Githeon

Hey, nobody's allowed to mess with this page but me (Swan) and Szen, okay? (Moderators are allowed too). If you do, it's not cool of you, and we'll just set it back to what it was.
== Overview ==
Created primarily by Szen and Swan, Githeon is a science-fantasy world with varying aesthetics and its own pantheon of deities. It takes its primary inspiration from ancient mythology (Primarily Greek), feminism, and pop culture, oftentimes the darker sides of it. Its supposed to be a reverse of a variety of clichés with a comedic twist. Rampant LGBTQ+ themes.
Githeon started with a few simple role plays mainly involving three gods, Life, Death, and Love, but quickly grew to have lore and other characters, mainly gods.
== The Realms (Within the Membrane) ==
In need of editing lol - Szen (Who knows nothing of geography)Githeon is home to numerous realms, some being more physical and accessible than others. It's a misconception that the different realms are located in a certain pattern, such as being stacked atop each other. Most often, they cling desperately to one another as to not float off into the Void, not really settling in one specific shape or pattern. The realms, when connected, are known as the Membrane. If all the realms were to be stacked atop of each other, it would be in this order:
=== The Void ===
(Also known as The Waiting Room, Paradox, Chaos, Null, Vacancy, Barren, Desolation, the Vacuum, the Cavity, the Chasm, or the Abyss)
Also partially revered as a deity in and of itself, this doesn't really belong on this list, because it isn't part of the Continuous Membrane of Githeon (comprised of the infinite celestial body of __ and Maeve's "Expanse"), but it does surround the Membrane and makes up a sort of nothingness that is also a somethingness and an everythingness, all and none at once and for all time. The Void is a not-realm of primordial chaos, where concepts of existence and non-existence intertwine in a swirling maelstrom of nothingness, somethingness and everythingness. It is a place where the very fabric of reality is fluid and mutable, defying comprehension and logic. 
From the emptiness of the Void, the seeds of creation were sown, __ and Isobel. The twins emerged from the formless abyss, their boundaries blurred and intermingled. Pieces of each element drifted aimlessly, merging and separating in an eternal dance of creation and destruction. 
Within the Void, the elements exist in a perpetual state of flux. Water is unswimmable, land is unwalkable, and air is unbreathable. Temperature fluctuations occur unpredictably, with hot turning to cold and cold igniting into flames in the unblink of an not-eye. Shapes and textures within the Void are in constant flux, shifting and morphing with no discernible pattern or logic. Objects merge and separate effortlessly, sometimes solidifying inexplicably before dissolving back into the formless void. 
The Void is devoid of the natural laws that govern the Membrane. Gravity, thermodynamics, and other fundamental principles of nature hold no sway within its chaotic embrace. Instead, chaos reigns supreme, defying any attempt at understanding or prediction. 
Within the Void, realities fracture and shatter like glass, their shards scattering across the formless void. What is solid one moment may dissolve into nothingness the next, and what is weightless may crash through the fabric of reality, leaving destruction in its wake. The Void serves as a gateway to the unknown, a realm where the boundaries between reality and unreality blur and merge. It is a place of infinite possibility and endless potential, where the limits of existence are defined only by the imagination. Despite its chaotic nature, the Void remains an eternal mystery, its depths unfathomable to even the most astute observers. It is a realm of endless exploration and discovery, where the brave and the foolhardy alike venture into the unknown in search of answers that may never be found.
The Void is never spoken of, as speaking its name is a taboo of the highest order, whom many believe would cause the end of existence as they know it. When a god, demigod, nymph, or monster has committed a crime terrible enough, and were decreed guilty by Hilda, they are sent to the Void to be "recycled". Their consciousness is ripped into infinite pieces and their physical body is absorbed by the Void, thereupon which a new deity is created by the Void to fill the space left behind and is spit back into the universe as a completely different being.
The Void is completely uninhabitable and even __ and Isobel can only survive inside it for a short amount of time. Isobel is the only known deity to communicate with the Void, as she shares the strongest connection to the being. Not much is known about their interactions, but it is said that she draws inspiration for her weaving of the future from its clandestine whispers. 
=== Heaven ===
(Also known as Paradise, Moksha, Nirvana, Tlalocan, Gan Eden, Folkvangr, the Fields of Aaru, Vaikuntha, Tir Na Nog, the Otherworld, Elysium, or Cockaigne)
Cloud-like, with hilly landscapes. One of the smaller realms, and the second oldest. Where the proper land ends, it is replaced with clouds where Nyphele, Nymphs of the Clouds, reside. Rivers, lakes, ponds, and streams do not exist here, but it is often in a state of light rain. It is in a perpetual state of sunrise/sunset at all points on the horizon due to Aelia and Aibek, the Gods of the Sun and Moon, existing primarily in the Mortal Realm. Constellations, stars, and planets are clearly visible in the sky. Plants, whether mythological or very real, find strange ways to flourish here, usually parasitism.
Heaven is also characterized by its breathtaking crystalline structures and floating islands.
Elaborate temples, spires, and palaces made of shimmering materials adorn the landscape. Most structures defy all laws of physics, often floating. Access to Heaven is guarded by majestic gates, also known as the Doors. Other Doors are hidden within sacred places in the other realms, most commonly located in the mortal realm. Only those deemed worthy or given permission can pass through the Doors. The deities in Heaven follow a hierarchical structure, in which deity has their own responsibilities and duties. Certain deities are held in more power than others, but a god can always challenge another for their position (a famous example is Kelly, the Goddess of War and Aelia. You can guess who might've won the fight.).
Heaven is governed by Caelus, King of the Gods. Many powerful relics, weapons, and tools of the gods are also stored here, but they are guarded fiercely, usually by Dragonshifters or a modern security system. Usually both.
=== Eden ===
(Also known as Edinu, Terrestrial Paradise, Gan Eden, Εδέμ, Paradisus, Edin, Dilmun, Hesperide, Parádeisos, Parādaiĵah, Paridaidam, Pairi Daêza, Pardesu, Pardaysa, Pardes, Firdaws, or Pālīz)
Flat, forested lands that have mostly since been converted to (mostly eco-friendly) farmlands. It's large, but certainly not infinite. Rivers, oftentimes in a calm state, and other bodies of water exist here and are common to come across. 
Eden is also characterized by its breathtaking and fertile landscape, as well as its vibrant flora and fauna. It also known for its lush green meadows, pristine rivers, and majestic waterfalls. The very air itself is sweet and exotic, and the climate is always mild and pleasant. At the heart of Eden lies the Garden of Healing (Iasia). The garden is home to rare and magical plants, possessing healing properties. The trees of the Garden bear extraordinarily ripe fruit. The animals and mythical creatures of Eden coexist peacefully, and birds of various vivid colors are common. 
The guardian deities of Eden include Meli (Goddess of Life & Fertility), Bion (God of the Wild), Ahi (Goddess of Monsters & Predators), Iasia (Goddess of Healing), and Chloe (Goddess of Youth). Immortals, different from the Gods, also reside here. These guardians nourish the land and protect the animal and plant life. Another central feature of Eden is the Fountain of Youth (Chloe). Its crystal waters possess rejuvenating and youth-giving properties. Those who drink from the Fountain experience a sort of de-aging, and the waters also have power to heal and purify.
Within Eden, there is a sacred grove of Worldtrees with mystical properties. Each Worldtree represents a world or realm, and anything that happens to the trees also occurs to the world it represents (And don't try cutting them down - you'll only end up like King Erysichthon. There's been Gods that have tried.). Only guardians of Eden or those with permission from a guardian can enter the realm.
=== Amphit ===
(Also known as the Ocean, the Sea, Many Waters, Neptune, the Brine, or the Deep)
In the heart of the realm lie three large central islands, each surrounded by its own myths and legends. The guardian deities are Kai, the God of the Sea and Bijou, Goddess of Wealth and Gemstones. Amphit is characterized by its immense oceans, stretching as far as the mortal eye can see. The deep waters teem with life, from the most elusive sea creatures to fish so colorful they can temporarily blind a person, or venom so potent it can kill fifty mortals. Scattered archipelagos and islands provide shelter for the diverse life and serve as waypoints for courageous (or crazy) adventurers, often those swept up by the wave, whether accidentally or intentionally. 
The islands serve as the seats of power, cultural centers, and as protected divine territories of the realm. Deep and mysterious trenches are common in Amphit, with the depths often hiding ancient relics, mythical creatures, and perilous entranceways to other realms. Treasure-hunters often pray to Bijou for good fortune in reaching the underwater riches of the realm, searching for precious gems, pearls, and other valuable prizes. Beneath the waves, Amphit harbors several underwater cities, mostly comprised of ruins from past civilizations. No one knows much about these aquatic metropolises, but they are shrouded in mystery and guarded by magic. An abundance of forgotten artifacts and relics are stored in the cities. 
The guardian deities of Amphit, particularly Kai, govern the realm, often having many temples and shrines dedicated to them. The expanse of the ocean is home to vibrant coral gardens and bioluminescent wonders. The ocean comes alive most at night with the vibrant displays of glowing sea life, including bioluminescent plankton, which makes the waves glow at night. The skies above reflect colorful auroras and ancient constellations (Courtesy of Maeve, Goddess of Stars). 
=== The Mortal Realm ===
(Also known as Earth, the Planet, the World, Creation, or the Orb)
The Mortal Realm is predominantly an ocean, with seas stretching far and wide. Islands, archipelagos, and bodies of land dot the vast expanse of water. The vast oceans facilitate trade and cultural exchange between the different nations. Seafaring is a crucial aspect of life, and ports and harbors are bustling centers of commerce and diplomacy. The various cultures intermingle, leading to a melting pot of traditions, languages, and lifestyles. Mortals across the different nations are aware of the gods, but their beliefs and mythology vary considerably. Each nation has its pantheon, and different deities represent specific regions, aspects of nature, or even individual households overseeing large businesses, known as dynasties or houses. Monarchies are a thing of the past in the Mortal Realm, and nations have evolved into various political structures. Each nation has its own system of governance, from democratic councils to meritocratic leadership. Technological advancements may vary among nations. Some embrace advanced technologies, while others maintain a more traditional way of life. Territorial disputes and resource competition challenge the nations, leading to cooperation and rivalries.
==== Ameman ====
In the northwest lies Ameman, the largest body of land, which is inspired by North America. A land of stark contrasts, the environment quickly goes from tropical rainforests to expansive deserts and temperamental terrains. Its mythology is also inspired by North America; whether by modern inventions such as cryptids, or Native American folklore. Most of Ameman is hardly inhabited, but it is famed for its largest city, Esper. Esper is known for its marketplaces, DIY lifestyle, encouragement of small businesses, gardens, and for its experimentation with city-states. Ameman is diverse, having a rich variety and incorporation of other cultures.
Another staple of Esprish culture is its boarding school, simply dubbed "Eleghast Academy", by the city's residents and the academy's student body. Most of the students in Eleghast Academy are from Esper itself or from the northern parts of the Rouge Isles. Esper is the most accepting of modern technology, as its really where the "cyberpunk" in Githeon comes to play. Everywhere you look, there's electronics stores and the buildings have screens and holograms embedded in them for advertisements. 
There's a popular brand of phones, laptops and tablets that have cases that resemble super cute animals, have flashlights that can change colors, and have downloadable digital pets similar to Tamagotchi that can actually perform magic from inside the phone. Come on, who wouldn't love to have phones and stuff like those? The brand doesn't have a name yet, but Szen will think one up.
A popular fast food chain in Esper is Andi's, which is similar to McDonald's (but obv better). Andi's is pastel themed, with a ginormous play place which is themed after a kidcore circus. Demons run Andi's, and they steal the souls of children and feed them to "The Incinerator", but, come on, it's a fast-food place. All fast-food joints are run by demons, whether metaphorically or literally.
Even in school life, technology is everywhere. Students at Eleghast and the public schools are issued laptops for their assignments, and their dormitories have televisions. Kind of makes you wonder where Eleghast gets its money...oh, right, neglectful parents.
===== Customs and Traditions =====
Ameman's culture is as diverse as its landscape, with customs and traditions varying greatly from region to region. However, a reverence for nature and a deep connection to the land are common themes. Rituals celebrating the changing seasons, agricultural festivals, and ceremonies honoring ancestral spirits are prevalent.
===== Languages =====
The predominant language in Ameman is Amarian, but regional dialects and indigenous languages are also spoken. 
===== Societal Structures =====
Ameman's society is structured around decentralized communities, with local councils and elders providing leadership. Trade networks and alliances between settlements play a crucial role in maintaining cohesion. The youth are taught to be independent at a young age, and extended families living in one home are rare due to the cost of living in Ameman. 
==== Rouge Isles ====
Underneath Ameman is the Rouge Isles, an archipelago. In terms of Geography and some cultural traditions, it is inspired by Hawaii in the West and the Philippines in the East. The islands boast lush tropical landscapes, vibrant coral reefs, and volcanic terrain. The red hue in the name signifies the volcanic activity and unique flora and fauna that give the archipelago its distinct characteristics. "Psychedelica" magic is considered to be founded here. Psychedelica is a school of magic is categorized by strong emotions, hallucinations, and bright colors.
The patrons of the Rouge Isles are any of the water-related deities. Bijou and Kai have the most temples, meanwhile more minor goddesses like Ula, have only one sacred temple that is hidden within the mountains. Several temples, always those with female patrons, also double as "divorce temples", inspired by the Tōkei-ji temple in Japan.
Merfok, also known as Nereids, Sirens, and Manticores are native here. However, they've spread across the Mortal Realm like wildfire. Merfolk, as common as they are, are mischievous creatures, known for petty thefts but generally are not dangerous (although in recent years, boating incidents have become more common with merfolk). Sirens and Manticores are much more malicious, with Sirens symbolizing the cruelness of storms and Manticores the classic disappearances in the forests.
===== Customs and Traditions =====
The people of Rouge Isles have a vibrant and colorful culture, influenced by their tropical surroundings. Ceremonial dances, feasts celebrating bountiful harvests, and rituals honoring the sea gods are integral to their way of life.
===== Languages =====
Creole languages, blending elements of indigenous tongues with colonial influences, are commonly spoken in Rouge Isles. These languages reflect the archipelago's history of trade and cultural exchange.
===== Societal Structures =====
The Rouge Isles have a communal social structure, with cooperation and mutual support among islanders being highly valued. Clan and tribal affiliations play a significant role in societal organization. 
==== Moonin ====
Moonin, the northernmost nation, has dense jungles, misty mountains, and ancient temples.
===== Customs and Traditions =====
Moonin's culture is steeped in spirituality and ancient traditions. Elaborate ceremonies honoring kami, martial arts festivals, and rituals venerating the Sun Empress are vital.
===== Languages =====
Moonin people speak Nihongo.
===== Societal Structures =====
Moonin has a hierarchical social structure, with noble families and religious institutions holding positions of authority. Strong communal bonds and collective decision-making are also prevalent. The nobles families mostly only hold social power, whereas in the past, they held genuine political power as they owned lots of land. Government officials often retire by becoming priests, which gives the temples more political power, and also strengthens the secretive theocracy that hides beneath the Mortal Realm's governments.
==== Jiule ====
Jiule, lying to the southwest of Moonin, is heavily inspired by places such as China, Taiwan, and Hong Kong. The coastal villages are highly reminiscent of Zhouzhang (A watertown in China's Jiangsu Province). Family is highly valued in Jiule, and often stay together no matter what living circumstances they are put through. Funerals are elaborate exchanges, and sometimes the mere beginning of the mourning stage takes weeks.
The most urban part of Jiule would be Guangying (It means something along the lines of "light and shadow" or "sunlight and shade"), which has bustling night markets and energetic hutongs (traditional Beijing neighborhoods formed of Siheyuan - courtyard houses). However, the world of traditional neighborhoods and night markets are coming to an end because of a recent Full Modernization Act. At the center of Jiule is the "Palace" (Szen will find a badass name for it) where lots of government activities take place. The Palace is closer to a large mansion rather than a traditional castle. The Palace is interchangeable with Guangying's local government.
The poverty situation in Jiule is heavily inspired by Hong Kong. Guangying has rooftop slums, coffin apartments, people staying in fast food restaurants. In Jiule's history, there was a "Gu Disease" - a mass hysteria freaking out over Southern magical practices in the mountains causing diseases and famines. Gu Disease in modern times is simply a term used by elderly to explain why Mystici (The primary mortal species in Githeon) can rarely go "insane" while using magic, which may have been the reason for the Gu Disease mass hysteria from the start.
===== Fashion Styles =====
Qi Lolita, Military Lolita, Cyber Lolita, Guochao, Techwear
==== Practikia ====
Practikia, the southernmost country, is characterized by diverse landscapes, including arid deserts, vibrant coral reefs, and dense rainforests. The nation's cities and settlements are known for their innovation and adaptability to the challenging environment. Most of the famous cities are located in the far south, where its cooler. Practikia is known for theatre (Haha Sydney opera house reference.) and its energetic way of living. 
Practikians are not against going for rides (in jeeps, of course!) throughout the desert, ziplining through dense rainforests, and jumping from high cliffs into the ocean below. They have an immense beach culture, with hundreds heading to the beach every morning. Most Practikians live near the coasts, and can have small closets full of sunscreen.
===== Customs and Traditions =====
Practikia's culture is shaped by its harsh yet bountiful environment. Survival skills, respect for indigenous flora and fauna, and storytelling traditions passed down through generations are integral to their way of life.
===== Languages =====
Practikians speak a variety of languages and dialects, reflecting the multicultural nature of their society. Indigenous languages, influenced by ancient oral traditions, are still preserved.
===== Societal Structures =====
Practikia's society is characterized by egalitarianism and a strong sense of community. Nomadic tribes and decentralized settlements form the backbone of societal organization, with leadership roles rotating based on merit and consensus.
=== Le Cirque des Rêves ===
As a pocket dimension, the origins of Le Cirque des Rêves are shrouded in mystery and legend. Some whisper that it was conjured into existence by the famed magician and deity known only as Corbelle, while others believe it emerged from the dreams of mortals seeking escape from the mundane world. Le Cirque des Rêves appears without warning, its arrival heralded by the soft glow of ethereal lights and the distant strains of haunting music. It materializes in random cities and towns, seemingly at the whim of fate (yes, that one), and vanishes just as mysteriously at sunrise, leaving behind only faint traces of its enchantment.
The attractions within Le Cirque des Rêves defy the laws of physics and reality. Spectators marvel at acrobats who soar through the air with unearthly grace, illusionists who bend perception with their mind-bending tricks, and fortune-tellers who whisper secrets from the depths of the cosmos. The Night Circus is powered by real magic, weaving spells and enchantments into every corner of its ethereal realm. Performers harness the forces of the arcane to create breathtaking spectacles that leave audiences spellbound and enraptured.
Within the confines of the circus tents, performers pull off feats that seem impossible to mortal eyes. Fire dancers twirl flames without getting burned, contortionists bend their bodies in ways that defy anatomy, and illusionists craft illusions so convincing, spectators question the very nature of reality.
Participants in Le Cirque des Rêves' game are caught in a web of illusion and reality, never truly certain what is genuine and what is a clever trick of the mind. Trust is a fragile commodity, and players must navigate a labyrinth of mysteries and deceptions to uncover the truth. The stakes are high within the confines of Le Cirque des Rêves, and some players have paid the ultimate price for their participation. Whispers of madness and mysterious deaths follow in the circus's wake, adding an air of danger and intrigue to the proceedings.
Despite its shadows and mysteries, Le Cirque des Rêves exudes a whimsical and enchanting atmosphere. Lanterns flicker with ghostly light, tents shimmer with opulent fabrics and intricate designs, and the scent of caramelized popcorn mingles with the heady aroma of exotic spices. For those who enter its hallowed gates, the circus offers a fleeting glimpse into a world of magic and wonder, leaving behind memories that linger long after the final act has ended.
=== The In-Between ===
(Also known as Betwixt, Amidst, Bound, Enclose, Halfway, the Seam, Midway, or Almost)
The In-Between is a realm with a landscape echoing the features of the Mortal Realm. It replicates the diverse terrains, from sprawling oceans and mountain ranges to dense forests and arid deserts. However, everything in the In-Between has a surreal and otherworldly quality. The landscapes in The In-Between act as mirrored reflections of their counterparts in the Mortal Realm. The oceans shimmer with an otherworldly glow, the mountains may have peaks that touch the skies, and the forests emit an enchanting aura. 
The In-Between is veiled in Misterie, a subtle, ever-present mist that adds an air of enchantment. This mist blurs the boundaries between the different terrains, creating a dreamlike atmosphere. Navigating the In-Between requires a blend of intuition and magic, as the landscape may shift and change. Throughout The In-Between, structures may appear. Bridges, floating islands, and Doors to other realms materialize and dissolve, providing both challenges and opportunities for those who navigate it. 
The skies of the In-Between are adorned with celestial phenomena not found in the Mortal Realm. Nebulas, constellations, and auroras dance with otherworldly colors and paint the skies, creating a mesmerizing display. The In-Between is a nexus of magical energy, and Doors to different realms may manifest at any given moment. These portals can lead to distant lands or alternate dimensions. 
Travelers must tread carefully, as the destinations are unpredictable. Time in the In-Between behaves differently from the Mortal Realm. Minutes feel like hours, and moments of stillness stretch into eternity. The In-Between is also regarded as a spiritual crossroads, where the boundaries between the mortal world, divine realms, and other mystical planes bleed into one another. The In-Between is even said to hold whispers of prophecy and glimpses into the future. Those who traverse this realm may receive cryptic visions or insights that guide their decisions.
=== Oniro ===
(Also known as the Dreaming, the Land of Dreams and Nightmares, Phantisie, Illusion, the Land of Daydreams and Daymares, the Sight, Phantasm, Undream, Wonderland, Hallucination, Chimera, Mirage, the Castle in the Air, Fiction, Utopia, Fabrikation, Cloudland, Will-o'-the-wisp, or Cuckooland)
Oniro's landscape is a kaleidoscope of ever-changing dreamscapes. From lush and vibrant meadows to surreal floating islands, the geography of Oniro is as fluid as the dreams it encompasses. Mountains morph into cascading waterfalls, and forests transform into sprawling cities. 
At the heart of Oniro stands the unwavering palace of Narcissa, the Goddess of Sleep. Her palace remains a constant amidst the ever-shifting dreams, constructed with ethereal materials that seem to shimmer with colors. The palace serves as a focal point and a sanctuary for the dreamers. Oniro hosts dreams and nightmares of all themes and genres. From whimsical wonderlands filled with talking creatures to landscapes evoking fear and uncertainty, the dreams within Oniro encompass the entire spectrum of human imagination. 
The landscape is adorned with astral rivers that flow with liquid stardust, creating luminous pathways that spread across the realm. Oniro is inhabited by creatures born from dreams and nightmares. These beings take on various forms, from benevolent guardians that guide dreamers, to terrible creatures that embody the fears of the subconscious. Each creature is a manifestation of the individual dreamer's thoughts and emotions. 
Dreamgates act as portals between different dreamscapes within Oniro. These gates are often whimsical archways adorned with symbols and motifs representing the dream realms they connect. Time in Oniro follows its own rhythm, creating a sense of distortion. Moments of dreams feel like fleeting seconds or stretch into endless experiences. The dreamers are meant to lose track of time as they explore Oniro. The air in Oniro is filled with narcotic aromas and enchanting melodies that enhance the dream's atmosphere. Fragrances shift from sweet and floral to mysterious and musky within seconds.
=== The Underworld ===
(Also known as the Netherlands, Hell, Gehenna, Tophet, Abaddon, Sheol, Hades, Tartarus, Acheron, Niflheim, the Pit, Shadeland, the Netherworld, the Land of the Dead, the Infernal, Damnation, Avernus, or the Otherworld)
Some legends speak of the Underworld as a realm of judgment, where souls face trials and tribulations based on their actions in the Mortal Realm. The powerful entities that dwell within the Underworld are said to preside over these trials, determining the fate of the departed. When a spirit found neutral or blessed emerges through the true gates to the Underworld, they are greeted with a large field with few other souls. The field has a small stream in it, with the water coming from an unknown source before falling into the depths of the river below. Besides the stream are red spider lilies, poisonous flowers that symbolize death.
The Underworld is situated within a colossal underground cavern, a subterranean expanse devoid of natural light. The cavern is vast and echoes with a perpetual sense of foreboding. Massive stalactites and stalagmites hang and rise from the cavern's ceiling and floor, creating a haunting and otherworldly atmosphere. 
The geography of the Underworld consists of floating islands that hover at varying heights within the cavern. These islands are formed from dark, obsidian-like rock and are adorned with twisted vegetation and ominous flora. The islands drift ominously, casting shadows across the cavern floor. However, higher up, closer to the island where Vio's palace resides, are more beautiful islands where the blessed souls or higher demons resides. 
Beneath the floating islands flows a colossal river, winding its way through the Underworld. The river is a dark, viscous liquid that appears to be a mixture of shadowy mist, blood, and molten obsidian. Nobody knows what it is like at the bottom of the river, as it eventually goes to dark that not even a deity of light can see. The river serves as a boundary between different sections of the Underworld and is often shrouded in a perpetual, eerie mist. Chthonic gods emerge from this river when they are "born" - they tend to get fished out by demons, or if they are born with a natural sense of swimming, they can get to a bank. 
Glowing orbs of haunting Hellfire hover near the floating islands, casting an eerie glow that dances across the cavern walls. The light is dim, contributing to the overall sense of loom. The Lampades, nymphs of the Chthonic River and fire, light the torches that illuminate the islands inhabited by the blessed and the neutral souls. The Lampades are a peculiar form of nymph, as they are the only nymph that can only be naturally found in one realm. 
On two large plots of flat terrain beneath the floating islands, lesser demons have claimed their territories. These demons, not as powerful as their counterparts in other realms, reside in a landscape of twisted rock formations and dimly lit caves. Their dwellings are scattered across the flat terrain, and they serve the more powerful beings of the Underworld. The Underworld is home to shadowy and malevolent beings, from ancient spirits and spectral entities to powerful demons. These inhabitants roam the floating islands, manifesting as flickering shadows or ominous silhouettes against the cavern walls. The cavernous nature of the Underworld amplifies sounds, creating ominous echoes that reverberate through the floating islands. Whispers and eerie murmurs seem to emanate from the very walls, contributing to the unsettling ambiance of the realm. 
The Underworld is a realm of judgment, where souls face trials and tribulations based on their actions in the Mortal Realm. The powerful entities that dwell within the Underworld (Vio, Death, Seraphina, Asha, Hilda, and Ariana) preside over these trials, determining the fate of the departed. 
== The Realms (Outside the Membrane) ==
Noehtig is home one realm, almost entirely impossible to physically access. It's a misconception that all the different realms are located within the Membrane, or even connected to one another. Most often, they cling desperately to one another as to not float off into the Void, not really settling in one specific shape or pattern. The realms, when connected, are known as the Membrane. There is only one realm outside the Membrane, which is Eternity.
=== Eternity ===
(Also known as Time, Immortality, the Endless, the Immeasurable, Everlasting, Forever, or the Perpetual)
Eternity manifests as a colossal clockwork mechanism that spans the cosmos. Its intricate gears, cogs, and pendulums form the very fabric of the realm, orchestrating the passage of time and the movement of celestial bodies. The clockwork is a mesmerizing spectacle, with gears rotating in perfect synchronicity. As far as the eye can see, Eternity stretches into infinity, its celestial clockwork blending seamlessly with the cosmic expanse. The horizon disappears into a haze of shimmering stars and nebulae, evoking a sense of boundless wonder and awe.
Amidst the celestial clockwork, paradisiacal structures emerge, their architecture blending seamlessly with the cosmic machinery. Towering spires and ethereal palaces rise like mirages from the cosmic void (not that one), adorned with intricate carvings and luminescent materials that reflect the light of distant stars.
Within Eternity dwell celestial beings who serve as guardians and custodians of the realm. These beings, Isobel (Future), Catherine (Past), and Aika (Present) embody the timeless wisdom and benevolence of Eternity itself. They watch over the celestial clockwork and ensure the harmony and balance of the cosmos. Eternity is a realm of temporal nexus, where past, present, and future converge in a seamless continuum. Visitors to the realm may witness echoes of events that have yet to pass or glimpse visions of distant futures, blurring the boundaries between time and space.
Scattered throughout Eternity are ethereal gardens and sanctuaries, havens of tranquility and beauty amidst the cosmic expanse. These sanctuaries are adorned with celestial flora and shimmering pools of liquid stardust, inviting visitors to immerse themselves in the timeless splendor of the realm. Within the celestial palaces of Eternity lie vast libraries of knowledge and wisdom, containing the collective wisdom of the cosmos. Scrolls of celestial script and tomes of arcane lore line the shelves, offering seekers of truth and enlightenment boundless opportunities for learning and discovery.
Eternity serves as a meeting point for celestial beings from across the cosmos, where beings of light and darkness come together in harmony. Here, cosmic alliances are forged, and divine councils convene to shape the destiny of the universe. Those who venture into its celestial depths may discover truths that transcend mortal comprehension, unlocking the mysteries of existence and experiencing the boundless majesty of the cosmos.
== Magic ==
There are five known forms of magic, Astrology, Phsychidelica, Bioik, Divination, Erobomancy. All forms of magic are appreciated to different extents, and it depends on the nation. In Ameman and Eastern Jiule, Bioik is appreciated as a way to further the connection to nature. In the Rouge Isles, Phsychidelica is prefer due to its way of enhancing reality to be more pleasurable. Astrology and Divination are preferred in Moonin due to its affects on character and love life. Divination is preferred in Practikia due to its usefulness in the desert. Erobamancy is easily the most isolated, with each nation having varying opinions and superstitions on it.
=== Astrology ===
Astrological magic is said to have been brought by the Star Traveler - the Goddess of Stars
=== Phsychidelica ===
Drugs and poisons, but magic (Instantly the best)
==== Kodoku/Gu Magic ====
Infamous in certain Southern provinces in Moonin and Jiule, Kodoku or Gu magic is conducted when one places venomous insects and other small creatures into a small containment area. The creatures are thus forced to kill and eat each other. The last creature standing is used for a toxin. 
Common creatures used for these rituals are spiders, centipedes, and scorpions. Sometimes, even snakes can be used. The toxin of the last-standing insect is often used as a curse, but in modern times can be used as a pesticide. Sometimes, however, the insect becomes a good luck charm for the sorcerer. The good luck charm is often used for seduction and to allure people to the sorcerer.
Kodoku/Gu, however, has been linked to historical cases of women in Moonin and Jewle intentionally poisoning their husbands. These women would often pass off the poison as a love potion, trying to justify their actions. In certain provinces of Moonin and Jewle, family trees are heavily examined by families to avoid potentially dangerous suitors for their children.
In the cases of Kodoku/Gu being used simply as a curse, the surviving creature is kept in a jar. If the creature is not fed, it might escape and eat the sorcerer in turn. Children were reported to often fed to these creatures. A common solution to getting rid of a Kodoku/Gu curse is the cursed individual finding the jar and leaving it on a nearby road with valuable items next to it. The valuable items serve as bait for the next person to find the jar, and the curse continues in a cycle. In recent times, precautions against these cycles have been made.
Parasitic ointments have been made to be used against crops, livestock, and even other humans. In Jiule, Gu poison is said to be slow-acting (someone who ingested it can go ten days until finally experiencing symptoms) with no taste. Some stories claim Gu poisons are specifically created on the day of the Dragon Boat Festival, and the jars are kept in the darkness for a year.
Another form of Gu magic is also identified. Some sorcerers kill snakes and mix them with local herbs. The sorcerers leave the snake's corpse alone for a few days until it starts molding. The meat is ground into a powder and snuck into wine.
=== Bioik ===
Earth...life stuffy
=== Divination ===
Uh, rituals for the future or hidden knowledge idk
=== Erobomancy ===
==== Necromancy ====
"As mentioned before, Necromancy takes years of training and studying to “perfect it” - a term that hasn’t proven to be fruitful in modern times. The Revival sect of Necromancy is simply the magic, of all the schools, that takes the most time. It requires the emotional negligence of oneself, after all, how could one kill an innocent animal? An innocent mortal? What if the person being revived is living in peace in the Afterlife and the Necromancer is ruining that peace? Necromancers often see mutilated bodies and are exposed to vicious crime scenes.
Questions like these are important in deciding if one wants to go about many years of their life studying Necromancy. It is not uncommon for Necromancers to go into therapy, or even commit suicide from the pressure. 
In terms of the historical use of Revival, records are limited. Through the five nations, we have presented the art of bodies being revived, whether maliciously or with good intentions. In the early ages, it was possible Revival wasn’t very successful in its attempts. Medical knowledge, even healing magic was incredibly limited, and it was possible to revive people whose injuries or diseases weren’t properly cured suffered from blood loss, infection, and disease. Knowledge of blood types was nonexistent back then, meaning people likely died very soon after their revival.
There is also the emotional and mental shock of being revived; it could end in a violent frenzy.
Revival always requires a freshly dead corpse, and the person being revived to die from causes that are not related to old age. In modern times, a Revival is quite expensive and requires government alert and paperwork, and this all must be done quite quickly." (An excerpt from The Prophets of Death, a recent (and very fictional book that doesn't exist irl - Szen) book written by Valkyrie Moringbow, detailing Necromancy in Githeon)
===== Evocation =====
Evocation is the most common form of Necromancy, although it doesn’t confine itself to summoning corpses, spirits, and demons. It can also summon holy beings such as lesser gods and angels. This school comprises various forms of different summoning rituals. Often associated with Divination magic, Evocation is often used to bring forth the future, past, present, and forgotten, potentially also forbidden knowledge. Necromancers in this field generally try summoning spirits on the lighter spectrum, rarely, if ever, evoking demons unless a particular Necromancer has a taste for blood.
In popular culture, Necromancers are generally seen as malicious. They are often shown as using Evocation magic to summon armies to support them in their often lethal causes, but Necromancy in this world is usually summoning the dead to gain knowledge. While some spirits can still remember the past and their knowledge of it even expanded, others can see the future. Others, especially those who were condemned by the Temples of Gods in their lives, can offer special knowledge to those who seek it.
However, Evocation magic is not always nearly identical to Divination. It can be used to draw in powers from specific forms of spirits, but those spirits always have to consent to the use of their power. At other times, Evocation magic can be used for protection, especially with spirits under the Poltergeist spectrum.
Other times, Evocation magic was used to spread knowledge to major spirits or deities by summoning messengers of gods or spirits. It is thought that Evocation magic being used to deliver messages originated only in the current age of Mortality during sieges on nations and their capital cities. These rituals would be conducted in a military setting and would promise gods a better-endowed local cult, or more lavish temples in return for protection and defense.
Conjuration is another form of Evocation magic, although its more of a term for a summoner using Evocation for learning and conducting higher-level spells. Legerdemain is considered a fool’s play of Evocation. Legerdemain is mainly used by street performers to summon lower-level or mischievous spirits, rarely demons, often to steal or use weak, easily broken illusions. (Another excerpt from The Prophets of Death by Valkryie Moringbow)
===== Revival =====
To revive a humanoid corpse, (Humans, which the term “humanoid” stems from, is now a general term for all mortal beings in the image of the gods as actual humans are extinct), it requires talismans of some kind. Talisman is a very loose term in the scenario of Revival; a talisman can simply be a bucket of water or traditional medicine.
Across different cultures, each has different rituals for Revival. The Jiulees have a system where they empty the corpse of the deceased and fill it with traditional medicine and perfumes. They lay the body out for a week and mourners gather around to gift incense and gifts, more than a regular funeral. They bring a priest on the eighth day, who chants to the local deities. If successful, the deceased is revived, with a brand new set of organs gifted by the Gods. In case the Revival does not succeed, joss paper is burned for the deceased in the afterlife. A more macabre version of this ritual exists where, as a way to control the deceased, a Gu sorcerer opens the body and dumps venomous bugs into it.
In Moonin, they have itako. Itako are blind, female spirit mediums who can sometimes revive the dead with the help of freezing holy water, purified rice, and salt. They generally only appoint themselves to see spirits. On a funeral or anniversary of a death, an itako can come and attempt to revive the deceased.
==== Pyromancy ====
Pyromancy, while implying divination involving fire, is also a broad term. It generally refers to fire magic in general. Pyromancy isn’t as global as other forms of magic, but it is still prominent.
In the ancient world, seers would look into the fire and read the flames to predict the future. All priestesses of Seraphina have to be Pyromancers and are trained intensively in the arts of smithing and cooking. Seraphina’s priestesses have to be able to perform a variety of fire rituals from across the five nations, to suit the cultural needs of their clients.
Pyromancers have been associated with burning away evil spirits by creating smoke and steam by lighting native plants. Pyromancers enhance weapons temporarily by writing symbols relating to fire on them, which creates a forcefield if done correctly, and lighting the weapon on fire.
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