(This is an imaginary cosmology, with it's own laws of physics
and population of divine spirits and other entities. This was originally
developed as background for a fantasy role-playing campaign which hasn't
[yet] ever been played, however I think the cosmology part is interesting
in itself.)
Viridial energy is not, strictly speaking, a "life-force". Any sufficiently complex, dynamic, physical system, living or not, will tend to attract viridial energy and be transformed by it. For example, the planet itself has a viridial field that is coupled to the shape of the terrain. (It is mostly near the surface, since boundary layers in most natural systems are likely to be richer and more complex than the interior). Rather than being a continuous field, however, it tends to form strand-like fractal structures. These structures exist everywhere on a microscopic level, but in some areas they gather together form large "ley-lines" or "ley-nodes" where the field is more intense.
Similarly, a human body has it's own "ley-field", a spiderweb
of viridial energy running through the body. It is the interaction between
this field and the planetary field that allows spellcasting (especially
non-local effects) to occur. A magical "sensitive" can, for example, feel
the microscopic ley-strands as they move their body (either the whole body
or individual limbs) through space. The mind can cause changes in the bodily
field, which resonate within the planetary field, allowing the spell information
content to be induced within the planetary strands and propagate along
them, much like plucking a guitar string. Altered states of consciousness,
especially those of high emotion, can cause glandular secretions which
alter the body chemsitry and enhance the ability of the caster to control
their own field.
The term "plane" is somewhat misleading, since it implies a flat, euclidean geometric relationship between the levels. A closer model might be the "electron shells" of an atom, where an electron which has been excited to a higher energy state can "jump" to a higher shell. A different model of the levels is perceptual - all of the levels co-exist within one physical space, and to travel from one plane to another requires a shift in one's perception, much like the picture of the old woman that turns into a young woman based on how you look at it.
It is said by scholars that the diffusion of viridial energy from
the astral place to the lowet planes did not always exist, that our universe
was once a dead and lifeless place, but that the ancient dwellers of the
astral plane opened a portal into our universe which allowed some of this
energy to flow through.
Skotos represents the primeval darkness, before the world was made, and the creation of the world from out of that darkness. Metaphorically, this represents untapped potential, a blank canvas.
Lumat represents the first light that came out of that creation, and the force of order.
Shatra is the energy of fire, both destructive and transformative, which shaped the early universe.
Umar is the rock and strength of the universal creation, representing stability against Shatra's ever-changing fire.
Ilger is the water that bring life into the universe, the growing things that transcend mere elements.
Tiraten is the air, and the ever wandering motion of all
things -- planets, people, ideas.
While the Danyur take an active interest in the affairs of mortals, they generally react to mortal abasement and adoration with indifference. They see earthly life as an aspect of a cosmic decision-making process, one that is beyond even their understanding despite the fact that they are the reason for it's existence. (The biblical parable of Job is an example of powerful deities using a mortal to decide some particular outcome). As such, they are reluctant to interfere in that process, because such interference might taint the outcome. Occasionally, however, an individual Danyur or Tonyur will be moved by strong emotion (such as anger or pity towards a mortal) to make an exception; And rarely, the entire council of the celestials will take action when it has become obvious that the entire system is badly out of adjustment.
A note on aspects: The Danyur are not constrained by their own
elemental nature like the Kronyur. A Water-aspected Danyur, for example,
may have a liking for watery places, a personal style of action involving
water and it's symbols, a special power over water, or are perhaps remembered
for deeds involving water. But they are not "composed" of water, nor are
they constrained to act in ways that are "watery".
Astron is the embodiment of sunlight. He represents law and justice, and is the High Judge of the Tonyur. All things under the sun are seen by his watchful eye. His followers are farmers and soldiers, and his priests function as traveling circuit judges, dispensing justice in rural communities.
Pelarsis is the spirit of the night and death. She is a spirit of mystery and shadow, but is a merciful spirit nonetheless. She is the dark mother, the release into a merciful death. She also represents trust and intuition. Her priests and priestesses dwell primarily in the cities, and are often shunned by the unsophisticated peasants.
Thestra is the green mother, representing the bounty of rain and soil, the growth of plants and other living things. She also represents birth and fertility. Her priests are most often village priests or priestesses responsible for carrying out the rituals of the rural community.
Thaedron is the lord of the waves, and also represents the erosive force of time and weather. Mankind's greatest monuments will one day crumble into the sea, and Thaedron will be there to watch -- "This too shall pass". Sailors will tell you that Thaedron protects his domain jealously from intruders, and has little interest in the affairs of land-dwelling beings.
Velhan, the wind-traveler is an air-spirit, representing travel (where the winds take you), and divination (what the wind tells you). As such, he is the patron of prophets, storytellers, and heralds. He also represents physical prowess through training and practice.
Metani is the fire muse, the spark of insight that transforms
the world. She brings thoughts of revolution and rebellion to the oppressed,
and potency to those who would master the elements. She is the patron of
sorcerers (esp. fire-using ones), questing warriors, and all the ambitious
people who want to "leave their mark".
Understandably, the apocalyptics have fewer followers than the celestials. However, those who do follow and supplicate them (perhaps because of fear of punishment) are quite fervent in their beliefs. In addition, they are recognized by the mortal communities as part of the natural order, and as such are generally given token respect in the various rituals and shrines.
Ispora is the spirit of disease and famine.
Molach is the spirit of war, rage and violence. His followers form cults with unsavory rituals, and have many secret enclaves.
Terak is an angry earth spirit who causes quakes and volcanoes.
Reva is the mistress of storms, a wild air spirit that
causes lightning and thunder. She has a sisterhood of sorceresses followers.
Baru, the Great Bear. This mighty being was one of the first Danyur, and was killed in a cosmic struggle. Baru now only exists in a form far removed from reality.
Osidani was also known as the Lady of the Willows, but she sleeps now.
L'dala, also called the Mother Serpent, was banished
from the heavens for some forgotten transgression against the Danyur.
Derillion is the Star-Seeker, the Dreamer, and represents the unconscious realm of dreams. He is the patron of artists, wizards, intellectuals, wanderers and scholars (but only those who are not hide-bound). His following is freeform and disorganized, with few fixed sites.
Methros is the servant of Pelarsis, and is the weigher of souls. He is also the guide to the spirit world. As such, he is the patron of Shaman and Mediums. He is said to have a familiar, a great black lion.
Radra represents knowledge and enlightenment. As such, she is the patron of mystics, scholars, priests and magicians.
Sivar identifies with sensual pleasure and seduction. Known as the Wicked Lover, this spirit has an elemental aspect of twilight (light and darkness mixed).
Tureth is the bringer of luck, wine, and the good life. As such, he is often patronized by gamblers, thieves, bards, tale-tellers, beggars, and others who live the risky life.
Tim-Tet represents music and rhythm, and is the patron of musicians,
bards and poets. He plays a drum, and it is not known whether he plays
along with the eternal cycles of the universe (years, seasons, days, lives),
or if in fact the universe is just keeping in time with him...
Chassa Gloren was a beautiful queen of an ancient kingdom who sacrificed herself for her people. She personally led her finest warriors in a desperate defense of her kingdom. After she was killed in the battle, her sacrifice continued to inspire great deeds.
Haberon (The Victor, the Lion) was an ancient hero of great renown.
Niccu Vassa was a sly adventurer who's exploits became so notorious that he was immortalized in legend.
Talne Hethran a healer who was raised to the status of
Ascendant by the Danyur due to her life-long dedication to healing and
helping others. There are many who have followed her vocation, and there
are enclaves of such healers in most large cities.
Aboding spirits usually are associated with a particular natural terrain feature such as a river or cave. Occasionally an individual will give offerings to the spirit, or there may be a small shrine. In return, the spirit bestows luck, health, or whatever boon it's powers can provide.
Familiar spirits bond with an individual, usually a shaman,
and travel with them.
The Kyronti were able to take humanoid forms and interbreed with the sentient humanoids in this world (which at that time consisted of the Beomyn), although not through the normal physical process. Their blood or essence still flows in the veins of the Kindred Races.
The Kyronti language remains to this day the primary language
of magic. Most magical books and scrolls are written in it, although some
are written in Old Runic.
(Side note: One of the reasons that there are so wide a variety
of racial types is that the union of individual Beomyn and Kyronti was
likely to have unpredictable results. The genetic structures of the Beomyn,
combined with the song-like organizational patterns of the Kyronti produced
a plethora of new races. In addition, the Kyronti had the power to alter
their own external forms, and this also had an effect on the resulting
progeny. Many of these races died out early on, but a large number of races
survive.)
Elwidu & Simari (The Twins) are revered by the Falari.
Monere (Sunchild) is honored by the Noltai.
Stoss is the first craftsman of the Halkami.
Lurinas Tiriel is an ancestor spirit of the Trelsenti.
Nivring Talarin is revered by the Selwari.
Quasi-Kindred are races that began as Kindred, but went
through further alteration.
Relicules: Species who are related to the Beomyn by a common ancestor species.
Exotrines: Species who are native to this world but developed independently of the Beomyn.
Nascents: Species who were created artificially (as opposed to individual creatures that were created artificially).
Zenalia: Species who settled here from other planes or
worlds.
Constructed Beings. Beings who are sustained and animated by a permanent enchantment. These include golems and homunculi.
Magical Beasts. These beings are living animals of unnatural
origin, created by wild magic or sorcerous experiments.
Objects. While not strictly speaking alive, inanimate objects
do have a small amount of residual viridial energy and can, in some sense,
be said to have a spiritual existence. This is the basis for divination
spells such as psychometry.
Demons are renegade spirits (Tonyur) perverted to evil.
They were banished to the barren and inhospitable nether planes long ago,
however they can occasionally manifest themselves in the material world.
Their purposes are varied, some seeking to control the higher planes though
conquest and coercion, some seeking revenge for their banishment, etc.
Some wish to establish an empire of mortal slaves from which they can harvest
the energy they need for a rich and powerful existence. This latter process
is generally achieved through blood sacrifice, since the death of a mortal
being causes the sudden and catastrophic release of most of it's life energy.
It is said that Ur came from a time before the Kronyur, before time itself. Some say that there was a "time before the universe began" from which Ur originates, however others say that this is impossible since nothing could have survived the cataclysmic beginnings of time.
It is said that millions of years before the first mortal walked the soil, Ur struggled with the Danyur for mastery of the cosmos. Ur was banished but not defeated; It was cast into the abyss which resides at the bottom of the lowest plane of existence. It is said that nothing can escape from the abyss, that one must fall forever with nothing to cling to.
However, Ur's influence in this world can still be felt. Certain
creatures from the lower planes, such as the undead, are infused with his
power and walk the land in a mockery of true life.
Minor spirits who do not have the power to manifest physical forms can only affect the material world in small and subtle ways, such as a gust of wind or changing the roll of a die.
In addition, the most powerful spirits can create "Avatars", which are real flesh-and-blood beings who's spirit contains a direct link to the deity, but still possess free and independent will.
Because of the nether-planes' inhospitality to spiritual existence
(life-energy levels are even lower than the material plane), demons use
material bodies to supplement their existence. These bodies are often,
but not always, crafted to inspire horror and loathing in mortals. If a
demon's body is killed, it must retreat to the nether plane and regenerate
a new one, which will take many years.
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