millennia but were awoken during the war. They are led by a royal family; a king and his brothers, though they are all connected and can share power.
Behemoth –
An animal which resembles a bull; mammoth in size with strong magic. In Erebus, the portal out of the realm is contained within a Behemoth (one of the horns). The animal is also a prison for a soul condemned to serve their sentence protecting the portal. Their failure to do so resulted in a breach, which the Fractured used to enter the mortal realm and start a war. A Behemoth’s hide is impenetrable, and their breath can obliterate enemies. Their direct gaze turns people to ash.
Doppelganger –
When a demon extinguishes the last of their light, this manifests into a twin version of the creature, known as a doppelganger. They are ‘born’ the moment a demon casts out its only source of goodness. Doppelgangers have regenerative powers and can grow back their organs as easily as a human might replace their blood cells. They are beings of light given corporeal form through a tattoo or mark across their heart. Aside from their regenerative skills, they have no real power to speak of.
Changelings –
Part animal, part humanoid, these creatures have the power to change shape at will. Changelings have advanced healing abilities. They possess similar characteristics to their animal counterpart in the mortal realm; legend has it that Changelings are a direct line to the Fay. The Fay Queen, Aretha, is the original shapeshifter.
Clanderians –
Part lion and part bird, a Clanderian can choose either form, but also has a humanoid shape (as do most Changeling species). The Clanderian also has a hybrid form; legs and torso covered in feathers, a lion’s head, and large wings. They are descendants of the Enraptured, along with Sirens.
Dwarves –
Extremely strong and connected to one of the Gargantuan’s (Durin) who forms a mountain range within the Enchanted realm. When they come of age, dwarves take part in a maturity ceremony where they are presented with a special weapon – an axe.
Elves –
Tall creatures, who use the power of nature combined with their magic to develop protective weapons. Soldiers named the Elite protect the race, and often volunteer in times of war. Elves can induce dream states and utilise illusionary magic known as a quies to build entire worlds around the desires of others. A quies is also used in protection magic. Families are known as Houses and have their own unique colour.
Enraptured –
Descendants of the Fay, these creatures have the power to influence emotion and health. They project feelings of euphoria, and peace. Some members of the species focus on their magic and hone it to help others. They can be sensitive to the darkness in others and choose to live a simple, quiet life. If a member of the Enraptured goes rogue, they use their gifts to cause harm instead of good – projecting feelings of fear, self-doubt and hatred.
The Fractured –
Lost souls who choose to align themselves with the darkness. Most species within the Fractured are demons, but some creatures lose their way and are recruited to serve in the war. The Lechens, for example, a particularly violent race, now serve the Fractured.
Gargantuans –
There are seven Gargantuans; gods who were banished from Empyrean and bound to different regions. The form of this binding took the shape of a mountain range, where they must serve their exile.
Gargoyles –
Like a chameleon, a Gargoyle can blend into their environment by merging with whatever material they encounter. They are a gentle race, and live among the mortals, most choosing to live a simple life. They are closely related to hympes and are known to volunteer on the frontline as part of the defense network within the mortal realm.
Goblins –
Evasive creatures, and hard to pin down. They use trickery and magic, mainly sleight of hand, to fool their opponents. Goblins are ordinary looking, and often try to pass themselves as human. They are manipulative and conniving by nature and use glamour to hide their true appearance.
Harpies –
Harpies are vain creatures with shiny, waist-length hair and wings to match their colouring. Their forces are trained archers. Their blood is poisonous to most creatures; a deep, dark inky substance that burns like acid.
Hympes –
Part of the Fay, hympes are powerful shapeshifters, and can transform into any object or creature. Each hympe has a unique gift in addition to their shapeshifting abilities. Due to their part in the Great War, hympes were punished. This punishment is served in the Hympe Trials; when a hympe reaches adolescence at the age of eighteen, they enter the trials and serve for one hundred years – until they reach maturity. A contract is formed during this time with a specific individual or group.
Lechens –
Descendants of the Clanderians, Lechens are part lion, but are unable to transform. They are fast, agile and cunning and have sharp claws and fangs. Lechens have some bird ancestry, but this is not visible; they look more retile than bird.
They have glassy, remote eyes, strong bone structure and an elongated jaw. They are a particularly cruel race and align themselves with the Fractured.
Lost (The)
A label given to those who are either battling a wraith or have already lost their soul. Once lost and the wraith leaves their body, their corpse is reanimated for a time, by residual energy from the creature. During that period, they are strong and easily manipulated. Any species can become a member of the Lost, though humans are more often targeted.
Nrikabats –
Brutal, violent creatures. They have small, sunken eyes, thick skin, elongated features that flatten in the middle, and a hooked jaw. Most Nrikabats are skilled fighters, having been raised in a competitive environment where strength in the ring is rewarded – this also makes them paranoid.
Orcas –
Noble and fierce creatures with large wing-like arms, which end in sharp claws. Orcas have large, unblinking eyes, an elongated face, and a coin- sized hole at the top of their skull, which they use to breathe underwater. Their blood, a dark inky liquid, contains healing properties.
Permedikes –
Part reptile, part lion, part bat, Permedikes are huge creatures. They have black, oily wings, and let out a high-pitched screech, strong enough to rattle bones.
Savingores –
Demons, often used as decoys during battle. They are not skilled fighters, but they make an excellent line of defense with their wide girth, short, stout legs, and hard shell-like exterior, which rebuffs most weapons.
Sentinels –
Midlevel demons who can pass for humans when they camouflage their eyes (usually with drops or lenses). They have shattered pupils; a vibrant red that leaks into the iris.
Sidlurs –
Emotional creatures who are easily manipulated. They have three eyes, large features and their bodies are coated with coarse hair that is a natural form of protection.
Sirens –
Related to Clanderians, they are also part bird. Sirens can maintain a half, or part form. In part form, they appear to be wearing a form-fitting suit; downy feathers, which covers their body. They possess the power of compulsion, which works through their voice (usually singing).
Sorcerers –
Direct descendants of the Fay, Sorcerers wield powerful magic. They normally carry a token with which to focus this power.
Sprites –
Sprites take on corporeal form, only when absolutely necessary. They are spiritual creatures who bind themselves to the environment; forging their energy to the earth and the foundations so they can control from within. Only a handful of sprites live outside Aretha’s domain.
Succubus –
Sex demons, created by the gods. They can sense emotion in others and see through to the soul of a creature to judge their character. During sex they secrete a powerful hormone that, once released puts their lover into a sleep- induced state where they are highly susceptible to suggestion. This hormone can be controlled and used to increase pleasure during mating.
Terabite –
The vermin of Erebus, so low on the evolutionary scale they are often kept as pets. They have two rows of teeth, pale, translucent blue skin and are completely hairless. The long, skeletal bodies secrete an oily substance that smells like rotting flesh.
Tuxaponz –
Large, horned beasts with a heavy bulk. They tend to go on a rampage due to their bloodlust so are not easily controlled.
Vampires –
Part Lechen and part Enraptured, vampires are beautiful and draw other species in. They have the power to influence emotion, calming others and altering their perceptions. They are also fast, and strong. Due to a curse placed upon the first vampire, the race needs blood to survive. They must feed within their own species and are assigned feeding buddies – blood can only be taken with consent from another (to sustain them) – another factor of the curse. Vampires are natural protectors of humans.
Witches –
Normally human, witches borrow powers from Sorcerers. They form covens, and find additional strength in numbers. Witches are renowned for using power words and casting spells. Some covens form part of the frontline defence system, protecting the mortal realm from attack. Those who practice dark magic bind other creatures (demons) to do their bidding.
Wraiths –
Vile, parasitic demons who, once they enter a body, destroy everything in their path. They are soul eaters and have both a corporeal and non-corporeal form. Wraiths resemble phantoms; they have slack open mouths and black eyes. Once they leave their host, an echo of their power remains. This causes a reanimation effect, which is temporary but gives the host increased strength.

