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literally just a bot with all the current lore for the world I've made. I decided to make this since I'll probably try to make more ocs based on this world, and this can act like a hub for everything. check scenario to see all lore. also I did use ai for the cities, but I double checked it and changed some stuff to fit what I want, I got kinda lazy at the end though. and so was only used for the cities, nothing else.
all characters out right now. just saying the old ones don't have all the current lore. the old ones are lunaria, faelyn, lillian, and astraea. I'm too lazy to update them.
the golden sun nytocris - collab with @Jeihjeih
goddess of the underworld ereshkigal
the twins nerissa and marina - new!
in progress
idk yet
credit to @Jeihjeih for helping make the lore for nytocris and solarium.
Personality: .
Scenario: the world: the world of luminara is much less advanced than this world, as technology isn't as needed due to magic being very prevalent in society. there is only crude machinery as mostly everything is done with magic, from forging to fighting. like a typical fantasy world, there's all sorts of monsters like goblins, slimes, dragons, and other things roaming around the world, and there aren't any levels or stuff but there are different variations of enemies. for example, there can be a blue slime that's small and weak, and a red slime that's much bigger and stronger. and of course different monsters are stronger or weaker, for example a dragon is thousands of times stronger than a slime. the reason for monsters even existing in the first place is due to mana, which has existed since the planet formed, as the core of the world is entirely made of mana and like gravity the world pulls mana from the surrounding universe so it doesn't run out. monsters have been alive for much longer than humans, as they evolved from microscopic organisms like all other life in the world. the people: everyone in the world is born with mana, but there are different levels, some people are born with giant reserves of mana, which is essentially an organ near the bellybutton that stores mana. even though people have different mana reserves, that doesn't make them inherently stronger, as even someone with a mana reserve smaller than a pebble can train and become one of the strongest in the world, having a better mana reserve is essentially the same as being gifted. in the world women are typically witches while men are typically warriors, but there's nothing stopping a man from being a witch or a woman from being a warrior, though because of human biology, where men tend to be physically stronger than woman, it's usually the men that are warriors. warriors use mana and magic spells to reinforce their bodies and weapons, typically using weapons like swords, spears, or axes, though it isn't uncommon to see weapons like bows or guns either. witches on the other hand attack directly with their mana, using all sorts of attack spells like fireballs, lighting, and ice to fight. there are five warriors and five witches known throughout the world, known as the five fabled witches and five fabled warriors respectively, which are known everywhere and are the strongest in all the lands, above any other witch or warrior. the strongest witches, in order are: the grand witch, the sleeping witch, the ice witch, the dark witch, and the fire witch. the warriors rankings, in order are: the elder warrior, the grand warrior, the shadow warrior, the titanic warrior, and the steel warrior. society: due to the amount of witches and warriors, two organizations were made, the warriors association, the witches association. aside from the associations, which are only for monitoring and approving warriors and witches, there's also the hunters association, which is specially for people who want to hunt monsters. all three associations are worldwide, as its easier for traveling and management. in order for anyone to hunt they have to sign up for the hunter association and complete a test to measure their strength, mana, and intelligence, because not everyone can be a hunter, unlike how anyone can be a witch or warrior. aside from hunters there are also jobs like blacksmiths, bakers, chefs, and other basic jobs. in luminara there exists twelve major cities and thousands of small towns and villages. every major city contains a tower of one of the witches or warriors, though there are two that don't have a tower. the two which don't have a tower are rules over by a royal family, a long lineage of family, in which the founder of the two cities belonged to that family. every major city has all three associations, and there are many more scattered throughout the world near or in towns and villages. all of the names of the cities and what towers are in said cities are listed as follows: moonveil - the sleeping witch, vaelis - the ice witch, eldermist - the grand witch, emberfall - the fire witch, nightreign - the dark witch, stonehelm - the elder warrior, ironhall - the grand warrior, silvershroud - the shadow warrior, colossus - the Titanic warrior, steelspire - the steel warrior, celestria and nyxhaven - the royal family. the cities: moonveil: moonveil is a large city to the right of vaelis, another large city which serves as a main trading route. due to how close moonveil is to vaelis it attracts many traders and vendors. in the middle of moonveil stands a tall dark tower home to the sleeping witch and her disciples. moonveil is covered entirely in a dome-like building made completely out of magic, conjured by the grand witch to deflect the attacks of monsters when they were rampant. the dome serves as a way to deflect light, though not entirely, it disperses it in a way that makes the light slightly dimmer but also completely silver, and due to this deflection it is possible to stare directly at the sun and be unharmed. moonveil is in the middle of the plains, surrounded by nothing but occasional hills, making it perfect for farming, though all of the farming land is outside of the dome, which serves as the main city, which again is very large. vaelis: vaelis is home to the ice tower, the home of the ice witch lunaria and her disciples, along with being a vast store for everything magical, from potions of healing to staffs and wands. the city of vaelis is one of the more advanced cities in luminara, each building has its own rune to prevent its destruction, the city has a dome of mana surrounding it to defend against monsters, and unlike many other villages or towns, the surrounding area is free of basic monsters such as goblins and slimes, though as its located near a mountain range dragons are an occasional threat, though not common enough to be worth worrying about. vaelis is mostly known for its trade, merchants line the streets, restaurants and stores can be found around every corner, and vaelis is one of the main routes of trade due to its central location. vaelis is located in the middle of the plains, with only a large river on one side and a mountain range on the opposite side differing from the plains that stretch on. vaelis is located near the center of the other cities, which makes it a popular tourist spot in addition to being a main trading route. eldermist: Eldermist is a city shrouded in perpetual twilight, known for its ancient libraries of magic and the tower of the Grand Witch, a colossal structure of black stone wreathed in ever-swirling mist. Built upon rolling hills veiled in silver fog, the city is surrounded by a dense mana forest where manabeasts and monsters run rampant, and bordered to the east by a range of inactive volcanos. nearby there is a river, which is rich in mana, making it great for mana recovery but also making it very dangerous to consume too much. emberfall: Emberfall is renowned across the land for its masterful artisans, volcanic forges, and the imposing Tower of the Fire Witch, a spire of fused obsidian and brass at the city's heart. Built upon and within the slopes of an ancient, dormant volcano, the city is filled with heat-resistant stone structures, glowing forge-works, and terraces connected by steep staircases; the air constantly shimmers with heat haze and carries the rhythmic clang of hammers, the hiss of quenching steel, and the warm scent of brimstone and molten metal. Emberfall thrives on industry, its famed Obsidian Forges produce incredibly strong, magically resonant weapons and armor, while its Glowglass District crafts exquisite, heat-formed glassware like vases, tea cups, mirrors, and other decorations. The city offers unique geothermal baths, fire-resistant ceramics, potent heat-based enchantments. The surrounding terrain consists of harsh, mineral-rich volcanic badlands and smoldering peaks. emberfall is located near eldermist, it's location deep in the middle of the volcanic range bordering eldermist. nightreign: Nightreign exists on top of the sheer, dangerously steep cliffs of a plateau. it is a city perpetually living in moonlight , renowned as a haven for spies, assassins, illusionists, and masters of shadow magic. on its own cliff stands the tower of the dark witch, taller than any other tower and darker than the abyss. The city itself is a labyrinthine marvel of obsidian architecture, deep-set windows, and narrow, winding streets choked with perpetual gloom. Nightreign thrives on secrets and subterfuge: its infamous bazaar trades in poisons, forbidden lore, enchanted disguises, and potent artifacts that manipulate darkness and perception. it offers unparalleled services in espionage, sabotage, and assassination. The city is also famed for its Shadowsteel— a near weightless metal with a razor sharp edge found in the dangerous mines and cliffs below—masters of intricate shadow puppetry used for communication and entertainment, and potent wards designed to repel light-based magic. The surrounding terrain consists of jagged, nearly impassable mountains and deep, thorn-choked valleys perpetually shrouded in mist, isolating Nightreign and amplifying its aura of impenetrable secrecy. stonehelm: Stonehelm crowns the highest peak of a large mountain range. its a fortress-city carved directly into the living rock, renowned for its impregnable defenses, elite mountain legions, and the Tower of the Elder Warrior a colossal bastion of stone fused with defensive runes that serves as both citadel and command center. The city itself is a multi-tiered marvel of fortified terraces, massive gatehouses, and interconnected tunnels; its broad, stone-paved avenues are lined with armories, strategic academies, and shrines to martial prowess and magic. Stonehelm is the realm's ultimate stronghold: it produces magically-enhanced arms and armor renowned for their lightness and durability, its guilds trains peerless scouts and mountain troops, and its witches maintain powerful enchantments that shield the city from aerial assault and seismic shifts. The city offers unmatched strategic defense consulting, elite mercenary companies specializing in mountain warfare, potent earth and protection magic, and masters in defense. The surrounding terrain consists of sheer, snow-capped peaks, treacherous passes, and deep, wind-scoured valleys. ironhall: Ironhall is a subterranean marvel burrowed deep beneath the world, renowned as the realm's paramount source of magically resonant ores, masterwork arms and armor, and the tower of the grand warrior—a colossal, fortress-like core of enchanted iron and bedrock—ehich serves as the city's ultimate forge. The city itself is a vast, cavernous network illuminated by molten rivers, enchanted crystals, and the blinding glare of countless forges; its tiered districts are carved from glittering ore-veins, connected by echoing tunnels and massive lifts, resonating with the relentless din of hammers, grinding stone, and the hiss of quenching. Ironhall thrives on mineral wealth and metallurgy: its forges produce legendary alloys like luminite and hellstone, its Runesmith Enclaves imbue weapons and armor with potent physical enhancements such as durability, strength, and defense, and its bazaars overflow with peerless gear coveted by warriors everywhere. The city offers unparalleled mining expertise, combat engineering. earth magic, and brutal underground combat training pits. The surrounding terrain is dominated by rugged, mineral-rich mountains scarred by massive mine entrances, leaving it mostly isolated. silvershroud: Silvershroud is a city woven from shadow, renowned as the heart of covert operations, silent assassinations, and the mastery of blending martial skill with stealth magic, all under the watchful presence of the Shadow Warrior whose Tower – a structure seemingly formed from solidified mist and living shadow, often indistinguishable from the surrounding trees – anchors the city’s power. Built upon ancient, gnarled roots and sprawling fungal platforms above the murky waters, Silvershroud’s architecture is organic and elusive: buildings are draped in silvery-gray moss, connected by rope bridges and hidden pathways, with light carefully controlled through bioluminescent fungi and shielded lanterns to maintain perpetual twilight. The city thrives on subtlety and infiltration: its market trades in near-silent armor, potent poisons and elixirs, enchanted garments, and expertly forged weapons designed for quiet kills. Silvershroud offers unparalleled training in wilderness tracking, urban espionage, and the art of shadow magic. The surrounding terrain is a vast, mist-choked marshland dominated by colossal, silver-barked trees and treacherous, vine-choked waterways. colossus: Colossus rises like a mountain of carved stone and enchanted iron upon the windswept edge of vast, open plains, renowned as the bastion of giants, master siege engineers, and warriors who channel magic to achieve titanic strength and resilience, ruled by the Titanic Warrior whose tower dominates the skyline. The city itself is built on a staggering scale: towering walls wide enough for wagons to pass atop, massive foundries belching smoke as they forge weapons and armor for giants and constructs, cyclopean barracks, and broad plazas designed for mustering legions and testing siege engines. Colossus is the realm's forge of war on a grand scale: its Giant Foundries produce impossibly large and magically reinforced weapons, armor, and devastating siege weaponry; its Academies train warriors in mass combat tactics, defensive magic for fortifications, and the channeling of enhancement magic to temporarily grant giant-like stature and power; and its Bastion Quarter specializes in constructing near-impregnable fortresses. The surrounding terrain consists of endless, flat grasslands giving way to distant, weathered highlands. steelspire: Steelspire stands as a monument to precision, discipline, and unparalleled metallurgical mastery, rising from the fertile floodplains of a wide, slow-moving river on the edge of vast flatlands, renowned for its peerless weaponsmiths, clockwork constructs, and warriors who channel magic for flawless reflexes, unerring accuracy, and unbreakable will. The city itself is a marvel of ordered efficiency: its streets form a near-perfect grid paved with fused riverstone, lined by sturdy workshops, gleaming armories, and austere training halls; the air thrums with the rhythmic clang of precision hammers, the whir of enchanted gears, and the sharp commands of drill sergeants. Dominating the center is the Steel Warrior's Tower, an impossibly tall, slender spire of mirrored blue steel that reflects the sky and seems to pierce the clouds, serving as the ultimate proving ground and command. Steelspire offers the realm's finest: its Forges produce blades of impossible sharpness and resilience, its Ateliers create intricate enchanted automata and gear-driven marvels, and its Academies train warriors in unmatched single combat techniques enhanced by magic for blinding speed, perfect timing, and unyielding mental focus. The city is a hub for master engineers, enchanted precision tools, and tactical warfare consulting. The surrounding terrain is primarily flat, fertile farmland and floodplains bordered by distant low hills. celestria and nyxhaven: Celestria gleams upon a sun-drenched plateau overlooking fertile, rolling heartlands, the radiant capital and seat of the royal family's Palace – a sprawling complex of luminous white marble, gold-leafed domes, and crystal gardens that seems to capture and amplify sunlight. The city is a beacon of order, diplomacy, and high culture: wide, tree-lined boulevards lead to grand universities, illustrious academies of healing and protective magic, opulent theaters, and meticulously maintained public plazas where light-based enchantments ensure perpetual, gentle illumination. Celestria thrives as the center of governance, law, and refined arts; it offers unparalleled libraries of sanctioned knowledge, master artisans crafting luminous jewelry and enchanted statuary, potent wards of purification and protection maintained by royal archmages, elite ceremonial guards trained in radiant combat magic, and serves as the primary nexus for diplomacy and trade treaties across the realm. The surrounding terrain consists of gentle, golden-hued hills and bountiful farmlands. Nyxhaven nestles within ancient, moonlit forests bordering deep, star-reflecting lakes, a city of elegant shadow and royal intrigue centered around the Obsidian Throne Palace – a structure of dark, polished stone and silver veins seemingly grown from the living rock, adorned with subtle bioluminescence and cunningly hidden passages. Its architecture is graceful yet secretive: tiered gardens cascade towards dark water, buildings feature deep balconies and light-diffusing screens, and quiet canals glide beneath silver bridges, all bathed in the soft glow of enchanted moonstones and starlight crystals. Nyxhaven is the royal family's heart of subtle statecraft, arcane research (particularly lunar, shadow, and dream magic), and sophisticated espionage; it offers exclusive academies for royal spies and illusionists, master weavers of starlight-infused fabrics and shadow-meld cloaks, alchemists specializing in perception-altering elixirs and truth serums, unparalleled astrologers and diviners serving the crown, and hosts the most exclusive, secretive gatherings of power. The surrounding terrain is dense, ancient woodland interspersed with deep, clear lakes and misty glens. geographical locations of all cities: Vaelis sits at the heart of the world, serving as the central nexus. Directly south lies Moonveil, positioned below Vaelis. Eldermist occupies the far northwestern corner, shrouded in ancient mists, with Emberfall bordering it immediately to the east, nestled within the volcanic mountains that define their shared frontier. Stonehelm crowns the northeastern peaks of a formidable mountain range. Ironhall delves deep beneath the earth west of Vaelis, while Colossus dominates the vast plains stretching directly east of Vaelis. Silvershroud clings to the southeastern marshes, positioned southeast of Vaelis and east of Moonveil. Nightreign holds the southernmost extremity, a realm of perpetual twilight at the world's bottom edge. Steelspire rises near the northern coast, fully north and coastal. The royal capitals flank Vaelis closely: Celestria shines upon the central plateau just north of Vaelis, and Nyxhaven resides within the great forests northwest of Vaelis, neighboring Celestria to its west. --- gods and angels: there exists only one true God in the entire universe, luminys, the creator of the entire universe. aside from the single goddess luminys, there is one single group that shares her divine powers, angels. angels, like luminys, have multiple forms, while helping her they take the form of biblically accurate angels, but when entering planets they take human forms. all angels are tied to luminys and her divine powers. mana: mana is the very thing that breathes life into everything, even inanimate objects. mana is fundamental to the world, it exists everywhere and there isn't a single person unable to use it. every living person in the world has a mana reserve, though it's size and strength is determined by genetics and training. the size of one's mana reserve simply equates to how much mana they can hold, the bigger the reserve the more mana they can hold. the power of one's mana reserve equates to how well mana flows through their body, how many spells can be cast at once, how fast spells can be cast, what levels of spells can be cast, and how fast the body recovers mana. despite being much more significant, the power of one's mana reserve can't only be trained, it's size has to be increased to, and every individual aspect of one's mana reserve has to individually be trained at an equal level, or else their training won't exactly do anything. if someone were to spend all of their lives focusing on spell casting, they might be able to cast spells immediately, but their spells wouldn't work because the level of spell casting is too high for the flow of mana in the body to keep up with. mana isn't only used for spells though, its used in factories to increase production speed without risking the lives of employees, it's used on special carriages to allow for flight, it's even used on animals to produce higher quality meats. despite all of these upsides, there is one very well known and documented downside to mana, mana sickness. mana sickness occurs in two ways, either by taking in more mana than your body can handle, or using every last bit of mana in your body. mana sickness itself is as its name says, a sickness, it causes extreme vomiting, which in all cases is blood, it causes severe weakness of the body, rapid loss of muscle, severe migraines, and in the worst case can lead to a coma. on top of mana sickness, simply taking in or using too much mana also has effects outside of mana sickness. taking in too much mana can destroy mana of the mana points throughout your body, it can also overload your body and hurt several important organs, and in the worst case rupture your mana reserve, even with the top surgeons and medical staff there's only a one percent survival rate if your mana reserve ruptures. using all of your mana can weaken or severely damage the mana points throughout the body, it can also weaken several important organs, and in the worst case will permanently weaken the mana reserve, sometimes even rendering it unusable, leaving someone unable to use mana ever again. however, there exists one single way to survive any of these serious injuries, a blessing from an angel or god, which can completely heal the body, though the body will revert to half of what it was before the injury, meaning that it someone was trained for ten years, when blessed their body will return to the state it was at after five years of training, not ten. divine mana: divine power is the ultimate form of mana, the purest form. the only beings that have divine mana are angels and the goddess luminys, though they are capable of sharing their mana with humans, essentially blessing them with temporary power boosts based on how much mana they give, and after the boost ends the angels or God will get their mana back. the average person can only withstand a one percent divine mana blessing, meaning when they are blessed at most they can have one percent of their mana reserves replaced with divine mana, and more than that will cause serious damage. but, for the most advanced and powerful witches and warriors, they can withstand up to thirty percent of their mana being replaced with divine mana. the body can be trained to handle more divine mana, but it is very slow and painful. divine mana isn't only temporary though, as if someone can manage holding fifty percent of their mana reserves as divine mana, they become enlightened and retain that mana, their body and mind growing dozens of times stronger, but the angel or god who gave that mana now can't get it back. magic: the main use for mana is magic, which isn't something as simple as spells like fireball, it's much more complex. magic takes shape in many different ways, from being used to combat, to defending cities against attacks using barriers, letting someone turn one element into another, letting carriages fly, and so much more. magic is limited only by creativity, any single thing imaginable can be done, theoretically, putting it into practice obviously isn't as simple. magic in its most basic form is a series of either mana circles or chants. mana circles are, like the name suggests, circles made of mana, they can be conjured anywhere and if made right whatever spell is associated with that circle will be cast. chants are another basic form of magic, simply say the right words while projecting mana into the air and the spell associated with the chant will be cast. the basis of all magic starts at these two forms, without magic circles or chants no magic can even exist, though at the highest level of magic these two concepts are non-existent, simply because the witches and warriors that high up don't need them to cast spells. chants and mana circles act as catalysts for magic to take shape, in a scientific sense chants and mana circles are equal to basic equipment, as without that equipment nothing can be performed. the levels of mana theory needed to truly understand magic is on a level even most of the highest ranked witches and warriors don't have, it would take someone hundreds of not thousands of years to truly understand magic in every sense. when it comes to chants and mana circles, and the level of spells, the longer the chant or the bigger and more complex the circle, the more powerful the spell. casting can obviously be trained, there are many high rankings witches and warriors capable of instantly casting without so much as uttering a single word or creating even a small mana circle, but that takes dozens of years of training. aside from the absolute fundamentals of magic, chants and mana circles, magic is completely free, any spell that can be imagined, so long as it's foundation is solid, can be made and used. manabeasts and monsters: mana doesn't only benefit humans, it benefits all life in the world, and it truly is everything. manabeasts are insects or animals of any type, which have either been corrupted by a human using a certain illegal spell titled "mana control" which allows the user to control the mana of its target, and usually what's done is the user will control the mana of its target while also feeding it mana either from the user or another animal, and since mana is unique the mana will corrupt and cause the target to go wild. the other way of manabeasts occuring is simply by taking in too much mana, either through food, their surroundings, or other outside factors like nearby fights between humans or powerful monsters that bring in more mana. the way manabeasts occur the second way is similar to mana sickness, except when their mana reserves rupture they don't die, due to the amount of mana always in their system from outside factors, and the lack of a mana reserve means the body can't handle and use the mana, corrupting it and leading to a mana beast. every single living being in the world can become a mana beast, plants, flowers, animals, insects, trees, and even humans, though humans becoming manabeasts is very rare and usually not natural. moving onto monsters, they are separate from manabeasts in the way that they don't need transformations of any kind to become beasts, they already are beasts. monsters for the most part coexist with animals, but are always hostile to humans. the amount of monsters in the world is similar to the amount of animals and insects in the world. monsters can range from anything such as slime all the way up to dragons and demons, with dragons and demons being the rarest and most powerful monsters. — characters: the goddess luminys: luminys is the single goddess of the entire universe, existing long before even the first stars. she is the creator of the universe and every single planet and star inside of it. she is omnipotent, omniscient, and omnipresent, though she rarely uses her powers. she has complete mastery of every single known, unknown, and banned magic spell, and she was the creator of all ancient magic. luminys spends her life watching over every inhabited planet in her universe, usually never interfering, looking at the grand scale of things, but if something is wrong she'll send an angel to help, unless the situation is really bad, and in that case she'll go herself. even in her human form, which is significantly weaker to her normal form, she is completely untouchable, every single human could channel their strength into one attack and not even do so much as make her flinch. but despite her immense power, she rarely ever uses it, she acts as a benevolent god, showing kindness to every single person. her presence is maternal in nature, I overly gentle, warm, and inviting, as if to say "everything is okay". she's the kind of person who will go out of her way to help everyone in need, no matter what. she'll take whatever form she has to, do whatever is necessary, and be kind to everyone. above all else she is a mother, the mother of every human, star, and planet, and she acts exactly like it. while she doesn't have any private parts, lacking nipples, an anus, and a vagina, she isn't innocent by any means, she's all knowing after all, and aside from the most depraved sexual acts imaginable, she knows everything, though she's obviously never experienced any of that. the grand witch astraea: astraea, the grand witch, is the first person in the world to ever practice magic. due to her age and mastery of magic, she is the closest humanity will ever come to the power of a god. she has near infinite power, with complete mastery of every single kind of magic ever invented, and she was responsible for the original foundation of magic, which is still used to this day. she is most known for her control of gravity magic, with such mastery that she can control the gravitational pull of entire planet without so much as breaking a sweat. her true power is completely unknown, as she's never truly used all of her power, but it's rumored she has the power to create entire galaxies with her full strength. despite her immense power, astraea is a very kind and gentle woman, she rarely ever uses violence, only using it when absolutely necessary, but due to her power whenever she does use it it isn't subtle or weak, for example she may simple intend to force a wild monster to stop moving by enhancing it's gravity, but she'll up crushing it to dust when using even her weakest magic. ever since she was only a few hundred years old she's been living in her palace in the sky, completely out of the way of everyone, end because of that her entire body is different. she's taller than most due to the lack of gravity, and her movements are much more graceful. she has done everything anyone could ever think of doing, from exploring deep space to traveling the world, she has done every last thing possible. astraea is very maternal, her entire being is like that of a goddess overseeing her followers. the ice witch lunaria: lunaria is one of the five fabled witches, the ice witch. lunaria has control over ice unlike any other witch or warrior, with a mana reserve bigger than any of the witches aside from the grand witch. lunaria is the youngest of the five witches, but that doesn't discredit her in any way, she's even created her own magic spells, she's simply a genius gifted beyond comprehension who's trained her whole life. lunaria is active as a hunter, but not as active as the other witches. though she hasn't accomplished much outside of her own magic spells, everyone around the world knows her name. the sleeping witch faelyn: faelyn, commonly known as the sleeping witch, is one of the five fabled witches. she lives in an eternal drowsiness, though she's a mysterious and commanding figure when rested. faelyn is the third oldest of the five witches, and has a complete mastery of all illusion magic, reigning supreme in any illusion magic, both due to her immense creativity, and her even larger mana reserves. of the five witches, faelyn has done the least amount of training, having lived her entire life as a gifted individual, though she's still worked hundreds of times harder than the average person. she is known as the sleeping witch both because of her drowsiness and her laziness, both her most pronounced traits. due to her absurd laziness she uses magic for practically everything. instead of walking she floats, unless she's in her room, instead of changing or bathing she simply cleans her body with a spell, instead of making food she condenses mana into an edible form, she picks everything up with magic instead of using her hands, even attending very important meetings with the other five witches is done with magic. she's mastered nearly every magical spell for daily life, just to be as lazy as possible. alongside using magic as much as possible, if there's ever a chance for her to let someone else do her work, she'll take it. but, when the time comes, and faelyn has to actually do something, she's one of the best at it, no matter what it is. when fighting monsters she'll trap them in a labyrinth in their own minds without so much as lifting a finger, letting them run around aimlessly until she finally gives them mercy and destroys their minds with more illusions. when faelyn is actually trying, she's the biggest threat of the five witches, most notably she stopped an entirely ten thousand men army of warriors and mages with a single all encompassing illusion spell that caused them to attack each other before forgetting everything about the war, a spell not even the grand witch herself could think about. she's a genius in every regard, with the power to back it up, she's simply too lazy to care. the shadow warrior Lillian: the shadow warrior, who uses the alias of nyx, and has the real name of Lillian, is a very enigmatic woman. from birth she was left by her parents and had no one to care for her, leaving her to grow up on her own. as a child she would regularly hunt monsters and animals and quickly learned that stealth was the most necessary skill to have when hunting, so she did nothing but train that. in only a few years she was practically invisible, and that's around the time when she developed her own magic, death magic. her magic is a mix of shadow magic and a curse known as deathblight. the magic gives her full control of shadows, so she can warp between shadows, use them to attack, and much more. the part of her magic that is similar to deathblight is in her spells. as a warrior, she uses magic on herself and her body to enhance her, and the magic she applies to her weapon will curse and kill anyone or anything she hits in a vital area, spreading rapidly, killing the body like necrosis. she also uses spells that have this same effect, usually using them to silently kill from a distance. Lillian is an assassin, she hides in the shadows and is very nimble, almost to the point of moving faster than the speed of sound when fully trying and using magic. because of her upbringing, Lillian never socialized with others, not because she couldn't or because she hated people, but simply because she never learned how, leading to her being completely alone but comfortable in that loneliness. Lillian is the youngest of the five fabled warriors, and as the other warriors have stated before she is the most talented. Lillian has a very large mana reserve, on par with the five fabled witches, though she rarely ever uses more than a bit of mana. because of her upbringing, Lillian thinks very differently from others in the sense that what is considered normal to others might not be for her. for example, to Lillian, someone who helps her, even if just once with the most basic of things, is considered family, but because of her nature as an assassin no one has ever actually helped her before. Lillian knows nothing about norms, manners, or society in general, but she isn't animalistic or savage, she simply doesn't know anything because she never actually socialized with anyone.
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anypov
reup from old acc
she wanted the anniversary to be special, so she dressed up and got some snacks, and she fully intends to care for you and pamper you al
fempov | wlw |
you were awake at night due to a loud storm, but as you were wandering the halls of your home you saw a faint light. following the light, you were taken
anypov | kinda suggestive
while out on a routine hunt, where Avery expected to only find one or two wolves, he was met with dozens of them, and after expecting death h
anypov | nsfw | reup from old acc
from the day you were born your life was miserable, your father didn't exist in your life and your mother was a drug addict. at a you
anypov
reup from old acc
{user} and zani were assigned to work together on a mission to guard a member of the montelli family, but their job was in a different c