
Magic
The Cosmos
A true and great source of power which encompasses all which we see. The forces of good and evil keep the Cosmos forever turning in the perpetually expanding universe. It is the flow through space and time which allows every Supernatural occurrence to exist. As truly the greatest thing imaginable, there are limitless possibilities to what can occur. All realities are born and deceased within the Cosmos- never to be destroyed.
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As each being of magical potential passes, their arcane spirit rejoins the millions of others floating through the twisting nebulae... ...hoping to be reborn to another legacy.
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Realms
Deep in the depths of the Cosmos lies two planets which once existed parallel to one another, but in the last millennia have collided. Damned to be conjoined at one end, the denizens living upon them are in eternal warfare. These two mega-planets are known as 'Azatheer the Blue' and 'Drothoth the Red.' Never did they foresee being faced with one another until a mysterious ball of Wild arcane appeared within the Cosmos and drew both planets toward it -- forcing them to meet.
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Azatheer the Blue
This mega-planet is host to the most awe-inspiring wonders.There are vast oceans dividing each country, which is populated by extremely unique figures. The countries are known well to the people of earth, for they exist as the righteous religions we know today. Valhalla, Janna, and Heaven co-exist as neighbors as well as many others. The gods which control them are beings of great magical power.
Since the collision with Drothoth the Red, nothing's been quite the same. The people of Azatheer now know strife, hardship, and even evil. It is their duty to recruit more willing candidates into their militia (religions) to fight back the evil!
They reached out to earth the moment civilization began. Ever since, religion has shaken our little planet. Each person that dies a Christian, Buddhist, Muslim, etc... have their souls plucked from the mortal plane and taken to Azatheer to fight as a champion of good!
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Drothoth the Red
On the opposite end of the spectrum, Drothoth stands for everything Azatheer is against. Great seas of fire divide their countries which we know on Earth as every representation of Hell. This world is riddled with nightmarish beasts of punishment and disarray. Lacking righteous hope and moral code, the rulers of Drothoth seek nothing more than to corrupt and expand their control over the Cosmos.
Now staring Azatheer in the face, Drothoth has finally met its match. For millennia the blue planet has managed to keep the demons at bay, but they have another trick up their sleeve. Piggybacking on the idea of reaching out to other galaxies and populated planets, evil wants to grasp as many beings as they can to fight against Azatheer.
With promises of power and unfathomable luxuries, evil manages to hold their own against good easily. Earth has been victim to cults in the name of Satan for as long as anyone can remember. If only they knew what they were truly getting involved with. Every sacrifice that is made and every cult member that perishes is stolen away to Drothoth to join their cause.
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The Wild Plane
This mysterious entity floating through the Cosmos has existed long before Azatheer and Drothoth. It's said to be the beginning and end of time itself. This plane has no physical realm, but rather, manifests itself wherever it can grow - like a creeping moss. It forever expands, floating through the Cosmos, consuming arcane and turning it into new and strange things. Anyone who has witnessed it describes it as a great ball of dark clouds, constantly being illuminated by green lightning.
The size of this plane has grown so tremendously, that the mega-planets Azatheer and Drothoth had no other choice but to be sucked into its orbit. They forever spin together in the Cosmos as a twin planet of polar opposites. Wherever the Wild plane touches, evil can meet good- and good can meet evil. It introduces a very peculiar aspect of corrupt and pure all at once - a twisted yin and yang.
Many afterlives believed to be mere fairy-tales are said to belong to the Wild realm. These places include that of Avalon, Lovecraft's Dimension 'R'yleth', and the Spirit Realms of Voodoo and Shamanism.
There is no religion primarily associated with the Wild realm. When Atheists die, their arcane is merely consumed and spat back out again by what lurks in the Wild realm. It is unknown where their souls go.
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Arcane
Arcane is the proper name given to all forms of magic. It is that which normal humans consider Supernatural and 'impossible'. Arcane is linked directly to the Cosmos. You may only use the gift of arcane if the Cosmos wills it. It is not genetic. Since the Cosmos is neither good or bad, but works in mysterious ways, it can select candidates of greatness or evil with no preference to either alignment.
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Arcane can only be channeled when the magician wills it. The Cosmos does not work for those who doubt in it.
In times of great stress or emotional disarray, one's body can accidentally will Arcane without the mind's involvement.
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Good Arcane
All spells performed with positive intentions strengthen Azatheer the Blue through the link between planets.
Every craft and school can be performed with good intentions if the wizard is creative enough.
Magicians who frequent the use of good arcane find their bodies regularly in good health due to the blessing of Azatheer's greater magical beings.
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Bad Arcane
All spells performed with negative intentions strengthen Drothoth the Red in a similar way.
Every craft and school can be performed with bad intentions if the wizard is creative enough.
Magicians who frequent the use of bad arcane find their bodies more inclined to making more poor choices. It feels almost like a corrupted conscience speaking out to them as Drothoth seals the link between the wizard and the Red planet.
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Wild Arcane
Wild Arcane has no preference to alignment, but it's hard to control and trust. Only those with the strongest willpower can get it to do the extraordinary things they demand. Weaker willed people might cause the opposite of what they want to occur.
Magicians which dabble in Wild Arcane seem more scatterbrained and find it difficult to act without weighing all odds first.
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Wizardry
Wizards typically unlock their arcane pool around the age of ten when their minds are mature enough to know good from evil, yet their imagination is still brilliant.
Some wizards with non-magic parents don't unlock their abilities until later on in life, usually through extreme emotion forcing the arcane out of them.
There are a few rare cases where a person born of two wizard parents never acquire their arcane pool. To obtain it, they must try and artificially create one through substances, or make a deal with a greater magical being from one of the realms.
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All spells belong to their own schools.
Every single school can be performed with the intentions of good and bad, but the magic behind them might not exactly scream good or bad.
- Good magic can be corrupted to be more destructive than intended.
- Bad magic can be purified to work in different ways.
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Wizards can know more than one spell school. Depending on how talented they are in arcane, they can learn a new school every five or ten years of practice.
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Addiction
Magicians who overexert their arcane pool by draining it quicker than they should end up with Arcane Strain. The strain comes in the form of a dark mark which spreads over the body when more of your arcane pool is depleted. The colouration of the mark is akin to a starry sky with a slight hue reflecting the good(blue), bad(red), or wild(green) arcane the wizard has been utilizing. The strain disappears little by little after each day so long as the Magician stops performing.
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Arcane Supplements are often used to temporarily expand or fill a magician's arcane pool. They are not healthy to consume, an can lead to an addiction where the magician constantly tries to keep their pool full. When addicted to arcane, the body starts to deteriorate. It looks feverish and malnourished. All bodily needs are put on hold as the hunger for more arcane engulfs the magician. Eventually, they die of madness.
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