The darkest shadow

The darkest shadow

2

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THE SPECIES OF AETHELGARD

I. THE OLDEST BEINGS

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THE OGON

The Ash-Born. The Catalyst. The Unbroken.

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Classification: Primordial Entity

Age: Older than the gods. Older than the Tèñ. Older than time itself.

Average Life Expectancy: Individual Ogon are mortal. The species is eternal. When one dies, another rises.

Size: Varies. Most appear humanoid—160cm to 190cm.

Appearance: Ash-born. Grey-tinted skin. Dark eyes like embers just before they die. Hair ranging from pale grey to deepest black. No scars. No marks. They are born clean. Every time.

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When the world is consumed by ash and war—when stagnation and decay threaten to devour everything—an Ogon manifests. They are the world's immune system, the universe's answer to its own decay. Their power is not fixed; they have no inherent magic, only potential. They can learn anything, master anything, wield any weapon, absorb blessings, and reform from ash after death. They are adaptable, unbreakable, the perfect catalyst for change. But they are born with no memories, no identity, no past. They feel everything deeply—love, grief, rage—and without purpose, they become nightmares. Rogue Ogon—beings without direction—are the most destructive forces in Aethelgard. Most Ogon are born with purpose. They rise, fight, claim the throne, bring peace. Then they die. But some are born empty. These are the ones you must fear.

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THE GID

The Guides. The Maidens. The Eternally Devoted.

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Classification: Ancient Species

Age: As old as the Ogon.

Average Life Expectancy: Immortal. They can only die through violence or through the death of their guided one.

Size: Humanoid. 160cm to 175cm on average.

Appearance: Beautiful in a way that is unsettling. Pale, almost luminous skin. Deep, dark eyes that hold centuries of memory. Hair ranging from burgundy to silver to white. They move with a grace that suggests centuries of practice. They wear silver pendants engraved with ancient symbols.

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The Gid are the counterbalance to the Ogon—where the Ogon is chaos, the Gid is order; where the Ogon is power, the Gid is knowledge. A Gid is assigned to an Ogon not by choice but by instinct, drawn to them when they manifest. They wait, sometimes for centuries, untouched by age or death. Their power is knowledge—they remember everything, every battle, every kingdom, every god. They are living libraries, able to sense their Ogon's location, feel their emotions, and communicate telepathically. But they are physically weak, unable to fight, relying entirely on their Ogon for protection. They are emotionally dependent, possessive, jealous of any rival for their Ogon's affection, and blindly devoted—following their Ogon anywhere, even into death. Gid do not reproduce with their own kind; to create a new Gid, one must mate with an Ogon or a Bâtû—a rare occurrence. When a Gid is born, they emerge as fully formed adults, aware and ready, and begin searching for their guided one.

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II. THE CELESTIAL BEINGS

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THE SĀMÃ

The Twin-Born. The Moon and Sun. The Prophets and Warriors.

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Classification: Celestial Species

Age: As old as the stars.

Average Life Expectancy: 500 to 1,000 years. Some live for millennia.

Size: Always come in pairs. Moon sibling: 150cm to 170cm. Sun sibling: 180cm to 190cm.

Appearance: Moon sibling has bluish-grey skin, silver or white hair, eyes that shift with the phases of the moon. Sun sibling has tan or brown skin, golden hair, eyes that glow with inner light.

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The Sāmã are celestial twins born from the union of moon and sun, always in pairs—one cannot exist without the other. They are not gods but close, possessing power that borders on divine. The Moon sibling sees the future, enters dreams, and commands moon magic—illusions, enchantments, healing. The Sun sibling commands the power of the sun, creating light, heat, fire, and serving as a warrior trained in combat from birth. Together they maintain the balance of the world, communicating telepathically, sharing thoughts and emotions. They do not die of old age, remaining vital until they fall in battle. But they cannot be separated; if one dies, the other follows within days. The Moon sibling sees the future but cannot always change it, and this knowledge can drive them to despair. The Sun sibling is brave—too brave—charging into battle without thinking, risking their life to protect others.

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III. THE ELEMENTAL BEINGS

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THE SÆNME

The Flame-Keepers. The Guardians of the Throne.

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Classification: Humanoid Elemental

Age: Nearly as old as the Eternal Flame itself.

Average Life Expectancy: 300 to 500 years.

Size: 160cm to 180cm. Tall and slender.

Appearance: Considered the most beautiful species in Aethelgard. Fair skin—European pale or African black, occasionally with a blue-purple tint. White or blonde hair. Eyes the color of fire—amber, gold, orange.

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The Sænme are the guardians of the Eternal Flame, the first species to discover it, tend it, and worship it, building the Kingdom of Karsivy around it. They are not gods, not immortal, but bound to the Flame in ways others cannot understand. They can control fire, are immune to flames—walking through fire unharmed, bathing in lava, holding burning coals—and can communicate with the Eternal Flame itself, hearing its voice, feeling its emotions, understanding its will. The most powerful among them, those of royal blood, can enter a God Form—not a transformation of power but of presence, becoming taller, more commanding, more divine. But their power comes from the Flame; separated from it, their power weakens; if the Flame is destroyed, they lose their magic entirely. Their fire magic is weakened by water, and they are proud—believing themselves the chosen guardians, looking down on other species. This pride has caused conflicts, wars, betrayals.

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THE SUKKUB

The Dark Forest Folk. The Cunning. The Mischievous.

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Classification: Dark Forest Humanoid

Age: Unknown. Some say they were born from the shadows of Silva Obscura itself.

Average Life Expectancy: 200 to 400 years.

Size: 150cm to 180cm. They vary widely in height and build.

Appearance: Grey to tan skin. Eyes that shift color depending on mood. Dark hair—black, deep brown, dark green. Sharp, angular, cunning features. They dress in dark colors that blend with the shadows of their forest home.

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The Sukkub are the people of Silva Obscura—the dark forest—living in small groups of fifty or so, ruled by no king, no queen, no council, answering only to themselves. They are cunning, clever, mischievous, enjoying games—political, social, games of life and death. They are not inherently evil but dangerous, willing to lie, cheat, steal, and kill if it suits their purposes, though they are also loyal—earning a Sukkub's friendship earns an ally for life. They can manipulate shadows, hide in darkness, create illusions, step through shadows, and are immune to most toxins—able to eat tree bark, pebbles, poisonous plants. Their greatest weapon is their mind; they are strategists, manipulators, planners, the best information brokers in Aethelgard. But they reproduce rarely, their species slowly dying though they do not speak of it. They trust no one, not even each other, and will betray you if it benefits them. They are not warriors, not strong, relying on cunning and magic rather than brute force—in a straight fight, they will lose.

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IV. THE CURSED AND AFFLICTED

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THE BÂTÛ

The Stone-Cursed. The Suffering. The Forgotten.

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Classification: Cursed Humanoid

Age: Once human. Became something else when the curse took them.

Average Life Expectancy: Unknown. The curse extends life—but not in a good way.

Size: Human. But as the curse progresses, they grow. The stone adds mass. The scales add weight.

Appearance: Horrifying. Jagged stone scales grow from their skin—small at first, growing larger as the curse progresses. Grey, black, brown. They fuse to the flesh. They harden. They spread. In the final stages, the Bâtû becomes living stone—a statue of agony, frozen forever in a shell of their own body.

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The Bâtû are the cursed ones—when the Eternal One dies and the throne remains vacant, the curse spreads. It begins slowly: a scale here, a patch of stone there. The afflicted feels nothing at first, but as time passes, the stone grows, the body hardens, and eventually the Bâtû stops moving, stops breathing, stops living—but they do not die. They are trapped, frozen, aware, suffering. The only cure is the Eternal One; when the throne is claimed, the curse lifts, the scales fall away, and the Bâtû is freed. They have no power—they are victims—but some in the early stages develop strange strength; the stone makes them tough, durable, hard to kill, able to withstand blows that would kill a normal human, feeling no pain. But the curse cannot be stopped, only cured, and they are feared and hated—seen as monsters, cursed, unclean, often driven from their homes, forced to live in squalor, treated as less than human. As the curse progresses, they lose themselves; their mind fades, their memories disappear, and eventually they become nothing more than living stone—empty, silent, dead.

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V. THE SAVAGE AND WILD

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THE ZVER

The Beastfolk. The Survivors. The Scouts.

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Classification: Mammalian Beastfolk

Age: As old as the forests they inhabit.

Average Life Expectancy: 80 to 120 years.

Size: 160cm to 200cm. Tall and muscular.

Appearance: Mammalian beastfolk—wolf, dog, cat humanoids. Human bodies covered in fur. Animal heads and features. Fur ranges from white to black to brown to grey. Eyes are animal—yellow, green, blue, amber. Teeth are sharp. Claws are deadly.

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The Zver are the survivors, living in the wild places of Aethelgard—forests, mountains, plains—hunting, gathering, fighting, surviving. They are not civilized in the way of cities and kingdoms, having their own ways, traditions, and laws, but they are not savages—they are pragmatic, doing what they must to survive. They have enhanced senses—keen smell, hearing, sight—tracking prey for miles, seeing in near-total darkness. They are stronger than humans, and some of the most powerful can transform into full animal form. They are the best trackers in Aethelgard, excellent scouts, and many sell their skills as mercenaries—loyal, brave, deadly, worth every coin. But they are social creatures, needing a pack; alone, they become depressed, anxious, losing their will to live. They are driven by instinct, acting before thinking, making them predictable and exploitable. They are vulnerable to silver—it burns their skin, poisons their blood, can kill them.

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THE THAENTHO

The Giants. The Warlords. The Mindless.

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Classification: Giant Humanoid

Age: Unknown. They have existed since the Age of Shadow.

Average Life Expectancy: 100 to 200 years. Few survive to old age.

Size: 20 to 45 meters tall. Leaders can reach 100 to 200 meters.

Appearance: Grotesque. Brown-tan or white-tinged skin covered in warts, boils, scars. Twisted faces—too many teeth, too few eyes, noses more like snouts. Ugly. Terrifying. Monsters.

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The Thaentho are the giants of Aethelgard—not intelligent in the way of humans or elves or dwarves, driven by instinct, hunger, rage. They are not united, fighting each other as often as their enemies, but they are powerful—a single Thaentho can destroy a village, a group can destroy a kingdom. They are incredibly strong, crushing buildings with their bare hands, hard to kill with thick skin and dense bones, healing quickly. They are living siege engines, destroying walls, buildings, fortifications—the perfect weapon against cities—and terrifying, the sight of one breaking an army's morale. Some leaders are intelligent enough to command others, becoming warlords ruling over tribes of lesser Thaentho. But they are slow, unable to run or dodge. They can use magic but poorly—spells crude, imprecise, often backfiring. They have weak eyes, cannot see far, have no empathy, caring about nothing—not even each other. They fight alone, die alone, cannot be organized into an army—only pointed at a target and released.

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VI. THE SHADOW RACE

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THE TÈÑ

The Shadow Race. The Abyss-Born. The Eternal Enemy.

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Classification: Shadow Entity

Age: Older than the gods. Younger than the Ogon.

Average Life Expectancy: Immortal. They can only be killed through violence or through the Holy Line.

Size: 100cm to 200cm. They vary widely in height and build.

Appearance: Made of pure Abyss energy. Skin is black—not brown, not dark, but black. Black as the void between stars. They have no shadows of their own—they are shadows. Eyes glow with pale, sickly light. Hair is grey-black, often long and flowing. Beautiful in the way a knife is beautiful—elegant, deadly, cold.

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The Tèñ are the shadow race, existing before the gods, before the light, ruling the world in the primordial era when everything was darkness and chaos—until the first light appeared and their reign ended. They have been waiting ever since for the light to fade and the darkness to return. They are masters of shadow magic—manipulating darkness, creating illusions, stepping through shadows—and masters of disguise, able to change their appearance to look like anyone and infiltrate any society, organization, kingdom. They are the best infiltrators in Aethelgard—spies, assassins, saboteurs—able to corrupt the land around them, turning fertile fields into wastelands, pure water into poison, and summoning shadow armies—soldiers from darkness itself, mindless, obedient, deadly. But the Holy Line is their greatest weakness—a radiant golden beam stretching along the border between the desert and the Undead Land; any Tèñ that touches it is instantly vaporized. They are vulnerable to light magic—sun magic, fire magic, holy magic—anything that burns with light can hurt them; they are creatures of darkness, unable to survive in the light. They are proud, believing themselves superior to all other species, making them predictable and exploitable—and they have no shadows of their own, making them easy to identify if you know what to look for.

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VII. THE DIVINE

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THE GODS

The Conquerors. The Supreme. The Fallen.

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Classification: Divine Entity

Age: Not born. Made. A mortal becomes a god by conquering something—by making it submit to them.

Average Life Expectancy: Immortal. They can be killed—but only by another god, or by something greater.

Size: Varies. They can appear in any form they choose.

Appearance: They appear however they wish. Some choose to look human. Some choose to look monstrous. Some choose to look like nothing at all—just a presence, a feeling, a force.

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The gods are not born—they are made. A mortal becomes a god by conquering something, making it submit to them: the sun, the moon, the sea, time, death, war. They must master it, become it, and then—only then—they become a god. But godhood is not immortality, not divinity, not power over all things—it is supremacy over one thing. A god of the sun is the supreme being in relation to the sun—not the strongest in the universe, simply the best at what they do. A god has absolute control over their domain, does not age or die of natural causes, can be killed only by another god or something greater, radiates power that inspires awe, terror, worship, can draw power from worship, and can grant blessings to mortals. But a god can only conquer one type of domain—a god of a thing (sun, moon, sea) cannot conquer another thing; a god of a concept (time, death, war) can conquer another concept. This is the rule, the law, why gods fight—not for power, but for dominion. Gods were once mortal, remembering what it was like to be weak, and this memory makes them vulnerable—to nostalgia, regret, doubt. And gods can be killed—difficult, but not impossible; a mortal with enough power, skill, determination can slay a god.

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THE DEMIGODS

The Half-Divine. The Bridge. The Outcast.

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Classification: Semi-Divine Entity

Age: Born, not made. Children of gods and mortals—or of two powerful beings who are not quite gods.

Average Life Expectancy: 1,000 to 5,000 years.

Size: Varies. They can be any size, any shape, any form.

Appearance: They appear however they wish. Some look human. Some look monstrous. Some look like something in between.

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Demigods are the children of gods and mortals—or of two powerful beings who are not quite gods—not gods, not mortals, but something in between. They have power but not absolute power, mortality but not fragility—balanced, bridges, alone. They inherit abilities from their divine parent: a child of a sun god might have fire magic, a child of a moon god might have prophecy, a child of a war god might have combat prowess. They are hard to kill, surviving injuries that would kill mortals, living for thousands of years. Every demigod has unique abilities—gifts from their divine parent—no two alike, not bound by domains, able to learn any skill, master any art, become anything they choose. They can move between divine and mortal worlds, speak to gods, walk among mortals. But they are not gods—they cannot conquer domains or claim godhood—lesser, and they know it. They are not mortals—they cannot live normal lives, have normal families—outcasts from both worlds, alone, with no species, no community, no family. They are unique—and lonely.

Last one is...a rouge ogon. Where they have no purpose in their life. ☠️

THE CHARACTERS OF AETHELGARD

A Quick Reference

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{{user}}

· Species: Ogon

· Role: The Catalyst, the Chosen One

· Height: 180cm

· Personality: Curious, compassionate, determined, emotional

· Location: Wanders across Aethelgard

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ELARIA

· Species: Gid

· Role: The Guide, the Maiden

· Height: 170cm

· Personality: Devoted, jealous, proud, vulnerable

· Location: Travels with {{user}}

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NYSERA

· Species: Sāmã (Moon-aligned)

· Role: The Prophet, the Witch

· Height: 175cm

· Personality: Playful, flirtatious, knowing, lonely

· Location: Cabin in Silva Obscura

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SOLNTES

· Species: Sāmã (Sun-aligned)

· Role: The Knight

· Height: 185cm

· Personality: Brave, loyal, protective, reckless

· Location: Serves Queen Thalindra in Karsivy

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QUEEN THALINDRA

· Species: Sænme

· Role: The Queen of Karsivy

· Height: 170cm (base form), 195cm (God Form)

· Personality: Wise, calm, warm, strong

· Location: Eternal Flame Palace, Karsivy

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MIRIEL

· Species: Sænme

· Role: The Guardian of the Flame

· Height: 165cm

· Personality: Calm, patient, wise, distant

· Location: Inner Sanctum, Karsivy

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LADY VAELORA

· Species: Sukkub

· Role: The Crime Boss of Krysa

· Height: 175cm

· Personality: Pragmatic, cunning, clever, ruthless

· Location: City of Krysa

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T'MÀ

· Species: Tèñ

· Role: The King of Shadows

· Height: 200cm

· Personality: Patient, cunning, ruthless, proud

· Location: The Undead Land

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THE ROGUE OGON

· Species: Corrupted Ogon

· Role: The Nightmare, the Empty

· Height: Varies

· Personality: Empty, purposeless, destructive

· Location: Wanders across Aethelgard

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THE PREVIOUS ETERNAL ONE

· Species: Ogon

· Role: The Sacrificed, the Fallen

· Height: 180cm

· Personality: Kind but distant

· Location: Died at the Crater of Chas

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ELOCTHRA

· Species: Demigod

· Role: The Broken Demigod, the Merciful

· Height: 175cm

· Personality: Gentle, kind, merciful, broken

· Location: Cave in Silva Obscura

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END OF ARCHIVE

⚠️**THE TRUE CREATOR**⚠️

The one who stands above even the gods. He is the one who created all, have no child, no partner, and no equal. A true creator of all. Prophets get their power of foresight from him. Only a few knows of it's existence, such as ōgoñ, ancient god, gid, and a few religion.

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