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The Creation of Daure

In the Beginning

In the timeless void before creation, there were multiple cosmic entities with incredible divine force vying for control over the right to create the world with their own vision. The two most powerful of these forces were the great dragons: Daure, the Divine Spark of Life , and Nithe, the Shadow in the Void. They were beings of immense power, each representing opposing forces—creation and destruction, light and shadow, order and chaos. Though they existed together, their natures clashed, and the cosmos shook with each battle they fought.   Daure dreamed of a world full of life and beauty, a place where beings could grow, thrive, and find meaning in existence. She longed to share her essence, to shape a realm of infinite potential. But Nithe, the embodiment of nothingness, opposed her vision. For Nithe, all things were destined to return to the void, their fleeting existence a mockery of the infinite abyss. Daure, undeterred, began to weave the threads of existence from her very essence. Her light spread across the void, forming the Aether, the foundation of creation. With each strand, she shaped the stars, the heavens, and the first glimmers of mortal life. But her actions enraged Nithe, who sought to unravel all she had made.   Many worlds were created by the divine spark of life, each one laid carefully in the cosmos as a dragon would lay their eggs in a nest. For each egg of life laid by Daure however, Nithe would come to destroy it; and though Daure was always victorious, the destruction of battle would cost her the eggs she was defending, and she would have to start anew. This cycle of creation and destruction would continue for eons before Daure finally hatched a plan to put an end to it once and for all. Daure turned her divine power in on herself and shattered her essence into fragments. The five largest and strongest of these fragments are now known as the Five Divines, and they set about the job of creating one last world, one last egg in the cosmos for the forces of creation to call home.

The Veil - The Creation of the First World

The most powerful of the fragments left by the dragon Daure was her creativity and inner peace, which formed into what we now call Rosthiel, the Divine Artist. From the depths of his boundless creativity, Rosthiel envisioned a realm unlike any other, a place where beauty would be limitless and unrestrained. With a stroke of his divine brush, he painted the Land Beyond Reflections, what mortals now call the Veil; a shimmering, dreamlike plane of endless possibility. Here, the sky shifted with every passing thought, the landscapes blossomed and faded with the emotions of those who wandered through, and rivers flowed in spirals of liquid light. It was a paradise of boundless inspiration, alive with constant transformation. To populate this realm, Rosthiel breathed life into the Fey, playful and immortal beings who embodied his love of creativity and mischief. In their creation, Rosthiel poured something entirely new into the cosmos: magic. This raw, boundless energy mirrored the vibrant, changing nature of the Fey and the Land Beyond Reflections itself. Magic flowed freely through the realm, a living force that fueled the ever-shifting beauty of the plane and empowered the Fey to shape it with their whims.   For an age, Rosthiel delighted in his creation, marveling at the unending beauty of the ever-changing Land Beyond Reflections. Yet, a quiet ache began to stir within him. He realized that the very nature of his realm made it fleeting. No masterpiece could endure in a place where all was in constant flux. The Fey would craft wonders only to see them dissolve like morning dew; nothing was permanent enough to be admired or remembered. Desiring something more lasting, Rosthiel turned to his sister, the Great Artisan Duraminthra, who had long admired the swirling beauty of his creations from afar. She was a being of structure and form, a master of shaping the raw elements of existence into enduring works of perfection. When Rosthiel shared his vision of a new realm—a world where beauty could endure and inspire forever—Duraminthra agreed to help him.  

Daure - The Birth of the Material Plane and the Inner Cosmos

Duraminthra took Rosthiel’s swirling visions and gave them weight and structure. From the aether, she shaped the foundation of the mortal world, molding mountains that reached for the heavens and valleys that cradled rivers. She carved the deep oceans and lifted islands from the waves. Her touch gave permanence to Rosthiel’s artistry, transforming his fleeting creations into forms that could be admired for generations. Each groove left by her sculpting hands a river, and each impression left by her fingers an ocean. As Duraminthra worked, Rosthiel painted life across the canvas of her creation. Forests of emerald and jade sprouted upon the mountains she raised, and meadows of golden flowers rippled across her valleys. He dotted the skies with clouds that blushed with the hues of dawn and painted the seas with endless shades of blue. Together, they created a world where the fleeting inspiration of Rosthiel could exist harmoniously with the enduring craftsmanship of Duraminthra. This world is what we know as the Material Plane, and we call it Daure, after the creator who gave her very essence that we might live.   This collaboration birthed a realm that was both dynamic and stable—a masterpiece of balance. Rosthiel’s creativity flowed freely, filling the world with endless variety, while Duraminthra’s steady hand ensured that its beauty would endure. Yet, even as they created this new world, Rosthiel and Duraminthra knew it could not exist without guardianship. To this end, Duraminthra crafted the first mortals, beings with strong hands and keen minds, tasked with tending to the world and preserving its beauty. Rosthiel, in turn, gifted them with the spark of creativity and the ability to dream, ensuring that they would always find new ways to celebrate the artistry of the world around them. These new mortal creatures were gifted with long lives so that they may enjoy the world that they are tasked to guard without concern for the petty machinations of the short lived species that exist today. Hundreds of years would feel like decades to them, and generations would span a millennia. However, Rosthiel hesitated to gift this new realm with magic. Though the mortals Duraminthra had envisioned were clever and capable, Rosthiel feared the destructive potential of their ambition. Mortals, unlike the Fey, would not be bound by the innate harmony of the Land Beyond Reflections. They could twist magic to selfish or ruinous ends, threatening the balance of creation.   Though the new world was a triumph, Rosthiel could not abandon his first creation, the Land Beyond Reflections. He cherished its ephemeral wonders and the playful, immortal Fey who called it home. However, the chaotic nature of the Fey posed a danger to the delicate balance of the new world. Their mischief and whims, if unchecked, could unravel all that Duraminthra had built. To prevent this, Rosthiel placed a barrier between the two realms, allowing the Fey to cross into the mortal world only during times of great magic or when invited by mortals who understood their ways. This ensured that the two creations—one of constant change and one of enduring beauty—would remain in harmony, each inspiring and enhancing the other. To protect the sanctity of magic, Rosthiel wove its source into the Land Beyond Reflections, hiding it deep within the shimmering heart of the plane. Here, magic would remain pure and untainted, guarded by the Fey, who understood its nature as a gift of creation. Mortals could still access magic, but only through study, devotion, or chance connection to its flow. This ensured that the mortal world would be graced with the wonder and power of magic without risking its abuse on a cosmic scale. Rosthiel warned the Fey of their sacred duty: to safeguard magic from those who might misuse it, mortal or otherwise. In turn, the Fey vowed to guard the boundaries of the Land Beyond Reflections and to trick or deter any who sought to claim magic's source for themselves.   As the third divine fragment to arise from the shattering of Daure, Agrista emerged slowly, her essence coalescing over eons. Unlike her siblings, Rosthiel and Duraminthra, whose creations were immediate and deliberate, Agrista’s divine power was patient, nurturing, and deeply tied to the rhythms of growth and abundance. Her connection to Daure’s original dream was perhaps the most profound: a world teeming with life, diversity, and harmonious coexistence. When Agrista finally attained her full divinity, she beheld the enduring beauty of the mortal world crafted by Rosthiel and Duraminthra. The mountains soared majestically, rivers sparkled with Rosthiel's creative touch, and the earth itself was a testament to Duraminthra’s mastery of form. Yet, Agrista saw something missing: life in its fullness. The few mortals that Rosthiel and Duraminthra had created—artisans and stewards of the land—were few in number and scattered across the vast, empty world. Though diligent and capable, they were solitary creatures, their lives consumed by the enormity of maintaining such a grand creation. The mortal world lacked not only diversity but also connection and joy. Agrista, brimming with the essence of Daure’s boundless potential, sought to change that.   Agrista turned her attention to the humanoids, nascent species left incomplete by Rosthiel's earlier designs. They had been shaped with his brush and imbued with his spark of creativity, yet they were fragile, scattered, and ill-prepared for the challenges of survival in the mortal world. Agrista saw in them an incredible potential for growth and harmony. She took up her tools, her hands, which could shape life itself and poured her divine energy into them. She strengthened their bodies, quickened their minds, and gave them the gift of community, a desire to come together, work as one, and care for each other. Then, she scattered them across the world, ensuring they would fill every corner of its vast expanse. From the fertile plains to the dense forests, to the windswept deserts and icy tundras, Agrista ensured civilization would thrive in every environment. But civilization alone was not enough. Agrista saw the intricate balance required for true harmony. So she created many animals to accompany the multitude of life on the material world. She created the creatures of the sea, to feed and inspire mortals with their beauty and bounty, the beasts of the land, to challenge mortals with the hunt and aid them with labor, and the birds of the sky, to remind mortals of freedom and dreams. Each of these creations played a role in the delicate balance of life. Finally, she turned back to the mortal species and taught them the arts of cultivation. She taught them to plant seeds and nurture crops, to raise livestock and care for the land, and to work in harmony with the animals and plants that shared their world. She taught them not only how to survive but also how to flourish.   After she gave life to the diverse mortal life of Daure and filled the material realm with bountiful creations, Agrista recognized the need for a cycle; a way for mortal souls to rest, replenish, and return anew to the world. Drawing from her divine essence, she shaped The Arterial, a radiant river coursing deep beneath the surface of the world. The Arterial became the lifeblood of creation, a conduit through which mortal souls flowed; gathering strength in its currents after death before being reborn into new forms of life. With her work on the material plane complete, Agrista turned her attention to the heavens and forged her own celestial realm, Whist, a paradise of life and positive energy. Whist is a sanctuary of lush meadows, golden fields that stretch into eternity, and shimmering lakes teeming with vitality. It is a place of unending abundance, where every tree bears fruit, every stream sparkles with purity, and every breeze carries a sense of peace and renewal. Here, the souls of mortals who have earned rest dwell temporarily, basking in Agrista's light before they are called back to the Arterial for rebirth. Whist embodies Agrista’s love for creation, serving as a realm of harmony and plenty. Through its eternal bounty and the endless flow of the Arterial, she ensures that life and the soul of the world continue in a delicate, beautiful cycle of renewal.   The fourth fragment of Daure to arise from her divine sacrifice was Tharvenis, a god of wild ingenuity and unyielding guardianship. Unlike his siblings, who saw the beauty and potential in mortal life as it was, Tharvenis recognized the vulnerability of these beings. While noble in spirit, they lacked the strength and resilience to stand against Nithe and his destructive power. Moved by both love and necessity, Tharvenis turned his divine essence toward transforming the mortal races. He sought to enhance their forms by merging their essence with that of the creatures Agrista had dreamed into being. From this merging came the beast-folk: the sharp-eyed avian folk who could scout from the skies, the aquatic dwellers who could navigate the depths, and the beast-clad warriors whose claws and fangs rivaled any fiend's malice. Tharvenis did not only give them strength but also wisdom, instilling in them the instincts and courage of the creatures they resembled. These new creations were not simply defenders but living testaments to the balance of mortal ingenuity and the raw power of nature. He blessed them with the ability to adapt, ensuring they could endure even the harshest trials.   To Tharvenis, the task of protection was never-ending, so he forged his own divine plane: Valorinth. This celestial wilderness is a is a realm of untamed beauty and primal strength, where the souls of Tharvenis' creations rest, train, and prepare for their return to the River of Souls. Its vast wildernesses, gladiatorial arenas, and grand storytelling halls reflect the balance of ferocity and camaraderie that define the beast-kin. Under the watchful eye of the Beastfather, Valorinth is both a sanctuary and a crucible, embodying the enduring spirit of resilience and unity.   Rhapsody emerged as the last of the divine creators sparks, their essence brimming with boundless curiosity and an enduring passion for the untapped potential of all beings. Unlike their siblings, Rhapsody did not seek to shape worlds, create forms, or impose cycles. Instead, as they wandered through the creations of the other Divines, they marveled at vibrant beauty of Rosthiel’s artistry, the intricacies of Duraminthra’s earthworks, the abundant life of Agrista, and the ferocious ingenuity of Tharvenis’s beast-kin. Yet, Rhapsody noticed one glaring absence; a spark that could ignite true individuality. They saw mortals and immortals alike, tethered to the wills of the gods and the paths laid for them, with no means to break free from their destinies. This, to Rhapsody, was a tragedy, for what was creation without the freedom to choose, to fail, or to succeed by one’s own will? In their endless melody, Rhapsody composed a gift unlike any other; a song of liberation. Sung from the essence of their being, this song resonated across the planes, seeping into the souls of every living being, divine and mortal alike. It shattered the chains of predestined paths and wove free will into the fabric of existence, granting every soul the power to chart its own course. While their siblings embraced their roles as creators, protectors, and nurturers, Rhapsody took on the mantle of the eternal wanderer. They refused to create a static realm for themselves, instead crafting a plane of infinite roads, crossroads, and possibilities called The Horizon. In this ever-shifting domain, souls who sought inspiration, clarity, or guidance could wander freely, discovering new paths or simply basking in the freedom to exist without constraint. The Horizon mirrored Rhapsody’s philosophy; uncharted, boundless, and forever in motion. Rhapsody became the patron of artists, dreamers, and rebels, those who refused to be confined by the expectations of others. Though their siblings sometimes view their gift as dangerous—introducing chaos and unpredictability into a carefully ordered creation—Rhapsody remains steadfast in their belief that freedom is the ultimate act of creation. To them, every choice, every journey, and every song is a testament to the beauty of self-determination. Thus, Rhapsody’s melody continues to ripple through existence, a reminder to all beings that they are more than the sum of their origins—they are the authors of their own fates.  

Nithe - The Devourer, The Void, The Shadow...

Before the creation of Daure’s final world, Nithe existed as an eternal hunger, a primordial force of unmaking. Where Daure embodied the spark of life and creation, Nithe was the antithesis; the infinite void that sought to extinguish all light, returning everything to the cold, silent nothingness from which he had emerged. Nithe did not create, nor did he rule; he consumed, unraveling the threads of existence to leave only emptiness behind. For eons, Nithe roamed the vast expanse of the cosmos, finding and destroying the worlds born of other cosmic beings. Every act of creation was, to him, a challenge, and every act of destruction, his grim triumph. When Daure’s final creation began to form, a brilliant light amidst the shadows of the void, Nithe turned his gaze upon it, his envy and malice ignited. This world, born of Daure’s ultimate sacrifice and filled with the artistry and care of her fragments, was unlike anything he had encountered before. Nithe descended upon the mortal realm, intent on devouring it. His arrival was cataclysmic, his presence unraveling the laws of reality and plunging existence into chaos. The Five Divines, each carrying a piece of Daure’s essence, rose to meet him, summoning their creations to stand against the Shadow in the Void.   Rosthiel, the Wandering Painter, unleashed his magic, transforming the land into a living masterpiece that resisted corruption and decay. Duraminthra, the Great Artisan, fortified the world with unyielding mountains and deep chasms, shaping barriers to withstand Nithe’s assault. Agrista, the Bountiful Mother, summoned her abundance, sending countless mortal and immortal creatures to defend their home. Tharvenis, the Beast-Father, led his beast-kin and feral champions into battle, wielding their primal strength against the void’s forces. Rhapsody, the Wandering Minstrel, united all beings with a song of defiance, inspiring courage and resolve against the seemingly infinite darkness. The battle was unlike any before, a clash of creation and destruction that reshaped the fabric of existence. The mortals and immortals, driven by the Divines’ gifts and the spark of free will, fought not as pawns but as warriors with a purpose of their own choosing. This unity, born of Daure’s ultimate sacrifice and Rhapsody’s gift of freedom, proved to be the turning point. Despite his immense power, Nithe found himself unable to overcome the combined might of the Divines and their creations. For the first time in his endless existence, the Shadow in the Void was driven back.   After his defeat at the hands of the Five Divines and their united creations, Nithe, the Shadow in the Void, retreated into the Infinite Abyss. Wracked with rage and humiliation, he sought to emulate Daure’s ultimate sacrifice, believing that splitting his essence into fragments would grant him the strength to exact his revenge. However, Nithe’s arrogance and selfishness made true sacrifice impossible. Instead of willingly giving himself, his attempt to fracture his essence was incomplete and flawed. Nithe shattered into six parts, himself and five weaker fragments, each embodying a twisted aspect of his psyche. These fragments, born of destruction, hatred, and ambition, were less bound by Nithe’s will than he expected. The essence of betrayal, so deeply ingrained in their nature, led them to conspire against their progenitor. Rather than joining Nithe in another assault on creation, the five fragments turned against him. Each used their power to weave the Maelstrom of the Void, a vortex of eternal chaos designed to imprison Nithe and sap his strength. In this dark prison, Nithe’s form is bound and his influence muted, though his hatred festers and seeps into the planes as a poisonous undercurrent. Each of the five fragments, now known to mortals as the Banes of Nithe, created their own plane to call their home. These realms became the crucibles of their infernal ambitions, serving as both fortresses and places of torment for the damned. The Banes used their realms to build armies of devils, cultivating the corruption of mortals to fuel their schemes.   The Banes of Nithe, archdevils of unmatched power, are masters of temptation and tyranny. Each represents a facet of mortal failings, turning the gift of free will into a tool for spreading corruption. Their infernal whispers have led countless mortals astray, luring them into infernal contracts and diabolic servitude. Mortals who succumb to their temptations are consigned to the pits of Hell, the infernal planes ruled by the Banes. Here, they suffer endless torment and are forced to serve their infernal masters. Some are offered a cruel chance of escape: to rise through the infernal hierarchy and become devils themselves, perpetuating the cycle of corruption and tyranny.  

The Fragments of Shadow, Manifest

The first and most destructive of the Banes is Ravagor. He is the embodiment of destruction and chaos, and lures mortals with promises of ultimate power and retribution. He whispers to the downtrodden and the enraged, feeding their desire to tear down the structures that bind them. His followers are often those who have suffered great injustices or harbor a deep thirst for revenge, convincing themselves that destruction is the only path to freedom. Ravagor’s deals are simple: unleash ruin upon your enemies and be granted the strength to do so. Yet his power comes at a cost, leaving his servants consumed by uncontrollable rage, capable of destroying not only their enemies but themselves and those they love. In his infernal realm, disasters of unimaginable scale play out endlessly. Mortals who fall to Ravagor's influence are cast into this chaos, their souls trapped in an eternity of futile destruction. Some rise as infernal warriors, driven to sow further devastation in the mortal world, while others remain as broken pawns in Ravagor’s ever-churning maelstrom.   Then there is Venethrax, known to mortals as "The Blightfather", Plaguebringer" and "The Unclean One", corrupts through despair and decay by preying on mortals who seek dominion over life and death. He approaches those who suffer from incurable ailments, those who wish to preserve their lives at all costs, or those who seek vengeance by spreading misery. Promising the secrets of immortality or the power to weaken their foes, Venethrax delivers his gifts in the form of disease and decay. What begins as a small boon, like a touch that withers plants or saps strength, soon overtakes the mortal entirely, leaving them a decayed husk in both body and soul. His plane is a rotting wasteland where rivers of filth ooze through landscapes of unending decay. Mortals who fall to his temptations serve as plague-bearers, spreading his influence in the mortal world. Their souls, trapped in his realm, become part of the festering landscape, sustaining Venethrax’s power and ensuring his reach never falters.   The third bane is the infernal siren Lilithia, whose corruption is insidious, woven through desires for beauty, love, and validation. She tempts mortals with visions of perfection, offering eternal youth, unmatched charm, or the love of someone unattainable. Those who accept her deals find their desires fulfilled at first, but their newfound gifts come at a cost: obsession. Over time, they lose themselves, becoming hollow vessels consumed by the need for more. Lilithia’s whispers of approval and promises of further delights bind them to her service, turning them into her devoted thralls. Her realm is a labyrinth of pleasure and torment, where the boundaries between dreams and nightmares blur. Mortals who fall to her influence live out eternities chasing unattainable dreams, their souls fueling her seductive power. Those who prove particularly adept at corrupting others are elevated to positions of infernal authority, ensuring the cycle of temptation continues.   Mordrakkis is the fourth of Nithe's fragments, and he corrupts through the promise of strength and dominance. Known by most as simply "The Warlord" He speaks to the ambitious and the vengeful, offering them power to crush their enemies and rise to greatness. His contracts often appeal to warriors, generals, and leaders, granting them prowess in battle, strategic genius, or overwhelming strength. But Voragor’s gifts come at a cost, twisting his followers into bloodthirsty conquerors consumed by an insatiable hunger for war. What begins as a noble cause devolves into endless violence, leaving devastation in their wake. His realm is an eternal battlefield where legions of damned souls fight ceaselessly. Mortals who serve Mordrakkis are often drawn into these battles after death, honing their skills in preparation for conquest in the mortal world. Some are elevated to become his infernal generals, commanding legions of devils in his endless pursuit of tyranny and bloodshed.   Kryxis, the final and most insidious fragment of Nithe, thrives on deception, manipulation, and the distortion of truth. Known as the Weaver of Lies, Kryxis is the embodiment of treachery and falsehood, using cunning rather than brute force to ensnare mortals. Their domain, The Whispering Web, is a labyrinth of shimmering, ever-shifting threads of light, each strand representing a mortal's deceit, half-truth, or unspoken secret. The air hums with the whispers of countless lies, forming an eternal symphony of duplicity. Unlike the other Banes, Kryxis does not revel in raw destruction or domination. Instead, they seek to unmake trust and solidarity, sowing seeds of doubt that fester into chaos. Mortals fall under Kryxis’s influence through subtle suggestions, cleverly disguised truths, and tempting offers to uncover forbidden knowledge or hidden truths about others. Kryxis feeds on paranoia and betrayal, turning allies into enemies, lovers into adversaries, and nations into fractured states. Those who deal with Kryxis often do so unknowingly, mistaking their whispers for their own thoughts. They promise answers to questions mortals were never meant to ask, often at the cost of trust or love. As their influence grows, mortals become entangled in a web of their own lies, unable to distinguish reality from illusion. In the end, those claimed by Kryxis are drawn into their domain, their souls trapped in the shifting threads of The Whispering Web, eternally replaying the lies they told and the betrayals they caused. Kryxis stands apart from the other Banes by weaponizing mortal free will against itself, turning their victims into agents of their own undoing. To face Kryxis is to face every doubt, every deceit, and every fear woven into the fabric of mortal existence.  

The Maelstrom, A Prison of Convenience

When the Banes betrayed Nithe, they did so not out of virtue, but out of calculated self-preservation. They understood that Nithe’s insatiable hunger for destruction would eventually consume them as well. Using fragments of their own divinity, they forged a prison unlike any other: The Maelstrom of the Void, a churning storm of chaotic energy deep within the infinite darkness. At the center of this maelstrom, Nithe’s true essence is chained, his power sapped and fragmented. Each of the Banes contributed to the prison’s creation, embedding aspects of their own infernal realms into the structure of the Maelstrom. These contributions formed a tenuous web of infernal energy that binds Nithe’s essence, while also creating the boundaries between the Maelstrom and the realms of Hell. Above the swirling void, the Banes’ infernal realms form a chain of hellish strongholds, each guarded by legions of devils. These devils wage a ceaseless war against Nithe’s fiends, keeping him bound within his prison. The devils despise their creator, but they know that should Nithe escape, his destructive power would consume even their meticulously ordered realms.   Above the swirling maelstrom the five Banes built a web of chains linking their realms and tethering each realm to the edges of the void so that they could ensure that Nithe never escapes. Ravagor built the Chain of Ruin, a chain of molten iron and searing flame that devours Nithe’s ability to manifest his destructive might. Venethrax built the Chain of Decay, a chain of festering rot that leeches Nithe’s vitality, keeping his essence weak and disoriented. Lilithia built built the Chain of Greed, a chain of endless consumption that constantly drains Nithe’s essence, feeding it into the infernal realms to power the Banes’ armies. Mordrakkis built built the Chain of Tyranny, a chain of unbreakable law that enforces the Banes’ authority over Nithe, ensuring he remains subservient in his weakened state. Lastly, Kryxis built built the Chain of Deception, a chain woven from illusions and lies, confusing Nithe’s senses and preventing him from focusing his will. Each of these chains work together to form an eternal prison designed to keep Nithe bound in the Maelstrom for all of eternity, but despite the careful planning of the Banes, Nithe found a way to push against the walls of his prison.   Imprisoned within the Maelstrom of the Void, Nithe’s rage festers like a wound upon existence. Though his Banes betrayed him, their creation of the Maelstrom inadvertently gave him a weapon to continue his war against the cosmos. With his power fractured, Nithe has turned to the corruption of mortal souls, ensuring that they live lives so twisted, so suffused with sin and depravity, that they cannot return to the Arterial upon death. Instead, these souls are drawn to the depths of the Maelstrom, where they are reshaped into fiends; chaotic and ravenous beings that embody the destructive essence of their master. Nithe’s influence seeps into the mortal world through whispers in dreams, fleeting moments of despair, and the allure of unchecked freedom. Unlike the calculated bargains of the devils, Nithe’s corruption is a slow unraveling of morality, coaxing mortals into acts of greed, wrath, and cruelty that consume them entirely. Those who succumb to his corruption leave behind twisted legacies, their names cursed and their deeds remembered in infamy. These souls, no longer fit to join the Arterial, are instead devoured by the Maelstrom’s chaotic winds, where they are stripped of identity and remade into demonic soldiers. These demons serve Nithe without question, driven by an unending hatred for all creation. They are weapons forged from the broken promises of mortal free will, and their sole purpose is destruction.  

The Battleground of the Void

The Maelstrom is a battleground where the forces of Nithe ceaselessly assault the chains that bind him, attempting to shatter his prison. The edge of the Maelstrom is a nightmarish landscape, where the chaotic energies of the Void meet the oppressive order of Hell. The ground is jagged and fractured, with rivers of molten rock winding through fields of blackened stone. Above, the skies churn with storm clouds of green and violet, crackling with eldritch lightning. Here, the war is unending. Infernal legions march in perfect formation, their crimson banners fluttering in the toxic winds, while swarms of demons crash into their lines like waves against a cliff. The air is filled with the clash of steel, the roars of fiends, and the screams of souls caught in the chaos.   The Banes, unwilling to risk Nithe’s escape, maintain infernal armies stationed at the edges of the Maelstrom. These devils guard the prison and repel the demonic hordes, turning the boundary between Hell and the Maelstrom into an unending war zone. The devils of the Banes are highly disciplined, employing tactics of war that emphasize order and precision. Their strongholds are massive, fortified citadels constructed at key points where the Maelstrom threatens to spill into Hell. These fortresses are equipped with infernal artillery, enchanted barriers, and legions of devilish soldiers. Devil commanders, known as Hellscourges, lead their armies with cold efficiency, deploying fiendish constructs, enslaved souls, and bound elementals to bolster their ranks. The devils’ primary objective is to keep the fiendish creations of Nithe confined to the Maelstrom and maintain the chains that prevents Nithe’s escape. The Banes rarely intervene directly, preferring to manipulate the battlefield from their infernal thrones. However, their presence is felt in every moment of the conflict. Each Bane channels their power into the chains binding Nithe, strengthening the prison as their armies fight to hold back his demons. When the fighting grows dire, the Banes may send their elite enforcers, known as Exarchs, into the fray. These terrifying entities wield powers granted directly by their masters, turning the tide of battle with their presence alone.   Nithe’s demons, in contrast, are beings of pure chaos and destruction. They attack in endless waves, hurling themselves against the infernal strongholds in a tide of fury. Unlike devils, demons have no cohesive leadership; their strategies are erratic and unpredictable, driven by hatred for the devils and an instinctive desire to free their master. The most powerful demons, known as Reavers, act as champions of Nithe’s will. These monstrous entities possess immense strength and destructive capabilities, tearing through devilish defenses with sheer brute force. Mortals who fall into corruption may find themselves drawn into this infernal war. Souls too tainted to join the Arterial are often transformed into new demons, bolstering Nithe’s forces. However, those who strike bargains with the Banes may become infernal soldiers, cursed to fight eternally in defense of the chains. Thus, the war at the edge of the Maelstrom is not just a cosmic struggle but a grim reminder of the consequences of mortal choices. It is a battlefield where the fate of creation hangs in the balance, an endless conflict that reflects the eternal struggle between chaos and order, freedom and tyranny, creation and destruction.  

Those that Stir, the Forgotten Children of the Cosmos

Long before the creation of the world and the divines who shaped it, the Void was home to alien and incomprehensible entities known as the Qlippoth. These ancient beings are the remnants of a time before order, life, or even destruction. Where Nithe represents a deliberate force of annihilation, the Qlippoth are beings of pure, chaotic corruption, their existence defined by a primal urge to spread their influence and remake all things in their grotesque image. The Qlippoth are not creatures of ambition or malice in the conventional sense. They do not desire power or dominion as devils and demons do; instead, they exist as a corrosive force, seeking to unravel creation and return it to the formless chaos of the Void. To achieve this, they seek to plant roots in the Maelstrom of the Void, using its chaotic energies as a gateway to spread their corruption into the mortal realms, the realms of the gods, and beyond. Unlike Nithe, who seeks destruction, or the Banes, who seek dominion, the Qlippoth aim to pervert and consume. They corrupt souls to such an extent that they cannot return to the Arterial for rebirth or judgment, nor can they be claimed by the demons or devils. These irreparably tainted souls are instead absorbed into the Qlippoth hive-mind, transformed into new, monstrous entities that serve their alien masters.   Qlippoth forms defy natural laws, appearing as shifting masses of tendrils, eyes, fangs, and impossible geometries that distort reality around them. Their presence warps the environment, creating zones of twisted, organic growths and unnatural landscapes. They emanate an aura of madness that drives mortals to despair, paranoia, or outright insanity, making them especially dangerous to those who encounter them unprepared. The Qlippoth prey upon the weaknesses and vices of mortal and immortal souls alike, exploiting doubts, fears, and hidden desires. Once a soul is ensnared by their influence, it is subjected to a slow process of transformation. The soul’s essence is stripped away, layer by layer, until nothing remains but a hollow, corrupted shell; a seed for new Qlippoth life. This process prevents the soul from returning to the Arterial, being sent the the hells to fulfill a pact, or being consumed by sin and reforming in the Void.   The Qlippoth’s primary focus is the Maelstrom of the Void, which they see as the perfect breeding ground for their expansion. Its chaotic energies resonate with their own corruptive nature, and its position at the boundary of creation offers a strategic gateway to other realms. The Qlippoth have begun to plant massive, eldritch "roots" in the Maelstrom; tentacle like structures that siphon its energy and create footholds for their invasion. These roots grow slowly but inexorably, spreading their influence throughout the Maelstrom and threatening to destabilize Nithe’s prison. Nithe views the Qlippoth as a dire threat, even in his imprisoned state. While he despises the Banes for their betrayal and  for keeping him bound, the Qlippoth represent an affront to his very existence. They seek not to destroy but to consume, robbing the universe of the essence needed to remake creation once again, which would end the endless cycle of creation and destruction that gives Nithe his purpose. The Banes, meanwhile, see the Qlippoth as a growing danger to the stability of Hell and the Maelstrom. Their infernal armies, already stretched thin by the endless war with demons and defending their realms from celestial assault from the angels of the Five Divines, must now contend with this third threat. Some infernal generals have begun to develop tactics specifically designed to combat the Qlippoth, though these strategies often require devastating sacrifices.   The souls corrupted and consumed by the Qlippoth become monstrous entities known as Qlippoth Spawn. These beings vary wildly in form, from amorphous masses of flesh and eyes to towering, insectoid horrors. Each spawn retains a fragment of the soul’s original identity, twisted into a mockery of what it once was. Qlippoth Spawn serve as the vanguard of their masters’ invasion, spreading chaos and corruption wherever they go. They are capable of tainting entire regions, turning fertile lands into blighted wastelands and driving mortal populations to madness or extinction. Mortals who encounter the Qlippoth face a fate worse than death. Those who fall under their influence are subjected to relentless torment, their souls twisted into shapes that defy comprehension. Entire civilizations have been brought to ruin by the Qlippoth’s corruption, their people reduced to mindless thralls or horrifying spawn. Even the mere presence of the Qlippoth leaves scars on the mortal world. Areas touched by their corruption remain tainted for generations, their twisted landscapes serving as grim reminders of the Qlippoth’s power. The Qlippoth’s efforts to root themselves in the Maelstrom represent a danger not just to the Void but to all creation. Should they succeed in establishing a permanent foothold, their corruption could spread unchecked, consuming souls, realms, and even the gods themselves. This looming threat has forced even the devils and demons to adopt a grudging, temporary truce in certain regions, as they recognize the Qlippoth’s threat to their own existence. The struggle against the Qlippoth is a battle of cosmic proportions, fought not just with swords and spells but with the very essence of existence itself. They are the shadow that looms over creation, a reminder of the fragile balance that holds the cosmos together.

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