Cherreads

Chapter 61 - Compendium and Bestiary

Compendium

Lunar Calendar of Turbulus Time is measured based on The Twilight Wars. Events prior: Before Twilight Wars BTW & events following: After Twilight Wars ATW.

The Seasons of Turbulus each territory in Turbulus has an unchanging micro-climate where the seasons remain static. Some areas experience a perpetual winter like The Rumble Mountains, where others exist in summer like Myst City or Autumn in Sunrise City. It is speculated this phenomenon is the result of divine intervention or the remains of ancient primordial beings. Neighboring climates can vary drastically such as The Lava Fields and The Misty Fjords. Other areas such as the Northern Townships due to a Drwgi curse exist in a perpetual state of nighttime. One must be ever vigilant to survive the diverse climates of Turbulus or fall prey to them.

Branches of Sorcery the collective sources of all sorcery invoked by magic sources in Turbulus. Each magic-user visualizes a mental "well" of energy, tapping into it to empower their sorcery. The by-product (invisible to non-magic-users) is a sparkling dust, known as mana. Mana is stated by sorcerers to have a distinct smell depending on the type of magic used to create it. The environment can also emit magical energy or mana, some magic wielders have mastered using the latent magic energy in certain locations to empower them in combat. The most commonly tapped realm of magic by the Clergy and Radiant Wielders of Holy Magic, is The Crystal City of Heaven. By contrast the magic conjured by Maleficae and The Demonic Legion is Hellfire Magic, it's power drawn from Hell itself, imparted by demons, or even from condemned souls. Elemental sorcery such as fire, water, ice, wind, etc.; are empowered by drawing upon the latent elemental powers of ley-lines and the chaotic forces of The Realm of Turmoil, favored by uncorrupted magic-users, such as Chronicler Astralode and his apprentices. Life magic, restoration or flora sorcery is empowered by The Verdant Realm, a flora-rich alternate plane of reality outside of Turbulus. The Circle of Druids, and various factions of Elves draw upon this force. Void magic, known also as necromancy, blood sorcery; is the most dangerous branch of sorcery draws open the life forces surrounding the caster, from corpses and death, along with drawing power from the shadowy realm of The Void, users often succumb to the maddening whispers of ghostly entities. The favored power source of Liches and The Order of Chaos. Since the role of sorcerers in starting The Twilight Wars, magic is strictly monitored and magic-users often face persecution from the more ignorant people of Turbulus. However, the Dark Elves and High Elves encourage the study of magic for their elven kin. In the Western sands, a stronger focus on science, empirical research and Alchemy is practiced rather than magic. Al-Plazir's Madrasas instead pursue alchemical education. It is well-known that Alchemy has no connection to magic and most alchemists are non-magic users. Thus Al-Plaziri science and alchemy are unrivaled in Turbulus.

Maleficae are sorcerers that gain power from personal connections to specific demons and Hellfire Magic. Known by many names- Witches, Warlocks, Necromancers, Invokers; the collective term is a Maleficus (♂) or Malefica (♀). These Maleficae (pl.) make sacrifices and perform Sabbats to appease their demon masters while secretly make contracts with multiple demons for more strength. Demons will often ask them to perform heinous acts as signs of obedience such as murdering their kin or sacrificing innocents. Depending on the demon invoked, powers can vastly increase in a short time but will always come with a cost an Infernal Contract with the soul as collateral. Demonic presences do conspire with each other and will often plot the downfall of their Maleficae slaves. As a result, the wiser Maleficae will be on constant guard against demonic scheming or their ambitious acolytes seeking to usurp their power by any means necessary. Therefore, very little is recorded, and what writings that exist are often encoded. Maleficae guard the secrets to their power fiercely and only impart enough wisdom to their acolytes as they can safely guard against.

Familiars known also as thralls, minions, slaves and numerous other degrading terms are the servants of the Maleficae or Lich. Treated with much disdain and enslaved to the will of their master, they are crafted by sorcery from dead remains, blood sacrifices, or imparted by Demons. The familiar can take most animal or hybrid forms and their strength is determined by the power of their master as well as the traits and abilities they will exhibit. Only the most powerful familiars can perform sorcery themselves and are often used in menial labor or covert errands due to their main ability to assume different forms. A powerful sorcerer can wield numerous familiars, once again determined by the power they wield. Non-Maleficae can also create simple familiars through more ethical means but are nowhere near as powerful. Chronicler Astralode utilizes hundreds of floating white gloves to maintain and clean his tower. By contrast, Lady Crow has a single familiar she crafted with necromancy, able to shapeshift and infiltrate her enemies.

The Blade of Realms A mythical sword resting in the center of The Crystal City of Heaven, fabled to be the divine instrument by which Turbulus was crafted and carved. The worship of the blade has been lost in generations of translations of The Tabernacle bibles, a misprint of The Carver to The Maker has ever since been taught to the Tabernacle and Sanctum members. Far more than just a divine sword, it has two parts: Souldrinker & Sacrosanct. Souldrinker the ebony obsidian blade, etched in demonic runes holds power over death & the afterlife. Souls slain and consumed by the blade continue to exist in limbo within its confinements, fueling the monstrous power of the weapon. In a powerful wielder, Souldrinker can summon hellfire, conjure storms, rip the souls from the world around it and various other horrifying abilities. It is the dark reflection of The Blade of Realms wielding it against the very life it creates in its complete form is akin to heresy. Sacrosanct the golden half of The Blade of Realms that holds power over life. The purity of the blade is used to redeem souls, purify evil and heal wounds, but in battle it is a formidable weapon of righteous justice. At an Unknown Point in Time The Blade of Realms was shattered and fell to the lands below fractured into its two pieces: Souldrinker & Sacrosanct. Changing hands constantly over the millennia, Souldrinker became the prized weapon of The Dark Star, Daeva in her quest to eradicate all life in Turbulus with her Demonic Legion. Upon her defeat the blade was hidden away in The Arbiter's Grounds and guarded by generations of an Arbiter, whose sworn duty is to keep the power locked away. Sacrosanct was lost to time, the exact date is unknown but some believe it was reclaimed by The Maker, others believe it never even existed.

Slayers also known as Mercenaries, Bounty Hunters, Sell-swords are well-trained private soldiers. Very rarely will slayers possess any magical affinity, they instead rely on strength and reflexes honed by their intense training as apprentices in The Slayer's Guild. Masters of combat, they seek to destroy all evil beasts in Turbulus. Motivations vary, some fight for the highest bidder and rich clientele, while others fight for personal glory or a vendetta. A favored target of slayers are Maleficae, whom live in secret in isolated locations. Depending on the individual slayer, their disdain for all magic-users can drive them to attack any Sorcerers. Slayers operate outside the law and many are wanted by authorities for vigilantism and murder, though few guards will engage a slayer without substantial manpower. Some consider Highwaymen, bandits and pirates as Slayers but the association is as varied as the individual. Robyn Finch enrolled in the Slayer's Guild underground branch in Snowdrift Village apprenticing with Fenris "The Gray Wolf" quickly proving her skill and completing the most challenging bounties that no other Slayer would dare attempt. The Hermit Slayer, Olaf Njall lives in isolation in The Amundsen Ice shelf of the Absolute North, briefly training Robyn in wilderness survival skills before being slain by a horde of Jotunn Trolls. Another Slayer, the Dragonborne-native- Raegar Firekin, was exiled from his home in Nydhogg Peak, now living in a cabin, roaming the wilds and accepting bounties from the Frost dwarves of Dwarvenholme.

The Slayer's Guild the illusive school of assassins, bounty hunters, sell-swords, mercenaries and cutthroats. They have numerous branches throughout Turbulus actively seeking members, posting wanted signs and accepting all contracts. Their clientele consists of rich nobles, scorned lovers, those seeking to remove "obstacles", City Watch contracts, or even exterminations. The law enforcers in the cities begrudgingly tolerate the operations of The Slayer's Guild, while trying to appear to condemn vigilantism. Prospective students apprentice with a veteran slayer, with a personalized education consisting of: bladework, poisons, infiltration, assassination, marksmanship, tracking and numerous other deadly skills. Clients will often approach a particularly renowned Slayer, willing to pay a higher price for the guarantee of success.

Sorcerer (♂) / Sorceress (♀) are mortal magic users. A very diverse association, they can consist of Fortune tellers, Abbots, Seers, Prophets, Mages, White Knights, Theurgists, Elementalists, and the strongest- Archmages. Each classification practices variations of arcane magic, without practicing the Void or Hellfire Sorcery that constitutes a Lich / Maleficae. Only those with a magical affinity from birth can use magic, although many non-sorcerers still research the vast sums of arcane knowledge amounted over centuries. Since the use of magic was restricted in the human kingdoms, very few Sorcerers are granted access to train and recruit apprentices. The library of Myst City is one of the largest stores of knowledge in Turbulus and guarded by Chronicler Astralode, a powerful Archmage, one of few granted privileges to train and educate in magic. The few (legal) Magic users are keen researchers and are well-read, well-prepared opponents to the forces of evil. Those who begin researching the arcane but who delve into dark sorcery, abandoning their vows of magic for the greater good, are ostracized. Because of the destructive history of sorcery with the Four Human Kingdoms mistrust and stigma against all magic users is commonplace in Turbulus.

The Grand Alliance Founded in 501BTW the combined military forces of the Four Human Kingdoms, stood together to defend Turbulus from evil & destruction. Consisting of the armies of Myst City, The Capital, Sunrise City & Al-Plazir, they are the last line of defense to protect Turbulus. They pushed back against The Demonic Legion emerging victorious during The Twilight Wars, saving Turbulus on numerous occasions throughout history. In 437ATW during the Crown Civil Wars, The Grand Alliance fractured due to in-fighting. Many desire The Grand Alliance to return to save Turbulus from the rising evils of The Demonic Legion.

Scrying Orbs heavily enchanted crystalline spheres capable of two-way communication with partnered orbs attuned to the same magical frequency. Long distance correspondence in Turbulus was a problem for a long time, carrier pigeons were often perplexed by the changing climates and rarely reached their intended destination. Mail horsemen were employed for a long time by royalty, but proved slow and useless in emergencies. The Order of Magi, a school of sorcerers developed magical orbs they could attune to each other to allow distant users to speak with each other. There are rumors the orbs thar in fact trapped souls are used to power their magic, though no proof could be found. When the Order fell during The Twilight Wars many of the Scrying Orbs were lost, the rest ended up in the hands of the human royalty. Only a dwindling few know how to create Scrying Orbs and unfortunately Archdemon Azazel is one of those beings. The Demonic Legion's Orbs are also able to communicate through realms of undeath, even Hell. The Knights of The Golden Sun have also been outfitted with Scrying Orbs thanks to the efforts of Myst City's Chronicler.

Demons are malevolent beings. They can exist in both the mortal realms and the underworld, they are masters of Hellfire Sorcery, drawing their power from Hell itself. They can be summoned by dark sorcery and are notoriously unpredictable and fickle. Demons can impart wisdom and powers unavailable to mortals if a boon can be struck. Such contracts always benefit the demon the most and increase their own power. Power struggles and shifting alliances exist between demons, the strongest demon- Archdemon rules over all overs with strength and intimidation. Demons are rarely loyal and constantly try to seize power and elevate themselves. They have access to vast stores of knowledge they absorb through the souls of condemned beings and are always seeking powerful new souls to condemn. They have many horrifying physical attributes such as rotten animal limbs, dragon eyes, snake tongues, cloven hooves and many other various appearances that vary greatly between each demon. Often working as agents of chaos with no affiliations or loyalty unless forced into service. The notable differences are The Demon Lords- easily the strongest group of demons, led by Archdemon Azazel. These demons were originally conjured by Daeva, the Dark Star during The Twilight Wars to lead her army- The Demonic Legion as Generals. Like most stronger demons, they can never truly be killed, but their mortal bodies can be destroyed leaving them trapped outside of the mortal realm until called back by the power of a Maleficae or another demon. In the ancient past, Udug and Lilu Spirits are the very first cacodemons conjured into the world by the sorcerers of the Ancient Empire of Nineveh, were more ethereal and gaseous than their modern descendants, but equally bloodthirsty. They were believed to be the corrupt children of the Firstborn Demon- Marduk, used as soldiers of the Šarrum of Nineveh until the empire's destruction in c.2000 BTW, now they lay dormant in the ruins of The Leviathan Grounds, lost to time.

Daeva, the Dark Star, Master of The Demonic Legion Master Archdemon of The Demonic Legion, rumored fallen Primordial being. She has wide membranous wings, her mighty hooves woven in shadow. A horned serpent tips the end of a wicked whip tail. Her hair is dead serpent husks, a black crest of dark energy behind her head floats, covered in evil sigils. She is able to possess the body of The Sage of Shadow to walk the mortal lands. She is considered unstoppable at full power and was therefore separated into three aspects to allow for her eventual banishment and containment. Her spirit, form and soul remained distantly separated to this day. Her spirit is trapped within the blade: Souldrinker, her soul was banished to The Void, while her form is sealed in the deepest, most secure part of Hell, the Frozen Lake of Cocytus, just waiting to be unleashed. She is believed to previously have existed as the powerful demon Firstborn Demon-Marduk in c.2030BTW, or speculated dark beings even older such as the Overfiend of The Void or even a corrupted Celestial Being predating Turbulus' creation.

Archdemon Azazel The most powerful demon and current commander of The Demonic Legion an armor-clad demonic vessel of evil. 4 arching wings burst from his spiked shoulders; a whip-like tail far longer than his sinful body lashes his prey. Ascending spikes from his head, forearms and shoulders are tipped in hellish flames. His molten feet raise his stature well over 8 feet tall. He is the enduring second-in-command to Dark Star Daeva gifted with clairvoyance and eternal loyalty to her. As Daeva's favored General, he was placed as the steward of her command of The Demonic Legion in her absence. He rules from his throne in The Temple of the Damned in North-Western most Turbulus

Usurper King Mammon is a scaly demon with rocky skin with additional eyes on pectoral muscles. 4 arms, 1 on his back are tipped with iron talons. Jewelry, gems and rings are obsessively clad on every available inch of flesh, particularly his ears and arms. He has goblin-like ears and bulging eyes, horns and a fanged mouth. He is a master General and tactician of the bulk of The Demonic Legion's forces. Coveting material treasure, Mammon sits atop a treasure pile he accumulated throughout the centuries, which he guards this viciously. He is loyal to his kin only as it lines his pockets with war spoils. Now he presents himself as the new Regent of the Fallen Capital after burning it down and snatching the crown from the corpses of The Capital Royal Family.

Gladiator Rage-Lord Iblis One of the physically strongest demon lords, crimson flesh covered in rock-hard muscles. Fire pumps through Iblis' body like blood. His inches-long talons and cloven feet rend flesh from bone with ease. Massive ram-like curved tusks don his head and his flaming eyes burn away the bravery of this in his gaze. Iblis' insatiable bloodthirst drove him to splinter from The Demonic Legion to carve out a territory of his own and display his supremacy with a mighty Coliseum in The Lava Fields to hold never-ending tournaments of violence and death. He strongarmed many of the Lava Field residents into his service as slaves to build his Coliseum or victims to be sacrificed in it, naming his minions The Molten Core Bandits, and having his likeness placed on their flags throughout the region.

Exiled Temptress Lilith is the hedonistic female lord of The Demonic Legion, her once beautiful flesh and raven-like wings have suffered great trauma over the centuries, now burned, withered and gray. Now she always uses her illusion powers to disguise her horrifying form. She takes great pleasure in the lustful manipulations of her mortal pawns. Her lack of loyalty to her kin and traitorous attempt to usurp Azazel's title of Archdemon by using Elder Vampires saw her cast out from the Demonic Legion and imprisoned in the Black Sepulcher.

Belphagor, Demon of contracts Belphagor is a powerful and ambitious demon that is known to make soul-contracts with those who summon him for greater power. He will often find loopholes in his contracts to condemn those who barter with him. Typically, he gives his clients three years of life before he comes to claim their souls for Hell. His allegiances are ever changing, but he is currently bound to the will of Archdemon Azazel to act on his behalf. Maleficae often barter with him and other lesser demons for their own nefarious goals. He was prisoner of the Sultan of Al-Plazir for a time but was able to escape to continue his business of making deals, claiming souls and accumulating power.

Maw of Plague, Belial A bulging putrid mass with a swollen belly. He is grey with brown slimy sweat and thin tentacles emerge from his fat folds that are dripping with poisonous saliva. A large fang-filled mouth stretches across his belly, and a smaller one from his jowls rests under his multiple chins. He has tiny useless wings and miniscule eyes that sit below curved horns. He serves The Demonic Legion faithfully. Belial's hunger is insatiable and he wields a vast knowledge of plagues and poisons to wither away local defenses, corrupt the lands and draw victims towards his gaping maw. His agents famously infiltrated the High Elf capital of Gu Maireannach and were able to steal jars of water from the Sacred Cistern, the source of the High Elven immortality. He births virulent hound-like creatures of pestilence from his maw known as Poxhounds to extend his demonic influence further. He currently terrorizes The Golden Fields from a stolen Twilight Wars-Era outpost, he is currently at war with the local defenders- The Crop Guard. Belial, using waters of the Sacred Cistern, was the architect of The Pestilence, who used his foul concoction to obliterate and contaminate the Lush Valley, now known as The Plagued Valley.

The Moonsworn The onyx-skinned, silver-haired elves known as Dark Elves that dwell in Darkwoods. They believe in the three sister deities: Bywyd for law, Ileuad for the moon and life, and Drwg for evil and death. The Ileuadi, worshippers of Ileuad founded a kingdom in Darkwoods ruled by a King. The Dwrgi are the dark sorcery wielding enemies of the Ileuae and have mostly been driven out of Darkwoods. After Ileuadi King Dyfnwal was slain by a violent Drwgi warlord: Tywyll Necros and his followers: The Drwgi were exiled from Darkwoods, the Moonsworn adopted instead a peaceful coexistence as neighboring counties under the watch of a local Magister. They draw their immortality from the ancient Life Tree of Caernarfon Castle and die if the tree perishes, the tree grows in the courtyard ruins of the last Moonsworn King, Dyfnwal's castle. It appears to be dying recently and the future of The Dark Elves remains uncertain.

Languages of Turbulus the continent of Turbulus has a diverse patchwork of cultures. Central "Corelander" Turbulus residents speak Turbulic, considered the most widely spoken dialect, adopted by Northern Turbulus, The Frozen Wastes, Dwarvenholme, The Southern Townships, Misty Fjords, and The Capital. The Frost Dwarves of Dwarvenholme also speak an ancient dialect known as Njalrune. Ancient Turbulic was the widely spoken language before The Twilight Wars, spoken throughout the continent before the rise of new cultures. Sacramenti is the language spoken by holy men of The Tabernacle, Aramic is one of the oldest dialects, spoken in Al-Plazir and the Western Desert regions, known to be difficult to learn and even harder to write. Frankovine, considered the most elegant language is widely spoken in Eastern Turbulus and Sunrise City, Chevaliers and travelers from Sunrise City are also fluent in Turbulic. The Lost Continent of Jong speaks the complex language known as Confuxi, only the elite scholars of Al-Plazir's Madrasas are able to read it outside of Jongi natives. The foulest language, spoke exclusively by maleficae and The Demonic Legion is known as Demonic-Tongue, it is sickening to hear. The High Elves of The Wetlands speak a challenging language called Halcyon, their Dark Elven cousins of Darkwoods speak Bywydi, the Crescent Island Elves speak Nahuatl and may speak Turbulic to envoys from The Tabernacle. The Primordials and creatures of The Void speak an alien language called Mx'ka'thnik, known only to the most senior cultists of The Order of Chaos and those insane enough to study in depth the ways of void magic.

Werewolves also known as Ferals, Man-beasts, Lycanthropes; are cursed mortals that assume the shape of ravenous beasts. Determined by the variation of werewolf that bites the victim they can be permanently transformed feral beasts or more sentient shapeshifters of the lunar cycle. The werewolves plaguing The Corelands Forest are a mindless bloodthirsty breed known as Ferals. Werewolves of every type exist on a diet of fresh meat. Unsubstantiated rumors exist of nobles throughout Turbulus that conceal their identities as werewolves and feed in secret have existed for centuries. Consecrated silver or dismemberment are the only known ways to kill a werewolf or those afflicted by the curse through bites. Theories claim that the very first chieftain of the Corelander tribes, King Lycaon; was cursed by Maleficae, Udug Hul to become the first werewolf and kill his kin, punished for his hubris seeking to defy The Empire of Arlyeh's army by killing and eating a messenger of Emperor Atenen.

Beasts of Turbulus the lands of Turbulus are dangerously diverse in their micro-climates. As such, the creatures of Turbulus have adapted to their territories. Lava proof swine & critters walk over the lava flows in The Lava Fields with ease; their rocky bodies fireproof. Horse-sized Amarok wolves and Woolly Mammoths roam the frozen slopes of Rumble Mountains, immune to the frigid climate. So, too do have sand vipers & immense rock Borer Worms evolved to live in the Western Deserts. Grime and vine-covered hulking Mire Beasts and acid-spitting snakes of The Heartless Swamp; the flesh-eating flora of The Wetlands are other examples of these regional adaptations too numerous to name, life in Turbulus finds a way to exist anywhere. Travelers stay cautious lest they end up prey to a vicious beast.

Crime Syndicate of Myst City the criminal underbelly of Myst City's slum district. Consisting of thugs, loan sharks, scammers, thieves, murderers, smugglers, bootleggers, bandits and several squabbling crime bosses. Using bribes and threats to remain out of the sights of the City Watch, they prey on the downtrodden commoners of Myst City. They are known to have connections across Turbulus, even to the more fringe groups like Maleficae Covens and have supposed connections to the Borgia Noble Family.

The West Venture Company a ruthless resource-scouring and continental trading company responsible for environmental destruction and fracking in numerous locations in Turbulus. Led by corrupt Trade Baron Goldwad, currently they are manning a deforestation project into Darkwoods, the cleared area now known as The Lumber Clearing. Carefully-placed bribes have kept the West Venture Company away from the scrutiny of the 4 kingdoms. They are also continuing to strip away the resources of the Crescent Isles, desecrating the sacred grounds of the local Apanoi tribe. They were originally blamed for the devastation in The Plagued Valley, until it became apparent The Demonic Legion used a powerful plague to wipe out the populace

The Royal Families of the 4 kingdoms Include The King of Myst City, The Souverain of Sunrise City, The King of The Capital, and The Sultan of Al-Plazir (Plateau City) They represent the human kingdoms and main powerful influences in Turbulus. The land was equally divided between the kingdoms after a long and bloody civil war: The War of Four Kings. Now peace exists between the kingdoms but the unity they shared in The Grand Alliance during the exhaustive Twilight Wars is all but lost. Slavery is banned in Turbulus with the notable exception of Al-Plazir where it thrives due to internal corruption.

The Royalty of Myst City The monarchs that have ruled Myst City since the War of the 4 Kings in 530BTW. They coexist with the religious authority in Turbulus, the First Cleric of The Tabernacle. Though they often disagree in the course of action to take when decisions are to be made. The Royal line of Myst City has been devoutly "officially" loyal to The Tabernacle. The first kings were fine warriors and heroes among their people, but the current monarchs are overweight, lazy & opulent, increasingly disconnected from the people they rule. King Pious XI is the current monarch of Myst City from an ancient lineage. However, even after three failed marriages and the inability to produce an heir, the people whisper that his line is destined to end with him. He is a close ally with The Golden Sun Knights growing up on stories about their great victories in the past.

The Tabernacle is the religious authority in Central and Eastern territories of Turbulus. A monotheistic religion worshiping The Maker or Light of Creation, the practitioners are known collectively as Purists. The First Cleric (Currently Maria XI) is the interpreter of the religious texts and operates out of the central cathedral in Myst City, known as The Tabernacle. The most distant Purist colonies are led by semi-autonomous Missionaries or Abbots, and serve as intermediaries between the First Cleric and the local parish. Despite a history of conflict, The Tabernacle and the Royal Families of Turbulus now seek to work in harmony as the authority on law and state. The key principles of Purism are the respect for the sanctity of life, the adherence to the law of the land and the reverence to The Maker. The clergy and holy books are communicated in the language- Sacramenti Those who openly defy such laws are subject to trial in front of the First Cleric or local Magisters in the case of colonial outposts. Maleficae are by definition, heretics in the eyes of the Tabernacle and are executed after mock-trials in the most severe way possible. Some Purists consider all magic use as unnatural, despite many religious officials having some holy magic affinity. The Golden Sun Order of Knights are a small military arm of the First Cleric and are called into battle in times of conflict and warfare. Angels are theorized to exist as sacred messengers of The Maker's will, immensely powerful, unwavering in their devotion and able to travel between The Crystal City of Heaven and Turbulus with ease on their massive wings. They are mentioned in only the most obscure of the holy scriptures are most doubt their existence.

The Knights of The Golden Sun Order often abbreviated as Golden Sun Order or Golden Sun Knights. These are the most elite soldiers of Myst City's Royalty and The Tabernacle, in the past they numbered in the hundreds, all specialists in some form of combat. The knighthood accepted a diverse crowd of aspirants, after being the squire of a Knight they will face a trial tailor-made to test their combat, honor and morals. The Knights were the elite fighters in The Grand Alliance and famous for their feats of bravery, honor and skill. At times they were called in to mediate conflicts on behalf of The Grand Alliance, or fight back malevolent forces attacking the vulnerable citizens of Turbulus. Over the centuries as The Grand Alliance faltered and The Tabernacle led by Rikkard the Lion waged wars against General Sulieman of The Sanctum, the Knights were dragged into endless conflicts and became disillusioned with the idea of peace, leaving their order retirement or became monks. After The Capital was sacked and occupied by The Demonic Legion, many of the Knights fell in battle or lost their faith entirely. In their glory days they were numbered in the hundreds, led by The White Knight, a master of holy warfare and unshakable in his zeal. Now there are only three Knights- Vigo Gladius- a veteran of many conflicts and rising hero in the dwindling ranks, Fletcher Brown- a reformed alcoholic and supernaturally accurate marksman, and Marin Miller- a young Sorceress apprenticed to Chronicler Astralode. Many of the lofty rituals of the past are lost to history and the Order is a shadow of its former glory.

The Myst City Watch The ever-vigilant guards, militia, sentries, spies, jailors and patrolmen that work hard to keep the citizens inside the walls of Myst City safe from harm. They report directly to Militia-Captain Loman, anything that happens inside Myst City usually ends up on a daily report submitted to the Militia-Captain's desk for review. Loman has worked up through the ranks of the City Watch his entire career and is intimately familiar with the daily workings of the walled community. With the notable exception of the noble family estates; all inns, taverns, businesses, streets, common citizens, paupers and officials are observed and any controversies or problems are submitted to Militia-Captain Loman. Though the private lives of citizens are respected, their local errands are watched keenly. In times of hardship, the town watch will be supplemented by conscripted soldiers from the city's populace. The current guards have been personally trained by the militia captain, and on special occasions (dictated by the king) the Chronicler Astralode also provides insight.

Vampire (♂) / Vampiress (♀) are blood-sucking undead beings found in the dark places of Turbulus. Unless dismembered, skewered by consecrated silver, wooden stakes or exposed to direct sunlight they can live indefinitely, but will go into a stony, statue-like hibernation if their thirst for fresh blood is not sated. Rousing a hibernating vampire requires huge amounts of fresh blood fed to the sleeping fiend. The curse of vampirism is transmitted by the vampire if a mortal is fed vampire's blood, even stronger if the mortal is fed willingly. Higher Vampires are the stronger of the race and are faster, stronger and more bloodthirsty than their common brethren. Although it is unknown how some beings become higher vampires and other simply become the common variety, many scholars suggest it is determined by the lineage of the mortal. A vampire's physical age doesn't mature past a 30-year-old human's and as a result they remain vibrant even after hundreds of years. Rumors of a cure for vampirism exist across Turbulus, but nothing has been confirmed. Countess Bathory Bloodmire of the reclusive Bloodmire Chasm is Turbulus' only Vampiress ruler and despot. Typically, Vampire clans are collective groups who behave much like a war-band, solitary vampires are rare and nowhere near as resourceful as a clan. The Dark Claw is currently the strongest of the vampire clans and led by a powerful Higher Vampiress, Lydia.

Drudges the servants of vampires. Often the result of a victim being forcibly turned into vampire by being fed vampiric blood. They exhibit all the same weaknesses of a vampire (vulnerable to direct sunlight, holy objects, silver and wooden stakes) but lack any of the powers of a vampire. Even their teeth are too dull to feed. Often pressed into service of a vampire master, they became slaves and personal attendants, relying on their vampire master to provide them with fresh blood sustenance. They are shunned by their former kin and seek out refuge in the wilderness or in service to a vampire. They are treated with great contempt by their masters, but their blood is rumored to contain the primary ingredient for a potion to cure vampirism. Most roaming vampire clans don't see the usefulness of Drudges, seeing them as a liability or another mouth to feed.

Gremlins, Ghouls, Imps, Satyrs, Phantom Horsemen, Wicked Spirits, Shades, Amalgamations The many foul and evil creatures conjured from The Void and enslaved to The Demonic Legion. These creatures serve as: Torturers, Seers, Messengers, Scouts, Sentries or other types of labor. Their magical connection to The Demon Lords keeps them loyal to the will of their masters, their souls often kept in chains to be tortured at the whims of their masters. Most notably, Shades are former mortal human Maleficae, now soulless, often with reassembled body parts animated by Necromancy. Amalgamations are stitched patchworks of human flesh used to shape various abominable hulking creatures usually devoid of free will or intelligent thought.

Goblins small grayish-green creatures with long pointy ears and noses. They value only money, not honor or life, delighting in theft and mayhem. Many have been conscripted into The Demonic Legion where they are trained to become arsonists and bandits. Other goblins free of Demonic Legion control prefer to populate choke points or under bridges on trade routes to ambush and extort travelers. A Goblin known as Goldwadd serves as The Trade Baron, leader of The West Venture Company, his natural greed and guile perfect for a ruthless businessman.

Trolls The two species are Common Trolls and Jotunn. Common Trolls are larger than a typical human with protruding tusks, gray leathery skin and a thirst for blood. Trolls are more violent than most other creatures, but lacking any tactical intelligence, their clans are governed by the rule of the strongest. Like their goblin cousins they have also been drafted into The Demonic Legion to be mercilessly and tirelessly trained to behave like soldiers. Their physical strength allows them to hurl boulders and barrels with ease. The Jotunn of The Frozen Wastes are perfectly suited for the sub-zero climate, with perfect vision within a blizzard or low light, covered in fine white fur with glowing red eyes, twice as bloodthirsty and violent as Common Trolls.

Wicker Beasts Malevolent spirits infused into framework bodies of thorns and roots to resemble corporal life. Led by a Wicker King and empowered by evil Drwgi magic, Wicker Beasts spread corruption by nature. The beasts draw their power from The Wicker King, growing or fading in strength to match their master. Wicker Kings are one of the vilest conjurations of Dark Elven sorcery: ripping a hellbound soul from the afterlife to infuse it into the grotesque half horse, half Elf, skinless monstrosity, only the evilest Drwgi would attempt such a ritual.

Ogres the largest of the sub-humans, roughly the size of a standing bear. Their physical strength is terrifying, they can hurl horses and crush men in their grips. They are vastly smarter than trolls and goblins and also expert warriors. Ogres are tactical-minded and value honor above all. Some are even able to channel limited amounts of magic. The War Maul clan was the strongest and constantly at war with the other ogre clans in The Lava Fields until being strong-armed into service of The Demonic Legion. Most of the ogres forced into the service of Demon Lord Iblis were used as slaves to build his coliseum or fight to the death as gladiators in the arena for Iblis' amusement.

The Culled dark skeleton warriors conjured by necromancy. They are crafted from the bones of the strongest soldiers in Twilight War history- The Grand Alliance and Golden Sun Knights of The Twilight Wars. Now they obey their demonic masters without question, but have retained their speed and agility from life. Elite squadrons of The Culled are enslaved to Archdemon Azazel and make up the bulk of his forces in The Demonic Legion. There is a treasure vault below The Ruins of The Capital that Demon Lord Mammon has stashed thousands of culled bones just waiting to be awoken.

Shadowfiends mysterious dark creatures conjured from The Void by powerful maleficae and imbued with a portion of their master's soul to bind them to his will. They are slightly elevated off the floor with the appearance of an emaciated gray human clad in concealing robes. Able to channel destructive void magic, use any mortal weapon effectively and move silently, these are the preferred minions of the most powerful maleficae and Archdemon Azazel.

Sages also called Prophets are a powerful group of sorcerers that represent each element present in Turbulus. The most notable ability is their power to imbue their strength to others in the form of Sigils. Some Sages have imbued their power onto destructive beasts to protect it from being repurposed for evil. The Water Sage famously imbued his power into the Kraken, while the Fire Sigil has been placed on the Elder Dragon Jormungandr of Nydhogg Peak in The Frozen Wastes. The Life Prophet lives among her High Elven Kin in Gu Maireannach. The Ice Sigil is stashed in the Temple of Khas'Moroth. The former Light Prophet Laru used his holy powers to fight against The Demonic Legion during The Twilight Wars and imbued his powers into a blade called Sacrosanct. Current Empress of The Continent of Jong- Yu Hou Empress Yao Xin is the Sage of Storms, commanding the Storm Primordial Lei Gong. The Shadow prophet was secretly a member of The Capital's Royal Family and was the only prophet to defect to The Demonic Legion to provide a mortal vessel for The Dark Star, Daeva. Once dead, a Prophet will eventually be reincarnated as a new mortal.

The High Elves The High Elves founded an aristocratic kingdom from their capital of Gu Maireannach emerging from The Wetlands with powerful sorcery and augmented weapons. They draw their immortality and power from The Sacred Cistern, now an isolationist state and located within The Wetlands protected by a magical tangle called: The Elven Bulwark. The Sage of life is the guardian of the Cistern, spiritual advisor to their aristocrats and always reincarnated as a High Elf. They worship the Life Primordial Gaia, considering her a revered divine being. Currently High Elven society has withdrawn from the politics of the lands outside The Wetlands, remaining an isolationist state and repelling all trespassers.

Leshy the guardian beings of The Wetlands. Resembling massive trees with long thick arms and legs, they tower over any battlefield, the size of a fully grown tree. They can use nature-based sorcery such as summoning entangling vines or spewing toxic spores and are fiercely protective of their masters- The High Elves, and the natural environment. They are also capable of completely camouflaging. They especially hate the destructive habits of Goblins and are quite formidable in a fight, but unfortunately very flammable.

Dryads fawn-sized centaur-like protectors and scouts of The Wetlands. The dryads have skin the color of autumn leaves, and leafy hair on their heads and mane, diminutive horns, and childish personalities. They are often underestimated due to their gentle nature, but can gather in large numbers and attack swiftly, out-maneuvering their enemies in the rainforests they call home. Some wield short bows with snake-venom tipped arrow or serrated javelins. They are unquestioningly loyal to their High Elf masters and adept at moving stealthily.

The League of Scholars a loosely affiliated group of rich aristocrats and academics that seek to solve the mysteries of Turbulus through archaeology, exploration and research. Many of their group are nobility of the four kingdoms, they famously expelled Lord Polo Battuta from their society, a famed explorer and free-thinker. Their most famous discovery was the prehistoric cave art found in Land's Edge

The Fallen King of The Capital The royal family of The Capital who traced their lineage to the War of 4 Kings in 530BTW. They ruled their northern kingdom with a firm hand, allowing religious freedom from their subjects and allowing Purists and Sari to flourish in their walls. They repelled vampire invaders from Bloodmire Chasm and famously executed Archdemon Azazel in their town square in 19ATW after sinking the Legion Armada flagship. Their Elites were powerful soldiers in the past during their prime, but later became little more than parade guards. The regents had grown arrogant, believing themselves safe from The Demonic Legion when Archdemon Azazel returned in 685ATW. Their increasingly lazy and insular rulers have proven themselves inadequate regents, caring less and less for their subjects. In 791ATW The Demonic Legion laid siege to The Capital, and in his own hubris the King Theodoric Nikolaevna failed to see them as a threat & initially refused help from Myst City. This proved his undoing as by the time help eventually arrived his city was in flames and the entire royal family was butchered in their own throne room by the forces of Demon Lord Mammon. Now the victorious Demon Lord sits atop the throne, allowing the rubble to settle, enchanting the lands to raise vengeful spirits to keep the citizens tormented forever. It is rumored that one of Theodoric's three children was instead captured and remains in tortured imprisonment.

The Iron Fleet Raised in 220BTW to address threats such as The Sunrise Admiralty amassing naval forces offshore. The Iron Fleet has been famously affective driving off any attempted invasions by sea. The King of The Capital Aelfred II launched the first flagship 'Shadow's Embrace' and ushering in the naval race between Sunrise City and The Capital. When The Demonic Legion restored their own Legion Armada previously lost in 19ATW, during reawakening of The Demonic Legion in 686ATW. The Demonic Legion navy funneled The Iron Fleet into Old Dock and wiped them out in 791 ATW when Demon Lord Mammon besieged The Capital and massacred the population. The ship graveyard offshore of The Capital has become known as The Shipwreck Shore.

Dwarves Include Frost Dwarves, Chrome-Hammer Dwarves original constructs of Forerunner genetic engineering projects, their skin may have metallic or stone-like qualities. Dwarves are unable to use magic but are immune to the effects of it. They are known to be fireproof, affliction-resistant, frost-proof and in some cases have metallic or rocky skin. As such, Chrome-Hammer Dwarf culture is based around scientific discovery, metallurgy, subterranean territorial expansion and archaeological study of Forerunner relics. As the direct creation of the elusive Forerunners, they have an innate knowledge of all Forerunner technology including the Great Mazes of Turbulus. They despise the other inhabitants of Turbulus, viewing them as lesser beings. Their exiled northern kin, the Frost Dwarves of Dwarvenholme, are by contrast a war-like and proud people, adopting the cultural practices of their neighbors- The Nords. Members of the Grand Alliance and renowned dragon slayers responsible for the near extinction of the dragons. They have lost all connection to their creators and no longer have any interest in the mystical ways of the ancients.

Medicine in Turbulus For most of history residents relied on Apothecaries for tonics and lotions to treat their illnesses. Long before then, tribes relied on Witchdoctors or Shamans. The rural village apothecaries were well-stocked with herbs, spices, bones, animal parts, mushrooms, etc. on display. Often medicine involved the use of a mortar and pestle to create various elixirs and curatives. Other more religious denizens would seek spiritual healing with the local Tabernacle or Sanctum clerics or those known as healers. Arguably the most adept medics were those gifted few that attended the in Al-Plazir or in Sunrise City, graduating as a doctor. Their use of rudimentary surgery, leaches, amputations other invasive procedures were well renowned. However, the services of these doctors were expensive and only an option for nobles and royalty. Others complimented their lack of formal medical training with the use of magic or alchemy to achieve favorable results. The term doctor is broadly used to describe most Healers, Apothecaries, Shamans, Witchdoctors, Druids and medical alchemists. Most commoners of Turbulus lack a formal education outside of local schoolhouses and the poor lack access to any education.

Ghosts Also known as Phantoms, Apparitions, specters, Poltergeists and more. They are the lingering souls of those who once dwelled in Turbulus. Most often ghosts are tied to a cursed location awaiting release from their eternal suffering. The Squalor Mire is unholy ground cursed by The Dark Star, Daeva, no spirits can rest in the mire and live out their final battle repeatedly for eternity. They retain all memories of their lives and constantly relive their own deaths. Ghosts are repelled by holy magic, sanctified silver or containment in soul-consuming items such as The Void Coffer or Souldrinker.

Order of Magi A secretive school of arcane study founded in 197BTW. After they discovered the converging leyline below a Forerunner tower in southern Darkwoods, they moved their secretive school to the tower, naming it the Magi's tower. Occasionally recruiting human youths found to possess promise as sorcerers, the order of magi began to expand their studies, creating Scrying Orbs, reality bending rooms, self-regeneration spells and an elixir to expand their longevity for centuries past their natural lifespan. In 0ATW the leaders of the order used their dangerous magic to tear down the wall between the real world and the divine realm, seeking to usurp the power of the Crystal City of Heaven. The cosmic forces they agitated struck them down when they polluted the crystal city with their arrogance, inadvertently creating Daeva, the Dark Star who would raid their treasury for many powerful relics such as Souldrinker, then instigate The Twilight Wars. Rebranding themselves as The Order of Exorcists they fought in the Grand Alliance against the Demonic Legion. but when their role in Daeva's creation became known, the grand alliance hunted all of the members down to be put on trial and executed. Only one member remains- Chronicler Astralode. He was given indentured servitude to the Myst City Royal Family in lieu of execution, tasked to devote the rest of his life to helping Turbulus recover from the damage his order created. Now the Magi's Tower lies abandoned, overtaken by the wilds of southern Darkwoods, haunted by echoes of the Magi and strange creatures from The void.

Hellbeasts beasts that inhabit Hell, they can be invoked from the fires of Hell to serve a master. These can include Hellhounds, Hell horses, Gargoyles, Hell bats and many more. They breathe sulfurous fumes and stronger beasts can corrode the ground beneath their feet. They don't tire, are weak to holy magic and resistant to most other elements. The Demonic Legion conjures Hellbeasts from their infernal realm into Turbulus to serve their forces as guardians, laborers, soldiers and mounts.

Dworgs a genetic degradation of Chrome Hammer Dwarves, lacking the intellect. They are mostly simple creatures vaguely resembling their ancestors, but smaller, sickly and rust-colored in appearance. Most Dworgs exist in The Golden Fields where they continue to cause a nuisance for the farmers. They steal and pillage resources, live in large burrows but are relatively harmless on their own. They lack the intelligence of Dwarves to form tribes and fight together, so they often squabble among themselves.

Undead also referred to as Zombies, Jiangshi, Al-kassol, by different regions in Turbulus. These rotting animated corpses are raised with necromancy. Lacking any intelligence, they are enslaved to the will of the one who summoned them. They feast on living flesh and are truly horrifying to behold. Lady Deathwhisper used the corpses of ancient High Elves to raise her zombie forces, naming them The Undead Horde. Most necromancers can only raise a few undead at a time, most undead will eventually crumble and decay. Sanctified Silver can pierce and destroy them. Holy water and Holy magic can also repel and destroy them, sunlight won't impede them, otherwise complete dismemberment is needed to halt their relentless march. A sentient variation of Undead exist in The Plagued Valley- The Remnant. The former-living Lush Valley residents now revived with ancient necromantic rituals have cold dead skin, grey eyes, withered features and ever-present decay. When their lands were blighted by The Pestilence and many of them killed or horribly infected with poison, the Watchers of The Bastion Wall, the Guetteurs turned them away, firing upon those who refused to depart, so the desperate and terminally ill refugees rallied to the side of Lord Grey. The Remnant do retain all their human memories of life and mannerisms but no longer feel the virtues and joys of being human.

The Forerunners a mysterious, long since vanished advanced extraterrestrial race. Rumored to be the builders of Turbulus in its infancy. Genetic experiments of local sentient life led to the advent of magic use among Humans and Elves. Several ancient monoliths such as The Arbiter's Grounds, The Great Mazes of Turbulus, The Circle of Stars and the Temple of the Damned were rumored to be constructed by the Forerunners and later rediscovered and repurposed by the mortal races of Turbulus. The Forerunners created the Chrome-Hammer Dwarves to serve as stewards of their facilities but the Chrome-Hammers became independent after their masters' departure.

The Phoenix a powerful hero, catalyst of many virtuous uprisings and noble acts throughout history. Continually reborn in the incarnations of divinely-chosen noble souls. The Phoenix is empowered by Holy magic to oppose evil and destruction. The rebirth of this age's Phoenix is imminent. Once their divine purpose is fulfilled, they crumble to ash, remembered alongside their heroic ancestors.

The Primordials enigmatic, monstrously large elemental beasts of the ancient past, thar carved out the territories with their constant battles with each other. Some consider the Celestial Being of Life, Gaia and the Celestial Being of the Winds, Avius, also Primordials. Some older ruins are rumored to be the mortal remains of fallen Primordials. They are long gone now, some sealed in The Void, a mysterious parallel dimension, others the pits of Hell in frozen Lake Cocytus, but their marks on the land still persist. Known Primordials include: , Primordial of Decay in The Deadlands; Rhy'goloth, Primordial of the Deeps who destroyed the Ancient Empire of Arlyeh; Khas'Moroth, The Primordial of ice who carved out the Rumble Mountains; Lei Gong, the Storm Primordial of the Continent of Jong; Infernus, the Fire Primordial who created The Lava Fields, Xal'lorox, Primordial of Despair imprisoned in the Black Sepulcher; and Huitzilopochtli, the Blood Primordial worshipped by the Crescent Island Elves. The Primordial of Time, Paradoxus is housed in a containment facility within The Time-lost continent of Ellusia. These dangerous entities call to their worshippers and mad men in whispers and dreams, doing everything to can to return to power in Turbulus

Cult of The Ashen A quickly spreading rebellious movement in The Capital, stoked by the machinations of the Demon, Baal. The civil unrest over the growing lower classes in The Capital and the shameless excessive wealth of The Capital Royal Family. Riots were put down by The Capital Elites, inciting larger revolts within the walls of The Capital. Once Royal Guard Grigori was recruited into The Cult of the Ashen, their agents were able to expend their influence to the royal palace. Once the guards' loyalty was compromised Baal contacted Demon Lord Mammon. Mammon led the siege of The Capital and was met with very little resistance. King Theodoric Nikolaevna was misled to believe the siege wasn't a serious threat. Once reinforcements- The Golden Sun Knights, finally arrived The Capital was being ransacked. Mammon led his main forces to invade the royal palace, personally slaying King Theodoric, Queen Nataliandra and their two sons: Prince Alexei and Prince Mikhail, later capturing Princess Lunastasia after discovering her to be the reincarnation of The Sage of Shadow. General Seth the Necromancer led The Demonic Legion's auxiliary forces consisting of Shadowfiends and Ashen Cultists the burn the residential areas in the city and massacre the innocent civilians, personally killing many Golden Sun Knights.

The Order of Chaos A sinister cult led by worshippers of entities of The Void such as Primordials Tor'zelith, Xal'lorox and Rhy'Goloth. They wield powerful void sorcery they draw from the power of their dark masters. Notably the Ancient Empire of Arlyeh was run by a shadow council named The Halls of Amenti, an offshoot of The Order of Chaos the public image of an Emperor was nothing more than a puppet ruler. Their experiments in contacting the Void and their so-called 7 Lords of the Dweller turned out to be a ruse concocted by Primordial of The Deeps, Rhy'Goloth to bring them under his evil influence. The entire Empire of Arlyeh and its capital Agwanti was dragged into The Void in c.2030BTW as Sirius the Astrologer, a captured Corelander shaman opened a portal to The void in Agwanti, using an ancient ritual dagger. Over the centuries there have been countless crusades by various human kingdoms to stamp out resurgences of The Order of Chaos cults. The Sunken City of Arlyeh, the only physical remnants of the once mighty empire lie under The Forbidding Ocean. Ghostly whispers and nightmares plague the nearby residents of The Nords and opportunistic cultists have assembled dozens of cults in worship of The Whispers or the monstrous Kraken that inhabits the sunken city. The Cult has endured in secret, infiltrating every organization in Turbulus, even The Tabernacle and The Sanctum. What they are planning is still unknown.

Flesh giants also known as Flesh Beasts or Flesh Golems. They are monstrous amalgamations of the bodies of humans and elves stitched together and risen with dark sorcery. They are blindly obedient to their masters, twice the height of Ogres and are often used by The Demonic Legion as siege weapons to break down more resilient defenses. They are difficult to create and thus their numbers are limited. They mainly reside in Hell around the Inferno's Capital City: Dis

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