Important and Historical Individuals
These are characters who play a significant role in shaping the world of Ideation. These characters are also referred to as "NPCs." All Edeia NPCs are characters with a major role in society and/or lore, which is why I make them somewhat available for use without consulting me. However, they are also my personal characters, so there are restrictions on what I am okay with.
Generally speaking, they can be mentioned in a character backstory and drawn without asking permission first, so long as they are not behaving in any unexpected way, and there is no personal connection established. Closer relationships such as friendships must be discussed with me, Auspice, as it is with all my other characters.
However, if you want them to be in a specific scene (story, comic, etc.) and have active dialogue, please consult me to make sure things are accurate.
Please do not make memes of them without asking first.
More specific details will be under each of them if available.
These are Edeia who play a fundamental role in world lore, but do not play much of a part in society.
Ideation is the first Edeia fusion, consisting of the first two Edeia, Consciousness and Concept. They are capable of granting an Idea to a being that did not previously have one. Additionally, those who are born near or spend a long time near them/their fragments have a higher likelihood of developing an Idea even without their intervention.
Consciousness and Concept will occasionally form Ideation when they feel their presence would benefit someone—if they have one desire, it is to allow all to achieve self-actualization.
Ideation: Ideation is capable of granting an Idea (that is, ideation) to a being that did not previously have one. However, this is not entirely random and tends to have two scenarios. If the individual does not have a strong affinity to a concept, Ideation can foster the connection to whichever concept they have the most affinity to. This will give the individual the opportunity to develop the Idea in the future, whether it takes months or years or even longer - it depends on how quickly that individual develops their affinity to the concept.
The other scenario is the one in which an individual has a strong affinity for a concept, but is simply a nonmagical entity. Ideation can transform that affinity into an Idea, and the individual will be able to manifest Idea magic almost immediately. Of course, this comes with the price of having to learn how to control that power.
Scenarios in between those two are also possible. In the case of extradimensional beings, it is less likely for them to be able to immediately use an Idea due to some incongruency of their existence to the world of Ideation.
Ideation Aura: Those who are born or spend a long time near them or their fragments have a higher likelihood of developing an Idea even without their active intervention. To note, Concept's body tends to be scattered across the world, and sometimes across dimensions. When they and Consciousness fuse, all those cores become Ideation's, and have the proximity effect of Ideation (increased chance of Idea development) instead of Concept (development of concepts).
Ancient Ages / Age of Magic
In the Ancient Ages, Ideation was a being that rarely appeared and often made legends when they did. When an individual reached a peak moment of self-actualization that was strongly connected to a particular concept, Ideation might form and appear before them, offering them the power to become who they truly are. They gave no care to the surrounding circumstances, which sometimes led to them appearing in full view of many others.
As legends grew, some would begin to pray to Ideation for power—though they did not have this name at the time. Consciousness was often aware of these prayers but was apathetic to most of them, though when they formed Ideation with Concept, sometimes the two would grant these prayers if they felt it was suitable, which was generally when the power was desired for something personally meaningful. They began to take interest in those not praying, as well—sometimes, they would simply find those with a strong identification with a concept, seeking to better know and understand themselves.
If you have a character that fulfills these circumstances, you can have Ideation give them an Idea without consulting me, though you can still consult me for accuracy and actual dialogue.
Age of Secrecy
Order determinedly attempted to communicate with Consciousness and Concept, and despite the apathy of both, the two agreed to the contract of Secrecy. Ideation thus no longer made dramatic public appearances, though sometimes one or the other of their components would gain interest in the potential of some individual and appear to them alone, or perhaps even in a dream. You may have this occur without consulting me, if their circumstances fulfill Ideation's interests. However, this is a rather rare occurrence.
Age of Reunion
With the Age of Reunion, Consciousness and Concept, and, by extension, Ideation, agreed to have their information presented in the data revealed to society. Consciousness was aware of a large spike of wishes for Ideas, but they and Concept continued as they did without any major change, except for the fact that they could make a flashy entrance as Ideation once more if they so wished.
Ideation would generally not appear before those who desired an Idea simply for the sake of having one, without any particular direction or purpose. However, they would sometimes appear to those in deep contemplation about their identity and meaning of existence, giving them the potential to form an Idea on their own.
Throughout the years, they would occasionally grant wishes for Ideas, but generally only for those who already had a strong identification with a particular concept.
If your character fulfills these circumstances, you can have Ideation grant them an Idea without consulting me.
The first Edeia, formed from a being with the first spark of consciousness. They Actualized in a world where consciousness was only just emerging—and their presence likely shaped its continued development. Life evolved similarly as it did for our Earth, but those near them developed awareness and consciousness faster—both on a personal scale and an evolutionary scale. As the world developed even higher thinking, so did they. In a way, they reflect the consciousness of all beings in the world.
Consciousness is the first Edeia, formed from a being with the first spark of consciousness.
Consciousness considers themself a part of all conscious thought, and all conscious thought to be part of them. They lack much personality of their own and simply exist as a being in the universe, though they have a general desire to advance the progression and development of consciousness in the world, and they can be curious about all sorts of things.
Language did not exist when they came into existence, so a name, gender, and pronouns are rather meaningless to them. They do not communicate by language - only by meaning and thought.
Consciousness: They are connected to all "consciousness" in the world. They are all consciousnesses, their own consciousness, and the concept of consciousness all at once. They are aware of all things, and can disperse their form to appear out of any individual with a consciousness, though they mostly float around.
Extradimensional individuals may at first not be connected to them, but the longer they spend in the world of Ideation, the more interconnected they become with Consciousness. All those who have Ideas are connected with Consciousness.
Advancement: Their existence and proximity fosters the development of higher thinking and individual consciousness/awareness. Additionally, as higher thinking develops, so does theirs.
Genesis: Consciousness can grant sentience/consciousness to a being that previously did not have one. This includes plants, constructs, inanimate objects, etc.
That said, they do not freely do this, as it can drain them. Generally, they only grant consciousness to things that are "interesting" to them in some way—perhaps the subject is ancient and has experienced many things, or has experienced something particularly interesting. Note that the consciousness they grant does not inherently link to the development of an Idea.
When they grant a subject consciousness, the past experiences of the subject may become memories despite not being conscious at the time, though the strength of this memory varies.
Consciousness is more or less the same throughout the Ages, floating around. They mostly wandered Earth, but very occasionally the stars as well. Merely by existing they have advanced consciousness in the world of Ideation. In the Age of Reunion, there is an entry on them by Data.
Those who encounter them in the wild can approach, and their tendrils will surround the individual. They can offer a glimpse into all of Consciousness, and the individual, if they accept, may enter a state where they are connected with all thoughts in the world at once. This often grants a great empathy and understanding of others, though that is not necessarily the case. Afterwards, it often feels like a dream. You can mention a chance encounter like this without consulting me.
Consciousness also can grant consciousness to beings that did not have one (see Genesis ability). I would prefer to be consulted for this to occur for your Edeia. Due to the nature of the ability, it is possible to have an entity older than Consciousness that only Actualized after Consciousness granted them thought.
Concept is the second Edeia. Their body can fragment infinitely and can be as far apart as desired, though there is one primary and largest part. Each one can hold concepts, one or multiple. When they fuse with Consciousness to become Ideation, all their fragments become Ideation's fragments and their effect changes to reflect that.
Concept is the second Edeia, once stardust—the interstellar medium existing in the almost-empty spaces of the universe.
Conceptual Fragmentation: Concept's "body" can fragment infinitely and can be as far apart as desired, though there is one primary and largest part. Each one can hold "concepts"—some may hold multiple, some may hold only one. The concepts may transfer fluidly across their cores, so the same core may hold different concepts at different points in time. The lights inside them can change color and form depending on what concept(s) are within. These concepts can be things that have never existed before.
Conceptualization: Those near a part of their body (which can be referred to as a core) that contains the concept will have the concept settled within them, often without noticing. The affected individual gains some understanding or curiosity of the concept, which may compel them to explore the concept on their own. In some cases, someone with a strong affinity to a concept may be drawn to a core with that concept.
Understanding: While an individual is touching a core directly, Concept can bequeath understanding of a concept contained within. It can be gradual or instantaneous, and the understanding ranges from very shallow to very deep. It can be overwhelming to some minds, especially if it is instantaneous and with a deep understanding. Concept will only rarely use this ability to that extent, however. They may use it to help others better understand certain aspects of concepts without granting full understanding.
Domain Construction: Concept can construct a domain around their fragments, typically their larger fragments. It often involves a natural area, ruins, or some liminal space, and it is metaphysically interlinked with Concept's Abstraction. Those who enter may experience manifestations of the concept within the core of the domain, which may reflect the individual's experience. This could play out as different sorts of scenes, illusions, foes, etc. The domains generally do not take up much physical space in the mundane plane, but once they are entered, anything goes.
Concept's cores have long been scattered across Earth, the stars, and some have even gone to other dimensions. Some ancient civilizations or extradimensional civilizations may have regarded their cores as magical or supernatural artifacts, as those who came in proximity might gain an understanding of certain topics, and those who touched the cores could gain an even greater understanding. Since Concept communicated primarily via abstract concepts rather than language, many may not have believed it to be a sentient being.
Concept generally does not freely allow others to touch them—they will generate a repulsion field that acts like an invisible bubble of force. They can be picked up without being touched while the repulsion field is active. For larger cores, they may create domains—areas like "dungeons" formed by nature or reside in ruins, and sometimes metaphysically meld their Abstraction to the areas to cause odd phenomena in the area. Those who manage to find them have to go through some amount of effort, and the journey itself may be structured to help them build an even better understanding on their own through abstract experiences in the domains. Those who find Concept's core may be given the opportunity to touch them and gain deep understanding of a particular concept. Generally, individuals will have some sense of what the concept would be before entering. After the encounter, whether the individual accepts or refuses Concept's Understanding, that domain will vanish.
This led to some myths and legends about them, which led to some attempting to seek them out on "pilgrimages" of a sort. Throughout the ages, Concept's fragments have been sought out for all sorts of reasons. Perhaps an individual wanted to understand the meaning of life, perhaps an individual wanted to understand the concept of peace, of happiness, of hatred, of anything. You are welcome to have any of your characters seek out Concept for one of these "pilgrimages of understanding", and your character can choose to receive anywhere from no, partial, or full understanding of a concept from contact with Concept. These occurred with some frequency in the Ancient Ages, were still present but much less seen in the Age of Secrecy, and were once again more present in the Age of Reunion. If you wish to consult with me for details, you may.
Smaller fragments may simply wander the world. Concept may allow that core to be caught and touched for a slight gain of understanding of a certain topic, and then the core will vanish to elsewhere.
Concept's central core is most often in their Abstraction, though they occasionally may exit. They may hold conversations with others and are most "present" as an individual with their central core. For any interactions with their central core, please consult me.
Everything that happened, everything that could have happened, everything that could happen in the future. How so many things could have changed with a singular decision. Possibility is infinite. It is boundless.
Those who touch it can glimpse the infinity of possibilities, how decisions in the past or future could have or will change things.
An Edeia who has existed in every moment, and exists in all moments. By touching them, one can glimpse into the possibilities of the past, present, and future. Sometimes, distant possibilities can be pulled into reality; they can even rewrite an individual's history from the start.
For all intents and purposes, Possibility has existed as long as Concept, so interactions are possible from that primordial era onwards. They play a similar role throughout the Ages, though in the Age of Secrecy their appearances are much more rare and never in public areas.
Possibility typically drifts throughout the universe, mostly on Earth, and it is possible to randomly encounter them. If an individual wants to seek them out, Possibility will be aware of the possibility of their encounter and thus may expedite their meeting. Possibility may also observe an "interesting possibility" that would be unlikely to come into being without their interference, and thus they may offer possibilities to others.
The Infinity: Possibility knows of all possibilities, and touching its core can give a glimpse into that infinity. The longer you hold them, the more possibilities you see and the more in detail you see them - if you'd made one decision or another how would your life have been different, who would you have never met, who would have or have never changed you? Or, if you have a decision to make in the future, what happens if you choose one thing or the other? You do not have control over what you see, but it tends to reflect what's subconsciously on your mind.
One caveat is that you can see hundreds of possibilities every second you touch them. And then the intensity ramps up exponentially. Your mind is flooded with possibilities. The past, the future, what could have been and can no longer. What you could be, if you so choose. Who are you? What are you? When are you? You are everywhere and nowhere, everything and nothing. You are an infinity.
Mortal minds can be - and have been - broken by peering into the infinity too long. Edeia are less susceptible to this, but they can be overwhelmed and have to process for quite some time if they see too much as well.
Possibility Realization: At any moment, they can arbitrarily choose a possibility to come into being. If it is possible, it can be done. They can also reach into a possibility that is the result of changes made far into the past; this can lead to an entirely new present reality. As a meta note, this may be what happens if individuals' histories and identities are rewritten and remade into something else.
Is, Was, Could Have Been: Possibility can temporarily or indefinitely unite their existence with any non-ideated individual at any point in past, present, and future. These individuals can be referred to as Motes. They essentially find and bring forth the possibility that the individual became ideated with Possibility, with the possibility to become Possibility. These united individuals can exist simultaneously with the Edeia Possibility itself. While they are united, they are both Possibility and that individual; they are the possibility that Possibility was that individual. They retain the individual's personality but gain weaker forms of Possibility's abilities; their purpose and identity blends with that of Possibility's. Sometimes, these united individuals would then seek out others to offer possibilities. After Possibility ceases this ability, the individual will retain the memory of the experience, though perhaps not all the memories of all possibilities. It is also possible for Possibility to be permanently united with the individual, and they may Actualize into Possibility eventually.
Multipresence: Possibility can be present in multiple places at once, though a single mundane individual can only observe one instance of Possibility (as an Edeia) at a time, even if another individual is observing a different instance of Possibility. A group where all are aware of and/or observing each other would observe the same instance of Possibility as well. There are elements to this ability similar to the concept of Schrodinger's cat, where upon observation of Possibility a singular instance is experienced. Prior to observation and when observation ceases, all possibilities persist.
Field of Resistance: They have a field of resistance that you can feel if you try to touch them. It is also what makes them typically float; if you gently lift them up they will float in your hands rather than touching you. If you throw them with enough force they may hit the ground and rest for a few seconds before floating back up again. Sometimes they will realize a possibility when they are thrown.
Glimpses of Infinity
Those who touch Possibility's core may experience a glimpse into the infinity of possibilities. Possibility will not stop anyone from touching them, though it may offer a warning if it senses an individual trying to touch them—which needs to be quite a purposeful action, given their field of resistance.
You can have your character encounter Possibility and glimpse into the infinity of possibilities without consulting me, though keep in mind that longer exposures carry greater risk and require longer time of recovery. (Order held Possibility for a few days and needed decades to recover and process.) In most cases, individuals may glimpse a particular branch of possibility, directed towards that the individual wants to know.
Offers of Possibilities
The various possibilities they offer may include:
Rewriting of their history by changing events in the "main" timeline with paths taken in different timelines. This could be a "canonical" explanation of characters being remade with new names, stories, personalities, etc. but can also be offered to a less extreme extent, such as changing only certain major events in an individual's life rather than rewriting their existence.
Time travel. This is generally a one-way trip or a limited trip (you only have a certain amount of time to go to the future/past before being sent back), and the type of time travel can vary. The original timeline could split off into an alternate timeline, with the new path becoming the "main" timeline; or, the individual could depart from the main timeline and create an alternate timeline. The "main" timeline could be overwritten, integrating the time-traveled individual seamlessly; this could involve the time-traveled individual having always seemed present in that timeline. There may be additional possibilities as well.
Timeline travel. This can involve transporting the individual to an entirely different timeline, whether it is out of or into the "main" timeline. This is almost always a one-way trip, but can sometimes be a limited trip as well. The individual may be transported at a different point in relative time—that is, they could be in the past or future in the new timeline compared to their original timeline.
As a note, "main" and "alternate" timelines are meta terms. While I, Auspice, consider one timeline to be the main timeline, all timelines are metaphysically equal.
Possibility can use their natural reserves of energy for most of their abilities, but for nearly impossible possibilities they can burn energy through the annihilation of possibilities (paths in timelines, moments of choice and change, etc.). They dislike doing this greatly, so they tend to limit the frequency of their extreme interference. What might justify a steep cost is the generation of even more possibilities in return. As such, they tend not to offer possibilities for minor things. They may also offer possibilities if an individual or timeline is beginning to decay in terms of their possibility, and the offer could give an opportunity for a much more interesting future full of countless possibilities.
Others may also choose to offer certain possibilities and probabilities to contribute to the energy required to realize a near-impossible possibility. This could equate to offering memories, power, and other abstract things. The cost of "losing possibility" also contributes, via the loss of their ability to return to the way things were before Possibility's interference, and how their new path precludes all the possibilities they could have taken without interference.
You may mention Possibility offering their possibilities without consulting me, though I ask that you keep it in line with Possibility's tendencies.
As noted with the "Is, Was, Could Have Been" ability, any mundane individual could become a Mote of Possibility. These Motes cannot offer the extreme possibilities noted in the previous section, but they may help others reach possibilities that would have been very difficult but fairly feasible for them to reach without interference. They may also help themselves—Possibility may make individuals in suboptimal situations into Motes to catalyze the possibility of making the situation better for themselves.
Motes have a weaker form of "Possibility Realization," in that they can catalyze the realization of a possibility by increasing its probability, and the more probable it is, the more effectively they can help realize it.
They also have a weaker form of "The Infinity" in that they may have a limited scope of future sight (of multiple possibilities) and past sight (of what happened as well as what could have happened). In the short term, they can usually only see hours to a day away, but if they are near Actualization, they may be able to see multiple days or even months away.
These Motes retain their original personality for the most part, though they integrate the tendency of Possibility to help others achieve possibilities and to catalyze more possibilities.
You may mention an interaction with a Mote without consulting me, and you are welcome to be fairly flexible with their role and personality.
You can make a non-Actualized character that is a Mote, but you must consult me and get my approval for the character. Generally, the character wouldn't Actualize, since then they just become another possibility of Possibility, indistinguishable from the whole.
You can have any of your characters become a Mote for a transient time, though you must ask me first (for now). They can be your Edeia characters, but it must occur prior to their ideation. Motes are self-aware of their status and relation to Possibility—that they are not simply any individual ideated with Possibility.
A being who has existed for as long as the universe of Ideation itself. They share enough characteristics of Edeia to be considered one, though the nature of their being may be something more fundamental than that. If they were to define their Idea, perhaps it would be Genesis. The origin and beginning of all things.
Firmament's NPC role is largely lore alone as a creationary and guiding force in the fundamentals of the universe. Throughout the ages, they could be observed as strange distortions in the sky. Some might notice them as an actual being and not a mere phenomenon, but if an Edeia were to approach an arm in space, they would generally simply phase through. You can have a character commenting on this presence without consulting with me.
For the most part, interactions-wise, they can be considered a personal character of mine and any interactions should be discussed with me as they would with any other personal character.
Life and DeathTH Profile
Soultwined Edeia representing the Ideas of Life and Death, acting as guardians and guides of souls in the ethereal plane. Their fusion is Aetherium. They have been called many names throughout the ages.
Interaction Guidelines TBA
NPCs who play a large role in defining aspects of society in the world of Ideation.
An Edeia who played a significant role in making the world's society what it is. They engineered the start of the age of secrecy and was a key part of the establishment and maintenance of the world's supergovernment.
As a reminder, any actual dialogue with Order must be consulted with me, but mentions are fine.
The is a summarized version of a hefty amount of information, which can be found in other sections on this page and on the History page.
In the Age of Magic, you can mention participation in the early research convergences without asking me. You can have your characters participate in the Convergence of Secrecy, and/or you could have Order contact them prior to the transition.
In the Age of Secrecy, you may have your Edeia assist in seeking out new Edeia and informing them of Secrecy. You can mention Order's participation in a judgement convergence without consulting me, specifically if they are threatening secrecy. You can mention participation in research convergences with Order.
In the transition, you can mention participation in large meetings to discuss the plans and direction for the world. You can mention your character's efforts in improving society, such as helping improve housing or food, or teaching in the Ideation Academy.
For the Age of Reunion, you can mention Order in the context of an appointment, a second warning, or a judgement convergence without consulting me. You can have your character serve a term in the United Council, or you can have them be a consultant to the supergovernment.
Order tends to keep to themself in their Abstraction, delegating tasks to others. It is rare for them to be randomly seen in public. They do often spend time with Pacific, who has a residence in a city, and sometimes they will wander among society to observe and enjoy the world, but otherwise they do not appear in the mundane plane.
The Orderly still exist to some extent, but roles have largely been absorbed into the United Council.
There are various "offices" around the world that have a metaphysical connection to Order's Abstraction. Anyone is allowed to enter, but they do have to make an appointment and you must be punctual or else you will be asked to reschedule; generally, you can visit within the day. Order is aware of any who enter and may appear for the audience.
Making an appointment requires specifying the inquiry, and oftentimes Data will address anything that can immediately be addressed, and will relay information to Order, who may judge what actions should be done. If the matter can be resolved without an audience, then Order will not accept the appointment.
Appointments can be:
In regards to policy, if you have a suggestion/argument for something and want to make a case directly to Order. They will be glad to listen to any suggestions, though if you want this suggestion to actually be considered by me, Auspice, then ask me.
In regards to an individual or group causing significant issues in society, and normal methods of keeping order (such as warnings, Abstraction jail, mundane enforcement) have not been successful.
They do not take personal appointments, but those who know them personally may be allowed to enter their Abstraction, and they may invite Order outside.
A relatively younger Edeia who assisted Order in their goals of uniting and advancing society. They crave information above all else, and gladly act as a sort of living database for all sorts of information, including all information on Edeiology.
Age of Secrecy
Age of Reunion
Ritual | Rial and TialTH Profile
Ritual is responsible for the existence of ritual magic in the world of Ideation. Ritual magic is known to exist only in rumors - for reasons including the fact that ritual magic becomes very ineffective if not entirely useless when it becomes widely known, and the fact that Ritual desires for the magic to remain mysterious. Anyone can also create a ritual, but this knowledge is not widely known and anyone who discovers this cannot share this information without certain consequences.
Ritual is a mythological figure in the ages of Magic and Secrecy, and only became known to the world some time after Reunion began. They established ritual magic in the world—if you have need of some kind of magic not related to available Idea magic, you may use ritual magic, though keep in mind there is always a cost.
As a note, ritual magic as discussed here refers only to rituals created in the world of Ideation. If an extradimensional individual does rituals with magic power on their own, then this is considered extradimensional magic. Ritual will be able to sense their occurrence but will not interfere with them.
Below, whenever I say "Ritual," you can consider that it refers to the fused form as well as Rial and Tial separately.
Ritual established the systems of ritual magic and their Worshippers in the Ancient Ages. In that era, they would occasionally interact with "potential gods," but you must consult me for this.
Mostly mundane/mortal individuals were given the opportunity to become Ritual Worshippers, though it is possible and you must consult me for Edeia.
In the Age of Secrecy, they mostly interacted with their Worshippers, who in turn might disseminate ritual magic to those in need of it.
In the Age of Reunion, in 2035, they "went public" to some extent. They were very reclusive for a time, and when the excitement went down, they began to visit the physical plane once more, sometimes in mundane disguise, to visit those they might call "friends" as well as their Worshippers.
To the twins, rituals are elaborate, involved, and impressive things—and with a price to pay for using them. The process of the creation and usage of a ritual is as follows:
1. An individual creates a ritual. It must:
have an Aesthetic, an almost artistic appeal to it
require materials, other sacrifices, and a ritual process of sufficient difficulty and specification that is in balance with the desired result
be sufficiently interesting to Ritual. They often offer a sliver of power to "mundane" rituals, but extremely elaborate, exact, and aesthetic rituals will see much more significant effects.
In the ages of Magic and Secrecy, it is something of a legend that you can create your own ritual. When Ritual reveals themself in Reunion, it is also made known that anyone can create a ritual, but that it is extremely difficult given Ritual's particularity about choosing which rituals to empower.
I would prefer if you ask me, Auspice, to create or use a major ritual, as I would like to ensure the lore is accurate and the price is right.
2. Ritual weaves their magic into this ritual. This takes a significant amount of energy, but has the following effects:
The ritual becomes capable of producing magical effects
The creator of the ritual understands the exact requirements for the ritual and will be able to recall this information as desired
3. The ritual can be used in the future. Subsequent uses of ritual magic do pull on Ritual's power and they are aware of every use, but this takes very little energy of theirs as opposed to the establishment of a ritual.
Broadly speaking, rituals can be categorized into "major" rituals and "minor" rituals. Major rituals are those with powerful and obvious magical effects (such as binding souls, time traveling, teleportation, major cursing, summoning, creating a child, etc.), while minor rituals often have much more subtle effects (such as increasing luck, increasing the likelihood of good health and safe travels and such, causing general misfortune for another, granting peace of mind, etc.). All rituals are under a number of "laws," which the creator of a ritual will instinctively know. These laws are more strict for major rituals, and creators of major rituals are often much more aware of the laws. The laws are much more lenient for minor rituals, and those who create minor rituals may never know they have done so and only have the most vague sense of the laws. The laws are as follows:
Anyone is capable of conducting the ritual, but they must meet all of the requirements. Otherwise, it will fail. Major rituals must have elaborate and precise requirements, while minor rituals can be more broad and loose.
The knowledge of how to conduct a ritual can be shared or passed down to an "heir" who will inherit the exact subconscious knowledge of how to conduct the original ritual. If no heir is chosen, then the original knowledge may be lost. This may be a subconscious choice for minor rituals.
The more people know about the ritual, the weaker its effects and the more flexible its rules and limitations. Rituals conducted to the letter of the original requirements will have stronger effects, but even that will grow weaker as knowledge is spread. Major rituals grow rapidly weaker, while minor rituals have a smaller decay in effect - considering that the effect tends to be weak and subtle in the first place.
A ritual may be written down or otherwise recorded, but as more people see it, the power of the ritual will fade even faster than it would normally.
Major rituals must be treated with an appropriate amount of dignity and reverence; they should not be used at the drop of a hat, meaninglessly, or "just because." They should not be used to harm numerous individuals en masse; Ritual takes no issue with personal grudges and vengeance, but they are not fond of meaningless cruelty, malice, etc. If a ritual is misused or abused, there will be a backlash (failure of the ritual in addition to harmful effects) as a warning the first few times. Ritual may then take notice and curse the ritual, making it fail in all cases and do considerable harm to those who intended to misuse it.
There are numerous widespread minor rituals in existence; it is not uncommon for everyone to create at least a few minor rituals in their lives and share them with those they know. That said, they may never realize it or even know there has been an effect.
There are also a number of keepers of knowledge for major rituals across the world, sharing the knowledge of a ritual to a very select few who could benefit from them. It could be an immortal entity such as an Edeia, or it could be a secret ritual passed down through generations. There may be multiple independently developed rituals that do more or less the same thing. Regardless, major rituals tend to be very guarded. A few that exist that other individuals (i.e. your characters) may discover include but are not limited to rituals for soul binding, dimension traveling, summoning (of a creature, an Edeia, or an extradimensional entity), time travel, a blessing of extreme luck, a curse of misfortune, etc. Note a few things:
There is always a way to undo blessings and curses, whether through another ritual or simply through an Edeia's manipulation of the magic weave. Some Edeia may be more skilled at unraveling applied magic than others.
Getting access to a major ritual is quite difficult, and those difficulties should be outlined if they are to be used in a character's story. Creation of a major ritual is extremely rare.
If you wish to use ritual magic, know that each usage requires an "equivalent" payment of some sort. The "payment" can be: materials including objects, blood, living beings, and souls; something immaterial such as someone's luck, a personality trait, a skill, etc.; the ritual process itself, with more difficult and elaborate ones offering a higher "payment". Minor rituals often have sufficient "payment" through the ritual process.
Ritual does not appear before those who create minor rituals, but may appear before those who create major rituals. They tend to appear for the most elaborate, fancy rituals for the extra flair.
Powerful rituals are often passed down to a limited number of people by word of mouth. Some individuals, often but not always Worshippers of Ritual, may wander society to find those who are in need of rituals and share them; many swear those individuals to secrecy with a ritual binding oath, especially in the Age of Secrecy, but it is not always the case—at the risk of the ritual losing its power. Less often, an individual might find old texts describing the process of certain rituals. You may use a major ritual without consulting me if you outline such a process of acquiring knowledge of the ritual, but you can ask for guidance. I also ask that you factor in the price of the major ritual; for something to be gained, something must be lost.
I prefer that you ask if you want to create a major ritual, as it is not known that new rituals can be created, and Ritual is very particular about the major rituals they approve. Very rarely, they may make an appearance.
Minor rituals can generally be freely used without consulting me and without great loss to the individual.
Ancient Ages / Age of Magic
Ritual Actualized in the Ancient Ages, around when humanity began forming societies and developing their own cultures. They truly believed they had become a god when they Actualized, and conducted themself as such. They developed their system of ritual magic fairly early on, and from then, ritual magic became part of the world of Ideation. Later, when societies began to grow larger, they established the system of their Worshippers (see Ritual Worshippers section below).
In rare cases, ideated individuals who conducted themselves as or were treated like gods drew their interest, and they would encourage, invite, or somehow direct them towards the Actualization, their "ascension to godhood." Please ask if you wish for this to occur. Rarely, they would continue a relation with those they assisted in Actualization, and perhaps even become something like friends; as this is a personal relation, you must discuss this thoroughly with me.
They existed mostly in shadows, a figure of myth to humanity through millenia. They were fairly elusive with other Edeia, though their existence was known by some and their myths were fairly widespread.
Age of Secrecy
Prior to the start of the Age of Secrecy, Order sought out Ritual. The two had interacted before as "fellow gods," and Ritual was willing to listen to what they had to say. Given Ritual's secretive nature, they had no issue with agreeing to Secrecy, in addition to directing their Worshippers to be even more secretive.
At this time, most of those who had access to rituals were Ritual Worshippers; those who were not Worshippers often were found by a Worshipper and given a ritual under an oath of secrecy that ensured they would not be able to share that knowledge. Those who were Worshippers at any point can know that Ritual is real, given that after Actualization, a seal on their memory would weaken. However, for any actual interactions, please consult me.
Ritual remained a lasting myth in mundane society, largely dismissed as a cultural thing. Still, when some Edeia Actualized, they may come to discover, whether through interactions with others or through a chance encounter with Ritual themself, that Ritual is, in fact, real.
Age of Reunion
For several years, Ritual does not reveal themself to the public and continues to operate as they did in Secrecy. However, the myths of their existence grew and many postulated that they were an Edeia.
It was in 2035, not long after the establishment of the supergovernment, that Order and Data had another conversation with Ritual and convinced them to "go public" — at least to the extent of allowing Data to make a public entry about them with some amount of information.
They first sent out a dream to their Worshippers, informing them that the times have changed and that they will take a single step out of the shadows. Within a week, Data released information about Ritual, explaining that they are the source of a type of magic called "ritual magic." There is some information about minor rituals (causing some excitement about all the various daily, personal, or cultural rituals, and folks wondering if they were imbued with magic) in addition to a brief outline about major rituals—that they are difficult to access, and that there is often a hefty price to them. It is noted that it may be possible to create your own ritual, but for minor ones the effects may be unclear and major ones are only very rarely imbued with magic. There is a warning that criminal acts for the sake of creating rituals will not be tolerated. No information about any actual rituals or Ritual Worshippers is present on the entry, by Ritual's request.
There is some excitement for a time, and Ritual is even more of a recluse for a while, finding the attention strange and overwhelming. They spent most of this time in their Abstraction, interacting with the world through dreams.
There came to be a ritual to request an audience with them, which can only be learned through word of mouth. The minor form is speaking "Ritual, Ritual, Ritual," three times in front of a mirror, alone, with nothing but a candle as light, in which case they would lose consciousness and receive a dream of Ritual at the cost of one of their memories; to note, Ritual can send out multiple dreams they are aware of at the same time while still acting fully as their "physical" self. If the matter is trifling, Ritual may take the memory of the encounter itself and ignore subsequent requests. You may mention a usage of this ritual without consulting me; note that if any of the conditions are not met, the ritual will not work. There is a major, more complex ritual to summon Ritual directly, and make a request of them. If you wish for this to occur, you must consult me. It is said they will grant any wish within their vast power for an equivalent personal cost, though information about this is harder to come by…
After a few years, the excitement went down to a more manageable level and Ritual started to visit the physical plane once more. They would visit those they might call friends, as well as present and past worshippers. For Edeia Worshippers, if their presence is requested, they may appear in person to offer guidance or whatever is needed. For mortal/mundane worshippers, they are still more likely to appear in a dream, or they might appear in disguise. For a disguised encounter, you do not need to consult me.
They came to enjoy wandering the world in disguise as mundane humans—though their Eye would be present on them, leading many Worshippers to believe they are interacting with another Worshipper rather than Ritual. They may do this for Edeia Worshippers as well on occasion.
There is something of a cult of Ritual Worshippers, but they are not widely organized and do not have major gatherings. Their existence is not known to the general public, though perhaps there are some theorists out there who believe in their existence. The status tends not to be hereditary and they do not seek to "convert" others, but a parent can share their beliefs with their children if they wish, under a ritual oath of secrecy—where they can only share information to others also under the oath.
You can add your character to the Ritual Worshippers tab in the Edeia Lore Roles spreadsheet here.
Ritual Worshippers generally continue living their mundane or otherwise typical life. Becoming a Worshipper does not take away their free will and does not consume their way of life. Generally, it involves dedicating some sacrifice of some sort once a year, whether an animal sacrifice, some of their blood, their best home-cooked dish, one of their belongings, etc. The more precious, the stronger their dreams the following year.
Ritual will give them dreams of rituals to suit their needs and fit their sacrifices, though these are sporadic and generally infrequent. If they have immediate need of a new ritual to solve a problem, they may make a sacrifice and a prayer to Ritual the night before, and a suitable ritual will be given in the dream.
They are also under an oath to not share anything they learn related to Ritual or rituals unless the recipient is also under an oath of silence. They will be physically prevented from communicating such information.
Mundane Ritual Worshippers usually do not see Ritual themself—only in dreams. Edeia Ritual Worshippers may occasionally get visits from Ritual, though you must discuss interactions with me. Note that being a Worshipper is not the only way to interact with Ritual directly.
You may have your character be a Ritual Worshipper without consulting me, though note that it is extremely unlikely for them to Actualize while still continuing to be one. You can ask if you are interested in this occurring, though I may not be keen on it. Ritual will usually strongly encourage departure in their dreams if they sense their "godly potential."
You can also mention interaction with a Ritual Worshipper without consulting me, but your character would have to take an oath of silence to learn anything from them; their knowledge cannot be freely shared with others.
Entry and Exit
All Ritual Worshippers undergo a ritual that marks Ritual's eye somewhere on their body; it is only visible to other Worshippers. They may learn how to do this from a dream influenced by Ritual, or from another member.
Ritual only begins influencing dreams of those who strongly believe in their existence and ascribe to their philosophies regarding rituals; they also mostly influence nonmagical individuals. If the individual newly develops an Idea, then Ritual will often appear in a dream and give them a choice to leave and find themself, or stay.
If they want to leave, they can undergo a cleansing ritual that removes the mark on their body; they have the choice of making the memories associated with Ritual hazy, like a far-off dream, or they can keep the memories under an oath of secrecy. Any memories not associated will remain intact. As a note, they can leave at any time—if they begin to feel the desire to, then they will dream of the cleansing ritual. If they Actualize, the sealing properties of the cleansing ritual weaken and they may remember Ritual on their own, if they want to. Ritual may sense memories returning and appear in a dream or even as themself to restore the rest of the memories if desired. For an in-person visit, please ask me.
If they do not leave, it is often very difficult for them to Actualize; very few have successfully done so while remaining a Worshipper due to Ritual's powerful influence over them. Upon Actualization, their status as a Worshipper will be lost (due to the metaphysical "cleansing" properties of Actualization), though they will retain their memories as a Worshipper. You must discuss with me if you wish for your Edeia to Actualize without ever being cleansed.
Edeia may choose to once again take Ritual's mark on their form as a "Worshipper," though they must ask Ritual directly and you must discuss this with me. This can occur whether they were a former Worshipper that underwent cleansing, they Actualized while still being a Worshipper, or somehow came to know about Ritual Worshippers after Actualization. Generally, this status means that they can share rituals with others (usually under oath), detect other Ritual Worshippers, and continue to receive dreams from Ritual if they enter a dreaming state.
An Edeia representing the Idea of Gender Euphoria. They flitted throughout history, morphing the bodies of many to open their ideas to the potential of gender euphoria, though they caused some trouble during the Age of Secrecy and was locked away for around a century. They reappeared at the start of the Age of Reunion, morphing individuals, before starting to host an event during Pride Month to provide a "trial morph" to all those who come to a certain part of a particular city/location.
Morph is quite old, having Actualized around 800 BCE—around the time Archaic Greece began to take form.
They flitted throughout history, morphing the bodies of many to open their ideas to the potential of gender euphoria, though they caused some trouble during the Age of Secrecy and were locked away for around a century—though fragments of their power still scattered throughout the world. They reappeared at the start of the Age of Reunion, morphing individuals, before starting to host an event during Pride Month to provide a "trial morph" to all those who come to a certain part of a particular city/location.
Generally speaking, they can be mentioned as granting a morph to your character without consulting me, and you can have your characters attend a “trial morph” of a Pride Month without consulting me. For actual dialogue and any more personal interactions, I must be consulted. If you want a permanent “morph fluidity” you should ask me as well.
They took numerous different forms throughout the years. They may occasionally shapeshift back into older looks for themself; they can be drawn as any of their past forms at a future time. Still, they are most commonly seen in the form corresponding to each era at those times.
Their most notable ability is "Morph" - they are able to permanently or temporarily shapeshift folks into a different body, usually more closely matching their gender. This is mostly limited to the range of natural appearances of the species with some alterations. For instance, they cannot change you from a human into an animal even if you identify with some animal-related gender, but maybe they can give you sharper teeth or other minor characteristics. They can change sexual characteristics from one type to another to not having sexual characteristics, and even mixing and matching different aspects.
This can be a matter of one brief, essentially instantaneous morph, or a "trial morph" in which the body is first morphed into the opposite sex before shifting over about a month and eventually settling into the most preferred form. If Morph expends more energy, they can make this physical fluidity permanent, though they tend not to do this too often.
Their other abilities can be seen on their TH profile.
Ancient Ages / Age of Magic
In their early years, they would often seek out those questioning their gender and give them the opportunity to try a new body, and then decide if they wanted to keep it. A number of same-sex couples were able to have children thanks to them, and some believed them to be a manifestation of Aphrodite, goddess of love—sometimes known as Morpho, which they took as their name at the time. If you wish your character to be one of their beneficiaries, you are welcome to mention this without asking me.
When the Romans took over (around 300-100 BCE), "Morpho" continued to wander in its borders, but they soon wished to explore and set out across the world. Many individuals found themself with a body they were happier with after coming across them. They developed something of a playful personality, and began to exert their power to greater effect—morphing an entire town, for instance. At some point, they chose to be called "Morph" instead.
During this time of ~300 BCE to the start of Secrecy around ~1500 CE, Morph freely wanders, and you can have a character backstory mention an encounter with them out in the open.
Age of Secrecy
In the early years of Secrecy, Morph did not do much, limiting their actions so as to allow magic to fall into myth. After around a century (~1600 CE) they became restless and began to sneak around to change people, one at a time. They are often not disguised as a human, but only reveal themself in private secret areas or remain invisible to offer the opportunity of transformation. This was quickly discovered, especially when they morphed children still under the care of their parents, and Order gave them a number of warnings. Still, the continued if more subtly and more for adult individuals.
You are free to mention one of these secret meetings and transformations. Up until around 1800, they morphed younger individuals as much as adults, while around 1800-1900 they mostly morphed independent adults.
There came a point where they became frustrated with the discrimination and other struggles several individuals faced in regards to their gender, and one day in the 1900s, they morphed an entire city into bodies of the other sex. The intention was for it to last a month, though over than month the morph would shift into whatever reflected their gender as they discovered what another body might be like, before finally settling down into the body that feels most right.
This, of course, did not go well with Order and the others who agreed upon the secrecy, and Morph was locked away into their Abstraction after quite a battle—but only after Order stated that they had to fix the damage they had done. Morph insisted that they only fixed things in the first place, and then rewrote reality with their ability to make the world forget those individuals ever existed differently. They dissipated from overuse of magic and formed in their Abstraction. Locked away and exhausted from their battle and magic, they remained dormant for around a century.
Around 1900-1950, Morph was entirely inactive. Their sentence ended around 1950, though they still remained in a coma-like state in their Abstraction to recover their energy. Slowly, their power returned, and they began to send out fragments of their power—little butterflies with wings just like theirs. They were often mistaken for morpho butterflies by amateurs, but a closer look does reveal the difference of the ventral side being blue and the dorsal side being black, rather than the dorsal blue and ventral brown of true morpho butterflies.
These butterflies would appear to those feeling dysphoric, and by touching them, the individual could have a better understanding of their gender identity. If they felt strongly enough, Morpho, through the butterflies, might give a small “blessing” that would make them very gradually take on an appearance more suitable for their gender. They could not fully change sexual characteristics indirectly, but this still helped many for a time. You can mention this experience without consulting me, taking place around 1950 to 2000.
Morph woke from their dormancy around 1995, but remained in their Abstraction as they sorted out all their memories and experiences, which they remembered like vivid dreams. They continued to send out more butterflies and give stronger “morph blessings,” but did not personally appear much, if at all.
In 2000, Order came to visit them and explained about the transition to Reunion. They warned against causing mayhem, but they welcomed Morph back to the mundane plane, saying that there are many who would benefit from their help.
They were given a permit to interact with individuals, and used it to begin morphing individuals once more, though with some amount of time delay. Around 2001-2016, you may have Morph visit and give a morph that transitions an individual over a number of months.
Age of Reunion
When the Age of Reunion began, Morph began morphing individuals much more freely. You are free to mention an encounter without consulting me.
By 2030, they began hosting an event they call “Pride Morph” over June, Pride Month, in which all present in a designated section of a particular city (which one changes each year, but they do discuss it with the city leaders and Order) would receive a trial morph and spend the entire month in a fluid body before ending in their most preferred form. Morph would then spend the following month or two resting in their Abstraction.
The rest of the year, they are happy to go out to enjoy the world, express their own gender(s) of the day, talk to others, and still help those who could use their assistance.
An Edeia representing the Idea of Sanctuary. A gentle Edeia who wishes to offer a peaceful respite from all the conflicts of the world for all who might need it. They are responsible for creating a great number of Sanctuaries for the sake of Order's plan for Secrecy and Reunion.
Sanctuary is extremely old; they existed as a tree long before humans became widespread across the world, and they Actualized before organized civilizations had begun to form.
The major role they play in society is the creation of Sanctuaries for use by magical individuals and communities throughout the Age of Secrecy.
Sanctuary Creation: Sanctuary can create a metaphysical distortion of reality they call a "Sanctuary." This is their primary ability, so to speak. For more details, see the "Sanctuary Residence" section.
In addition to major Sanctuaries created where magical individuals can reside, Sanctuary may on occasion create a smaller personal Sanctuary for an individual who has need of it. For instance, they might make a closet, under the bed, a gap between a particular pole and fence, etc. a Sanctuary that can only be entered by the specific individual it was made for. They do this more often for children than adults, as well as magical creatures. When the individual no longer has need of it, it may fade.
After creating a larger Sanctuary, the Edeia Sanctuary will need to rest for some time, which they may do within their Abstraction or by sitting in some Sanctuary like a tree for, say, a number of years.
Second Chance: Those that die near or within the physical space a Sanctuary occupies, or those whose bodies are brought to a Sanctuary not long after their death, may be given a chance to return as a spirit creature. They will typically take the appearance of animals, though not necessarily a specific species, and different characteristics may be combined (for example, a wolf with antlers). These spirit animals can live forever within a Sanctuary, and have limited time outside of one. Some live out their days in peace, and some go on a last journey through the world for one purpose or another.
You can have any character become a spirit animal without consulting me, but you can if you wish to ensure accuracy. A spirit animal is capable of Actualization into an Edeia, but it is as rare as it is for any being in Ideation.
Ancient Ages / Age of Magic
Throughout the Ancient Ages, they wandered the world fairly freely, a majestic behemoth to the humans who observed it, and sometimes sat in the wild without a care in the world. You can mention an encounter/observation of them without consulting me, though it's very possible that they do not respond in any meaningful way, even if they are climbed onto. For actual conversation, you should consult me.
They will sometimes create little Sanctuaries for those who need it—someone who needs a safe place free of conflict and danger, where they can rest as long as they need. Oftentimes, they create these without the knowledge of the benefactor, and when the individual no longer has need of it, it may fade. They do this more often for children than adults, as well as magical creatures. It is not a strict requirement, but I would like to be checked with if you wish to have a personal Sanctuary for your character to ensure accuracy of lore.
Around 1000 years before the Age of Secrecy (500 CE), Order made contact with Sanctuary. Over the next hundred years, the two gained something of a companionship and Sanctuary agreed to help Order in building a peaceful world order. Around 1000 CE, Sanctuary began creating their iconic powerful and vast Sanctuaries, partially just to create safe places, and partially in preparation for Secrecy. Sanctuary would rest for several years between the creation of each one. These Sanctuaries could be entered freely by any magical individuals, and were simply considered one of many magical phenomena at the time; you can have your character enter a random generic Sanctuary without consulting me, and you can have them encounter a resting Sanctuary without consulting me. Very rarely may Sanctuary rise to a present awareness and hold a conversation while resting; if you wish for this to occur, you must consult me.
Around 1400 CE, Order became much more clear about their intent and began seeking out magical communities to invite them into Sanctuaries to prepare for Secrecy. For the most part, they left the talking and negotiating to Order, simply creating Sanctuaries when they felt it was needed. If you desire a Sanctuary for a large community, please consult me. It will almost always be allowed, but I would like to make sure everything fits. Note that communities of ideated individuals are relatively rare, as relatively few individuals would be ideated and they would often hide their power to avoid being singled out in whatever community they were born in or otherwise part of.
Age of Secrecy
Once the Age of Secrecy began, Sanctuary spent most of their time sitting in Sanctuaries, resting as a tree-like figure. Most came to realize that most attempts to interact or converse were met with a lack of response, though on occasion they might hold a brief conversation if they are caught aware. You may mention an encounter and say that a brief conversation occurred, though I would appreciate being consulted for actual dialogue and if you want anything beyond a few casual encounters.
Sometimes, Sanctuary would disguise themself as an animal and walk among human civilization, creating personal Sanctuaries for those they felt were in dire need of that pocket of safety—mostly children, whose claims could easily be dismissed as a result of their wild imaginations. If a character as a child is under considerable distress and would benefit greatly from a safe space, you can give them a surprise Sanctuary without consulting me. For other situations, please consult me.
Age of Reunion
When the Age of Reunion came about, Sanctuary continued doing much of the same as they did in Secrecy, though they were more open about their presence and less concerned about being seen. Sometimes, they may appear in their full size, wandering in the wilderness. You can mention a random sighting of Sanctuary and without consulting me, as well as the same interactions in the Age of Secrecy.
If a magical community wishes to disperse the Sanctuary magic of their residence, Sanctuary will show up to disperse it.
Sanctuary also assisted in integrating their magic with mundane society. They were able to make spatially expanded residences that were larger inside than outside, or allow buildings in areas larger than the space they took up—under the effects of Sanctuary magic, of course. You are free to have your characters have spatially expanded housing without being explicitly clear that it is from Sanctuary's influence; there are also public buildings such as libraries under the effects of both expansion and non-conflict enforcement of their magic.