Copyright © 2022 J.B. Karethorn
All rights reserved. No portion of this book may be reproduced in any form without permission from the publisher, except as permitted by U.S. copyright law. For permissions contact: [email protected]
This is a work of fiction. Names, characters, business, events and incidents are the products of the author’s imagination. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.
Introduction
"The Book of Karael"
A castle adrift in the Astral Sea. A shattered defense between the realms. A heroine thought lost to time.
When Nexus, a stronghold that protected the Prime Realms from the eldritch horrors of the Far Realm, falls, chaos erupts. Anya, in a desperate bid to save them all, attempts to transport Nexus across the cosmos, but something goes horribly wrong. The mighty castle appears as a streaking comet over the world of Veniethea, plummeting from the heavens.
Kara, once a renowned warrior, is swept from Nexus during the fall, landing back in the place where her journey first began—where enemies thought her long dead. With the weight of her haunted past looming over her, Kara must rally those who survived the catastrophe and guide them through the remnants of her former life. Together, they must locate the fallen Nexus, for its secrets may hold the key to averting a cosmic disaster.
But as Kara delves deeper into her quest, old foes resurface, and her past is closer than she dares to imagine. In a world that thought her legend was over, can Kara rise again to save Veniethea, or will the darkness claim it all?
Perfect for fans of epic fantasy and cosmic adventure, The Book of Karael weaves together gripping action, deep character arcs, and a story of redemption set against the backdrop of looming otherworldly threats.
Warning, this story may not be for everyone. While much of it is an adventure, high magic fantasy, and banter between the characters, it also deals with PTSD, rape, torture, slavery, and suicide.
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Karael, aka. Kara has been my favorite character I’ve played in any tabletop role-playing game. She started as an NPC that I created. She was originally the muscle behind a traveling black market magic item dealer called The Wandering Mountain Trading Company, but even then, she was an Oath of Redemption Paladin set on protecting her friends, no matter what. Her original intent was to put player characters in their place if they turned murderhobos or got too frisky.
Later, when a new campaign started, I wanted to play her as a character and rewrote her backstory. I had run some characters in the past with somewhat tragic backstories; they had been abandoned, their parents had been killed, etc. But looking at Kara’s existing backstory, I decided to rewrite i, and to make it so tragic and so dark, it would be difficult to go further. I talked to the GM and gave him the synopsis I was thinking of. The GM announced that he would offer a boon to any character with an interesting backstory. When I handed him ten pages and explained that this was just the brief, Karael gained the boon of Devil’s Sight, the ability to see normally in any darkness. This boon suited her since she was effectively also part devil at this point in her life. Her story is very dark. Very bad things happened to her, some of which will be covered in this story. But as Kara told her fellow adventurers shortly after the campaign began, “Anything that happened in my past, only served to make me who I am today. I’m alive now and stronger for it.”
Karael (Kara’ el meaning: Angel of Death), even though she looks like a sixteen-year-old human with slightly elven features, she is thirty-five years old at the point of this story. She was destined to live a long life, being an elven seraphin. But when she merged with the archdevil Azura at the age of sixteen, she effectively became immortal and stopped aging altogether. She is 5’2”, so not tall by human standards, but she has always been unnaturally strong. Although not bulky with muscle, her definition is perfect. She has bright blonde hair and eyes that glow blue. She carries a six-foot full blade, and she filed the edges off so it couldn’t cut.
The other characters affectionately referred to it as “The I Beam” since it was so massive, especially when compared to her. She calls it Misery’s End, or Misery. It’s actually not an I-beam, but a rather well-made full blade. She wears clothing made from a mimic she calls Em, which can change into any clothing she wants. She prefers white, trimmed in blue, pants, and a top with an open in-front skirt. But Em will change to anything she wants. Em can also repair itself from nearly nothing.
The Worlds:
Nexus:
Nexus appears to the observer to be a castle built on an asteroid, floating in the Astral Sea close to a singularity. In actuality, Nexus was an Elder God who sacrificed itself to create the Far Realm and then stood guard over the weakest point of the barrier between the two realms. For countless eons, it has gathered people to defend the Prime Realms from the Far Realm. It appears to be a castle built on an asteroid floating in the Astral, deep in space. Near Nexus is a singularity that sucks in anything that gets too close to it, sending those objects into the Far Realm, where the Eldritch Horrors exist. Nexus’ only real power is the ability to create portals to any realm or planet. It also chooses heroes, known as Guardians, to go out into the Prime Realms to find artifacts, collect them, and either use them for defense or hide them from those that would use them to destroy the barrier between the Prime and Far Realms.
Over the past eighteen years since Nexus reawakened, Sasha, Kara, all of the Guardians of Nexus, and the people who call it home have built Nexus into a thriving city in the stars. Nexus controls trade between hundreds of worlds it has connected to, not only worlds but also other Planes of Existence, such as Mount Celestia, Elysium, The Happy Hunting Grounds, The Fey Wild, The Shadowfel, and even some layers of Hell.
Veniethea:
Veniethea is the home world of Karael. She was raised there in a jungle village that knew nothing of the outside world. They knew nothing of war or hate. She considered it a perfect life until her sixteenth name day. That day, the village learned of war and hate. It was burned to the ground. Those who didn’t die that day were taken as slaves. All but Karael. She was left hiding. She cried out for revenge when she emerged and saw what had happened. Azura answered her call. Through Karael, Azura created her Avatar. For two years Karael created terror on Veniethea. Kara learned everything and more about war, hate, and pain. Then Azura was defeated and escaped, leaving Kara to face judgment for the crimes of Azura.
Kara spent the next two years with an adventuring company called The White Claws. They uncovered a plot to free Tiamat from Hell, traveling coast to coast battling the Cult of the Dragon Queen and ending with a battle in Anilvul in the Heart of Tiamat’s Temple, where Kara sacrificed herself to save Veniethea.
Welcome to Veniethea, a world scarred by the echoes of a divine war that unfolded over 10,000 years ago. Once a marvel of both technology and magic, this world now stands divided into three major factions, each vying for dominance in the aftermath of the catastrophic conflict.
Ostralor Empire:
Ruling Class: Dominated by humans, dwarves, and elves, the Ostralor Empire is a sprawling domain governed by a powerful Emperor. However, the empire is marred by corruption, with justice available to the highest bidder. The bureaucracy is intricate and eerily efficient, akin to a devil's machinations.
Society: Social classes are distinct, and the divide between the wealthy elite and the impoverished masses is stark. Pursuing wealth and power is paramount, leading to a cutthroat environment where ambition often overrides morality.
Shae Skya Coast:
Ruling Structure: A collection of city-states controlled by formidable pirate lords, the Shae Skya Coast thrives on sea trade. Each city-state operates as an independent entity, and freedom is dictated by the strength of one's allegiance to a particular pirate faction.
Society: Individualism is celebrated, and personal freedom is the highest value. Trade and piracy flourish, and the Coast remains neutral in the ongoing power struggles between the Empire and the Dynasty, acting as a haven for those who seek independence.
Rrostarr Dynasty:
Ruling Elite: Freed from the oppressive grasp of The Demon Goddess of Domination, Velocirra, the Rrostarr Dynasty is governed by nightsylvan, who now worships Sylvanara, the Goddess of the Night and Celebration. The ruling class is comprised mainly of nightsylvan, goblinoids, and other monstrous races. Freedom is a core tenet, but outsiders are met with suspicion.
Society: Diversity is embraced within the Dynasty, but trust is hard-earned. The legacy of Nightsylvan society still lingers, and while freedom is valued, the rulers are vigilant against external influences that might threaten their newfound independence.
Remains of the Divine War persist throughout Veniethea. Wild magic permeates the northern regions, making magic use unpredictable and perilous. The Prime Gods' decree forbids all gods from directly meddling in Veniethea's affairs, leaving mortals to navigate the complex web of alliances, betrayals, and ambitions.
This story begins fifteen years after Kara arrives at Nexus. The barrier between the Realms has shattered. Nexus is falling to the eldritch horrors from the Far Realm. Anya thinks she can move Nexus to another point in the Astral Sea. Kara takes charge of the evacuation while Sasha organizes the defense to buy Anya the necessary time.
New Races
Seraphin are a divine race descended from celestial beings, embodying an ethereal connection to both the heavens and the mortal realm. They possess an innate aura and physical traits that shift according to the purity or corruption of their soul. The two main paths of the Seraphin are the Divine Seraphin and the Fallen Seraphin, representing either a close connection to celestial virtues or a descent into darkness.
Divine Seraphin
The Divine Seraphin are those who remain aligned with celestial beings or deities, embodying the virtues of protection, sacrifice, and divine judgment. When their celestial heritage shines, a protective aura envelops them, known as the Aura of Benevolence. This aura absorbs the injuries of allies within its reach, transferring the pain and wounds to the Seraphin, making them guardians of both body and spirit. Many Divine Seraphin willingly bear the scars of others, and this sacrificial act often enhances their connection to their divine lineage.
When Divine Seraphin call upon their powers, wings sprout from their backs, each feather imbued with their divine essence, often taking on colors symbolic of their patron deity or celestial bond—silver and gold for purity, pale blue for healing, or violet for mystery. These feathers can take on a razor-edged quality in some Seraphin, enabling them to wield their wings as bladed weapons in close combat. The brilliance of their wings and the purity of their aura often inspire and strengthen allies, driving away despair and fear.
Fallen Seraphin
Fallen Seraphin are those who have turned away from their celestial origins, often through dark deeds, betrayal, or fiendish pacts. Once fallen, their celestial nature is tainted, and their aura shifts into an Aura of Dread, instilling fear in those around them when they assume their fallen form. Unlike their divine counterparts, the wings of Fallen Seraphin are laden with heavy, darkened feathers that cannot lift them from the ground. Their wings, unusable for flight, instead become powerful, blunt weapons, capable of delivering crushing blows when wielded in combat.
In their fallen form, the beauty of the Seraphin’s features becomes shadowed, and their presence can cause unease even in the brave. This aura of dread and their darkened wings mark them unmistakably as beings touched by corruption or tragedy. However, the Fallen Seraphin are not beyond redemption, and through acts of sacrifice or atonement, they can return to the path of light, shedding their aura of dread and reclaiming their celestial purity.
Redemption and Fall
The paths of the Divine and the Fallen are not fixed, as Seraphin possess the free will to rise or fall through their actions. Fallen Seraphin may redeem themselves, regaining the celestial light and becoming Divine Seraphin once more. Likewise, Divine Seraphin may succumb to darkness or despair, descending into a fallen state. This duality makes the Seraphin complex beings who embody both the heights of divine potential and the depths of mortal flaw.
This fluidity between light and dark makes each Seraphin’s journey one of intense personal struggle, as they constantly navigate the path between celestial grace and the shadows that test their will.
Inferni are a unique race marked by an ancient, infernal heritage, with bloodlines tracing back to fiendish entities from the depths of the underworld. Their infernal ancestry is visible in every Inferni, yet each is as distinct as the origins from which they arise. This complex race walks a fine line between mortal realms and the hellish planes, able to embody both light and dark depending on their individual paths.
Physical Characteristics
Inferni are unmistakable due to their fiendish features. Their skin comes in nearly any color of the spectrum—deep crimson, bright green, midnight blue, pitch-black, or even more mortal tones like warm bronze or pale white. Their eyes may glow with an inner fire, commonly in hues like burning amber, emerald green, or violet, and some may have irises that shift color with their emotions. Horns crown their heads, taking a variety of shapes: some are straight like spear points, others elegantly curve, spiral, or curl close to their skulls. These horns can be smooth, ridged, or even adorned with natural textures unique to their lineage.
Each Inferni also possesses a tail, often ending in distinct, pointed shapes—tips that fork like a serpent’s tongue, end in sharp spear-like points, or curve into hooks. While not all Inferni have fangs, many do, often giving them an edge to their smile that reflects their fiendish origins. Their hair comes in all colors as well, sometimes mimicking fire with hues of orange, red, or gold, or even displaying shades of silver, black, or green, often as unique as their personalities.
Cultural Heritage
Inferni are raised with a deep awareness of their heritage, which can be infernal (connected to devils and lawful fiends) or demonic (associated with chaotic, demons). This heritage shapes certain aspects of their nature, but it doesn’t define them; Inferni are as likely to be noble and kind as they are cunning and ruthless. Each Inferni learns either the Infernal language of the devils or the Abyssal language of the demons, depending on their heritage, making them well-suited to interact with beings from other planes. Despite their fiendish ancestry, Inferni possess the full range of free will and moral choice.
Inferni societies, if formed, are often close-knit and wary of outside judgment. Many Inferni grow up aware of the biases they may face, leading some to rebel against expectations by leading virtuous lives, while others embrace their fiery, defiant nature.
Fiendish Powers and the Hellfire Gift
One of the defining abilities of the Inferni is their capacity to retaliate against an attack once per day with Hellfire or Demonic Fire, a burst of energy directly tied to their heritage. For those of infernal (devilish) descent, this retaliation takes the form of controlled, searing Hellfire that burns with white-hot intensity, mirroring the controlled and focused nature of their infernal ancestors. For those with demonic lineage, the fire is more chaotic, bursting out in erratic, intense waves that reflect the chaos within. This retaliatory ability is a natural extension of their bloodline, allowing the Inferni to tap into their darker origins to protect themselves and remind others of their fierce ancestry.
The Duality of the Inferni
Though descended from fiends, the Inferni are born with a choice. Their connection to the underworld may pull them towards darkness, but many Inferni are deeply aware of the significance of choice and will forge their own paths, whether virtuous or otherwise. This duality makes each Inferni a complex individual, often aware of the tension between their heritage and their aspirations. Some use their infernal power to become fierce protectors or wise counselors, while others indulge in their fiery nature, seeking thrills or ambitions that align with their fiendish blood.
In the world, Inferni are regarded with fascination, suspicion, and sometimes awe. They are fierce, proud, and carry within them the potent legacy of hellfire and dark origins. But at their core, each Inferni writes their own fate, a race with an infernal past but a future they alone can choose.
Elves of Veniethea have developed unique cultures and beliefs, shaped by a deep connection to their heritage and often an intense focus on racial identity. Though Veniethean elven societies vary in their degree of openness or isolation, two primary elven cultures stand out in this book: the Silent Star elves and the Swift Water wild elves. Each has distinct customs, values, and outlooks, yet both share a proud, deeply rooted elven identity.
Silent Star Elves
The Silent Star elves are an enigmatic and formidable people, set apart by their unwavering commitment to racial purity and their strict isolationism. This high-elven society resides within the borders of the Silent Star nation, a realm closed entirely to outsiders. Their xenophobia is absolute, as any intruder is killed on sight. Even within their own society, the Silent Star enforce rigid guidelines on purity, pushing the boundaries of selective breeding to achieve their ideal of physical and spiritual perfection.
* Physical Traits: Silent Star elves are instantly recognizable by their bright blonde hair and vivid green eyes, a uniformity resulting from generations of controlled breeding. This appearance has become synonymous with Silent Star, and any elf born without these features is seen as impure, leading to their immediate execution or banishment along with their mother.
* Beliefs and Practices: Silent Star elves aspire to attain divinity through careful breeding and believe that one day they will evolve into celestial beings. This belief is woven into their strict social structure, with an almost sacred commitment to purity and superiority. The Silent Star see themselves as a chosen race, superior to all others, and expect that one day they will ascend as beings of pure celestial light. In their view, mixing with other races—or even engaging with them socially—could taint this pursuit, so they forbid all Silent Star from ever leaving the Silent Star lands.
* Culture and Society: Within Silent Star society, there is little tolerance for deviation. Every elf is monitored and molded to maintain the ideal of perfection, following the belief that only the strongest, most flawless elves will ascend. Their society is highly disciplined, with strict rules regarding behavior, appearance, and even thought. Despite their isolationism, Silent Star elves are highly skilled in diplomacy, philosophy, and magic, as they believe these talents reflect their divine potential.
Swift Water Wild Elves
In stark contrast to the Silent Star, the Swift Water wild elves are a warm, free-spirited people with a deep connection to the natural world. They roam the Swift Water Forest, following migratory patterns of game and fish, living in harmony with the seasons and the land. The Swift Water elves embrace life with open hearts and reject the rigidity of structured societies, preferring the freedom and simplicity of a nomadic lifestyle.
* Physical Traits: All Swift Water elves share blonde hair and piercing blue eyes, which connect them to the natural beauty and purity of their forested homeland. Their most notable feature, however, is their extensive body art: intricate tattoos that cover their bodies and serve as personal records of their lives.
* Beliefs and Practices: The Swift Water elves have no taboos around romantic relationships. They are known for their openness in love and companionship, freely choosing partners without the restrictions of class, race, or other boundaries. A critical aspect of their culture is the Life Quest—a coming-of-age journey that every Swift Water elf must undertake. During this quest, they are expected to leave their tribe, experience the world independently, and accomplish a task that defines their identity and contributions to their people. If they fail, they are permanently exiled from the tribe.
* Tattoo Culture: Tattoos hold deep meaning for the Swift Water elves. Before embarking on their Life Quest, they may only tattoo the right side of their bodies to symbolize their childhood and untested potential. Upon completing their Life Quest, they are granted permission to tattoo their left side, marking their maturity and achievements. These tattoos are unique to each elf and chronicle their personal journeys, losses, and triumphs, creating a vivid tapestry of their life story for all to see.
* Culture and Society: Swift Water elves are protective of their lands and people but otherwise display little of the suspicion toward other races that many Veniethean elves possess. They enjoy festivities, storytelling, and sharing their skills with others, readily interacting with those they encounter during their travels. Their society is tight-knit yet welcoming, valuing individual freedom within a framework of loyalty to the tribe and respect for tradition.
General Elven Attitudes on Veniethea
While xenophobia is a common theme among Veniethean elves, not all individuals follow these rigid beliefs. Some elves, feeling constrained by their society’s dogmas, venture beyond their ancestral lands to live and love freely among other races. These elven expatriates often build lives of integration, marrying or forging alliances with other peoples, and many are warmly welcomed in more diverse regions of Veniethea.
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As distinct as they are, both the Silent Star and Swift Water elves represent the multifaceted nature of elven identity on Veniethea: one striving for perfection through exclusivity, the other embracing life’s unpredictability through exploration and expression. Each stands as a reflection of the beauty, complexity, and resilience of Veniethean elven heritage. There are many other elven societies besides these two.
Nightsylvan are a race of shadow-born elves with a storied and tumultuous history. Once enslaved and molded by Velocirra, the Demon Goddess of Domination, they’ve journeyed from oppression in the underworld to newfound freedom in the surface world under the guidance of Sylvanara, the Goddess of the Night and Celebration. Despite their liberty, they bear the marks of their dark origins, blending physical traits and a unique cultural outlook that make them one of the most enigmatic elven races in Veniethea.
Physical Traits
Nightsylvans resemble other elves in form, but their appearance is uniquely adapted to darkness and the Shadowfel:
* Skin: Their skin is so profoundly black that it absorbs light, giving them a shadowy, almost ethereal quality in dim lighting. This pigmentation allows them to blend seamlessly into the dark, making them masters of stealth and concealment, especially in shadowed areas.
* Hair: Nightsylvans possess paper-white hair, a stark contrast to their skin. This coloration is the result of a curse by Velocirra, meant to mark them as her servants. Over time, this curse has become a symbol of their endurance, representing the burden of their past and the resilience of their spirit.
* Eyes and Vision: Nightsylvans can see exceptionally well in complete darkness. Their vision extends into the thermal spectrum, allowing them to perceive heat signatures, which gives them an advantage in pitch-black environments where other races would be blind. However, this heightened sensitivity to darkness also makes them particularly vulnerable to bright light and sunlight, causing discomfort and disorientation during prolonged exposure.
Origins and Culture
The Nightsylvans originated as servants and slaves within the Shadowfel, groomed by Velocirra to expand her dominion. Trained as warriors, sorcerers, and craftsmen in her underground empire, they built vast, interconnected cities within deep caverns, each filled with the arcane beauty and eerie architecture of the underworld. These sprawling underground cities still exist, some occupied by rogue Nightsylvan sects who remain loyal to Velocirra and cling to their culture of cruelty and enslavement.
The majority of the Nightsylvans, however, broke free from Velocirra’s grasp thanks to the influence of Sylvanara. Guided by this new goddess, they escaped the Shadowfel and emerged onto the surface world, where they sought freedom and redemption. Since then, they have founded a nation, the Rrostarr Dynasty, where they flourish under the eternal night provided by a powerful artifact, the Night Star. This magical artifact shields their lands from sunlight, creating a perpetual twilight that suits their unique physiology.
Traditions and Society
Nightsylvan society is built upon both freedom and remembrance. Their culture is a celebration of liberation, tempered by a respect for the hardships they endured under Velocirra.
* Night Star and the Day of Freedom: The Rrostarr Dynasty experiences one day of sunlight each year in celebration of the Nightsylvans’ freedom. Known as the Day of Freedom, this rare event marks the anniversary of their escape from Velocirra’s dominion. On this day, Nightsylvans purposely bask in the sunlight, often enduring sunburns as a symbolic act of solidarity with their ancestors who endured suffering to secure their freedom.
* Celebration and Worship: True to Sylvanara’s influence, the Nightsylvans’ culture is imbued with joy and celebration. They honor their goddess through dance, music, and nightly gatherings where they recount their ancestors’ tales, often singing songs of rebellion, liberation, and the triumph of spirit.
* Community and Protection: Nightsylvan society places immense value on unity and support, maintaining close-knit communities where trust and mutual protection are essential. Though cautious around outsiders, they are fiercely loyal to those who respect their ways. They view the warmth of friendship and loyalty as lights against the shadows of their past, reinforcing the bonds they’ve created in their newfound freedom.
* Rejection of Slavery and Cruelty: Having rejected the cruelty of their past, the Rrostarr Dynasty abhors slavery in all forms, and they view those Nightsylvans who still serve Velocirra as tragic, lost kin. Many Nightsylvans will work covertly or openly to rescue individuals or groups enslaved by other races, or even attempt to liberate Nightsylvan strongholds that remain under Velocirra’s control.
Appearance and Clothing
Nightsylvans express themselves through distinctive styles that honor their heritage while embracing their independence. Their clothing often combines dark, flowing fabrics that complement their shadowy skin, accented by shimmering metals and gems that reflect the stars of the Night Star’s eternal twilight.
* Adornment: Nightsylvans favor silver, platinum, and other light-reflective metals to offset their dark skin. They adorn themselves with jewelry and talismans that reflect the night sky and elements of the Shadowfel, though they revere these as symbols of transformation rather than bondage.
* Combat Gear: Nightsylvans possess skill in both arcane and martial combat. Their warriors wear armor designed to amplify their stealth and use weapons shaped with curves and edges that catch minimal light. Many practice blending swordplay and spellcraft, using their gifts of darkness to surprise and disable foes before they have time to react.
Remaining Velocirra Holdouts
Deep below the Rrostarr Dynasty and scattered throughout the underground network of cities and tunnels, some Nightsylvans still revere Velocirra. These Velocirra Holdouts maintain the dark rituals of slavery and dominance that characterized their ancestors’ servitude in the Shadowfel. These holdouts practice powerful forms of dark magic, crafting terrible artifacts, and raiding the surface world when possible to capture slaves and plunder resources.
The Nightsylvans of Rrostarr consider it a duty to prevent these holdouts from spreading Velocirra’s influence further. Though they view the holdouts as kin, they oppose their cruel ways, seeing them as living relics of a painful past that must be put to rest for the good of all.
The Nightsylvans’ Legacy
The Nightsylvans are a proud and resilient people, their identity shaped by their journey from bondage to freedom, and their society flourishes in the shadow of the Night Star. They are vigilant against the temptations of their dark past and have become guardians of both freedom and the night, celebrating their liberation while honoring the strength they found through suffering. Sylvanara’s influence has transformed them into a people of mystery and joy, ever watchful and ever free.
Shadow Elves are a race of somber, reverent elves hailing from the Shadowfel, molded by its haunting beauty and deep darkness. Created by the goddess Raventh, they possess a mystical affinity for shadows and an innate sense of purpose tied to death and the cycle of life. Although many shadow elves continue to reside in the Shadowfel, devoted to Raventh and her demigods, the Raven Knights, some have migrated to Veniethea, where their distinctive customs, appearance, and philosophy set them apart from other elven races. The shadow elves view life and death through a unique, intricate lens, rooted in their profound spiritual bond with their goddess.
Physical Traits
Shadow elves embody the contrast between light and darkness, with physical features that reveal their Shadowfel origins:
* Skin: Their skin is a ghostly white, pale enough to appear almost translucent in certain lights, a mark of their life in the light-starved Shadowfel. They often decorate their bodies with black tattoos in intricate designs, which serve to accentuate their ethereal, sharp features and reflect symbols of Raventh or personal achievements.
* Hair: Shadow elves possess jet-black hair, forming a striking contrast against their pale skin. This hair is often styled in a manner that emphasizes their unique, otherworldly beauty—some prefer long and loose styles, while others keep it tightly bound or adorned with charms honoring Raventh.
* Eyes and Vision: Shadow elves see exceptionally well in darkness, inheriting an affinity for shadowed spaces and nighttime environments. Though they can move freely in daylight, they feel most at home in the night or shadows, where their vision grants them heightened awareness and clarity.
Abilities and Traits
Shadow elves possess abilities reflecting their connection to the Shadowfel:
* Shadow Blending: Shadow elves can meld seamlessly into shadows, becoming invisible as long as they remain within dark or dim environments. This ability, known as Shadowmeld, allows them to blend with shadows, giving them a natural advantage in stealth and providing a silent, unnoticeable movement style.
* Undead Aversion: Shadow elves are deeply disturbed by undead creatures, viewing them as an affront to Raventh. They see undeath as a denial of Raventh's rightful claim over the dead and an interruption of the natural life-death cycle. Shadow elves despise necromancy that disrupts the cycle of life and often take it upon themselves to eliminate undead threats with great fervor.
Culture and Beliefs
Shadow elf society is heavily influenced by their creator, Raventh, and they feel an instinctual pull to honor her through their lives and conduct. Their beliefs in life, death, and honor shape a distinct culture that celebrates both the pleasures of the present and the inevitability of death.
* Service to Raventh: The shadow elves hold Raventh, the goddess of death, in utmost reverence, and the vast majority of them are devoted to her service. Many take on duties they believe will please her—hunting down undead, aiding others in passing peacefully, and performing rites that honor the dead. Even those who adopt other gods usually choose deities aligned with Raventh’s domain over death or transition, remaining true to their core philosophy.
* Complex Code of Honor: Shadow elves have a unique sense of honor that dictates much of their interactions. They value loyalty, integrity, and personal accountability, though what they deem honorable may differ greatly from other cultures. For example, shadow elves might view keeping one’s word as a matter of utmost importance, but they may show little hesitation in using ruthless means to protect loved ones or achieve goals, as long as they believe the ends justify the means. Disrespecting their code can lead to deadly conflicts or lifelong grudges.
* Humor and Joy: While shadow elves live with the constant awareness of death, they cherish the fleeting joys of life. Their sense of humor is often dark, filled with irony and morbid wit, which others may find difficult to understand. However, those who know shadow elves well appreciate this humor as a release, a way to embrace life’s impermanence. They are known for gathering in shadowy revelries, filled with laughter, dance, and tales of both the living and the dead, celebrating life in Raventh’s honor.
* Death as Sacred: For a shadow elf, death is a natural, holy transition into the service of Raventh. The greatest insult to a shadow elf is to be raised from the dead, as it is seen as a violation of their soul’s duty to serve Raventh after death. The act is considered deeply dishonorable, and shadow elves avoid necromantic practices unless absolutely necessary.
Clothing and Adornments
The shadow elves’ style is both minimalist and symbolic, reflecting their somber aesthetics and reverence for shadows:
* Dark, Subtle Colors: Their clothing often blends into shadowed spaces with tones of deep greys, blacks, and muted blues, with occasional accents of silver or purple representing night or twilight. They incorporate lightweight materials designed for ease of movement, often with flowing cloaks and fitted leathers.
* Ornamentation and Symbols: Many wear charms and amulets engraved with symbols of Raventh, the Raven Knights, or other gods associated with transition and death. Their tattoos are also often religious or symbolic, with common themes of ravens, stars, and depictions of the Shadowfel’s ethereal landscapes. Some even tattoo their wrists and hands as homage to the idea of life slipping from one’s grasp.
Life Outside the Shadowfel
Some shadow elves have made their homes in Veniethea, with most gathering in conclaves that reflect the insular nature of their Shadowfel cities. Although each conclave adapts its traditions to its new home, shadow elves generally continue their veneration of Raventh, balancing their ancient customs with the demands of their surroundings.
* Conclaves and Integration: In Veniethea, shadow elf conclaves can be found in the Ostrellor Empire and the Rrostarr Dynasty, where some remain isolated, upholding their traditions and customs, while others live integrated with other races. They often bring with them the knowledge of shadow-magic, death rites, and practices aimed at maintaining peace with the cycles of life and death.
* Allies and Protectors: Shadow elves are viewed as protectors against undead threats, as their devotion to Raventh often makes them fearsome opponents of necromancy and undeath. While cautious around other races, they are trusted as allies by those who respect their code and values, often forming deep, lifelong bonds with those they deem honorable.
The Shadow Elves’ Legacy
Shadow elves remain proud of their origins, rooted in the Shadowfel and service to Raventh. While some walk among the living on Veniethea, others continue their devotions in the Shadowfel, ever-loyal to their dark goddess. Whether seen as somber guardians of death’s sanctity, eerie revelers in life’s fleeting joys, or silent enforcers of honor, shadow elves embody the delicate balance between life and death.
Primary Characters:
Karael Vala Elyslynn Proudshard Cinderblade (Kara):
Kara is a divine seraphin and Oath of Redemption Paladin, the Second Monarch of Nexus and First Knight of Nexus. She is 35 but immortal and appears to be 16 years old due to her merging with the Archdevil Azura in her youth. As an Honor Princess of High Throne and a follower of Elirae and Veleris, Kara is a beacon of hope and redemption, though her past is filled with tragedy and darkness. She is strong-willed, with a powerful sense of justice and responsibility for those around her. Though petite, she wields immense strength and carries a massive, blunted full blade known as Misery’s End, symbolizing her desire to end suffering.
Princess Sasha Proudshard Cinderblade:
Karael's wife, Sasha, is a half-demigod and half-succubus, a Phoenix Sorceress and the Prime Monarch of Nexus. She is also the Crown Princess of High Throne. Although 95 years old, she is immortal and appears to be 16 years old, like Kara. Sasha's powers of fire and rebirth make her a formidable force. Sasha is a shape changer and can become any humanoid she can imagine. Be it female, male, or any combination thereof. As a follower of Raveneth, she balances her dual heritage, embracing both the light of rebirth and the darker temptations of her succubus bloodline. She is fiercely protective of Kara and their family, sharing an unbreakable bond with her wife.
Captain Camiella Rannviel:
A human Oath of Devotion Paladin, Camiella is one of Kara's closest friends and protectors of the Cinderblade family. She is 65 years old and immortal, appearing to be 26 years old. As a follower of Galathor, she embodies strength and loyalty, upholding her sacred oaths with unwavering dedication. Camiella is respected and admired in Nexus for her unyielding commitment to her duties and fierce loyalty to her friends.
Anya:
A mysterious and ancient being, Anya appears to be a seven-year-old human girl but is over 10,000 years old. She is a powerful necromancer wizard and the only individual capable of directly communicating with the entity that is Nexus. Though her appearance is innocent, her vast knowledge and power make her one of the realm's most powerful and potentially dangerous beings. Anya plays a crucial role as the Speaker of Nexus, guiding its guardians and protecting the Prime Realms from the threats of the Far Realm.
Persival Lonepeak (Persi):
Persival is the Master Alchemist of Nexus and, at 35 years old, one of its most brilliant minds. However, in recent years, Persival has become reclusive, rarely leaving his laboratory unless absolutely necessary. His dedication to his craft has led him to retreat from social interactions, and rumors abound about the secretive experiments he may be conducting in his self-imposed isolation. Persival's alchemical knowledge is unrivaled, but his isolation raises concerns about his well-being and the true nature of his work.
Avallie (Ava):
Avallie is a 17-year-old Inferi who idolizes Karael and views her as the epitome of virtue and strength. Ava is shy and lacks the courage to approach Kara directly, so she often follows her from the shadows, watching and running away when she is noticed. Ava dreams of becoming like Kara, but her insecurities and fear of failure hold her back. She trains secretly with a maul, a weapon symbolizing her hidden desire for strength and bravery. While she hides her ambitions, Ava’s deep respect for Kara and her yearning to prove herself may one day push her to step out of the shadows.
Aranark (Aran):
A 17-year-old half-orc, Aranark, came to Nexus seeking refuge from his past as a slave. After escaping a caravan traveling between worlds, he found solace in Nexus and sought to blend in with its inhabitants. Though his past is filled with hardship, Aranark is determined to build a new life. He trains in the Pit whenever he can, honing his combat skills and trying to leave behind the trauma of his past. Aranark is quiet and reserved, but his inner strength and determination to move beyond the horrors of his previous life make him a valuable part of the Nexus community.
Karael & Sasha’s Children
Lydria Karael Sasha Proudshard Cinderblade (12 years old):
Lydria is the firstborn daughter of Karael and Sasha, a determined young warrior who shows incredible promise, even at her young age. With her long blonde hair and elven features, Lydria closely resembles her mother, Karael. She has the heart of a Paladin, possessing a natural sense of justice and discipline. Despite being only 12, Lydria is already capable of standing toe-to-toe with the guards of Nexus in combat, training hard in the pit with a sword and shield. Her devotion to physical training and religious studies mirrors her parents’ dual legacies. She dedicates her faith to Raveneth, following in Sasha’s footsteps, though her combat training follows the strict tenets of her other mother, Karael. Lydria is serious and driven, constantly pushing herself to be the best and uphold the proud Cinderblade name.
Gaelan Karael Sasha Proudshard Cinderblade (11 years old):
Named after Karael's twin brother, Gaelan carries the memory of a figure his mother loved deeply. With his copper-red hair and more human features—save for a slight elven touch in his eyes—Gaelan stands out from his sisters, embodying a quieter strength. He has a gentle soul and a calm demeanor, but beneath that calm lies an intense focus and curiosity, especially in the study of the Arcane Arts. Gaelan dedicates himself wholeheartedly to learning magic, fascinated by the mysteries of the arcane. He is reflective and thoughtful, preferring to observe and contemplate rather than jump into action, but when he sets his mind on a task, he approaches it with deep concentration and patience. Gaelan is deeply connected to both of his parents and intends to find his own path as a mage.
Phyrra Proudshard Cinderblade (7 years old):
The youngest of the Cinderblade children, Phyrra is a whirlwind of energy. Her short, fiery red and blonde hair and human features make her a striking blend of Karael’s fierce spirit and Sasha’s fiery power. At just seven years old, Phyrra already displays a natural affinity for sorcery, much like her mother, Sasha. She is constantly in motion, brimming with youthful exuberance and a playful mischievousness that keeps those around her on their toes. Despite her young age, Phyrra is perceptive and quick to pick up on the magical energy around her, often mimicking her mother’s sorcerous abilities in her own, chaotic way. She is a force of nature, with a joyful yet determined disposition that promises she will grow into someone formidable. Phyrra’s fiery personality and raw potential make her a child to watch, as she seems destined to become a powerful sorceress one day.
The Children’s Guardians
Rinwauld (32 years old, immortal, appears to be 22):
Rinwauld is a changeling cleric of Veleris, sent by the goddess herself to watch over Karael’s children after Veleris realized her curse had been twisted into something far darker. The curse meant to punish the Avatar of Azura had instead doomed Karael and her firstborn daughter to a terrible fate. In an effort to make amends, Veleris entrusted Rinwauld with the sacred duty of guarding the Cinderblade children. With her white hair, alabaster skin, and striking yellow eyes, Rinwauld stands out in any crowd. Still, her devotion to her duty makes her fade into the background regarding her vigilant protection of the children. A Light Domain Cleric, Rinwauld is skilled in healing and possesses great power to defend the family from any threats, especially those stemming from the curse’s lingering effects. She is serious, disciplined, and has an unyielding sense of purpose, but over time, she has become deeply connected to Karael, Sasha, and their children, making her bond with them as strong as family. As their godmother, she is a constant guardian, silently ensuring their safety and happiness, always ready to step in when danger looms.
Cyndra Stormhaven (35 years old, immortal, appears to be 19):
Cyndra Stormhaven’s history with Karael is one of immense pain, redemption, and ultimate friendship. Initially a priestess of Veleris, Cyndra first encountered Karael when she was the Avatar of Azura; in that form, Karael tortured and killed her. After Karael was freed from Azura’s influence, she sought out a way to restore Cyndra to life. At first, Cyndra was filled with thoughts of revenge, but as she came to understand Karael’s suffering and realized Kara was no longer Azura, her perspective shifted. When Karael was willing to sacrifice her life to save her unborn child, Cyndra’s heart softened utterly. She not only forgave Karael but became her loyal friend and protector. Cyndra changed her religious allegiance from Veleris to Elirae, finding solace and purpose in the goddess of redemption and healing. She joined Karael and Sasha at Nexus and now serves as one of their children’s godmothers. Cyndra’s youthful appearance belies the wisdom and strength she carries, as she acts as both healer and protector for the Cinderblade family. Her devotion to Elirae and fierce loyalty to Karael and Sasha make her a cherished family member.
Deities
Elirae (The Dawn Bringer)
Domains: Redemption, Healing, Sun, Light, Fire
Elirae is a powerful goddess known as the Dawn Bringer, the Radiant Flame, and the Golden Light. She embodies the virtues of redemption, compassion, and forgiveness. Her followers seek to heal the wounded, offer redemption to those who have lost their way, and bring light to the world's darkest corners. Elirae is depicted as a radiant, angelic being with a soft yet commanding presence, her golden wings shimmering like the rising sun. She carries the Sunblade, a flaming sword that shines with purifying fire capable of burning away evil and chaos.
Role in Karael’s life: As the prime deity of Karael and her follower Ava, Elirae's teachings have deeply shaped Kara's path as an Oath of Redemption Paladin. Karael draws strength from the idea that even the most corrupted souls can be brought back to the light. Her devotion to Elirae guides her relentless pursuit of protecting others and redeeming those who have been lost to darkness. This connection is particularly significant given Karael’s own struggles, as she seeks to balance her seraphin lineage with the devilish taint she bears after merging with Azura. Despite her troubled past, Elirae’s light has always provided Karael with hope, guiding her to use her immense power for good.
Worshipers: Elirae's followers include healers, paladins, and those who seek to reform the guilty. Her temples are often places of healing and refuge for the downtrodden, but they also serve as bastions against darkness, where flames are kept eternally burning in her honor.
Veleris (Goddess of Justice)
Domains: Civilization, Law, Order, Justice, Progress
Veleris is a powerful goddess known as the Truth Seeker, the , and Arbiter of Fate. She is the Goddess of Civilization and Law, is associated with creating order from chaos and establishing societies governed by justice and wisdom. She is a patron of rulers, lawmakers, judges, and architects—anyone who seeks to build or uphold society's structures. Veleris values unity, fairness, and the rule of law, encouraging her followers to pursue progress through organization and ethical governance.
She is often depicted as a regal figure dressed in elaborate robes, holding the Scales of Justice in one hand and a staff adorned with city symbols in the other. Her presence inspires fairness and duty, with an unyielding resolve to maintain harmony and stability.
Role in Karael’s life: Veleris is the secondary goddess Karael worships, and while Sarenrae represents her softer side of redemption, Veleris symbolizes the lawful and just part of her Oath. Karael strives to protect not only individuals but also society and civilization. As a paladin who must sometimes wield judgment, she draws from Veleris' sense of order and fairness. In doing so, Karael tempers her righteous fury, believing that justice is crucial for true redemption. For her, punishment is not about vengeance but restoring balance and protecting the innocent.
Worshipers: Veleris’ followers include rulers, lawmakers, judges, and city planners. They build civilizations, establish laws, and ensure order and peace prevail. Her temples are grand halls filled with statutes and laws, with courthouses often serving as places of worship in her name.
Galathor (God of Strength and Valor)
Domains: War, Athletics, Strength, Storms, Competition
Galathor is a powerful god known as the Storm Bringer, The Tempest Sovereign, and Thunder Lord. He is the God of Strength, Warriors, Honor, and Athletics. He is known for his wild, tempestuous nature and his relentless pursuit of physical prowess and glory. He embodies the ideal of strength in both body and spirit, encouraging his followers to challenge themselves through competition, trials, and battle. Galathor’s followers strive to push their limits and test their might, whether on the battlefield, in an arena, or through personal challenges.
Galathor is depicted as a massive figure with rippling muscles, wielding a thunderous hammer clad in furs and armor adorned with lightning bolts. His storms inspire awe and fear as his boisterous laughter echoes through the winds. He delights in contests of strength and bravery, and his blessings often fall upon those who risk everything in pursuit of greatness.
Role in Camiella’s life: Galathor is the primary deity of Captain Camiella Rannviel, Karael’s close friend and protector. As a paladin of devotion, Camiella is fiercely loyal and follows Galathor’s principles of valor and strength. Her connection to Galathor drives her to constantly improve her combat abilities, always seeking to defend Nexus and her friends with strength of arm and unshakable will. Camiella's devotion to Galathor symbolizes her commitment to protecting her companions, even in the face of overwhelming odds. In her eyes, the only true defeat is surrender.
Worshipers: Warriors, athletes, and competitors follow Galathor, seeing his favor as a mark of honor. His temples are often arenas or training grounds where combatants train for battle and test their skills against one another. Festivals in his name are filled with contests of strength, from wrestling matches to feats of endurance, with Galathor’s favor being bestowed upon the bold and courageous.
Azura (Goddess of Fire, Pain, and Pleasure)
Titles: Ruler of Phlegethos, Lady of Flames, Mistress of Torment and Ecstasy, Infernal Seductress
Domains: Fire, Pain, and Pleasure
Azura is a cunning and seductive force, ruling the fourth plane of Hell, Phlegethos, with an iron fist. She is both feared and revered as the goddess of fire, pain, and pleasure. Her dominion is one of extremes, and she delights in the ways her followers experience both suffering and ecstasy. For Azura, pleasure and pain are two sides of the same coin, and she often uses her mastery over them to manipulate those around her.
Role in Karael’s life: Azura's influence is a haunting shadow. When Karael was only 16 years old, Azura claimed her as an avatar, using her as a vessel to commit unspeakable atrocities. Under Azura’s control, Karael was forced to experience the darkest depths of pain and the twisted elation of causing it. The scars of this time remain in Karael’s soul despite Azura abandoning her two years later. The Mistress of Flame left Karael with more than just memories: her Devil’s Sight, immunity to Fire and Cold, and Immortality are a constant reminder of the terrible power that once ruled her. Karael's quest for redemption is deeply tied to overcoming the weight of Azura’s legacy.
Azura’s mark on Karael stands as a constant struggle between light and darkness, and her escape from the goddess’s grasp only strengthens Karael’s resolve to protect others from the infernal temptations of Hell.
Worshippers: Azura’s worshippers, often called the Cult of Flame and Desire, are a complex and dangerous group of individuals who revel in both extremes of pleasure and pain. Azura’s domain over fire, torment, and indulgence draws in followers who seek power, sensuality, or the darker thrills of life. While some of her worshippers are cunning manipulators, others are sadistic fanatics wholly dedicated to spreading her influence through both subtle and overt methods.
Raventh (The Dark Harbinger)
Domains: Death, Judgement, Fate, Shadow
Raventh, known as the Dark Harbinger and the Final Judge, is a powerful and impartial goddess of death. She embodies the absolute law of mortality, ensuring that all creatures ultimately meet their end and find their fate in her shadowy court. Revered for her unwavering commitment to the natural order, Raventh stands as the arbiter of souls, determining the final destination of every spirit. To enforce her will, she created the Shadow Elves, beings attuned to the Shadowfel, and assigned them the solemn duty of upholding the balance between life and death. Raventh's closest servants are the Seven Raven Knights, demigods who wield her power over death. Chief among them is Thalos Cinderblade, her right hand and most feared enforcer.
Raventh’s presence is often portrayed as a hooded, ethereal figure draped in raven feathers, with a visage that shifts between shadows and starlight. Her eyes are said to be deep voids, reflecting the inevitable fate awaiting all mortals. In one hand, she holds the Scythe of Shadows, an artifact capable of severing souls from both body and magic alike, while in the other, she bears a scale that weighs a soul’s worth.
Role in Sasha's Life
Raventh’s influence touches Sasha deeply, though Sasha walks the path of the Phoenix Sorceress. Despite her connection to the phoenix, a being tied to rebirth and flame, Sasha reveres Raventh and follows her tenets with devout resolve. This connection is complex; as a follower of a goddess who values finality, Sasha grapples with her own powers of resurrection, believing that life can only be restored with Raventh’s implicit blessing. Her devotion drives her to eradicate undead and those who seek to manipulate death’s cycle, viewing them as blasphemies that deny Raventh her rightful claim. Sasha’s bond to Raventh tempers her fiery spirit, aligning her with the balance of life and death and strengthening her resolve to ensure that each life’s end is honored and respected.
Worshippers
Followers of Raventh, often shadow elves or mortals who are deeply reverent of death's inevitability, are known for their stark commitment to the balance of life and death. They loathe necromancy and any form of magic that binds souls to undeath, seeing such practices as abhorrent violations of Raventh’s domain. Raventh’s worshippers are dedicated to hunting undead, obliterating necromancers, and, where necessary, re-establishing the natural order when magic has disrupted it. Temples to Raventh are somber places, typically located in shadowed groves or quiet glades, where followers meditate upon the cycle of existence. Though hesitant to use resurrection magic, they may grant it with the conviction that true life can only return with Raventh’s consent.