I just realized that I never actually shared these!! I am shocked.
Anyway… I decided to sit down and actually work on “maps” and blueprints so that I kept placements consistent. I will continue to make more as I think about it.
These symbols exist in two forms: one, they are the symbol of the realm that they exist in, and two, they are the sigils that appear on the souls of the Elementals chosen by Fate.
Sigils on the souls?
Yes - when an individual has been chosen to be an Elemental, their soul will bear this marking. However, not just anyone can see the marking. When an individual is chosen, they will be able to see it in their own reflection (side note: it doesn’t have to always be visible to them when they look at themselves lol). But how will people know that they are telling the truth? Typically speaking, the current sitting Elemental will be able to sense and see their successor. There cannot be more than two individuals with the Elemental Sigil on them, but there cannot be more than one current sitting Elemental. A successor can take on the role of Elemental under certain circumstances:
The Current Sitting Elemental (Predecessor) dies, thus the role is given to the Successor.
The Current Sitting Elemental (Predecessor) renounces their role and title of Elemental, allowing the Successor to take on the role.
When a Successor is identified, it is not always a death sentence for the Predecessor (although, some Realms do believe that). The Successors aren’t always announced to the world, out of their own protection. Additionally, Predecessors do not always have a say in who their Successor is, as it is something predetermined by Fate itself. (And, as Haseo would put it, Fate is something that cannot be tampered with. Things always have a way of occurring, not matter how hard you try to change it. Otherwise, if one thing is changed, something else must happen.)
Can a Successor denounce their role?
It is uncommon, but yes.
When someone is identified as an Elemental, they are given an opportunity to accept or denounce their role. It doesn’t remove the marking from them, it just means that Fate will end up continuing the cycle. There are a few characters in the story who denounce their role and try to live a normal life as best they can.
The problem is that Elementals are believed to be the pinnacle of their elemental power. While this isn’t always the case, Elementals are, by design, some of the most powerful creatures, just short of the gods themselves.
There isn’t really a special phrase or ceremony to “awaken” the sigil, although by tradition, the Realms each host an “Awakening,” a ceremony to honor and recognize a new Elemental. When a Successor accepts their role, their sigil becomes more prominent to those around them, allowing more people to actually see the sigil on their soul when their power surges. If the Predecessor is still living, the sigil becomes dimmer on their souls once the Successor rises.
Basically, it’s a whole “spiritual” thing about accepting one’s self and the role they play.
Now, that all being said… there are certain individuals who purposefully don’t announce that they are the Elemental, most specifically the Mind Elementals. When this character is revealed, they are the first to point out that Mind Magists are paranoid individuals by default - to have someone more powerful than them is a terrifying concept because that means that they can not only overpower their own powers, but they can read EVERYTHING. Thoughts, intentions… and yes, sometimes the future. Individuals with that much power are perceived as a threat.
But the Mind Realm is just one of those circumstances. And the idea that their people would come after them is also paranoia to the highest degree. (The Current Sitting Mind Elemental chooses to hide their identity for a multitude of reasons, namely because they witnessed the death of the previous Mind Elemental, and because they fully recognize that if they are captured, their own power could be used against them by those who seek chaos).
Who can see the Elemental Sigils?
Aside from the Successors and the Predecessors being able to see each other’s sigils, there are a few other individuals that can:
The Greater Gods (Xavier - God of the Heavens, Isynea - God of the Middle Realms, and Rikiru - God of the Afterlife)
The Lesser Gods (Attar, Leviathan, Asmodeus, Belial, Mikhael, and Mephistopheles)
The God of Time and Fate (unknown)
Din (who can see the Threads of Fate)
Some of the more powerful angels
The demigods who are the direct descendants of a Lesser God (first generation offspring).
Anyway. I had fun trying to design these, considering that patterns are not my strong suit!
While there are a few different realms that are recognized by the primary element, each element can have a sub-element. These elements are still recognized by the main element, and those specific magists are vary rarely called by their sub-element.
Families of mixed elemental power usually chose to live in one realm or the other. Additionally, a different element can live in a different realm that does not fit their primary element - it is fairly normal, especially when an elemental user does not agree with their Elemental.
It should be pointed out that Elementals are able to reproduce every single sub-element within their element, and it is usually the tell-tale sign that someone is an Elemental. It is possible for the standard magist to have both the primary elemental power and a sub-elemental power. It is rare for magists to be able to wield more than one element, and there are typically special qualifications in order to be that way (e.g., the Mythos family and the Mirroring ability).
The specific elements are listed below the Read More. It is important to note that there are two ways of referring to an element: the first is by their Realm name, the second is by the actual element name. For example: Light refers to the Light Realm, Luminous refers to the element of light. But Maoists from here will not be upset if you call them light magists or luminous maoists.
Light - Luminous
The element of Light is recognized as the element that controls light waves. Users of this element can manipulate the element of light into seemingly solid forms, while still maintaining its relatively non-solid form. Light Elementals are able to replicate light energy as blasts or contained energy. They are also able to absorb light or reproduce light.
Within this category are the following elements:
Fractalize - the ability to reproduce or shift the imagery of an object using light. Those who are able to fractalize are often used as assassins or spying agents, as they can change the perceptions of their environment, hiding their bodies from sightlines. Powerful individuals with the fractalize ability can create whole worlds or "doubles" of people.
Light - sometimes referred to as "heliokinesis," having the light element means to be able to manipulate the element of light to produce beams of energy. Light can also be a healing element, or a supporting element for other elements, such as fire or earth.
Hardlight - using light to create solid objects (e.g., cages made of light). Usually paired with Fractilize. Hardlight can also create defensive shields.
Healing - due to the nature of the Luminous element, many light magists can use their magic for healing purposes. Similar to hydro magists, their magic can be used to heal both external and internal ailments.
Dark - Shadow
The element of Shadow is a broad term to recognize any power that constitutes as "darkness." Users of this element can perform dark magic, shadow manipulation, and even death. The most common form of Shadow elemental ability is the ability to conjure dark energy. Similar to how Luminous users are able to use light, Shadow elementals are able to do the same things.
Within this category are the following elements:
Shadow Manipulation - the ability to use shadows as a means for control. Individuals who can use this ability are able to control their own shadow as a separate entity.
Umbrakinesis - this is simply just dark magic; shadow looking magic.
Dark Light - Dark Light is another broad term to cover individuals who are half dark, half another element. While the elemental qualities are the same as their normal counterparts, those with this specific ability infuse that element with dark energy, causing the energy to be a different color than the typical element (like Blue Fire, Purple Lightning, Black Water, etc).
Absorption - An ability in which powers, light, or energy is absorbed into an endless void. In this regard, those with this kind of ability would "eat" that power, and not all are able to regurgitate it back.
Teleportation/Portal - while this is a common ability for many of the elements (such as teleporting via lightning bolt), this specific power is the ability to use portals between multiple places at once.
Center - Penumbra
The element of Penumbra is a rare element, not having a realm of its own. Penumbra is sometimes referred to as Center Magists, as they represent the balance in the Realms. These individuals have powers that befit the moon, and are sometimes referred to as Lunar Magists. Penumbra Magists are in tune with the lunar cycles, their strength depending on the lunar cycle.
Within this category are the following sub-elements:
Shape-Shifting - the ability to shift into various forms, either people, animals, or things. Individuals who can shapeshift are often broken into different categories, based on what they can shift into and the degree to what can be shifted (e.g., they can only change the color of their eyes or they can change their whole physical form).
Soul-Seeing - the ability to read the souls of the people around them, also known as aura reading. These individuals are able to see the marks of the Greater Gods on individuals, see the markings of the Chalice/Seed, and depending on the strength of the individual, able to see the markings of the next Elemental. This ability is also typically a side-effect of those who are already Elementals and the Lesser Gods. Soul-Seeing can have an additional ability to see the threads of fate.
Veiling - those with the ability to cast a veil are in touch with death and life. A very rare ability, those with this ability can simply touch people and immediately send them into the afterlife. These individuals are also considered mediums, as they can converse with the souls that have passed on.
Aether - Aether magists are individuals who are able to control more than one element. It is considered a Penumbra magist ability due to its rarity, but also because to wield all elements is considered the balance of all things. The aether name is given to a magist if they are able to reproduce more than 3 core elements (not sub-elements) at one time. This varies from the Mirroring ability, as those who can "mirror" can only reproduce elemental powers/attacks that they have witnessed.
Core - Core magists are individuals who are able to wield only Light and Shadow powers.
Fire - Heat
The elemental of Heat is the ability to use and conjure fire. Fire comes in many forms, but the overall idea of this element is the ability to conjure, endure, and use fire at will. All heat users are able to endure great levels of heat.
Fire - the most common form of Heat. Fire users are able to produce fire at whim. Fire users, when combined with a Geo element can create lava. Fire magists are able to produce and manipulate flame and fire, releasing heated beams of energy as needed. These individuals are also able to breathe fire. The ability to change the color of flames is dependent on the conditions in which the flames are being produced, and a tell-tale sign of the type of environment they are in. While the Dark Light magists are able to change elemental colors at will, the ability to change the color of flames is based on the individual fire magist and what they are trying to manipulate (e.g., Blue Flames mean really hot).
Plasma - almost a combination of electricity and fire, plasma users have a more liquid form of fire (And not to be confused with lava). This ability grants the user to be able to conjure more solid forms of fire energy, or more contained versions of the element.
Explosion - the ability to produce explosions instead of fire based attacks.
Lava - these magists have a more physical form of the fire element, using heat to create and manipulate lava. This type of fire energy allows fire magists to produce solid forms of fire.
Rebirth - those with the rebirth ability are able to die and return to life within a matter of days. This ability has a certain number of uses and does not grant the individual to dodge death.
Earth - Plant
The element of Earth is the ability to use and manipulate plant-like energies. Earth magists typically have extensive knowledge regarding the plants around them, and are able to use, manipulate, and harness the energies of those sources around them. Earth magists are also able to give life to the dead around them, only to plants and not people.
Plantlife - Plant magists with a specificity of the plant life ability can create and manipulate the plants around them. Many individuals who are plant magists typically are strong herbologists and apothecaries, having extensive knowledge in the items they use for medicine, potions, and sometimes alchemic experiments. This is typically the most common form of this element.
Forest - magists with this specific elemental ability are able to produce trees on a whim, but also have the ability to harness the energy from the physical forest. As such, their powers are strongest when they are in a forest, making them the most tactile choice when fighting in the woods.
Terrain - magists with this specific ability are able to change the terrain of the environment around them, giving life to stone.
Linguists - Magists with this ability are able to converse with the plant life around them; not to be confused with the language ability that mind magists have. While lower level Linguists are able to communicate with animals, higher level Linguists are able to talk with plants and with the different races around the Realms with relative ease.
Decomposition - A rare ability in which those with the decomposition ability are able to destroy life with the touch of their finger. Different from having the ability to take life energy from a living being, those with this ability can sap the life from plant life.
Fungal - magists with this ability are able to produce only fungus, both edible and toxic. Fungal-type magists work closely with those in the Toxic Realm, as they typically study the after effects of some variants of fungus.
Ground - Geo
The element of Geo is typically referred to stone and the ability to manipulate solid substances, like rock, gems, and specific elements. Geo magists are usually able to tell the difference and the density of stones from a relative distance, and are able to produce and manipulate rocks to their advantage. They do not eat rocks, contrary to popular belief.
Stone - the most common version of the element, these magists are able to use the ground around them to cast stones into the playing field. They are able to manipulate the ground into forming mountains, craters, or anything to create a physical advantage. Their ability to utilize the ground can also be impacted by their emotions, in which high energy can cause significant earthquakes.
Crystalization - magists with this specific ability are able to use and manipulate special gems and harness their energy to produce additional elemental abilities (e.g., sapphires can produce water). Crystal magists are also able to turn items into gems with relative ease.
Ground - opposite to Terrain, magists with the ground ability are able to change the terrain to a rock-like environment.
Iron - magists with the ability to conjure iron and manipulate mentals are also able to seep iron out of different sources, such as a body.
Alchemy - alchemists are a sub-set of the Geo element, as they utilize different physical elements to produce an after effect. These individuals utilize the physical elements, transmutation circles, and various other substances to produce a desired effect. Alchemists are forbidden from attempting to create life.
Water - Hydro
The element of Hydro is the ability to use and manipulate water and other liquid substances, other than acid, which is considered a Poison element. Water magists have the ability to both give and take life, based on the nature of their element, and sometimes have control of the weather. Water can come in many different forms, as it is the element of liquid-based substances.
Water - the most common ability, water magists with the specificity of "water" as their primary element are able to control, manipulate, and conjure water in any environment that is not too dry or unable to produce any form of water in the environment. Additionally, water magists are able to heal individuals, and they have a strong knack for medicine. Water magists are prone to being able to manipulate their environment based on their emotions, sometimes causing it to rain when they are sad, or produce storms when angry.
Weather (Rain) - to have the specificity of "weather," these water magists are able to manipulate the weather outside of their emotional range.
Blood - Water magists who are able to control blood are able to utilize their own blood or another's to create weapons, items, or even just to manipulate. Blood is a fairly rare sub-element, and is sometimes only given to those who are within the vampire covens.
Breath - Breath is the ability to breath in any sort of environment, especially underwater. Most of the time, those with this ability are amphibians, as it is necessary for them to be able to breath underwater.
Mimickry - Similar to Mirroring, mimickry is the ability to mimic the moves of another, without being able to conjure that specific element. This varies from both Fractalize and Shapeshifting, as these individuals are unable to reproduce identical physical qualities, but more so the ability to mimic the moves and languages of those around them.
Healing - while most hydro magists are able to use their magic to heal themselves, the healing ability is something that is developed and strengthened intentionally. Those that specialize with healing abilities use their magic to not only help themselves, but others that are hurt. If they are a higher level healer, their abilities can extend beyond the physical ailments, and can be used for internal and cognitive ailments.
Ice - Frost
The element of Frost is the ability to use and manipulate solid water, or ice. Ice magists are able to withstand cold temperatures and be able to cool down their environment with relative ease. While originally considered to be a sub-element of Hydro, Frost was given its own Elemental based on the broad spectrum of different abilities that it can conjure.
Ice - the primary element of Frost or Ice is the ability to shape, control, manipulate, and produce ice, frost, and cold states. Frost magists are able to create a variety of different shapes with their powers, and are able to conjure snow-storms (that are based on their emotions). Ice magists are also able to produce beams of energy that freeze substances.
Freeze - the ability to freeze is a breath quality, as they are able to turn any item frozen solid with just their breath. Freezing can also be a "simplier" form of the primary Frost ability, causing environmental temperatures to drop drastically. The ability to freeze can turn rather deadly if the ability is turned against other living creatures.
Weather (Snow/Hail/Sleet) - Like the Hydro counterpart, Frost magists with the ability to control the weather have the ability to produce freezing weather without the emotional piece. This can range from snowstorms to hail and sleet in a matter of seconds.
Cloning - Frost magists with the cloning ability are able to produce ice-like clones of people and things, and have them animated. These creatures are unable to bear their own life, however, and will melt in heat.
Psychic - Mind
The element of Mind is the ability to use and manipulate the thoughts, bodies, and things in the physical world. Mind magists have a wide spectrum of various abilities, making them the most desired element, but the least given. As such, mind magists are often sought out or killed due to the nature of their abilities. Mind magists are able to establish and protect themselves and individuals from having their own minds read.
Psychic - the ability to read thoughts and control bodies that are not your own. Psychic magists can predict and utilize the knowledge they gain to their own advantage, but are not able to see too far into the future. Depending on the strength of the user, mind magists with just psychic abilities can either hear only one person at a time or multiple.
Telekinesis - the ability to move objects with your mind, including living creatures. Telekinesis is similar to that of the psychic ability, but those with just telekinesis are unable to read or hear the thoughts of those around them.
Chi Manipulation - the ability to control the flow of chi in one's body or another's. Unlike soul reading, a penumbra sub-element, Chi Manipulation involves being able to control and manipulate the energies within an individual's body. Those with little elemental abilities are able to divert and change the flow of energy in others.
Future-Sight - although rare, future sight is exactly what its name says: the ability to see the future.
Mirror - like future-sight, the Mirror ability is very uncommon. Individuals with the Mirror ability are able to manipulate different elemental abilities based on the observed elements. This means that the person who is copying has to have seen that power being used at least once in order for them to copy it, otherwise they cannot use that elemental ability. For example, if a mirror ability user sees a Heat user use flame powers, the Mirror will be able to copy that ability. However, they will not be able to use an explosion elemental ability if that Heat magist did not use it. Some Mirrors are able to keep the abilities that they have copied; low-level Mirrors are unable to keep multiple powers and are only able to use them as single-use.
Language - a key perk of being a mind magist is the ability to understand different languages in the Realms, which includes the demonic tongue, angelic writing, and animals.
Electricity - Spark
The element of Spark is the ability to use and manipulate various forms of electricity. Due to the nature of the element, there are various types of electrical powers, leaving it to be one of the largest realms (and the only realm to be split in half). Spark or Electricity Magists are able to create, shape, and manipulate electrical properties, charging particles and releasing energy in bursts. All Spark magists are able to endure and withstand a high level of shock, and are typically able to redirect the current.
Lightning - the lightning sub-element is the ability to produce lightning-based attacks, unleashing bolts or shocking bursts. Lightning magists tend to be very fast and able to manipulate the energies around them before they even happen. They tend to lean closer to the Light magist abilities than anything else.
Thunder - the thunder sub-element is the ability to use sound and electricity together to create a booming effect. Although slower than lightning magists, thunder magists can unleash shockwaves and other energy releases of the sort.
Electricity - spark magists that are able to manipulate electricity as their sub-element are those who are able to harness energy and release an electrical current throughout their environment. This is the most common sub-element in the Electricity Realm. They are more prone to create static environments and typically set things on fire due to their abilities. Electricity in specific have a knack for creating technological devices and are the specialists in charge of all things technology. Much to the dismay of spark magists, these users are unable to give life to living things, but they are able to revive someone.
Weather (Storm) - similar to their Ice and Hydro counterparts, spark magists who can control the weather can produce thunderstorms without having to worry about their emotions get in the way. These individuals are also able to produce tornadoes, blizzards, and hurricanes with the help of the associated elements of air, ice, and hydro.
Magnetism - these spark magists are able to control the fields of energy that exists between things to make them "magnetized," allowing them to manipulate the force that binds them together. This ability also grants the magist the ability to use gravitational pulls against someone.
Air - Aero
The element of Aero is the ability to use and manipulate the various forms of air or wind energy.
Air - Also known as aerokinesis, Air magists are able to manipulate the wind around them to fly, hover, or create blasts of air. Air magists are typically one of the only magists that can actually fly from place to place, regardless if they have wings or not. They can create powerful blasts, gusts, and currents, ultimately changing trajectory of attacks from others. In some cases, air magists are able to pull the air out of an individual's body, causing them to choke and suffocate.
Speed - air magists that have the ability of speed are able to move at an increased speed, much faster than normal magists can. To some, this ability can appear like teleporting, as they are using the wind to propel themselves around rapidly.
Atmokinesis - the ability to change the air within the atmosphere. While atmokinesis can cause individuals to suffocate, this ability manipulates the air outside of a living person rather than internally. Atmokinesis can also be used in a way to create a vacuum.
Breath - Not to be confused with suffocation, air magists with the Breath ability are able to breath in different types of environments without trouble. This means that if the Air magists is in a low-air space or high pressure environment, they will still be able to breathe normally. This can also work in places where it is too hot or too toxic to breath.
Weather (Tornado, wind) - Weather magic is the direct ability to produce weather-related events. This can be considered a typical level air magist ability. Higher level air magists are able to produce massive storms alongside their normal air abilities.
Soundwave - air magists with this ability are able to use and manipulate sound in ways that are not normal. This ability can be compared to electric musical devices in the real world, but instead of using electricity, the reverberation caused by the movement or impact of parts of the instrument can be manipulated by soundwave specialists, causing them to echo louder or softer. Soundwave magists are able to produce sonic booms and increase the volume of their own voices to impact their opponents.
Poison - Toxin
The element of Toxin covers two main areas: poison and acid. Toxin magists are able to produce and manipulate the specific element to negatively impact opponents that they face. They are able to withstand varying levels of toxicity, manipulate and control, and conjure a variety of different toxins. The primary difference between "poison" and "acid" is that poison is destructive when ingested or inhaled, while acid is corrosive.
Poison - Toxin magists that specialize with poison are able to produce liquid and gaseous versions of different types of poisons. Poison specialists are typically able to identify poisons and other toxins without causing harm to themselves. They are also keen workers in the apothecary and medical areas due to their extensive knowledge of their element. While the term "poison" can be considered malicious and negative, many toxin magists with the poison specialty use their element for good and help identify materials that may actually be helpful to other magists (especially for medicines).
Acid - Toxin magists that specialize with acid are able to produce highly corrosive and destructive acidic liquids with a variety of different viscosities. Acid specialists can manipulate acid to impact different materials as they see fit. Although acid is more of a liquid, toxin magists are able to manipulate acid to become a more solid form and used as "bullets" to cut through whatever they need.
Rust - Toxin magists that specialize with rust can produce rust and corrode other metallic surfaces, causing them to be weaker and more mailable.
Gas - Closely related to poison, the specialty of gas is to create and manipulate gaseous forms of either poison or acid and use it to impact the air around them. Due to this ability, they are typically able to walk through areas with dangerous levels of toxic gas with relative ease.
Radiation - a rarer ability, radiation is the ability to manipulate the environment around them to cause invisible harm to people that are around them. Similar to how radiation works in the real world, toxin magists that are able to use radiation, are able to use abilities similar to the decomposition ability, but have it impact other living beings (not plants).
Other - Unique
Life - while this element is rare and usually reserved for the gods (and Hydro elements), the strongest Light elemental users are able to give life (or birth life) without having to consummate.
Death - the ability to take life without the use of a weapon. Similar to Life elementals, Death elementals are able to take life away in unique ways. The best example would be Brek, who has the "touch of death" ability, which allows him to end the life of an individual with the touch of his finger.
Time - the ability to control and manipulate time. In some regard, an individual with this ability is able to rewrite history as they see fit. They are able to "freeze" an individual in time while the rest of the world is able to move forward. This being said, it is uncommon for any Magist to have this ability. It is a rumored ability.
Abilities that are shared within different elements:
Teleportation - it is possible for all magists to be able to teleport. The difference is that they have to be highly trained enough to be able to use their element to teleport. Elements such as Mind, Hydro, Ice, Air, and Shadow tend to have an easier time achieving teleportation due to the nature of their elements.
Constructs - the ability to create a construct depends on the ability of the magist. This ability is used to create weapons or objects with the element themselves, creating a more solid form of their element. While this can be achieved with all elements, not all magists are able to control their element enough to create a construct, and often just resort to using blasts or uncontrolled forms of their powers.
So to preface, these are the ones that I write about a lot and are not the only commanding officers in the Alliance. Additionally, the only one here that is techincally not an officer is Decibal (on the far right).
If you want to know more about the Alliance, then you can check out this post here.
Starting from Left to Right...
Eko: Age - mid-30s | Human | Wind Magist | Captain and Leader of the Communications Department
Huntz: Age - unknown | unknown | Fire Magist | Captain of the Intelligence and Investigations Department
Double: Age - unknown | unknown | Shapeshifter (Penumbra) | Intelligence Ensign
Lora: Age - mid-30s | Human | Light Magist (Fractilize) | Communications Ensign
Forseth: Age - late 20s, early 30s | Demon | Mind Magist (Mirror) | Commander in Intelligence
Haseo: Age - late 20s, early 30s | Demon | Mind Magist (Future-Sight) | Commander in Communications
Sisco: Age - late 20s | Human | Shadow Magist | Commander in Intelligence
Decibal - Age - unknown | unknown | unknown | Director of the Alliance
It is important to note that there are several characters on here that do not have full, complete bios yet. This is because either the information has yet to be determined, or because it is the nature of their character. A big part of the Alliance is that backgrounds and histories are predominantly unknown in order to protect the agents.
Director of the Alliance
Decibal
Decibal is a man of many secrets. Even to those that serve in the Alliance, no one actually knows much about him, aside from his status and role. His power? No one knows. His face? Know one knows. The only people that do are his commanding officers, who are sworn to secrecy.
Because no one, aside from his top people, knows what he looks like, Decibal will go hide amongst his soldiers, just to make sure that people are in line. (Although, the Alliance is fairly loyal to him)
Decibal does not trust a lot of people. Because his past is unknown (as is his rise to power), it isn’t clear why he has such distrust in individuals.
It is rumored that both Decibal and Double are able to shapeshifter and will trade places in order to protect the leadership role. People are often unaware of this, and the only people that will catch on is Forseth, Vycer, and Vlatka.
Decibal chooses to say nothing about the affairs of his commanding officers. He doesn't care much about what or who they... are with, as long as it does not interfere with the work they need to accomplish.
Communications Department
Eko
Eko currently is the Leader of Communications, and is addressed as Captain Eko (although, Decibal will refer to them as Administrators). Eko was once a member of the Light Army, serving in a very similar position as the one in the Alliance. However, after the realignment in the Light Realm with the militaries and the uncertainty of leadership, Eko defected from his role and left the Light Realm. While Eko has angelic ancestry, he is not an angel, nor does he have enough blood to be considered a Watcher. That being said, when he came to the Alliance and Legion, they treated him with a high degree of scrutiny. He is a Wind magist.
Eko worked his way up the ranks and moved into the Alliance fairly quickly because of his incredible amount of intelligence and overall knowledge about the various Realms. When he proved his ability to work through negotiations with the Realms and the Light Militaries, he was promoted to be the Lead of Communications in the Alliance, and serves directly under Decibal. In his leadership role, many newer members of the Alliance don't even think about his past, and treat him with the utmost respect. The bottom line is that if Decibal trusts him, then many other people do as well.
When Lora was captured by the Alliance during her assassination attempt on Decibal, Eko was the one to defend her, seeing that she was only being manipulated by the light armies to carry out orders that were even above them. Lora was moved to the communications department soon after so that Eko could watch her and make sure that she wouldn't ever follow through her assassination directive. Eko, for a time, was the only one to trust Lora and believe her that she wanted to defect, having a similar belief to him about the light armies.
Haseo
Haseo is a Commander in the Communications Department. Like his twin brother, Haseo once served in the Legion. However, due to his poor health, Haseo never served in the wars that came. Instead, he was moved to a role within the Communications Department, serving as a "navigator" to Forseth when he would be sent on missions. Together, Haseo and Forseth had always made a singular unit, and both of them quickly rose the ranks to serve as officers in the Alliance. Unlike Forseth, Haseo does not train any new agents.
Haseo has always been considered the nicer twin - he is friendly, kind, and warm (as opposed to Forseth's snarky, asshole-like behavior). Haseo has maintained many of his friendships with the officers in the Legion, despite them all serving different factions. The Alliance uses this to their advantage, which Haseo is completely aware of.
While Forseth and Haseo share many of the same elemental abilities, the primary difference is that Haseo has "future-sight" while Forseth has a mirroring ability. This rare ability plays an important role in Haseo's health - each time he has a premonition, it takes a toll on him.
Upon enlisting in the military, Haseo and Forseth were put in the care of Dr. Isov Cray, much to the dismay of Vycer, their "adoptive father." Due to Vycer's distrust with Cray, Forseth developed a strong dislike for the doctor, while Haseo would trust the process. However, when Forseth wasn't looking, Cray would run experiments on Haseo that were not considered safe, which either had a detrimental impact on his health or no effect for improvement. Haseo was in no position to deny certain treatments because he just wanted to be healthy.
Haseo's condition was never really decided upon, other than it is terminal and would eventually kill him, despite all efforts. With all the medical, magical, and technological advances in the Realms, nothing could stop Haseo from eventually succumbing to his illness.
During the Great War, Haseo and Forseth would both be involved in the war to some degree. At the time, they were both 18, but Haseo was forced to stay behind while Forseth would fight. During this time, Haseo would meet Sisco, who has a heart condition, and they started dating. Until the day of his death, Sisco and Haseo were attached at the hip and lived life by the moment and enjoyed the presence of one another, one of which Forseth would just let them be and exist in. Much to the dismay of Haseo, however, Forseth and Sisco would struggle to see eye-to-eye, not to the fault of Sisco, but because of Forseth.
Lora
Lora is an Ensign in the Communications Department. Lora once served one of the light militaries as an assassin for hire. Extremely agile and swift, Lora was a force to be reckoned with. Despite her bright, whitish hair, no one ever saw her coming. Lora's last mission was to try and not only assassinate Decibal and Vlatka in the dead of night, but to come back with all sorts of intelligence to defeat their armies. However, when she tried to kill Decibal, she was captured by Forseth and Sisco. Eko had received intelligence about her mission by Forseth after retrieving intel on a mission, which led to her capture.
To this day, Forseth and Lora do not like one another and will often be seen bickering with each other. She does, however, actually like Crissa, and will frequently ask how she can tolerate Forseth's nature.
Lora is a light magist, and has an ability to use Fractilize, which is an ability to create mirror replicas of people, places, and things with light.
Lora is known to have a strong personality, but around the officers in the Alliance, she is sweet and understanding (unless she's talking with Forseth). Lora is often paired with Double on missions, and they both cooperate together to train agents within the Alliance. Lora does technically serve under Forseth, who answers to Huntz.
She will never outwardly admit to it, but she has been involved with Eko, who will dote on her every need.
Intelligence and Investigations Department
Huntz
Huntz is the Leader of Intel and Investigations, and is referred to as Captain Huntz (although Decibal will refer to him as an Administrator).
There is not much known about Huntz. He is a fire magist, insanely tall, and has a bunch of scars on his body. For a time, it was believed that Huntz was the head of communications and Eko had the role of leader of intelligence and investigations, but with the vague knowledge of Huntz's battle background, people quickly changed their thinking. Especially after witnessing him fight.
Huntz is not much of a talker, and will usually agree or disagree with things by grunting. When fighting, however, he uses his brute strength to take advantage of the board. Huntz is incredibly intelligent, making him pair well with Eko. For the most part, Huntz is fairly indifferent to the other officers in the Alliance, including Forseth. In fact, Huntz is the only one that Forseth will not talk back to, as Forseth respects him.
That all being said, even Decibal isn't sure of Huntz's past. He just goes with the fact that he's strong and he knows what is doing, so he trusts him. Huntz, on the flip side, has the utmost respect for Decibal, and while he isn't good with words, truly does agree with him and will never turn against him.
Forseth
Forseth, at one point, was a soldier in The Legion. He quickly rose the ranks at a young age and garnered the attention of all of his commanding officers. Just months before the Great War occurred, Forseth was transferred to the Alliance as a part of their Intelligence Division, and recognized as one of the strongest assets. The officers of the Alliance and some of the higher ranking officials in the Legion are the only individuals to know Forseth and Haseo's extensive past, as it can directly impact the safety of both militaries should it rear its head.
He is not on good terms with many of the current high ranking officers in the Legion, and it is mostly because they all believe he is cocky (and he is). However, Forseth and those officers will respect boundaries and will not go out of their ways to bother one another, if it can be helped. The only officer that has a huge problem with Forseth is Keits, and they will often spar with one another to see who is stronger (which is almost always Forseth). In STWOM, it is mentioned that both officers have received warnings about their duels, as they typically are destructive.
Forseth will be the first to admit that he does not miss his field fighting days of the Legion and much prefers his position in the Alliance. During STWOM, he does not do much field work, but is still sent out on high-risk missions that Huntz nor Decibal believe is safe enough for lower ranking agents.
With his psychic powers, Forseth is able to read minds, recall information readily, as well as mirror the abilities of those around him, making him one of the most valuable agents to date in the Alliance. Due to his abilities, he will often times be pulled into interrogations done by the Communications Department. Both Forseth and Haseo are able to read minds to a significant degree, and Forseth will be the first to say that he does not trust someone if he can't get into their heads, both willingly and unwillingly.
Forseth is rather strong, and probably can be interpreted as OP. Forseth knows he is strong, too, and does not hide his cockiness about it well. To everyone but Haseo, Sisco, and Crissa, Forseth is sarcastic, dry, and he can be pretty blunt. No one has seen him truly smile, and is usually scowling 99% of the time.
Forseth does have his own squadron of agents that he will train and send off on missions, under the direction of Huntz. As much as Forseth doesn't get along with others, he will get along with Huntz (as he is technically his commanding officer). He and Sisco are about the same rank and do make a strong pair, especially when fighting.
In terms of his relationship with Crissa, Forseth does harbor feelings for Crissa almost immediately, which is new for him. But because he is so focused on his job and ailing brother, he does not initially act upon this, especially given his trauma history. Because Forseth and Crissa are both incredibly stubborn, they do try to hide their feelings from one another (albeit poorly), and even after knowing that their feelings are mutual, will not actually admit it verbally and both will not be the first ones to admit it.
Sisco
Sisco is another Commander in the Intelligence Department. He is a newer addition to the commanding officers in the Legion, and although he is in poor health, is still considerably strong. Because of his ability to produce portals on a whim, the Alliance designated him to be a member of the Intelligence and Investigations Department so that outside eyes can view important intelligence through a portal without having to actually be physically present. Additionally, Sisco is physically strong, but will not actively go and fight because of his heart condition.
Sisco is one of the few magists to receive a full heart transplant. Prior to his procedure, he was barred from participating in the Great War because his health was rapidly declining. He met Haseo shortly after being admitted for an extended hospital stay under the eye of Dr. Cray. After that, Haseo and Sisco started seeing one another and fell in love rather quickly. Since his procedure, he has been considerably healthier, and is able to participate in more physical activities than he had before.
Sisco is incredibly aware of Forseth and Haseo's history. As such, Haseo has placed a ward on Sisco to protect him from the remaining Atreyus family members so that he cannot be detected by them. After Haseo's death, Forseth will be the one to upkeep the protection ward.
Sisco is also the #1 cheerleader for all things pertaining to the Atreyus twins. He tries really hard to be friends with Forseth, much to his dismay, and will eventually be recognized as an equal many years after Haseo's death.
As for Sisco's past... not much is known. He will be the first to say that he joined the Alliance because he knew that he could receive the health services he needed in order to live. But everything else? Sisco will admit that he does not actually remember anything about his past prior to his arrival in the Alliance.
Double
There is not much to say about the Ensign. They are quiet, studious, and would have been much better off in the Communications department had they not been a shapeshifter. In fact, no one is actually sure if the current version of them is their real identity. As such, 'Double' is just a name they gave themselves to protect their real identity... which no one is really sure about.
It is important to note that Double will use any pronoun, but is often most comfortable with they/them.
The Mythos Covenant happens between two people, a Miester and a Puppit. Both bear markings on their face- Miesters tend to have markings beneath both eyes, Puppits under one. Colors and shapes tend to not matter. Bond-mates are usually siblings or partners throughout life, often assigned at birth. Miesters are always older than the Puppits. When both powers combine, Miesters give their power to the Puppit, who transforms into either a Dragon or a Serpent. Puppits, as a tradeoff, die before the Miester. It is possible that a Miester is born without a Puppit and vise versa. They have a choice of forming a bond with another person of their choice or not.
It may be important to note that the "Mythos Covenant" is something specifically given to those within the Mythos family. The Mythos Clan are a combination of those from the main bloodline and those who are married into the family. This specific covenant only exists for the water-ice elements.
Is it possible for other elements to have this kind of pact?
Yes! In fact, in Yuuki's story, there is talk about other elements having this same specfic ability. That being said, it is usually limited to specific families. For most other families that exist with this sort of pact, they will refer to it as something else, but the Mythos family will refer to it as the Covenant.
(And at the time of writing this post, the only family that is really talked about is the Mythos family.)
Under the read more is a snippit about Yuuki's background. Reader discretion is adviced. TW: Abuse and death.
Lance and Wave will refer to Yuuki as their cousin, but he’s actually from the brother of their grandfather.
Yuuki looks rather young for his age, but that’s also partially because he’s binded in a contract that caused him to stop aging the same way as other creatures do. (I also want to point out that time and age flows a bit different in The Elementals world… and because most of the creatures have some sort of elven, angelic, or demonic ancestry, aging is… kinda weird.)
The Mythos Clan is a family of water and ice elements known for something known as the Mythos Covenant, a magical pact that binds two souls together with a “contract” that allows one to be a Meister, and the other to be a Puppit. A Puppit has the ability to shift into a dragon, serpent, or some other magical creature, and the Meister controls the creature by offering unlimited magical power to it. In some variants of the pact, they serve as a rider, if that makes sense.
In the Mythos family, Meisters and their Puppits are predetermined by destiny and birthright. More often than not, meisters and puppits marry together too, unless they are siblings (like Lance and Wave)
All individuals are born with some sort of matching facial symbol. Meisters have two symbols (one under each eye), and a Puppit has one, usually under their left eye. (So if you notice, Lance and Wave both have a curvy symbol; you just can’t see Wave’s second one lol )
Yuuki, however, is a little rare. Yuuki was born as a puppit with no Meister. “But Nik, he has symbols under both eyes!” Yes, I’m getting to that.
While his older brother Kaito (also a puppit) has a formed pact with someone, Yuuki is left to his own devices. Yuuki decided that instead of dwelling on being Meister-less, he’d train to be something like a priest, maintaining the shrine to the gods and becoming a scholar. Yes, Yuuki harbored jealousy that he did not turn out like everyone else, but he eventually became fine with it… until…
Hailee (Kaito’s Meister, future wife, and friend), Kaito, and he went exploring in the forests outside of their land, when they discovered some travelers setting up camp a little ways away from their home. At first, they were no threat to the Clan, until their leader one day came to the village elders and demanded an audience. This man announced himself to be someone called “Seth,” who hailed from the Fire Realm (I’m forgetting he names I gave the realms at the moment lol), and was on a journey for knowledge. He demanded information on something called the Covenant.
Yuuki’s grandfather refused to provide him with information, as the Covenant to the Mythos family was something sacred (and thought to be a well known secret).
While seemingly defeated, Seth left with no further information. Curious, Yuuki snuck out to try and spy on Seth and his fellow travelers, only to be caught and put into captivity. Forced to give answers to Seth, Yuuki found out that there were other clans like his, all from different magical backgrounds, and Seth… wanted to control and form pacts with one from each clan. Yuuki refused to create a pact with Seth, knowing that more than one pact in his family is not possible.
I’m not going to go into a lot more detail, but Seth is not a good person. At all. He treats Yuuki even less… so I’ll leave it at that.
Seth eventually threatens to unalive all of Yuuki’s family if he is not given any information, and Yuuki finally reveals that he will form a pact with him if he leaves his home alone. Yuuki reveals that he has no Meister, and it would work out perfectly. Yuuki does have the power and ability to chose anyone to be his meister, given his lack of one (he just never chose to originally), and goes through a very… unpleasant experience forming a pact with Seth. Yuuki feels the connections he has with all of his other like-souls, and frees them as he forms his pact… which, once Seth finds that out, he… isn’t very kind. Seth then turns his focus on the rest of the Mythos family. At first, Yuuki is able to distract Seth with trying to find new partners, so they travel the world for a while… end eventually, they return to Yuuki’s family.
Yuuki tries to warn his family about Seth and what has happened to him, but Seth catches on and unleashes all of his power within Yuuki, causing him to transform and… massacre his whole clan, including Lance and Wave’s parents . Yuuki is able to get some control, allowing Wave and Lance to escape. But when they were done, no one was left alive. The Mythos Clan was erased from existence.
Anyway. Yuuki lives on making Seth’s life a living hell. He endures a ton of shit from him, and even though it causes him physical pain, he refused to shift into a creature again. At the same time, Yuuki continues to research how he can break the Covenant with Seth, and if it is even possible… it is, but the only way to do it is by killing Seth and having some sort of magical ability to sever a tie before his soul completely moves on. Spoiler, when he tries it, he does fail, and Seth’s soul merges with Yuuki’s, causing him to wield the powers of both a Puppit and Meister.
All creatures, no matter the race, if they have an elemental ability, are called Magists.
Non-Elemental Creatures:
While it is uncommon, there are individuals who have no elemental powers what-so-ever. They are typically just referred to as "mortals."
Most of the Lesser Gods will refer to all living life as mortals as well.
All Races
Humans - creatures with no special outward appearance changes. These individuals are of average height and build with rounded ears. While humans can be, and appear in, many different variations, humans tend to have nothing visually different about them that would set them drastically apart from any other race. Humans are more likely to be a mortal than any other race.
Elf / Elvan - while there are a variety of different types of elves, the broader term "elf" is due to the angled ears and pointier features. There are different types of recognized elves, especially by element:
High Elves: tall and thin with shorter, pointed ears. High elves do not age the same as humans do and have a prolonged life span, which often confuses individuals with demons who experience the same extension. High elves tend to wield the power of light, electricity/thunder, and fire.
Drow: dark, purplish/bluish skin with scarification. They are slender in build and have long, tapered ears. Drows tend to wield cooler elements like ice, shadow, water, and mind elements.
Wood Elves: average build. These elves closely resemble humans, only with longer, pointed ears. Not to be confused with Nymphs, Pixies or Imps. Wood Elves typically wield earth-like elements such as geo or plantlife, but can wield electricity as well.
Angel - human-like in apeparance, angels are known to be similar to the high-elves, but with wings. Angels predominately live in Paradise or the Light Realm, and exist by ranks. Depending on the rank of the angel, the number of wings can vary, but wings are almost always white. If the wings are a different color or shade other than white, they are considered to be a Watcher. All angels have the ability to hide their wings at will, but most of the high-ranking angles typically have their wings being shown. When wings are hidden, it can be easier for the angel to move around the ground. Most angels have the ability to conjure Luminosity as their element. Only angels who are Conduits can use more than just light.
Seraphim - angels in a position of power. Denoted by their 3 pairs of wings.
Cherubim - servants of the Seraphim. Cherubims have 2 pairs of wings.
Virtues - Typically the miliary officers. Virtues can either have 1 pair of wings or 2, depending on the level of power. It is uncommon for a Virtue to have more than 2 pairs, however. Virtues often participate in the Heavenly Army and typically do not stray from the will of Attar, or whomever is in power.
Powers - All other angels. Powers only have 1 set of wings.
Watchers - It is important to point out that while most Angels do not want anything to do with Watchers, they are still listed under the Angel category. Watchers are half-angel, half something else. Watchers typically live outside of Paradise, especially after the disappearance of Attar, because Angels have a belief of "purity." Watchers also typically have elements outside of the Luminous abilities.
Demons - different from the biblical demon of the same name, Demons are individuals with short, pointed ears and slitted eye pupils (primarily). Depending on the family, demons also tend to be slender and tall, much like their angelic counterparts. Similar to Angels, demons can be half-bred with another race, but for the well-known demon families, it can be frowned upon. Additionally, not all demons are part of a recognized clan. The term "demon" tends to be a blanket term for individuals with those characteristics. Demons also tend to be really in-tune with their elemental abilities. Most demons have two forms: a human-like form and a monster-like form. It is also important to note that not all demons have horns, and the horns can vary based on the type of demon. Demons do NOT have bat-like wings. Demons can wield any type of elemental power, like drakes. Unfortunately, Demons get a bad rep for being demons… and it is primarily because of particular families within the world that make it difficult for most demons to exist outside of the label of "evil." Stereotypically speaking, demons sometimes feed their young the blood of their enemies and eat non-demons to gain power. Other demons sap power/the soul of others out of their bodies. However, most demons are just demons because of their outward appearance.
Tiefling - part of the demon family, tieflings have both horns and a slender tail with a point at the end. Tieflings also can have a variety of skin colors.
Imp - can be confused with demons because of their ears, but lack the "cat eyes". Imps are always smaller in stature.
Nymph - rare, small human-like creatures that usually utilize the ability to shape-shift.
Anthropods - individuals who have both human-like and animal features. Anthropods can have more human-like features or more animal-like features depending on the bloodline. Most anthropods have the ability to shift between a human form and their animal form, and depending on the magical ability, some can also hide their animal features at will. However, most anthropods opt to keep their features on full display. Regarding this matter, however, there can be some confusion between certain races and anthropodic features, such as wings and horns. Many features can appear in other races (e.g., angels, demons, dragons), but it fully depends on if the individual can shift into an animal form.
Kitsune - humanoid with fox-like features
Lycan - humanoid with wolf-like features (also known as Wolf Demons). Lycans DO vary from Caninas, and Lycans do not associate with Caninas. Lycans shift into a monster-like form on the full-moon, although they can shift between a wolf form and human form at will. Most Lycan will prowl at night, but have no problem with the daytime. Furthermore, most Lycan packs live as a physical pack and will have a pack leader.
Purtan - humanoid with cat-like features
Seelie - humanoid with bird-like features. The difference between Angels and Seelie's is hard to distinguish, especially between Seelie's and Watchers. The primary difference is that all anthropods can shift into an animal form. Angels do not have a different form.
Amphiban - fish-like features. Unlike the Lycan vs Canina dispute, Amphiban's are welcoming to the different kinds of aquarium folk. Amphiban individuals also like to call themselves mer-folk depending on the region.
Fauna - deer-like features. This can also include horses and mules.
Bova - bovine-like features (cow, pig, elephant, bull, rhino, etc). Similar to the Angel vs Seelie dispute, most Bova will have horns to some degree.
Canina - Dog-like features. Canina do not have a pack leader, but do typically stay together in groups.
Drake - individuals with dragon-like features and characteristics. Drakes typically live in clans and exist outside the typical realms. Drakes typically have an increased amount of magical ability as they are connected to the ley lines of the world. Similar to anthropods, Drakes have a more human-like form and a dragon form. There are different types of Drakes, depending on region and elemental ability.
Elemental Drakes: these types of drakes vary based on their elemental abilities.
Pyrrus Drake: Fire Dragon. Appear more as a Wyvern (2 wings, 4 legs).
Pura Drake: Water Dragon. Appears similar to a Lung dragon (4 legs, long body, can have wings).
Flora Drake: Earth Drake. Appears like a
Ore Drake: Geo Drake. Appears like a Drake, but can have wings like a Wyvern (4 legs, sometimes wings).
Frost Drake: Ice Drake. Appears like a Knucker (2 wings, 4 legs, long body)
Volt Drake: Electricity/Thunder Drake. Appears like a Lung Dragon (4 legs, long body)
Bane Drake: Poison Drake. Appears like a Serpent (2 legs, long body)
Air Drake: Air Drake. Appears like a Guivre, bird like legs and bird like wings.
Hydra/Serpent: while these are still under the drake terminology, hydras and serpents are VASTLY different. While still mythological creatures, these individuals can ONLY use water or ice elements. Hydras and Serpents are typically seen in clans like the Mythos family, where one individual of the Covenant Pair can turn into one of these two creatures.
Gigantis - larger than normal humanoid
Draugar - any creature that has been brought back from the dead
Vampire - it should be pointed out that vampires are NOT anthropods, as they do not freely shift into a bat form. Vampires refer to individuals who can only exist at night and rely on the consumption of blood for their survival. Vampires are also bonded to one another; this means that when one vampire turns another into a vampire, the original becomes a "Sire." Vampires are typically immortal and do not age past the age that they were turned. Most vampires lose their elemental abilities when they are turned, but they make up for the lack of magical ability with speed and defense.
Gods - creatures that cannot die. They sit in a pantheon with 3 main gods, and then 6 gods that sit below them to balance out the spectrum
Yasu - Age: 21 | Species: Human | Electricity Elemental
Ashtaroth
Ashtaroth is the Captain of the Guard in the Thunder Realm, and has been longtime friends with Yasu... and they've also have had a strained romantic relationship as well (however, Yasu is very forward with her feelings and when Ash turned her down on the pretenses of letting her live her life, she took that to heart. Doesn't stop her from flirting with him all the time tho).
Fiercely loyal to his Elemental and the protection of his people, Ash is a lot stronger than people think he is. Ash is seen and recognized as his elven side, as he does not talk about his parents at all.
Ash had been childhood friends with the the previous Electricity Eternal, Yasu. He harbored feelings for her, but allowed her to experience life as she wanted. As the Captain, he served as her personal bodyguard as well. Yasu had shared with him that she had been the new protector of the Chalice (which she called The Seed).
Unknown to anyone was Yasu’s health, which rapidly started to deteriorate in her early twenties, causing her to become bedridden when she was with child. Her ultimate cause of death was childbirth, which left both her partner (Wave) and Ash completely distraught. Ash was in charge of making sure Orna was given protection, as Yasu informed Ash that she would be the new protector of the Chalice, and Ash couldn’t fathom the idea of getting close to anyone else like he had been with Yasu.
(So in the story for Orna, he’s seen as very distant and almost cold towards her, but he oversees her overall safety)
Ash was extremely bothered that he couldn’t sense that Kree was a secret agent of one of the Dark Militaries, and when Kree left, he assumed the role of bodyguard once more and oversaw Orna like he did Yasu (and was often heard saying that he should’ve done that from the start)
Ash has almost a “royal” kind of attitude and comes across as arrogant and super serious, and it’s mostly because he was brought up with Yasu and because of his job.
Yasu
Yasu was the previous Electricity Elemental. At the time when Yasu's story starts, she's about 21. Ash is a year older than her (so he's 22... but because he's elven, he'll technically age a little differently).
Yasu holds something called The Chalice within her soul. Orna is her cousin and is named the next Elemental after Yasu, and Ash is tasked with finding a bodyguard for her (while he is a little preoccupied with Yasu, and then later protecting the Realm). Yasu also designates Orna as the next holder of the Chalice. Keep in mind that this thing is supposed to be a secret, and the only people that know about it (at the time) are Yasu and Ash, and later Orna and Kree (and Wave, but that part is coming).
A lot of Yasu's personality rubs off onto Orna's character, and she plays more of a big sister kind of role. Because Ash and Yasu practically grew up together, they would often have "fake marriages" growing up. Additionally, Orna became their "daughter" on many occasions, so Ash tends to view Orna like a little sistder, especially after Yasu's death. Yasu is kind-hearted, adventurous, and very very extroverted.
She is also polyamorous AND pansexual. She loves everyone and anyone. And she is very forward with her feelings.
These two things are mentioned a lot of the various stories built into this universe. Both items are mythological items or objects that either no one has ever seen before or are items that belong to the gods (both the Greater and the Lesser).
It is important to note that the Chalice cannot exist without the Tree, and the Tree cannot exist without all parts being interwoven into each other.
By clicking the read more, you may be presented with spoilers for the stories in this universe.
The Tree
The Tree in the Elemental's lore is a tree birthed by Leviathan as a means to connect himself to the rest of the world and all of it's plains. Leviathan is the only Lesser God to be able to traverse the plains as well as he.
It may be important to point out that there are a few different "levels" to the Realms. The three primary levels are the Upper Plains, The Realms, and The World Below. The Upper Plains is a realm that exists above the Realms, and it is where the angels primarily reside. The Upper Plains are also broken into different segments: The Heavens, The Upper Plains, and the Lower Plains. The Heavens are where, theoretically, the Greater Gods reside; no one can truly enter the Heavens unless they are one of the Lesser Gods. The Upper Plains and Lower Plains are the livable levels where the Light Elemental and Angels will reside, with the Lower Plain being where anyone who is not a full blooded angel will reside.
The Realms is where literally everyone else lives, including the remaining Elementals and their realms.
The World Below is an area that resides below the Realms, and exists solely as the underworld. While the Heavens remain the realm of the gods, the World Below is where souls enter and either pass on into eternal life or are sent back for rebirth (with no memories, unlike the Lesser Gods who will reincarnate with memories, eventually).
It is later released that The Tree is a tool used to wipe the living plain clean and to create it anew. Leviathan stole the power of the Greater Gods, as well as the souls of other gods standing in his way, to be able to utilize the tree the way he has.
No one is sure how Leviathan came to possess such an incredible power.
The Tree also is the force between the ability for certain families to create worlds on a whim. Mirror realms, as Leviathan has called it. The power was stolen by Asmodeus, who passed it on to a few bloodlines, including Ohmamere's and Lora's family. Unbeknownst to Asmodeus, at the time, the possession of this incredible power puts a time limit on the mortal life, giving those souls the ability to pass it on to the next kin… if the power is used at least once, the user is able to live longer.
The Tree has the ability to take gods and "kill" them. For Belial, Leviathan was able to successfully put him into a stasis… but for unlucky souls like Asmodeus and Mikhael, both beings who held Lesser God seats, have been held in almost a permanent stasis within the tree. It is uncertain if they reside in a "mirror" realm, like Leviathan described.
The other Lesser Gods were fully aware that Leviathan intended to use the tree the way he has been. This is why many of the Lesser Gods let Leviathan do what he wants, as they do not want to be caught up in the vines.
Belial was the last to discover the true nature of The Tree and tried to persuade the other Lesser Gods, most specifically Mephistopheles, only to paint a target on his back. In a private conversation, Belial tried to convince Mephistopheles that Leviathan was going to betray the other Lesser Gods and use their power to try and awaken The Tree's true power, and that he had been plotting to kill the Greater Gods. Without knowing, Leviathan had been listening to the damning accusations and decided to take Belial to "court," where they had to convince the other Lesser Gods that one was more wrong than the other. Belial was "brought to justice" and found guilty of framing Leviathan, and was given to the tree.
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The Chalice
The Chalice goes by a few names. The most common is the Chalice, but the Lesser Gods will refer to it as "the seed."
There hasn't been any true sighting of the Chalice, other than it looks like an egg.
Individuals that protect the Chalice, or any of the seeds, are called Chalistinians, and are part of a force called the Protectors of the Chalice. According to the Chalistinians, the protectors of the lore of the Chalice, this "egg" is the seed of life. The person who beholds it can either destroy the world or breath new life.
The Chalice was a "seed" of The Tree, stolen away and hidden so that Leviathan could not truly activate its full potential.
There are multiple "seeds" that are dispersed throughout the Realms, but many do not live past infancy because of the stress and power that the seed has for a mortal life.
It was once rumored that Asmodeus stole seeds from The Tree and ran to plant them in the mortal world. However, it was Leviathan that struck them down, dispersing the seeds into the Stream of Time.
Only individuals who have been "kissed by the gods" can live and hold onto the seeds.
Leviathan has specifically sent Nazir on a mission to locate all the seeds possible and find the one that will be planted so that the three levels of the Realms are all connected once more, allowing him the ability to not only traverse the realms (as will everyone else), but to seek out the ultimate destruction of the entire system.