Overview | Edeiology | Setting | Organizations | History | NPCs
The Edeia originate from an "urban fantasy" world, a world much like ours but where magic has been revealed to humanity. Some areas in the world have more magic-related activities, and some areas remain almost completely mundane—in those places, people can go their entire lives without ever encountering a magical individual.
The only form of magic that originates from this world is idea magic, magic from the power of an Idea. Any other kinds of magic and supernatural abilities come from entities from different dimensions, often involving an Edeia bringing back an entity or object with that kind of magic.
Mundane society and magic societies still govern separately, but there have been advancements in innovation that use both science and magic—and both mundane and magical worlds have changed and intermixed.
This provides a brief overview of Ideation world history, which may be sufficient for general needs in character development. For more detailed world history, see the History page.
There was no division; everyone lived with the fact that magic was real and something you had to deal with. "The Age of Magic" is often used for the time closer to the Age of Secrecy.
In the very beginnings of civilization, humanity was very superstitious and believed in gods, spirits, demons, etc—though all of these were essentially Edeia. No one truly understood what Edeia were at first, but some Edeia who sought knowledge and understanding began to compile knowledge and theories. The term "Edeia" began being used around 2000 BCE, but only sparingly and usually only among the Edeia themselves.
As the years progressed, some societies/groups gained more understanding of idea magic, Edeia, and the process of Actualization, while others did not. There were also conflicting views and beliefs in some cases; some had it correct, with idea magic/Actualization having to do with identity and personal development (with the term "Idea" to refer to the origin of magic coming into use over time), while others held onto various other beliefs.
The age in which the world of magic and the world of the mundane attempted to completely isolate themselves from each other.
An Edeia known as Order along with some others called a convergence with as many Edeia as possible—they had seen possible futures with Possibility, and decided that the best path forward for the sake of order and advancement of society, the magic and the mundane should separate.
The separation had varying degrees of success. Edeia and other magical entities simply stopped appearing, and while the early generations knew Edeia were real, later generations had only the stories. Magic became myth, and those that fell into the world of magic were often told to keep things secret. Those who showed signs of becoming an Edeia would often be contacted and spirited away—or the family was told and brought into the fold of secrecy. In this stage, the mundane world is as close as it gets to ours, with a few differences: there are unexplored regions of the world due to magical effects (both deliberate and natural—such as places that would mysteriously turn you around or just never let you leave), and there are any number of fictional locations.
It was during this time that some Edeia began to work together to truly understand their kind, and to standardize various terms and establish social norms among themselves.
The age in which magic society and mundane society reunited.
Order decided the time had come to reunite the magic and mundane, and did so with the help of many other Edeia, including Data. This led to collaborative governing bodies, magical entities hiding in mundane society revealing themselves, intersections of magic and science, etc. With the reveal came all the knowledge of Edeia, organized and presented for all to understand if they desired.
Currently, there is advanced technology and magitechnology in use, though there are only a few "futuristic" cities.
In ~2030, a supergovernment with some degree of control over all countries was established, along with the Registry.
The current time can be considered to be exactly 100 years from now, i.e. 2100s.
Edeia do not have a centralized governing body or culture, but many may choose to integrate themselves into mundane society.
Edeia do not have organized law enforcement, but if an Edeia is causing trouble, a meeting of Edeia can be called. This is referred to as a "convergence." An Edeia can send out an energy signal for others to gather, and each signal might attract about three to ten more Edeia. They then decide on a course of action; it is generally agreed that if a decision is made at a convergence, it should only be contested by another convergence decision.
As for what those decisions are: they might decide to try to talk down the Edeia, or seal them within their Abstraction - which is possible through the combined effort of multiple Edeia. It could be indefinitely (which essentially means until dissociation) or for a set amount of time.
It is possible to visit those within Abstractions, including those sealed away. In general, if an Edeia knows the energy signature of another Edeia, they can metaphorically knock on the door of that Edeia's Abstraction. Whether they let them in is up to them, though it is possible to force your way in.
Edeia are capable of recognizing specific energy signatures—it may even be their most precise sense, since it is their only "default" one. Generally, an Edeia can recognize another to some extent if they spend some time in proximity, make contact, or both enter either's Abstraction, but it is much more socially acceptable to seek out Edeia you know less well after "exchanging" energy signatures by making physical contact and letting out a small flare/burst of energy.
For Edeia with hands, this is often done by holding each other's hands for a moment. Any kind of contact with any part is fine, and for those who prefer not to be touched, they can acknowledge an exchange by flaring their energy without making any contact.
Relatively few Edeia remain in human society—they don't need to eat, sleep, and work to live, after all. They outlive all the humans, as well. Many wander the parts of the world untouched by society, such as magical environments that may be dangerous or protected, possibly by an Edeia.
That isn't to say they don't interact with human society. Some might want to contribute to science or magiscience, or create things for mundane society to partake of. They aren't allowed to take mundane political positions, but there are Edeia-specific roles that they may take. They might also act as advisors or Edeia representatives, running businesses (usually pretty small ones, since they have no significant need for money), or simply living among mundane society.
Much of mundane society/history can be considered similar to ours, though from the Age of Reunion onwards, when it could be considered "united society" rather than "mundane society," many societal, environmental, and other issues were addressed fairly well, whether due to Edeia/magical intervention or not.
Society is united by a supergovernment with some degree of control over all countries, established in approximately 2030. Following this, there came to be:
the United Council, a group of 50-100 members consisting of Order and volunteers that pass a qualifying exam (literacy, understanding of current policies, etc.) and then are picked randomly for election for a five-year term.
universal currency (credits, with 1 USD approximately equal to 100 credits)
the Registry, which keeps records of all individuals who interact with united society. All citizens must have a record in the Registry with some biographical information, as well as what kind of magic or supernatural abilities they might have.
an increasing trend of people raising children without gender. That is, the child could try whatever gender they found they liked; it is fairly easy to update the registry in regards to a new gender, though it is not required to put anything until ~18 years of age (at which point you are still allowed to put "questioning"). Parents could still raise children with a gender if desired, though this becomes less common as the years go on.
universal healthcare and minimum living needs provided. People still need to find some kind of occupation and provide something to society, whether material, emotional, creative, etc.
You can see more detailed information on the page with details of united society.
It is fairly obvious when someone has the potential to become an Edeia, because they have powers as well as minor changes in their appearance, usually their eyes. The color of any part of their eyes could change, the pupil shape could change, there could be some other pattern, etc. At the same time, this can be hidden by covering the eyes or explaining it off as a different phenomenon. During the Age of Secrecy, minor changes were accepted as rare phenomena that were simply quirks of biology, though science couldn't quite explain them.
In united society, in the Age of Reunion, once it is clear someone has the potential to become an Edeia, they are provided information on Edeiology and Edeia norms - of course, many do not consciously remember all of this information after Actualization. If the potential Edeia hides their abilities then they might not acquire this knowledge.
During the age of secrecy, minor changes in appearance were often written off as mutations. Animals with idea magic were often seen as mythological creatures and spirits.
In the Age of Reunion, people are fairly open to individuals who come from other dimensions. They may choose whether or not to engage with united society—if they do, they need to be entered into the registry of all individuals in society. If that individual possesses a foreign type of magic or is anything other than a mundane human, they will be requested to provide a brief explanation of their capabilities and characteristics.
There are, however, research groups dedicated to understanding extradimensional magic and science, and these groups may reach out to the individual to do some testing and research. This is completely voluntary.
If the individual does not enter the registry but still interacts with society, authorities may attempt to get into contact with them. If they are deemed as dangerous to society and/or the world, they may be sent to their home dimension or a different one.
Order has a major role in the supergovernment that governs the world by 2030, though they are not the sole dictator. Many others, including humans, other mortals, supernatural beings, and Edeia have positions, which are mostly volunteers that pass a qualifying exam (literacy, understanding of current policies, etc.) and then are picked randomly for election. There are about 50-100 members in the United Council at a time, with a term lasting five years; these terms do not all start and end at the same time and may stagger. There are no campaigns for those in the supergovernment, and you can consider it impossible to be rigged. The United Council makes decisions that affect all of society; there are smaller layers of government for countries, states, cities, etc. though they operate under similar systems and are under the authority of the supergovernment. You may have any of your characters serving a term in the United Council if you wish.
There may also be non-elected participants, such as consultants, volunteers in less important roles, etc. These may not have time-limited terms. You may have your characters in these roles without consulting me, but if you are unsure whether or not there is a particular role, please ask me. Many of the Orderly can be considered permanent consultants.
See more info on the organization page here.
If an Edeia is causing chaos in united society, Data will generally be the first to know, and the information will be reported to a member of a group of Edeia who have volunteered to keep a fragment of Data with them to notify. The Edeia may be asked to give a warning to the offending Edeia. For more info, see the page on details of united society.
The magical physics and characteristics of the world of Ideation. This page contains an overview of the most relevant information; detailed information is available on the Advanced Metaphysics page.
Idea magic (can be capitalized - Idea magic, or not - idea magic) is the magic of Edeia, magic that comes from the power of ideas, and it is the only form of magic originating from the world of Ideation. Any other kinds of magic and supernatural abilities originate from idea magic or from entities from different dimensions.
One example of idea magic that anyone is capable of is ritual magic. Ritual (Tuplet Edeia, Rial and Tial) grants power to rituals; however, there are many rules woven into the magic, one of which is that the efficacy of a ritual grows weaker the more people know how to do it. There are thus numerous secret rituals that are only passed down to a select few.
Edeia may directly bestow magical abilities and characteristics upon others. There are some cases of Edeia being able to cause an individual to develop magical abilities through the use of infectious magical pathogens and afflictions, such as Blight, though this tends to only be the case if their idea magic is relevant, i.e. related to infection. Self-propagating magical pathogens that grant magical abilities are otherwise uncommon.
Magical and supernatural pathogens and afflictions exist in Ideation, though not all magical phenomena that "spread" are necessarily classified as infectious with CSMA. Most were created by Edeia such as Blight, though some were brought in from other dimensions. Magical pathogens of other dimensions, however, tend to have reduced potency and effects on native Ideation individuals while in the universe of Ideation due to Firmament's stabilizing effects.
During the Age of Secrecy, Blight collaborated with other Edeia along with Order's research efforts to establish CSMA, a classification system for magical/supernatural pathogens, or biological pathogens of magical origin and/or with magical effects. It was versatile enough that it was used for some other magical non-pathogenic/non-infectious afflictions as well. By the Age of Reunion, almost all Cd10 and highly dangerous pathogens were eliminated (in united society) or eradicated.
You can read more details about magical pathogens/afflictions and CSMA here.
Souls are the essence of self, composed of metaphysical energy and tied to physical bodies through life force. For mortals, the soul can be safely separated from the body temporarily, though extended separation causes problems. Edeia souls are intertwined with their energy form—their life force and body are one.
Upon death, souls enter the ethereal plane—a dimension parallel to the physical world where souls may dissolve into essence, fragment and recombine, or reincarnate into new lives. Life and Death act as guardians of this plane and the natural flow of souls.
Souls typically reincarnate without memories of past lives, though certain elements persist: Ideas are retained across lifetimes, and strong soulbonds may carry over as weaker connections. Under special circumstances involving powerful magic or Edeia intervention, memories can be preserved across reincarnations.
Deep connections between individuals create metaphysical bonds between their souls, referred to as soulbonds. These range from family and friendship connections to profound bonds that allow telepathy, shared senses, and blended identities. The strongest soulbonds can lead to Tuplet or Soultwined Edeia. Soulbonds grow through mutual trust and comfort, but can be damaged by betrayal or harm.
Beings from other dimensions follow their original metaphysical rules until their souls naturalize to Ideation, which typically takes multiple lifetimes or can be accelerated through strong soulbonds with native souls.
For more details, see the Advanced Metaphysics page.
Parallel dimensions/universes can exist, with parallel individuals. These individuals are believed to be born with the same soul and similar if not identical physical forms, as much as their biology/species allows, but their subsequent experiences make each of these parallel selves different entities. Experiences shape the soul, after all, and these may lead to many differences, if perhaps subtle.
Parallel individuals may end up in the Ideation dimension - perhaps one is native to the dimension, perhaps all are extradimensional. Regardless, it is possible (though rare as it always is) for multiple to develop different Ideas and Actualize into different Edeia.
A "continuity" refers to the flow of a particular timeline in a particular universe. "Continuity" and "timeline" can more or less be used interchangeably. A continuity is like a tree, branching out with every possibility of every choice, with major splits occurring with world-changing differences in events. One continuity in the past can become multiple different continuities in the future.
The branching can become more complex when time-crossing events occur, such as time travel, timeline traversal, communication across time or timelines, gaining knowledge of possible future(s), etc. Each time-crossing event creates new branches: for instance, one where the event occurred, and one where it did not. A timeline where the time-crossing event occurred can further branch into a "continuous timeline" where the past is followed to close the loop, or a "paradox timeline" where an entity who knows of the time-crossing event chooses not to follow the past. These are not exclusive; a single timeline may contain both continuous and paradoxical events, including the main continuity.
There is no universal force preventing paradoxes, though some Edeia may choose to try to prevent them. If a continuity that lacks Firmament develops a large number of paradoxes, the universe may become unstable. The more paradoxes in a timeline, the more difficult it may be to access externally as well. The effects of a paradox on individuals may vary and is fairly open to interpretation, though you may consult Auspice to discuss ideas.
Continuities (capitalized) generally refer to established, collaborative timelines of Ideation that others can join, whether they are made by Auspice or by others. Joining an established Continuity generally requires adherence to that Continuity's lore and, in some cases, requires approval/discussion with the creator of the Continuity.
An Edeia can also originate from a divergent continuity, which is a timeline that branches from or is similar to a more major Continuity. For instance, "Divergent Calamity Continuity" refers to an alternate timeline of the Calamity Continuity. This may be useful if you want to make use of the setting of a certain Continuity but keep the events of your Edeia's story separate from that of the original Continuity. However, please ask before making any divergent continuities of Continuities you did not make yourself.
You can see the page on Continuities here.
These are characters who play a significant role in shaping the world of Ideation. You may see them on their own page here.