Aerenda
Overview
The universe of Aerenda is a captivating fusion of cyberpunk technology, ancient magic, and cosmic mythology. Forged by the divine beings Ontea and Medriel, Aerenda is a multiverse of interconnected realms, where the struggle between light and shadow shapes the fate of gods and mortals alike. From the radiant halls of Celestia to the shadowy depths of Drekoria, Aerenda’s landscapes are as diverse as its stories. A cornerstone of Aerenda’s science-fantasy identity is the blend of futuristic advancements and mystical forces. The Elfia, masters of stellar magic and star-spanning technology, govern an intergalactic empire, while the Anthria balance tribal spirituality with industrial ingenuity. In Aerenda, laser rifles coexist with enchanted swords, and cosmic starships harness energy from the magical realm of Aetheria. This duality defines both its civilizations and its conflicts. At the heart of Aerenda is its Cycle of Rebirth, a divine law guiding all mortal souls through three lives to prove their worth. The choices of its inhabitants ripple across its realms, as champions rise, artifacts are forged, and factions vie for dominance. In this universe, every thread of magic and machine weaves into the grand tapestry of Aerenda’s ever-evolving destiny.
Pantheons of Aerenda
Benevolent Pantheon
- Amara, Goddess of Mercy – A benevolent figure offering solace and healing, worshiped by healers and peacekeepers. Her temples often double as hospitals.
- Ildor, God of Time and Order – Keeper of time's flow and universal balance. His followers are scholars, archivists, and judges.
- Arandar, God of Peace and Faith – A pacifist deity inspiring trust and harmony. Monks and diplomats are among his devoted.
- Felimar, God of Fatherhood and Heroes – Protector of families and champions. Warriors and leaders seek his blessing.
- Gildor, God of Luck and Wealth – Patron of merchants, gamblers, and adventurers. His *shrines are often found in marketplaces.
- Tetria, Goddess of Beauty and Seduction – Embodiment of allure and artistry. Artists, performers, and politicians admire her.
- Nimriel, Goddess of Love and Motherhood – Revered in family circles, her followers celebrate fertility and compassion.
Chaotic Pantheon
- Melakor, God of Domination and Control – Wielding power through fear and submission. Tyrants and warlords invoke him.
- Midra, Goddess of Nightmares and Dreams – Haunting the dreamscape, she influences the subconscious fears and ambitions.
- Merina, Goddess of the Abyss – Mistress of the void, embodying despair and existential dread. Deep-sea cults and void magi revere her.
- Griborg, God of Destruction and Chaos – Worshiped by anarchists and berserkers, spreading ruin indiscriminately.
- Fithril, Goddess of the Undead and Cannibalism – Necromancers and dark cults honor her, seeking to transcend mortality.
- Alinkar, God of Tricks and Deals – The ultimate broker of sinister pacts, appealing to thieves, smugglers, and merchants of deception.
- Lusifer, God of Lies and Deceit – Master manipulator, inspiring spies, politicians, and con artists.
The Three Divine Guardians
Fearing imbalance, Ontea and Medriel sent three Benevolent Gods to Mortus, tasked with safeguarding the world and its natural harmony.
- Elarin, the Verdant Shepherd – Guardian of forests and wildlife, protector of the Faunia.
- Solmara, the Blooming Flame – Keeper of the Floria, nurturing life and healing the wounded land.
- Vardros, the Stone Sentinel – A stalwart guardian of balance, ensuring that nature and civilization coexist.
These gods became revered by mortals, worshiped as bridges between the divine and the mundane. Yet even their presence could not fully suppress the growing shadow.
Divine Artifacts of Aerenda
Both the Light and Dark gods create powerful artifacts, often as symbols of favor for their chosen champions. These artifacts are ancient, powerful, and highly sought after by mortals.
Light Pantheon Artifacts
- Amara's Veil (Amara, Goddess of Mercy): A shimmering cloak that heals allies and protects the wearer from harm.
- Chrono Sigil (Ildor, God of Time and Order): A bracer that can slow or accelerate time in brief bursts.
- Arandar’s Beacon (God of Peace and Faith): A radiant staff that pacifies foes and strengthens allies' resolve.
- Felimar’s Aegis (God of Fatherhood and Heroes): An indestructible shield that inspires those who stand behind it.
- Tetria’s Mirrorblade (Goddess of Beauty and Seduction): A sword that mesmerizes foes with illusions of their deepest desires.
Dark Pantheon Artifacts
- Melakor’s Crown (God of Domination and Control): A blackened helm that enslaves the minds of others.
- Fithril’s Grimoire (Goddess of the Undead and Cannibalism): A book bound in flesh, allowing the user to raise and command the dead.
- Griborg’s Warbrand (God of Destruction and Chaos): A massive, jagged weapon that destabilizes reality with each swing.
- Alinkar’s Coin (God of Tricks and Deals): A cursed coin that grants great wealth and fortune, but at unpredictable and often deadly costs.
Major Species of Aerenda
Humans (Mania) – The Exiled Innovators
Once believed to be natives of Mideria, humanity’s origins are shrouded in mystery. Ancient ruins scattered across distant worlds suggest that humans once warred against the Elfia and, after their defeat, were exiled to Mideria.
- Culture: Diverse and adaptable, ranging from corporate elites in neon-lit megacities to tribal communities in remote regions.
- Religion: Most worship the Light Gods, though underground cults dedicated to the Dark Gods quietly grow.
- Legacy: Ruins on other planets hint that fragments of humanity’s once-great empire still linger, waiting to be rediscovered.
Elves (Elfia) – The Starlight Seekers
The Elfia hail from distant star-faring civilizations, gifted with natural magical affinity and longevity. Once rivals of humanity in the First War in Heaven, the Elfia now tread carefully, burdened by ancient scars.
- Culture: Stratified societies valuing knowledge, beauty, and tradition. Noble houses hold vast power.
- Religion: Primarily devoted to the Light Gods, though fringe sects turn to darker deities.
- Magic & Technology: Masters of blending arcane forces with stellar technology.
Beastfolk (Anthria) – Children of the Wild
Anthropomorphic beings embodying various animal traits, the Anthria are native to Mideria. They range from feline hunters to avian scholars, deeply connected to the natural world.
- Culture: Tribally organized but widely integrated into modern society. Many work in industrial sectors or serve as mercenaries.
- Religion: Strongly spiritual, worshiping nature spirits, though younger generations adopt worship of the Light Gods.
- Appearance: Diverse forms reflecting countless animal species.
Fell Folk (Drekia) – The Darkened Kin
The Fell Folk—orcs, trolls, ogres, and goblins—descend from the Drekia, the repentant children of the Dark Gods. Historically feared and the cause of many wars, they are now largely integrated into society.
- Culture: A blend of ancient war traditions and modern lifestyles. Many serve as laborers, soldiers, or gladiators.
- Religion: Divided worship, honoring both Light and Dark Gods.
- Feral Tribes: Wild, untamed clans still cling to ancient ways in remote regions.
Littlefolk (Goria) – The Deep Dwellers
Comparable to dwarves, gnomes, and halflings, the Littlefolk emerged from beneath Mideria, bringing with them advanced subterranean technologies.
- Culture: Renowned for craftsmanship, ingenuity, and intricate underground cities.
- Religion: Mostly devoted to deities of creation and craftsmanship. However, some follow dark deities tied to the underworld.
- Society: Highly communal, with strong family and guild structures.
Lesser and Spirit Tribes
Faunia – Spirits of Beasts
Pure spirits embodying the wild and untamed aspects of nature.
- Nature: Instinctive and primal.
- Allies: Protected by the Anthria.
Floria – Spirits of Flora
Gentle spirits tied to growth, fertility, and the natural world.
- Nature: Nurturing and serene.
- Allies: Tend to forests and gardens, guided by the Anthria.
Cultural and Religious Alignments
Species | Primary Alignments | Religious Affinity |
---|---|---|
Mania | Adaptable, fractured | Light Gods, Dark Gods (minor cults) |
Elfia | Hierarchical, mystical | Light Gods (majority), fringe Dark God sects |
Anthria | Tribal, spiritual | Nature spirits, Light Gods |
Drekia | Divided, conflict-prone | Light and Dark Gods |
Goria | Communal, inventive | Crafting deities, some underworld gods |
Faunia | Wild, instinctive | Nature spirits |
Floria | Gentle, nurturing | Nature spirits |
Inter-Species Relations
- Humans & Elfia: A fragile peace exists after the First War in Heaven, but tensions simmer beneath the surface.
- Fell Folk & Other Races: Distrust and prejudice persist due to their dark origins, though many Fell Folk strive for acceptance.
- Anthria & Nature Spirits: The Anthria share a deep, ancestral bond with the Faunia and Floria.
- Littlefolk & All: Respected for their craftsmanship but often viewed as reclusive.
Legends of the Species
- The Lost Human Kings: Stories tell of human kings who escaped exile, hiding in forgotten corners of Aerenda.
- The Exiled Elven House: A noble house of the Elfia that turned to the Dark Gods, now erased from history.
- The Anthria's Forgotten Pact: Ancient oaths sworn between the Anthria and the spirits of Aetheria.
- The Great Stoneheart of the Goria: A mythical artifact said to awaken the deep forges of the Littlefolk.
Creation Myth of the Aerenda Universe
The Birth of Aerenda
Before stars, before time, before thought—there was only the void.
In that endless emptiness, two mortal souls dreamed. Ontea, the Weaver of Light, and Medriel, the Shaper of Forms, were visionaries in a forgotten world. In their mortal lives, they spun tales of distant stars, gods, and worlds, their imaginations unknowingly giving shape to a fragile glimmer in the void—a drop of cosmic dew.
This drop was Aerenda, a nascent universe, flickering at the edge of existence.
Upon their ascension to divinity, gifted by God, Ontea and Medriel beheld this fragile spark—their own forgotten creation. Now with limitless power, they nurtured the drop into a vast and vibrant cosmos. They wove Aerenda from the threads of their mortal stories, birthing realms, gods, and mortal beings alike.
The Realms of Aerenda
From their combined will, Ontea and Medriel forged four great realms within Aerenda, each with purpose and balance.
Celestia – The Realm of Light
A radiant plane, shimmering with endless starlight and ethereal palaces. Here, Ontea and Medriel birthed their Spirit Children—pure, radiant souls destined to populate the universe. To guide them, the creators forged the Lesser Benevolent Gods, entrusted with nurturing the spirits and maintaining order.
Drekoria – The Realm of Shadow
A plane of darkness and chaos, created as a necessary counterbalance to Celestia. When some of the Benevolent Gods grew prideful and defied their creators, Ontea and Medriel cast them into Drekoria. Twisted by the realm's oppressive shadows, these fallen gods became the Dark Gods, ruling over a realm of malice and decay.
Aetheria – The Realm of Magic
A boundless dimension of raw magic and swirling energy, Aetheria serves as the wellspring of all magical forces in Aerenda. Visible in the skies of mortal worlds as glowing nebulae and auroras, Aetheria is both wondrous and perilous. It is from here that Arcanewear—magitech infused with pure magic—is drawn.
Mortus – The Mortal Plane
The material plane where physical life thrives. Mideria, the most prominent world in Mortus, was sculpted to house Ontea and Medriel’s Spirit Children in mortal form. Mortus is a realm of life, death, and rebirth, where souls are tested and shaped by their experiences.
The Spirit Tribes of Creation
Ontea and Medriel divided their Spirit Children into five great tribes, each crafted with unique roles and destinies.
Elfia – The Starlight Seekers
Graceful and wise, the Elfia were attuned to the stars and magic. They were the first sent forth, given dominion over the stars themselves. From distant worlds, they forged civilizations of knowledge and power.
Mania – The Bold Explorers
Adventurous and innovative, the Mania embraced change and exploration. They roamed the stars beside the Elfia but were ever driven to reshape and conquer.
Goria – The Stoneborn
Hardy and steadfast, the Goria turned away from the stars. Drawn to the depths, they carved great halls beneath the worlds, hoarding the secrets and treasures of stone and metal.
Anthria – The Wildborn
Compassionate and adaptable, the Anthria were sent to Mideria to protect and guide the lesser spirits of Faunia (beasts) and Floria (flora). They took forms reflecting the wild and natural world, becoming its silent guardians.
Drekia – The Darkened Kin
Born from the gods exiled to Drekoria, the Drekia were forged in shadow. When they repented, Ontea and Medriel granted them freedom to choose their path. Yet, the darkness of their origin remained, and in Mortus, they became beings of great contention—often distrusted, yet undeniably powerful.
The Lesser Tribes of Celestia
Faunia – Spirits of Beasts, embodiments of instinct and the wild. Floria – Spirits of Plants, nurturing forces of growth and renewal. The Anthria aligned with these spirits, adopting their forms to maintain the natural balance of Mideria.
The Cycle of Rebirth
To guide their mortal children toward growth, Ontea and Medriel established the Cycle of Rebirth:
Each soul is granted three mortal lives in Mortus. If they live virtuously in all three, they ascend to Celestia to dwell among the gods on Judgement Day. Those who falter are either reborn or face judgment by the gods, with some cast into Drekoria to wander its shadows. However, this gift of free will proved dangerous. The Drekia, with their complex nature, often strayed, and their darker impulses seeded conflict throughout Mortus.
The First War of Aerenda
As the Drekia’s darker kin grew restless, ancient resentments stirred. Whispers from Drekoria reached Mortus, twisting the hearts of mortals. Divisions among the tribes deepened.
The Elfia and Mania grew wary of the Drekia, blaming them for the creeping darkness. The Goria withdrew into their mountain halls, distrustful of the surface wars. The Anthria struggled to mediate, caught between duty and survival. The Fell Folk—orcs, trolls, ogres, and goblins—emerged from the bloodlines of the Drekia. Though many sought peace, old prejudices painted them as threats. Tribal wars scarred Mortus.
The once-peaceful world of Aerenda braced for an age of conflict, as gods and mortals alike vied for control.
Prophecy of the End
It is said that when Judgement Day comes, the souls of Aerenda will gather before Ontea and Medriel. The righteous shall ascend, the wicked cast into Drekoria.
But there is a forgotten prophecy:
“Should the balance of light and dark falter beyond repair, the cosmic dew of Aerenda will dissolve, and all stories will end.”[[Parys Olnor the Mad Prophet]][[]]
Thus, champions now rise, seeking the lost artifacts of gods, forging alliances across fractured tribes, and deciding whether Aerenda's tale will end in ruin or rebirth.
The Role of the Gods
Ontea and Medriel
As the supreme creators, they oversee the Cycle with compassion and impartiality. They watch but rarely intervene, believing that mortal souls must walk their own path.
The Benevolent Gods
The benevolent gods of Celestia often aid mortals on their journey, offering guidance and protection. They manifest through dreams, omens, or through chosen champions.
The Dark Gods
From Drekoria, the Dark Gods seek to break the Cycle. They offer shortcuts to power and false promises of ascension, ensnaring mortals in endless damnation. To them, Judgement Day is an opportunity to seize Aerenda itself.
The Unfinished Tapestry
Aerenda is a universe forever in flux, shaped by the actions of mortals and gods alike. The Cycle of Rebirth stands as both a mercy and a challenge—a path to divine ascension or eternal wandering.
As the cycles turn and Judgement Day approaches, every choice becomes a thread in the grand tapestry of Aerenda.
The Eternal Cycle of Rebirth
The Law of the Soul
At the foundation of Aerenda lies the unbreakable law of the Cycle of Rebirth, established by the creators Ontea and Medriel. Every soul is bound to this cycle, destined to live, die, and be reborn until they fulfill their divine purpose.
Each soul must complete three virtuous lives to ascend into Ontea and Medriel’s Kingdom in Celestia. There is no limit to how many times a soul may be reborn—be it a fourth, fifth, or even a hundredth life—until they succeed. Only when a soul has lived three good lives will it transcend mortality.
But this cycle is not infinite.
When the stars align and the fabric of the cosmos trembles, Judgement Day will come. Any soul that has not completed its three virtuous lives by that time will face a fate far grimmer.
The Path of the Soul
The Endless Rebirth Upon death, every soul is judged. If they have yet to fulfill three good lives, they are sent back to Mortus to begin anew. Each reincarnation brings subtle echoes of past lives—faint instincts, emotions, or talents—but the soul must face fresh challenges in every form it takes. Whether born into poverty or royalty, peace or war, every life is a new chance to prove one’s worth. There are no shortcuts, no bargains. Every soul must walk this path alone.
Three Lives to Ascension
- The First Good Life – The soul begins its journey, awakening to morality and choice.
- The Second Good Life – The soul faces deeper trials, testing resilience and wisdom.
- The Third Good Life – The final proving ground. Upon completing this life in virtue, the soul ascends.
Failing the Path
Failure in any life does not condemn the soul. It simply returns to the Cycle, to try again. Some souls achieve their three good lives in only three lifetimes. Others struggle for millennia, living hundreds of lives. The cycle is merciful, but not without end.
Judgement Day
The Final Reckoning
It is foretold that one day, Judgement Day will come. The Cycle of Rebirth will end, and every soul will stand before Ontea and Medriel for final judgment.
Souls who have completed three good lives will ascend to Celestia, becoming part of the divine kingdom, free from suffering and mortality. Souls who have failed to complete their three lives will face their ultimate fate: Some may be cast into Drekoria, enslaved by the Dark Gods. Judgement Day is both salvation and damnation. Until that day arrives, the Cycle continues.
The Celestial Countdown
Legends say that when the stars fracture and the planes of existence tremble, it will mark the beginning of the end. The gods themselves fear this moment, for even they are bound by its decree.
The Role of the Gods in the Cycle Ontea and Medriel – The Silent Watchers The creators watch over the Cycle but do not intervene. They believe every soul must earn its place in Celestia. Only on Judgement Day will they reveal their will. The Benevolent Gods – The Guiding Hands They whisper through dreams, guide through omens, and empower mortal champions to aid others on their path. Temples dedicated to the Benevolent Gods serve as sanctuaries for those seeking redemption. The Dark Gods – The Corruptors From Drekoria, the Dark Gods seek to break the Cycle. They tempt mortals with power and false promises, offering shortcuts to ascension. Those who accept their gifts often become trapped in an endless spiral of failure, incapable of completing even one good life.
Legends of the Cycle
The Soulforged
It is whispered that some ancient souls have lived thousands of lives, struggling endlessly to reach their third good life. These souls, called the Soulforged, are said to wield unmatched resilience and wisdom, for they have seen countless ages rise and fall.
The Fractured
Some souls have been broken by failure, corrupted beyond recognition. They wander Mortus as hollow beings, incapable of goodness, teetering on the brink of becoming servants of Drekoria.
The Shattered Soul
A legend tells of a soul that has lived countless lifetimes but has never succeeded in living three virtuous lives. This Shattered Soul is said to be destined to either become a new god of balance or the harbinger of Aerenda's undoing.
The Veilwalkers
Some rare souls are said to remember fragments of their past lives. Known as Veilwalkers, they are believed to be nearing the completion of their third life. These individuals are often gifted—or cursed—with visions of past and future, walking a thin line between salvation and damnation.
The Lost Spirits
Not all souls find their way back to the Cycle. Some are lost in the void between Mortus and Celestia, neither living nor dead. These souls are vulnerable to the corrupting whispers of the Dark Gods.
The Weight of Choice
The Cycle of Rebirth defines all mortal existence in Aerenda. Every choice matters. Every life is another thread in the grand tapestry woven by the gods.
As Judgement Day looms ever closer, the mortals of Aerenda must decide:
Will they strive to fulfill their three good lives? Or will they fall into despair, succumbing to the dark whispers of the Fallen Gods? The fate of every soul—and of Aerenda itself—hangs in the balance.
The Cycle of Rebirth and the Chosen of the Gods
The Completed Soul
Those rare souls who have successfully lived three virtuous lives are granted the highest honor—to ascend into Ontea and Medriel's Kingdom in Celestia. Within the radiant halls of the gods, these souls are freed from suffering, no longer bound by the mortal cycle.
But ascension is not always the end of their journey.
In times of great darkness, when Aerenda trembles on the edge of chaos, the gods may send these perfected souls back to the mortal plane of Mortus. They return as Prophets or Champions, wielding divine authority to guide, protect, and restore balance.
The Chosen Returned
1. Prophets of Celestia
These souls return bearing visions of the gods and messages of salvation. Marked by divine light, they are often misunderstood or feared, but their purpose is unwavering.
Voice of Ontea: Prophets who speak of mercy, hope, and renewal. Hand of Medriel: Prophets who guide through wisdom, law, and order. Harbingers of Balance: Prophets who walk the line between light and dark, urging unity. Abilities:
Divine Sight: Prophets can perceive threads of fate and glimpses of the future. Words of Power: Their words inspire peace or command obedience, depending on their mission. Miracles: Small but undeniable acts of divine magic, such as healing or protection.
2. Champions of the Gods
When mortal strength alone cannot overcome the rising darkness, the gods send back souls as Champions—warriors, leaders, and defenders imbued with divine might.
Blades of Celestia: Warriors clad in holy light, wielding weapons forged in Aetheria. Shadows of Balance: Assassins and spies who act in secrecy to prevent chaos. Wardens of Nature: Guardians of the realms, protecting the natural balance between creation and destruction. Abilities:
Divine Resilience: Champions possess heightened strength, endurance, and resistance to corruption. Celestial Armaments: They wield god-forged weapons and armor, often artifacts lost to time. Command of Light or Shadow: Depending on their calling, they may harness light to heal or shadow to destroy. The Purpose of the Returned The gods do not recall souls lightly. Those who are sent back to Mortus have specific, vital roles:
- To Warn – Prophets arise to deliver visions of looming disaster or messages from the gods. Their words can rally nations or sow fear if ignored.
- To Guide – Champions lead mortals through times of crisis, forming alliances, defeating great evils, or restoring lost knowledge.
- To Correct – Some are sent to right the wrongs of the past—perhaps even their own mistakes from previous lives.
- To Destroy – In the most dire circumstances, a returned soul may be tasked with wiping out corruption or destroying threats that could unmake Aerenda.
The Cost of Returning
While powerful, returning to Mortus comes at a price:
Limited Time: A returned soul cannot remain forever. Once their task is complete, they must return to Celestia. Mortal Flesh: Though empowered, they are still bound by physical limitations and can be slain. Isolation: Often misunderstood or feared, they walk a lonely path, burdened by knowledge others cannot comprehend. Temptation: The Dark Gods of Drekoria are ever-watchful, seeking to corrupt or destroy these divine messengers. Some Champions fall to corruption, becoming dark reflections of their former glory. These fallen are among the most dangerous beings in existence.
Legends of the Returned
Seren Valis, the Silent Flame Once a humble healer, Seren lived three selfless lives. Returned as a Prophet of Ontea, she wandered the war-torn lands of Mortus, healing the wounded and speaking of peace. Legends say she calmed raging armies with a whisper and extinguished entire battlefields with a single tear.
Kael Varyn, the Exiled Blade The High Marshal who led the Humans during the First War in Heaven was given a second chance after centuries in Celestia. He returned as a Champion of Balance, wielding a blade of starlight to hunt those who would reignite the ancient war. Some say he walks Mideria still, watching for signs of the Dark Gods’ return.
Veyla, the Shattered Herald A soul that nearly ascended but faltered in her final life, Veyla was granted a rare mercy by Medriel—to walk the world as a mortal one last time. Her task: to unite the fractured tribes of Fell Folk before they are consumed by the darkness of their past. Should she fail, she will fall forever into Drekoria.
The Dark Reflection
Not all returned souls serve the light. The Dark Gods of Drekoria twist and corrupt even the brightest souls. Those who fall to their influence become False Prophets and Dread Champions, spreading lies and destruction.
False Prophets mislead mortals with half-truths, promising false salvation. Dread Champions are ruthless warlords, carrying cursed artifacts forged in shadow. It is whispered that one of the gods in Celestia once fell this way, leading to the creation of Drekoria itself.
Prophecy of the Last Champion
"On the eve of Judgement, a soul of purest light will return. Cloaked in fire, burdened by shadow. Their hand will lift the stars or plunge them into darkness."
Some believe this prophecy speaks of the final soul to be sent back—a being so powerful they could either save Aerenda or doom it forever.
The souls who return to Mortus walk a narrow path, balancing divinity and mortality. In every age, their presence shapes the fate of the universe. Will they lead Aerenda to salvation or hasten its end?
The Eternal Prophecy A final warning was inscribed in the stars by Ontea and Medriel: