Veythria


Veythria was born when Chaos, a primordial being beyond form or intent, bled through the Earth's core. From this bleeding wound, the world began to take shape—raw, unstable, and brimming with unformed potential. In time, ten divine entities emerged from the essence of Chaos, each a fragment of its bleeding will. These became the Ten Gods, ancient beings who, moved by a mysterious yearning, gave form and order to the world.
They poured their essence into creation—igniting the sun, sculpting the land, breathing soul into the waters, and weaving time itself into motion. Life blossomed from their sacrifice, and the gods sealed themselves away, their powers bound across the land to preserve the delicate balance they had forged.
But the world was not left without scars.


REGIONS

------ Place of elves - Life ------------ Wasteland - Death ---------- Land of Vampires - Darkness ------ Hot Deserted land - Light

Oceanid Castle - Water ---------- Angelic coliseum - Air ------- Crystal Wyrm dungeons - Earth ----- Hidden Recluse - Time

Fae Library - Knowledge ------------- Ghost hideout - Soul ------------------ Dragon peaks --------------------- Humane Walls -----------


Remnants

Remnants are ancient artifacts or fragments scattered across Veythria, infused with the raw magic, memories, and emotional residue of the Ten Gods and the world they helped shape. They are the byproducts of divine creation and sacrifice—objects, places, or even moments crystallized in time. Some are beautiful, serene, or powerful, but others pulse with volatile energy and instability.Each Remnant holds a piece of the past—grief, rage, hope, or longing—that never fully faded. They can awaken visions of history, empower those who find them, or curse the land around them. Many Remnants are dormant, but under certain conditions, they stir, becoming dangerous.---Eroded CreaturesWhen a Remnant becomes unstable—either due to exposure to corrupted energy, misuse, or the shifting flow of time—it begins to decay. This decay gives birth to Eroded Creatures, beings twisted by broken memory and chaotic magic. They are not truly alive, but rather echoes of the past shaped into monstrous form.Eroded Creatures are unpredictable. Some take the form of beasts, others mimic lost souls or warped reflections of gods and mortals. They feed on magic, emotion, and time itself, often warping the land around them into nightmarish zones of distortion.They are feared across Veythria, not only for their destructive power, but because they are reminders that even the sacred is not immune to decay.---Veil’s TideThe Veil’s Tide is a mysterious and cyclical phenomenon that affects the flow of time in Veythria. When it occurs, time slows to a near standstill—sometimes for hours, sometimes days—before violently accelerating again. In this stillness, the veil between past and present weakens.During the Tide, Remnants awaken. Echoes of memories, long-lost emotions, and forgotten tragedies become vivid and tangible. People may see events from ages past replayed in spectral form. When the tide shifts back and time surges forward, these echoes can become unstable—some fading like mist, others twisting into Eroded Remnants, spawning dangerous beings or anomalies.The cause of the Veil’s Tide is unknown, though many believe it is tied to the ancient bleeding of Chaos, the being from which the gods were born. Some scholars suspect that the gods’ seals themselves are weakening, and with them, the stability of time.


Ten Gods

Long before Veythria took shape, there was only Chaos—an ancient, formless being, endlessly vast and unknowable. It was not alive in any way the world now understands, but it pulsed with power, with hunger, and with raw potential. And then, Chaos bled.From its wounded core spilled divine essence, a storm of soul and magic that seeded the foundation of the world. From this terrible birth came the Ten Gods—primordial beings forged not by will, but by necessity, rising from the corpse of Chaos like stars from the void. Each God embodied a fundamental force, and together, they bound the poisonous corpse of Chaos deep within the earth, anchoring the world's fragile balance with their own essence.To protect Veythria, each god placed a seal, a divine anchor, hidden—or brazenly placed—in the world. These seals are not only guardians against Chaos’s corruption but hold the gods’ own fading powers, as the act of sealing weakened them greatly. And as their strength faded, so too did the world's stability.


1. God of Life – The Eternal TreeThe God of Life was the first to breathe. Or maybe it was the land breathing through them, it's hard to tell with gods. Either way, they rooted themselves into Veythria and from their spine grew the Eternal Tree, its roots slinking into every living thing. From bark, flesh, and soil, they birthed beasts, elves, golems, * fae, angels, serpents—even humans, though that last one might’ve been a mistake.
The seal of this god beats like a heart at the core of the tree, pulsing with sap and soul. You can feel it when you get too close—makes your teeth itch and your breath taste like new spring leaves. It's protected, of course.
2. God of Death – The Deer in FogDeath didn’t come with a roar or a plague. It whispered. The God of Death didn’t take; they offered. To the desperate fools who wandered into their fog-soaked lands, they handed out immortality like poisoned candy. Those souls? Now vampires, cursed with eternal hunger and hollow bones. Their land isn’t land—it’s miasma, thick and heavy, like breath after a bad decision.The Deer’s seal lies nestled in the Yokai realm, where spirits and demons party like it's the end of time.
The God of Death doesn't talk much. Meditates, mostly. Sleeps in poison air, dreams of bones dancing.
3. God of Darkness – The Raven and the VoidGod of Darkness is a trickster, a master of shadows who delights in deceit. This god’s realm is a place where the light never reaches, and those who wander too far are consumed by the eternal night. It is a world of fog and obscurity, where the souls of the damned are lost in endless confusion. This god’s shadows twist and warp reality, turning beings into phantoms and mist. Many who enter this domain are corrupted, their souls tainted, and they wander forever, unaware of their own decline.Vampires, fleeing the poison of Death’s domain, also sought refuge in the Darkness. Here, they took on the mantle of Darkness Knights, creatures who rule the dark with cruel pride. Their swords gleam in the moonlight, yet their hearts remain as cold and empty as the shadowy world they inhabit.The seal of Darkness is housed within the Raven, a black, glassy creature forever falling into the Void. This raven’s flight never ends—it tumbles into the abyss, pulling all it encounters into the dark.4. God of Light – The LionThe God of Light is the brightest and most willful of all the gods, but also the loneliest. Their domain is a barren wasteland, marked by scorching volcanic heat and arid plains where little can survive. Yet, in this harsh land, the god breathed life into those creatures who adapted to the extreme conditions—serpents, fire-dwellers, and beasts who could withstand the searing sun. Some of these beings, empowered by the god's will, gained more human-like traits, while others remained fiercely animalistic but carried within them the core of fire and life.The God of Light’s most potent gift was the eternal flame that burned deep within the earth’s core, a fire that gave life and energy to all that surrounded it. But over the centuries, the flame has slowly burned out, leaving behind only the illusion of warmth. The land is growing colder, energy running out, and the creatures that once thrived here now face an uncertain future.The Lion’s Seal rests at the heart of the city, hidden beneath the great statue of the lion itself. It is too proud, too visible, to be truly concealed.5. God of Water – The WhaleDrown, and you wake up in the arms of the God of Water. That’s how their realm works. The ocean doesn’t end in death—it transitions. The Whale cradles the broken, the desperate, the ones too tired to swim anymore. Drowned humans came back changed—slick, quiet, devoted. Serpents glide through the depths, comfortable in cold silence.
The seal sleeps deep inside the noble castle, guarded by glassy-eyed aristocrats with webbed fingers and secrets thicker than kelp.
6. God of Earth – The Wolf BeneathYou hear the God of Earth in your teeth before your ears. Deep, resonant, like the planet groaning under its own weight. They don't walk the land—they are the land. Before humans could dig too deep, the Wolf made sure something else got there first. Crustalborn: creatures of blood-soaked stone and hungry crystal. Serpents became wyrms, sliding through tunnels like knives in flesh. Goblins followed, drooling and nesting.
The Earth seal? Hidden in a living maze of tunnels, always shifting, lit by crystals that hum lullabies.
7. God of Wind – The Sky SerpentThe God of Air is a lover, not a fighter. They kissed the angels and gave them wings, not out of pity, but out of longing. Spirits begged to touch clouds, and the Serpent obliged, winding its sleek golden body through sky and storm. Their realm is all wind and endless blue—freedom, sure, but lonely too.
The seal is a massive golden snake coiled in the sky, embracing the realm like a mother would a fevered child.
8. God of Time – The Koi in the ClockTime is broken. And it’s this god’s fault. Or maybe not. Maybe it was Chaos. Either way, the God of Time gave wizards their gifts, opened the door too wide, and Chaos slipped in. The land they govern is a looped scream—on the outside, a dead ruin. But inside, everyone lives, eats, loves… unaware they’re ghosts of a clock gone wrong.
The seal is a massive clock, slow-ticking, guarded by two koi swimming in sync. Problem is, the seal’s already broken. Nobody noticed. When those koi stop swimming, something’s going to crawl out—and it’s not going to be pretty.
9. God of Knowledge – The FoxThe Fox doesn’t give gifts. They give tests. Think you’re worthy? Prove it. Their realm is all stairs that lead nowhere, libraries with teeth, and temples that laugh when you pray. Fairies maintain it—stern, brilliant creatures with no time for your whining.
The seal is just within a puzzle. Been there forever. No one’s solved it. Some die trying. Some go mad. The Elder Fairies guard it with their lives, and they don’t share answers. The God of Knowledge believes you earn enlightenment. Or die a fool. Either way, they don’t care.
10. God of Soul – The Butterfly CementryThis god doesn’t speak. They listen. They weep. They witness. The God of Soul didn't build cities or create new races. They just gave every creature a soul—and the unbearable weight that comes with it. Their land is soft, quiet, filled with butterflies—each one a piece of a person long gone.
The seal is not a thing. A place. A feeling. It is the resting land.

* In Veythria, the Fae are larger and more mature than traditional folklore depicts—tall, graceful beings with ancient wisdom and commanding presence. Smaller Fae still exist, but they serve as workers or scouts under the guidance of their elder kin.


SONS

The Sons of the Gods are unique beings born with the fleeting power of the gods themselves. They are not biological relatives but are chosen and blessed by the gods, each embodying a fraction of the god's essence. Despite their divine origins, a Son can appear as any being, even one that contrasts with the god they represent. For example, the Son of Life could be born as a creature of death, defying the typical association of their parent god. These Sons carry immense power but also the burden of their god’s legacy, often tasked with maintaining balance or fulfilling their god's will in the world.


Dragons

Dragons are ancient, powerful creatures born long before the gods, thriving in the realm of Chaos itself. They were forged in the heart of disorder, where survival meant adapting to constant turmoil and upheaval. Their strength and resilience were born from the chaos that surrounded them, making them formidable beings. However, when Chaos died and the Ten Gods rose to power, the dragons found themselves at odds with these new divine forces. Their proud, independent nature led some to fight against the gods, while others chose to retreat, refusing to align with the new order. These dragons now live either in isolation or in defiance of the gods, remaining remnants of a time before divine rule.

* Dragons of this era are not as enlightened or knowledgeable about their god, Chaos, as their ancestors once were. Only the Elders, those who lived through the time of Chaos's reign, retain the ancient wisdom and understanding of their origin.

* Dragons cannot/less likely to be a born a SON.


Seven leaders

The Council of Seven is the ruling body of Veythria, made up of the leaders of its seven major races: Elf, Fairy, Angel, Human, Vampire, Oceanid, and Demi-human. Though they often clash in ideals, the Council exists to keep balance across the realms in the absence of the gods. They settle disputes, oversee the handling of divine relics (like the seals), and make decisions during times of war, crisis, or divine interference.


Organisations

Eden GuardiansThe Eden Guardians are a prestigious and honorable order, bound by a sacred duty to protect the divine Sons of the Gods and maintain the balance of Veythria. They serve as the personal protectors of the Sons, ensuring their safety from both external threats and the darker forces that seek to manipulate or corrupt them. The Guardians are sworn to uphold the peace that the gods have established, guarding the seals that keep the gods' power in check, and ensuring that the delicate balance of nature, magic, and time remains undisturbed.The Eden Guardians are highly respected across the land, and their reputation for bravery and honor is unparalleled. They are often seen as the last line of defense against the chaos that lurks beneath the surface of Veythria.


The PuppeteersThe Puppeteers are a secretive and manipulative cult, born from the Soul and driven by an unyielding desire to control the very essence of life and death. Their leader, the Soul, is a mysterious and enigmatic figure who seeks to break the seals of the Ten Gods and bring about a new world order—one where the gods no longer hold dominion over the balance of nature, time, or existence itself. In their eyes, true freedom and peace can only be achieved by freeing the world from the divine shackles and using the power of the Sons of the Gods to reshape the fabric of reality.The Puppeteers are masters of manipulation and deception, pulling invisible strings behind the scenes and bending others to their will. They often seek out vulnerable individuals or those with latent magical power, drawing them into their web of influence. The Puppeteers have a particularly strong bond with the Soul, who leads them in their quest to control the lives of others through spiritual and magical means. The cult’s influence is growing, and their network spans across the land, infiltrating even the highest levels of power.

There are Sixteen members within the Cult, excluding Soul


Veil of RosaThe Veil of Rosa is a mercenary guild shrouded in silence and blood. It is not bound by loyalty, honor, or cause—only by profit and power. Made up of outcasts, assassins, fallen Guardians, rogue mages, and those twisted by ambition or cruelty, the guild is infamous for taking the jobs no one else dares to touch: political assassinations, sabotage, forbidden hunts, and artifact theft.Unlike the Guardians or the Puppeteers, the Veil holds no grand vision for the world. Their only law is survival—and dominance through any means. Members are cold, calculated, and unflinching in their methods. Many within its ranks are considered irredeemable by society, having crossed lines others would not even approach. Few who join are ever accepted back into the world; most are marked as lost.Their name comes from the Rosa Blade, a legendary cursed weapon said to grant the wielder unmatched precision, but at the cost of their empathy. Whether the blade truly exists or is merely symbolic, all who wear the guild’s crimson sigil are seen as dangerous, unpredictable, and untethered from the laws that govern Veythria.