Heaven's Fall(Setting)

Neveah

## Overview

The continent of Neveah is roughly the equivalent size of Pangea, the landmass surrounded by ocean on all sides aside from a few sparse islands. Neveah making slightly under a quarter of Nuyevan's total land, the majority of its population residing in the central area of the continent with only a few scarce communities along the less civilized wilds that have yet to experience the same rapid urbanization. This urbanized area has been dubbed as the same name as the rest of the continent, causing slight confusion when discussing the geography of the land. The population numbering up into the trillions, but despite this the autocratic government forces are not only able to keep a strong grip upon the population but also provide for their every need. They can afford to do this thanks to the discovery of, and rapid advancement of magitech which has allowed for the lives of its citizens to be drastically improved with a sudden boon in population. Magitech has also allowed for the government to acquire a stronger grasp over its people, and the population of "Freaks", a suppressed group of people naturally born with immense power rather than learning it like any other mage. The development of military grade, specialized, "Anti-Freak" magitech allows for the government for the most part keep them in check. Though, not without the occasional hiccup.... Further expansion into the wilds has thus far been halted due to the government and its people largely becoming content with their current standards of living, seeing little reason in expanding out further into uncivilized, wild, and quite possibly completely useless land other than to push back the hostile wildlife, natives, and ambitious gang of troublemakers. Though the government does claim all of these lands, they've made little to no effort into expanding further. Especially after the disastrous events of Lucifer and Heaven's Fall, which has permanently crippled Neveah in more ways than one.

As, in an attempt to cover their own sins, the government quickly redirected public confusion and uproar towards the already oppressed population of Freaks so they may further put down the troublemaking threat to their regime and prevent a mass revolt for what they've done. Though, few remember the exact details of the event as both are further exaggerated and twisted to fit different sides narratives. While the autocrats ruling Neveah have thus far been able to perpetuate their system due to propaganda, fear mongering, magitech advancements, and damn good luck. One can only question how long bread and circuses can distract its people, especially as Freaks grow ever bigger in population, power, and dissatisfaction with their place in society. But for now, the Utopian rule of Neveah continues to prosper, having managed its territories into four states, three territorial holdings, and the infamous exclusion zone of Site 15.

### **Synderon**

The capital district of Neveah, the center of administration and government power, notably Freaks are strictly forbidden from entering the region. The land borders between it and the opposing regions of Rominus and Remeus are completely walled off with a massive fortified perimeter, dubbed as "Heaven's Gates" by some and others as the "Central Curtain". The justification for these defenses is to ensure that no freaks manage to sneak into the capital, believing that any of the subhuman monsters trying to enter would make an attempt at a terrorist attack. Despite this, it is still possible for Freaks to occasionally sneak inside, although it is far more challenging. Only notable exception to these laws being Traveler Freaks, though they'll still be heavily searched and limited in where they can go and what they can do within the region itself. Even having special tracking devices installed for when they enter, only removed upon their departure.

Synderon is the land of the wealthy, rich, and a seat of power for all of Neveah. Many who've lived in the area for all of their life, may not even realize there's anything beyond what they call their home. Becoming slightly ignorant of the outside world, as for those able to live there, why ever leave the eye of Heaven? With its great spires that reach on into the skies, the lavish way of living may even make those from neighboring regions of Rominus and Remeus see the populace as rather stuck up. Since, quite literally every man's a king.

### **Rominus**

The largest of the regions dividing Neveah, Rominus holds the highest population and most substantial economy. Anything from Magitech weaponry, golden robes, or two headed cats can be found in the vast shops of Rominus's markets. Its people, similarly to those living amongst the Synderon region live in utter prosperity, yet unlike their neighbors things aren't quite as utopian. Eastwards lay the Damascus Badlands, a nearly unhospitable wasteland walled off by the scar that divides Neveah. But, despite this occasional beasts wander into the region and bring havoc across the land along with bands of raiders often made up between both mages and Freaks. Although, the atrocities committed by the mages amidst their ranks are often forgotten about due to the media focusing on the Freaks as the primary perpetrator. In addition to this, Freak attacks occurring plentifully from the North where Rominus borders Adriarch cause a stir throughout the populace frequently. This has caused a heavy focus to be put upon the combative benefits of magic, Rominus opening the biggest school of the arts in order to help hone and practice the skills of any mage who wishes to delve into them. This makes Rominus the most mage heavy region of Neveah, and powerful ones at that. Some of the most respected yet powerful of which, happen to be Travelers which has begun the popular belief that they may be stronger than the average man.

### **Remeus**

The opposing side of Rominus, Remeus due to being safer from raids has found itself being home to a greater degree of industry in Neveah. The southern half of it becoming the industrial heartland of the entire continent, where much of what makes society run is manufactured. Occasionally even employing Freaks amidst their factories, using their natural abilities as helpful tools for labor, though its common they won't receive fair wages in comparison to man. The northern half of the region, contrasting to the industrial heartland is largely reserved for residential purposes. It being believed that in a few years, Remeus may yet surpass Rominus, especially as the region has employed a strategy to attract the mysterious Travelers to their land. For anyone that could prove themselves as such will receive special benefits that provide them a home and place to work, so they begin integrating within society. Notably, Remeus holds the longest border along the infamous "Site 15" which has posed, troubles. For the growing region rivaling Rominus, forcing the regional government to begin enforcing a heavily monitored and fortified border along the region. Not being afraid to kill on sight for any and all beasts approaching the borders, still, as the consequences of old continue leaking through the rips in reality pressure is put upon this frontline. Which may very well lead to the wide scale destruction of Remeus if not pushed back, thus expeditions have organized around pushing into Site 15 to slaughter imposing dangers. Many who sign up, being Freaks and Travelers alike due to the two groups needing money more so than the common man.

### **Adriarch**

Adriarch, infamous in name and often feared by many due to the overwhelming population of Freaks, who've been forced to reside there so the government may easily segregate between Freak and man. Its also the most, impoverished, largely because of the government refusing to send any form of economic aid than the bare minimum that may be necessary to keep the region under their iron grasp. This has of course made many living within Adriarch resentful, several groups of Freak Extremist and "Imperian Supremacists" who've chosen to cast away the degrading name given to them in favor of something more fitting for what they perceive as the superior race. These groups often make it difficult for the government to exert control within the area, at least not without suffering casualties from numerous attacks upon them. However, notably not all groups of Freaks attempt to bring their own selves upon mankind, but instead strive for equality between they and man. The degrees of success they hold often vary, especially as the acts of Freak Supremacists either aid or hinder their progress with the acts of terrorism they commit within and out of Adriarch. However, their greatest success was establishing a sanctuary for their own kind away from the oppressive hand of the government that allows for both Freak and Man to live alongside one another. Uniquely, Traveler Freaks hold a different status amidst the Adriarch, less oppressed than the common Freak and having more freedom in the eyes of the law. Due to their mysterious origins and myths surrounding them, but this also leads to the groups wishing for Freak equality-.. or supremacy to try and pull them into their ranks.

### **Scleara Forest**

Forestry as far as the eye could see, what some may consider as the final frontier for Neveah expansion across the continent. If the need ever come to be that is, the land closest to the region of Remeus being almost entirely reserved for agricultural purposes. But, for the most part at least the Scleara region is untamed wilderness filled with thriving Neveah fauna and flora, its common for Freaks to retreat into the land to make little settlements for themselves to find a sense of freedom from tyranny by man. Notably, parts of Site 15's reality warping has leaked into parts of the Scleara forest with some of the creatures coming from the distortion in reality crossing over into the Twisted Jungle making a rather unusual home for themselves and many other unusual beasts. Many other parts of the Scleara region have been declared as National Parks, given a status that even when expansion into the region occurs it won't interfere in those sectors. However, plans for expansion have been largely halted due to the increase of dangerous Fauna, Freak gangs, and other notable crime syndicates establishing themselves out in the woods as a far away safe haven for them to grow away from peering eyes by law enforcement. Its oddly common for Travelers to appear within the Scleara forest, at least near the border between Remeus or Adriarch where its safest. The fates of many being dictated on if they choose to march into civilization, or turn around and delve deeper into the wilds.

### **Damascus Badlands**

A vast land largely considered to be a nearly inhabitable wasteland by many, divided from the rest of the continent of Neveah by a massive mountain range that spans from north to south known as "Neveah's Scar". Only a few small communities dot the coastline of the Badlands, the rest of the land is inhabited by terrifying monsters and nomads or raiders that roam the land. Life is hard amidst the badlands, hardly any of the land is fertile for agriculture and what life does live here is usually hostile. Much of the badlands dominated by desert or rocky mountains, traveling across the Badlands often feel like an impossible feat without the usage of flight or other advanced forms of transportation. Since there is no infrastructure or any government buildings to aid one in their journeys, those in power at Synderon wield little influence thus those really in control of the Badlands are those with the biggest bang and loudest voice. The Wild East. The badlands happen to be one of the least common place for the mysterious Travelers to appear, although despite them not beginning here often quite a healthy amount at least make a few journeys into the Badlands in an attempt to claim fortune amidst the wastes. Many notable raider parties and shanty towns have believed to be established, by those rumored as Travelers.

### **Karmois Tundra**

Just off the coast from the main continent, the island of Karmois is home to the great Karmois tundra, a cold winter wonderland year round yet when winter comes the region is blighted by life threatening freezing temperatures. That spread throughout the entire land, and may even cause the southern waters to freeze over forming a temporary land bridge between it and the mainland. The island is also home to the largest mountain in Neveah, not to be confused with the largest mountain range which divides the Damascus badlands and Rominus. The mountain reaches so far up into the heavens that it pierces through the clouds, and some say reaches into the starry sky of space. Although, in all likelyhood tales such as that are myths not to be believed in, to this day not a single known soul has managed to climb up to the top though. Likely due to simply how high and treacherous the journey is, and the fauna that call the land home don't make it any easier. Tales of beasts greater than that of either the Badlands or Scleara are revered, unimaginable horrors are said to lurk in the far north where one's blood will freeze over before they reach the northern coastline. These ghost tales have left the region to be the least populated of all, not counting Site 15 of course, with the few who are brave enough to reside clinging along the southern coastline or live far out in the wilderness delving into whatever god forsaken horrors they desire. Strange things occur in those woods, some speculating that cults within are or are at least partially responsible for the appearance of Travelers. As they attempt to pull the mysterious figures into their ranks in hopes of acquiring the knowledge they may hold of other realities, these cults, dubbed by the locals are known simply as: "Knowledge Cults" - Groups that attempt to dig up ancient scripture and knowledge from other realities, doing their work isolated in the frozen taiga.

### **Site 15 - Warning: PTK Off Zone.**

The epicenter of the infamous event Lucifer's Fall, and the largest Code F to occur thus far, Site 15 has been declared an exclusion zone by the Neveah government due to the hostile environment and wildlife present. Civilians are advised to stay clear of the area, with a fortified perimeter surrounded along the border of the exclusion zone with some of Neveah's finest to help contain the spread of dangerous anomalies leaking from the tears in reality. Though, despite their best efforts occasional slips through defenses do occur, where a swift effort to hunt down and contain said anomaly will be called upon by the government to prevent further mayhem and public panic.

Due to the sheer destructive power of the Code F, which has severely leveled the area permanently warping much of the environment with landscape from other realities bleeding into the land followed by mysterious fauna that tend to cling to areas similar to their own reality. Pools of distorted space where one's physical form can be morphed and permanently changed by simply getting to close, and flat 2D vantablack dark zones spread across certain hotspots of warping activity. Anything that's fallen victim to them, are doomed to never return as they're dragged into the pitch black abyss forever.

All attempts at forming expeditions into Site 15, even with their highest of elites and being desperate enough to hire Freak mercenaries to recover lost artifacts of history and research have failed. Due to the hostile, unpredictable twisting nature of the area, where the laws of physics and logic need not apply and the mysterious beast known only as "The Great Pyracion" which has proven to be the dominate creature out of all others present.

The majority of Site 15 was once apart of the Adriarch region, having taken up a few spots of Remeus and the Scleara forest, where the warping threat slowly leaks over.

## Mages

### **Magic**

Many years ago humanity gained the ability to manipulate reality in minor ways through a process that has since been dubbed 'Magic', although it is anything but. Magic is a form of reality manipulation any given person has the capability to be able use, but only a select few are gifted enough to learn it. Aptly named, Mages develop their abilities along a direction, an idea, called an Arcanum that is given to them at almost random.

A Mage does not know when they will get their Arcanum but once they do a whole world of possibilities is opened to them. an Arcanum is the theme that their magic takes form along; They can be anything ranging from Enchantment to Cryptozoology, to Elemental Aviation. Equipped with their Grand Arcanum a mage can develop a number of spells for a wide variety of situations so long as those spells can be linked back to their Arcanum. That doesn't mean that a mage cannot branch out however; some mages develop Minor Arcana that expands upon their initial abilities. A Minor Arcana is a secondary Arcanum that while much weaker than their Grand Arcanum, grant them a wealth of new options for spells.

Mages create spells to manifest their Arcanum in a variety of ways such as controllable fireballs, minions,  shields, whips of water, and even control of other creatures. Time is the greatest drawback to being a mage. Making a spell takes time and even more time to master to a usable level but once they do it becomes as easy as breathing. even casting spells take extended periods of time, although they may vary. Some spells may be instant but only have a cooldown, other spells may take several moments to cast but be weak or able to be formed again immediately after.

Mages are not given a level by themselves, as any mage can acquire greatness given enough time, so instead, their spells are given a level.

### **Magitech**

Magitech, relatively new in the world but already fully dominating technology continent wide, is the art of applying Magic to science and recreating technology through it. Due to the nature of it, it has advanced beyond normal science and has fully replaced the seemingly primitive technologies. Magitech is too broad to be its own Arcanum, but any mage is able to both specialize in a Magic specialization and Magitech specialization as their Grand Arcanum, and Minor Arcana. For example a Mage could have a Grand Arcanum of Nature while having a Minor Arcana of Robotics. Magitech creation tends to take longer than normal spellcraft to develop due to its more complex processes however, this comes with the benefit of being able to combine multiple spells into a single object.

Magitech creation requires a mage to study existing spells and stabilize them into a physical medium called an Aether Core. An Aether Core is where the magical effects come from and with the  addition of multiple cores a mage is able to link them together inside a single piece of technology for more versatility and power. Aether Cores take on numerous forms often unique to each user, such as a mechanical energy core brimming with Aetheric Energy or a rune printed in blood. Once the Aether Core is formed a mage must then build the housing for the core, the machine through which the magic will take form until said item is destroyed or the magic within it runs out.

## Freaks

This world has a form of human dubbed Meta-Humans globally that are born with stagnant methods of manipulating reality in their own way rather than learning how to do it. Their ability to do this is on a far larger scale than most individual spells and their bodies are heavily enhanced compared to the average human, with even the weakest of Metas being as strong as the strongest man and several other physical enhancements. Within the continent of Neveah, they dub these Metas as Freaks and call their abilities Powers. Powers fall into several categories and are rated by the potency the overall ability is and how threatening it can be. The ratings are called Levels and with each Level, they have varying bonuses to their body such as strength, speed, ect, that the stronger the power itself is, the weaker the bonuses they get. It should be noted that these are on top of the power, almost entirely separate from them entirely. Freaks only ever get one power, but it can do a wide assortment of things within it. This is where the power categories fall into play. Every Freak using their power has some form of strain, whether it is mental fatigue or physical fatigue, a powered individual will get tired of using their power eventually. Everything has a price. Below are the power categories and list of bonuses along with their power.

As stated above, every Freak has base statistics along with their power. The statistics depend on the combinations of power categories they have within their ability and the level of their ability as a whole. Each Category has a base set of statistics that when added together with the other categories within the power, will be averaged out. For example, Mover + Striker / 2 = Averaged Stats, therefore the character's base stats outside of their power. Below is the spreadsheet that displays this better. Levels go as high as Level 10 normally. This does not mean anomalies don't exist out there at a higher level. But the highest you will ever be able to achieve is a Level 10

Stat System