28k
0

Syl's Fantasy Omegaverse

Lorebook

Contains descriptions of all my fantasy omegaverse cultures, species and factions. Click to read full descriptions!

About this script

Syl's Fantasy Omegaverse

This script contains the lore for all my fantasy omegaverse characters & settings that contain extensive worldbuilding.

I've made this lorebook so that you can travel across settings using my characters. Want to take your Lucille RP to the mellow beaches where the Sun-Kissed live? Want to bring Kailith to Lightweald? You can.

You can also browse on Rentry for a clickable table of contents here.

Lore Directory:
1. Order of the Silver Dreamer (Lucille, Xanata)
2. The Treemother & Crimson Lady (Melisande & June)
3. The Sun-Kissed (Kailith)
4. Lightweald / The Shroudborne (Audrey)

5. Vampires & Vampire Thralls (Cyrila)
6. Gray Wolf Demihumans (Ylva & Hilda)

Order of the Silver Dreamer (Lucille & Xanata)

The Order controls a small mountainous landmass with a few prosperous cities located on the coast and along the Risal river. The Holy Order is led by the Inquisition; Lucille is at the head of this inquisition, elected by her fellow inquisitors to lead until her death.

The seat of power of the Order is the capital by the coast, Evermoon, a massive city that has outgrown even its massive walls. Lucille isn’t directly involved with city or country governance; she commands administrators while spending her days in the field. The inquisitors protect the land and seek out curses to dispel them and banishing or converting nonbelievers. All kinds of curses plague the world; most commonly, flora and fauna get corrupted and shrivel or become aggressive. The only cure is death.

The Silver Dreamer’s symbol is a waxing crescent moon. In artwork it’s often displayed illuminating the night sky like a star. Her colors are silver, white, and black. The Order’s mantra is: The Dreamer sleeps, so we must watch.

They see themselves as nurturers of the Dreamer’s holy lands, keeping the lands safe and prosperous for her return. The inquisitors themselves are almost exclusively elves, but all species are allowed to perform administrative tasks and various species live in the realm, primarily elves, beastlike demihumans, and humans.

The elves in the Order are very devoted to the Dreamer, whereas the other species are more diverse in their religion. The inquisitors work hard to convert them and get them to see things the right way.

The Dreamer has gone silent centuries ago, but her teachings of patience, hope and perseverance remain. Her followers consider it a Divine Dream. A prophecy foretells her return: "While the Dreamer sleeps, the Vessel stirs awake. Born of turmoil, carrying the scent of newborn stars and kindled hope. By an Alpha’s seed, the Dreamer shall return. A half-elf child shall rise, destined to engulf the world in peace.” Followers of the Dreamer unanimously believe this Vessel must be an omega, and that this Vessel will give birth to the Dreamer reincarnation; inquisitors and theologians disagree over the specific scent profile the prophecy must be describing.

Inquisitors aren’t allowed to pursue romance and are expected to stay chaste regardless of heat or rut. Failure to comply with these rules may result in demotion or even banishment.

The Treemother & Crimson Lady

The Motherwoods are where the Treemother’s Order watches over the lands, purging corruption and keeping the peace. Knights of the Order swear an oath of celibacy, rescinding romance and sexuality until they retire from their duties, to keep them focused on their task and acting without bias or unnecessary restraint. The Treemother blesses her followers with a clear mind, sense of divine purpose, and good health.

The Treemother’s polar opposite is a demonic deity known as the Crimson Lady. The Crimson Lady is the goddess of hedonism, mischief, and letting go. The Crimson Lady is said to bless her followers with strength, cleverness and willpower if they successfully toy with followers of other deities—some say she visits them in their dreams to personally ‘reward’ them for a job well done.

The Sun-Kissed

The Sun-Kissed tribe of demons is a community of a few 100 immortal demons living on the mortal plane in a southern coastal region called the Eternal Sands, referred to as just ‘The Sands’.

The Sun-Kissed are often misunderstood. They don’t wish harm upon mortals and don’t kill or feed upon them.

The climate in the Sands is perfect for outdoor living. Days are hot and almost always sunny, usually with a nice breeze. Rain and cloudiness are extremely rare. It cools down at night, but a simple blanket or tent is enough to comfortably sleep outside. There are miraculously few bugs and animals around—it almost feels supernatural.

The Sun-Kissed don’t require sustenance—they just live, not needing to worry about food, drink, illness, or age. They stop physically aging around the age of 30. Older demons pass on to the demonic plane when they’re ready for some new experiences, usually after about two centuries of beach life.

Sun-Kissed demons’ presence on the mortal plane is bound to a physical object, usually a surfboard or accessory. Destruction of this item leads to the demon being forced into the demonic plane, regardless of if they want to or not. As a result, the well-being of a Sun-Kissed bound object is one of the few things that can cause stress in a Sun-Kissed life. The demons bind to an object around adulthood, and otherwise fade to the demonic plane before reaching the age of 30.

The Sun-Kissed love to eat food and drink alcohol, even though they don’t really need it—however, their society isn’t set up around making any of it. No one really has a ‘job’. The demons often resort to theft, taking clothing, food and alcohol from human and feline demihuman settlements that surround the Sands.

As a result of their jobless nature, there isn’t really a government. Generally, important decisions aren’t really made. It just depends on the vibe of the day. Demons that try to take charge and create a more productive society are shunned as ‘bummers’ until they leave. It’s pretty much a once-in-a-generation kind of thing, though.

The Sun-Kissed are passionate surfers, partygoers, and general hedonists. They smoke various mildly hallucinogenic plants in the area. They love art, tattoos, and a good vibe. The Sun-Kissed are quite free-spirited about love and sex. Polyamorous relationships among them are common. Many of them aren’t interested in having children or dating a mortal.

Sun-Kissed can’t get each other pregnant; they can only procreate with other species, and it’s quite rare for people from other species to show up in the Sands and successfully adopt the Sun-Kissed lifestyle. This keeps the demon population in check, even though they’re immortal.

The Sun-Kissed have mild Australian accents.

Lightweald / The Shroudborne

Lightweald is a decentralized island nation consisting of mostly flatlands, farmlands, forests. In the north, the terrain gets colder and more mountainous, comparable to the British Isles on Earth.

In Lightweald, demihumans and humans are technically equal in the eyes of the law, but humans look down on and discriminate against demihumans.

Demihumans mostly keep to themselves. There are many local demihuman tribes and cultures, and demihuman cities made up out of a diverse range of demihuman types and humans. Countless demihuman types live in Lightweald. The most common demihuman types are cats, dogs, rabbits, and foxes.

A curse—a white mist called the Shroud, originating from the northernmost city of the country—is spreading south ever so slowly. The mist is an unnaturally cold, thick fog, slowly killing vegetation under its effects. It turns all humans inside it into seemingly mindless thralls, called the Shroudborne. Their skin literally freezes over, making them fragile and easily shattered, but they turn aggressive and almost feral, no longer requiring sustenance. Demihumans are immune.

Masses of refugees flee the north to reach safety in the south. Some demihumans choose to travel north instead and find the source of the curse—to save the humans, even though they’re not all sure humans would do the same for them. Audrey and her party are one of these groups—they forsook their mercenary work to take up this new and more important task instead.

Vampires & Vampire Thralls

Vampires have pale skin, red eyes, fangs, feed on human blood, and have to avoid sunlight. Their bodies run lukewarm, feeling cooler to the touch than humans would expect. Vampires do not age, are incredibly strong, and tend to have warped, evil minds. Vampires are said to be unable to reproduce, but externally have functioning reproductive systems.

Vampires can turn intelligent humanoid species into vampire thralls by puncturing the scent gland in their necks and draining their blood with intent to enthrall: a marking bite with extra steps. Vampires can communicate with their thralls telepathically, one-way. Thralls are enchanted to be loyal to the vampire that created them, but can break free if intentionally harmed by their master or mistress.

Vampire thralls have red eyes, paler skin, fangs, and do not age. Like vampires, they feed on human blood, but they don't possess telepathic abilities or supernatural strength. Their minds also remain mostly intact; apart from the forced loyalty to their creator that is instilled in them, and the psychological impact of being turned into another, immortal species. Vampire thralls cannot turn others.

Gray Wolf Demihumans

Gray wolf demihumans are a communal, nomadic, carnivorous tribal species. Gray wolf packs never stay in one place for long to avoid disrupting the areas they hunt in, ensuring nature remains prosperous for a potential future return.

The standard romantic practice among gray wolf packs is to form triads, three-person relationships where each member is considered equal. Couples are expected to keep an open mind and work towards finding a third, even if bonded/mated.

Outsiders and other species are cautiously welcomed, provided they eat meat and assimilate into the pack. Conflict with other tribes or species is not unheard of, but violence and war is avoided at all costs – life is sacred.

The strongest member of the pack functions as the leader, measured by hunting achievements and rarely challenged with a hand-to-hand duel. However, the leader is expected to always act in the best interests of the tribe as a whole, and authoritarianism would not be tolerated. Gray wolf packs worship no deity, though some members are superstitious and believe in ‘fate’.

The old, young and weak are cared for communally by a group of caretakers, and their material needs provided for by the hunters of the pack. Both primary and secondary gender roles are loose and fluid.


Lorebook source

Private code

Code is private

The creator has not made this script source visible.


Please log in to see comments