Supernatural Beings in Gates of Eternity [2.0] | World Anvil

Supernatural Beings

Supernatural entities are divided into four maincategories according to the Grand Empire's scholars, each of them rather diverse internally [though to a varying degree]. These four categories are Spirits, Divines, Warped and Soulless. This division fully covers all forms of supernatural entities native to the imperial cosmology and the external guests that were visiting this area often enough in the past to be somehow added to the list.   There are rare cases of entities not fitting any of the four categories - be it in the Lost Lands or even sometimes in those more odd corners of the stable parts of reality - though primarily those are otherworldly visitors who somehow sneaked into this world. Though sometimes they are also the creatures from the time before the four categories were officially established. It has to be mentioned that sometimes those external visitors are still (somehow) division-compliant, suggesting that it grew to a level where it's capable of describing a significant part of the supernaturals regardless of cosmology.
 

Spirits

The first and most widespread type of supernatural entities (especially in the Lost Lands) are the spirits. There are, in short, "independently existing entities who are operating entirely on the rules of magic rather than biology, yet aren't Divines".   The exact border between the spirits and the Divines is something very blurry (with the Divine Wisdom for example spending past few centuries on committing numerous atrocities in order to fully comprehend this division), and it's best omitted here for clarity sake.   Spirits in the Grand Empire typically originate from other worlds of Creation, ones of fundamentally higher level of ambient mana than of the Physical World - either Spiritual or Primal ones in most of the case. They are their equivalent of fauna and flora, including their equivalents of the mortals - namely, the sapient individuals inhabiting it and redrawing its very survace in their own image.   They require certain level of natural mana to fully 'exist', with the stronger the spirit the more of it he requires for full comfort. Generally the more power in the background, the stronger the demon - they are still massively weaker than the proper Divines, though. As a result facing the same daemon in stable reality, Lost Lands and their native Spiritual World are entirely different pain regimens.   There are five basic types of spirits, each of them divergent from each other when it comes to their origin, nature and power. They are, however, often shortened to merely two, with the others considered the subtypes of those two, with the remaining three being more often seen used by the scholars than common people. Here the two primary and three secondary types of spirits will be described separately for clarity.
 

The Primary Categories

Daemon Spirits
Daemon spirits [also shortened to daemons or daimons] are the sapient inhabitants of the Higher Worlds. They are capable of reasoning and verbal communication and usually appear as humanoids. Some of them heavily resemble mortal species, albeit always carrying some hard to pin-point quality to them that makes actual mortals immediately recognize them as daemons.   While capable of reasoning, they aren't easy to be swayed. They are all to some degree reflections of their patron High God, and their very nature is intrinsically tied to their beliefs. This means that if a daemon of Mors is swayed to believe that undeath is a good idea, they'll immediately become a daemon of the Breathless Tide), changing not only their looks but even their powers, effectively becoming a completely different 'species'. Unlike the mortals, there is no difference between their souls and minds and their physical body.   They are effectively immortal and need to spend some time in the Physical World to properly understand the concept of the linear time. They have no concept of boredom, and while they can find enjoyment in various acts, they do not require it - a daemon can easily spend decades locked in a cage, staring at empty walls and it won't influence them in any way. There is a downside to that - they require heavily mana-imbued food and drinks to find any enjoyment in them, as all the purely physical things appear 'bland' to them.   There are several ways in which daemons are born. Some of them are mortal inhabitants of their world that were alive when their world turned from Physical into Spiritual, being converted into a daemon in the process. Others are souls of the dead from the Physical Worlds that were drawn to a Spiritual World and reconstructed themselves there, becoming daemons in the process. Some instead come from above, being creations or descendants of the gods or even the High Gods. It's not unheard of for the daemons themselves to not know their own past.   There are three major grades of the daemons. The lesser daemons, the greater daemons and the archdaemons. Overwhelming majority of the daemons belong to the former two categories, with archdaemons being quite rare if rather infamous, and on many levels. The difference between them doesn't necessarily lies in their strength but rather in their individuality.   Lesser and greater daemons have their own names and their own personal circumstances (even if rarely completely comprehensible to the mortals), but they aren't truly individual. They are entire species of theirs, with roughly the same combat skills and powers existing as a reflection of their nature and beliefs. The only difference between lesser and greater daemons lies in the fact that the latter are more powerful, often considered aristocracy or nobility of their worlds, capable of commanding others and creating Domains, small pocket worlds for themselves and their servants (usually the size of a house, or a mansion).   Archdaemons in the meantime are much more individualistic, no longer being defined by their type/species but by who they were personally. Some of them are on the verge of lesser godhood, others used to be deities of old religions that lost their status for one reason or another. An archdaemon is capable of spawning their own servile daemons and shard spirits and imprinting themselves on the Lost Lands, easily becoming a major threat to the local mortals.
 
Shard Spirits
The other half of the spirits existing as the non-sapient counterparts of the daemon spirits. Most of the shard spirits are the fauna and flora of the Higher Worlds, one that sometimes wanders into the Lower Worlds. More often than not, though, they're summoned there to be used as mounts, pets, attack animals and a hundred other things.   The name, however, is derived from the other type of non-sapient spirits, the ones that are intentionally created by archdaemons and either lesser or greater deities as their tools, puppets or unquestioning servants. Less animals and more machines created with a particular purpose in mind, usually created from a 'shard' of their creator's power.   The matter of shard' intellects is a bit more complicated than one would expect from this description. Many of them are actually sentient beings, sometimes capable of rudimentary speech. However unlike the daemon spirits their speech is typically limited to short list of words, they aren't flexible in their talk to fool anyone as to who they are, and the sentience makes them an equivalent of really intelligent animals. Which is enough to sometimes outthink an adventure who treated them as 'simple' animals.   However, the animal/plant shard spirits are usually the weakest among the shard spirits as a whole. They can be pretty devastating in battle, yes, but the shard spirits can be more. There are two subcategories above it.   The first one are the Instruments. They are creations of the lesser Divines or archdaemons, usually created as prime enforces of their will. They are living weapons designed to destroy things with extreme prejudice, either singular or in some cases mass-produced.   The second one are the Titans. They are the prime enforces of the will of the High Gods, called to join the battle when absolute annihilation of the enemy forces is needed. They can reach hundreds of meters in height and - which is something that very few mortals are aware off - most of them are powered by degraded and broken souls of the lesser Old Gods or other fallen Divines. Woe to those who need to face them in battle.
 

The Secondary Categories

Elemental Spirits
Elemental Spirits are born from the Vortex Lords (and their numerous progeny) in the raging cloud of energy surrounding the World Engine in the center of Creation. They are best described as a shard of pure energy that doesn't even know what it is when it is born and is easily swayed by the forms of energy that they encounter, being converted into a different form of elementals by the resulting interaction.   This is the reason why many of them transcend the usual system of four prime elements embodies by the Vortex Lords. A fire elemental can, theoretically and in certain circumstances, usually too extreme to ever occur in a Physical World, become a bone elemental. Or a rage elemental. They are countless type of elementals out them, some of them nearly unheard of, others commonly employed by mortal mages and many awaiting to be discovered by the mortals.   The stronger they are, the more intelligent they become. However, only some of them are powerful enough to develop sapience, but even when that happens, they are strange to say the least. The rest of them is theoretically best described as a form of a shard spirit, but the fact that they can eventually grow into a daemon spirit-equivalent is the main reason why they don't exactly fit the binary daemon/shard system.   By their nature, all elementals operate on an extremely simple logic where more of their elementals = good, while less of it = bad. They seek nothing else but to breed and expand. An uncontrolled fire elemental will naturally seek to ignite everything flammable in their vicinity, thus strengthening the influence of its element in the area. Which makes the fire elemental stronger, but also imbues the resulting flames with mana, making it possible for weaker fire elementals to spawn from said flames, even if it's extremely inefficient in a Physical World.   As a result, elementals would have long ago drowned the world in themselves. This is in fact what's believed to happen to the worlds that reached the end of their life cycle and are wiped clean within the Aetherial Vortex before being spit out and reshaped into a new Physical World and begin the cycle anew. However, they aren't very intelligent, are easily controlled by mages (at least when they're not too strong) and are often mutually hostile to each other.   As most of the spirits, they have three internal subcategories.   Lesser Elementals are even more simpleminded than the other elementals and very short-lived (although their 'death' is just being dissolved back into pure mana that will eventually be assimilated by something else or will give birth to a new elemental).   Greater Elementals are much more stable and powerful, but also capable of 'splitting' themselves, giving birth to more elementals when supplied with enough mana and appropriate elemental affinity. They are also usually the strongest type of elemental that can be encountered in a Physical World without setting off a potentially apocalyptic scenario.   They are also cases of the greater elementals acquiring sapience. When that happens, however, they are usually converting into an archdaemon instead of becoming a different elemental species.   Grand Elementals are living naturals capable of naturally spawning only in the Spiritual Worlds. A grand fire elemental would cause a firestorm merely by existing in the proximity of some potentially flammable materials. They can be summoned to a Physical World, but when that happens they almost always break loose and become a subjugation target of highest priority.
 
Aberrant Spirits
All types of spirits are fundamentally beings of manifested concepts, intertwined together with a soul that makes them exist and enough mana to manifest themselves in a way that lets them influence the world around them. Aberrant Spirits are what's created when you do all of that, but you use the concepts that are either completely conradictory, utterly insane or just plain incomprehensible.   In orther to be capable of interacting with the world in any way whatsoever, they need to have at least some comprehensible concepts added to the mix, such as causality. As a result of the interactions between what's comprehensible and incomprehensible, they are prone to bouts of blue and orange morality and completely insane 'logic', and that's on their best. They are all insane to some degree, and that insanity is a part of their core being. One that can never be removed from them.   What's more, they can spread that insanity to others. Interacting with them can easily break your sanity or even deform your very being. To fully-comprehend them is to be completely and irreversibly lost to the world.   Today, the aberrant spirits are a dying race, though this is something typically incomprehensible for an average Imperial. Outside of Karadia, their greatest holdouts in the world are either endangered or in the process of collapsing. On Telya, the forces of the Umbral Bond are steadily losing ground to the onslaught of the World Symphony. The Ice Kingdoms are locked in-between multiple hostile groups. The reason for that is largely conceptual.   To exist and thrive, aberrants require a cosmology that doesn't hold mortals as its core concept. If the world is made for mortals, why would there be beings that are made to be incomprehensible by them? Today, very few places in the world can actually host them, with the Karadia - due to the existence of Pentagram - being a rare exception.   There are two main categories of the Aberrants. As expected from such a category, the difference between them is rather muddled.   The Lesser Aberrants are only capable of inducing conventional madness and fear, due to being too 'polluted' with comprehensibility. This does give them the ability to influence the physical reality, making them usually be little more than grunts for the greater entities.   The Greater Aberrants are capable of not only driving mortals into madness but also twisting their morals and causing physical deformations. They are usually much more powerful and often seen commanding crowds of lesser aberrants.
 
Nature Spirits
Nature spirits (also known as the fae) are relics of the times before mortals began to exist, a type of spirits that originates from the Primal Worlds and is believed to be created by Fera and Folium, the two Anarchs responsible for the establishment of ecosystems on newly created worlds of Creation. They appear to mostly follow the division between sapient daemons and non-sapient shards, with a few differences.   To begin with, the majority of them finds themselves utterly disinterested in the affairs of the mortals, being instead concerned with preservation and expansion of natural life. Many of them are actively hostile to the mortals as a whole, while others are merely opposed to the concept of civilization, instead seeking to force the mortals into living purely primitive lifestyles as 'merely' smarter animals.   They also seem to be disinterested in Fera and Folium, their supposed predecessors, and even the imperial religion as a whole. Many speculate that they are pretty much rebels, spirits that refused to leave this world to the mortals and instead fiercely defend their creation. This isn't, however, a case for all of them - or at least not always.   The fae are intrinsically tied to the ecosystem that they're a part of. To change the state of the ecosystem is to change the fae. When a land 'falls' to civilization, its fae will become influenced and even somewhat 'tamed' by it, applying at least a thin veneer of civilization to themselves. However, if the civilization receedes, the fae will return to being a violent force of nature, finding nothing strange about that.   In a way, this resembles what happens to the daemons when they change their mind, immediately becoming something else entirely, with the exception being the fact that it happens without the fae needing to change their mind on anything. This also makes their presence tolerated in the civilized world, as they are very easily influenced by changes to the world around them - local fae beginning to act weird is usually a great warning sign of something going very, very wrong.   What's more, for as long as the fae is 'civilized'. they can take after the mortals quite a lot and act very protective of them - in a way, they become 'civilized' due to accepting mortals dominant position over the ecosystem and begin to treat them as something special. Not to the point of being integrated into the society at large, but it's not uncommon for human-fae relationships to occur.   Lesser Fae/Nature Spirits are pretty comparable to lesser daemons, with the exception of the fact that some of them aren't actually sapient. The same thing can be said about the Greater Fae/Nature Spirits and greater daemons. Above them the situation gets a bit different, in that the so-called True Fae (with the Wild Lords being the title for strongest among them) doesn't follow the standard logic. Instead, they appear to mix some elements of archdaemons with those of demigods, making especially the Wild Lords be often considered a type of the lesser Divine.
 

Warped

The Warped are entities that are only partially supernatural, originating purely from a Physical World but being permanently altered by mana, and in a way that was made permanently sustainable. It's one more thing that's usually known only for the scholars, as to most of the regular inhabitants of the Empire, the subcategories of those creatures are all separate entities entirely.   This goes even further than that. There are warped minerals and metals, but they are simply considered a slightly unusual minerals and metals by most. They are warped plants, but they are considered just a slightly more valuable alchemical ingredients. There are warped people, but those are considered just a bit more unusual sapient species. What really matters and is going to be described here, with one exception, are the animals.   The additional subcategory of the warped are the ones that result from a physically-manifested shard spirits (usually of Occasa) beginning to reproduce in a Physical World, effectively becoming a part of it permanently, forever enhancing its ecosystem. For better or for worse (but in Occasa's case, always worse).
 

Beasts

Beasts are the tamer half of the warped nature life, whose creation is traditionally attributed to Fera, the Anarch of Fangs. There are animals warped into utterly new form and used to expand the preexisting ecosystem in a way much more beffiting a fantasy world. Giant wolves, wyverns, griffins, megaaurochs and rocs - all these majestic [and deadly] creatures are, without a doubt, beasts. Just as a hundred slightly less powerful and well-known creatures. Which opens up both a problem and an opportunity.   Many of the beasts can see mortals as food - for example the wyverns and griffins. This means that whenever such a beast settles in the area, caution is advised. However mortals are typically not a prime target for such beasts, due to simply not being nutritious enough. Especially the megafauna requires insane ammount of nutrition to maintain their massive bodies, which makes them prefer other beasts as food, establishing a food chain in which greater carnivorous beasts hunt large herbivorous beasts, while the smaller carnivorous beasts hunt lesser herbivorous beasts - and mundane animals, occasionally also a stray mortal. However, when they aren't starving or aren't defending their young, they will typically warn approaching mortals and not attack them unless they keep approaching them.   Of course, beasts can also be driven insane by really mean magic corrupting the vicinity, changing them into creatures obsessed with mortal flesh. However, this happens rarely (and is in fact a good warning sign of something sinister happening in the area). Normally, the beasts are extremely useful. Powerful hides for the equipment production, nutritious meat, various alchemical reagents, and large herbivours to use as beasts of burden. And, of course, trophies made of more powerful beasts look great on your wall.   Today most of the more powerful beasts are (to some point) 'serving' the Fae. Or, to be exact, live in the habitats created by the Fae (who have a power allowing them to influence animals weaker then themselves). There are however cases of immensely powerful beasts mysteriously gaining sentience (even sapience in some cases) and either usurping the Fae's throne (essentially making them serve it), living independently or deciding to serve either the True Fae or the Wild Lords themselves.
 

Monsters

Unlike beasts who were 'designed' to expand and improve the ecosystem, the monsters have no such role. They are creations (or perhaps descendants) of Occasa, the Hierarch of Desolation. They enter Physical Worlds as shard spirits before beginning to multiply and spawning legions of monsters. They reproduce quickly and if not wiped out will inevitably begin taking their toll on the surrounding ecosystem.   If left on their own for a sufficiently long time, nothing but wasteland will be left, with some remaining monsters dying out of hunger or engaging in cannibalism to maintain themselves for a while longer.   This, naturally, makes them a threat to the civilization - and the Wild Lords. Monsters lack organizations, but they are numerous, spread fast, and are often difficult to kill. They will ruin every ecosystem if given enough time, and each fallen Fae's domain (or even simply a part of the Lost Lands seized by the Rampant Bloom) will soon burst out with them, infecting other domains - and they will corrupt the fallen Fae into being as insanely destructive as them, changing them into self-perpetuated wasteland. It should be no surprise that the forces of the Wild Lords are purging the monsters whenever they are encountered.   In the fully civilized areas they are mostly treated like pests [save for the strongest ones], and are typically cleared fast. They tend to move into any place that isn't cleared regularly, but also rather quickly fall to adventurers' or local militias. They become a problem only when the entire area is already deep in problems, which frees them to multiply with less problems (or when there is a witch coven to guide them). On the other hand, while often disgusting and dangerous, the monsters [and some of the servile shards and daemons of Occasa that are often accompanying them] do offer certain goods [from alchemical components to rather weird food types and hides] to nearby civilization centers.
 

Florals

Florals are to plants what the beasts are to animals - a naturally Warped, powerful equivalent that remains a part of an expanded ecosystem, and a common sight in highly magical areas (especially in the domains of the Fae and anomalous regions). They are less common than beasts, and possess only a fraction of their popularity. Completely unreasonably so, at least in opinion of many retired adventurers.   Florals are technically a supernaturally-enhanced plants. Like the beasts they are rarely actively malevolent towards mortals. However many of them defends themselves for example by certain forms of pollen that CAN influence mortals purely on accident. They can also go insane in some circumstances, and in this state they will attempt to hunt mortals. Their weaponry ranges from chemical warfare [pollens] through poisons and thorns to strangling vines and ability to mindcontrol nearby beasts. On the other hand, they are even less intelligent than beasts, and are almost purely instinctual if not fully reactive (as in, they only react to events and stimulis rather than making decisions and plans).   Some of the Florals simply continue growing, becoming more and more dangerous as they age. Sometimes it's due to the influence of the Fae, sometimes it seems to be happening without a reason. There is no separate category for such florals, just as there is no for beasts and monsters.
 

Soulless

What all the Warped - and in fact all the creatures mentioned above and all that will be mentioned beneath - have in common is that they possess a soul. It might be more complex or less, it might have capacity for sapience or not - but it's there. This isn't the case for the creatures mentioned in this category, as one can glean from their name alone. However, this doesn't mean that this is a property that has to remain forever.   In fact, more complex and experienced soulless are capable of developing something called a pseudosoul. While not an actual soul, a pseudosoul allows one to develop sentience and sapience, becoming less and less of a mindless puppet. Pseudosoul isn't capable of withstanding death and cannot journey upward towards the Higher Worlds. However, it's merely a start.   Beings with a developed pseudosoul can obtain a real soul. It's not easy, but it's possible. When that occurs, a soulless ceases to be a soulless, and becomes a mortal or a spirit.
 

Undead

Undead are counted among the most common form of soulless, mostly due to regular incursions of the Breathless Tide into the Material World. Warlocks can easily create them by their necromancies, though the exact quality of the resulting undead will greatly depend on many factors.   Their actual combat power tends to be limited, and is almost entirely based on the history of their bodies (and how well preserved they are, with very freshly dead bodies typically being seen as the highest quality ones) and how much the necromancer is favoured by the powers of the Breathless Tide. The more of the favour, the better the undead quality and the more combat ability and magical power is retained. The better the bodies, the more is there to retain.   However, even if the body is preserved well and still has all the fleshy bits, the resulting creature will still lack even the most limited self-awareness. Some of them might be somewhat sentient and even capable of rudimentary speech and decision-making, however they will never ask existential questions or disobey their creator. This is the so-called Lesser Undead, either lacking pseudosouls or having only very weak ones.   The undead that has developed a pseudosoul are called the Greater Undead. They are usually much stronger, have more individuality and capability for more advanced combat tactics. Unlike many other types of the soulless, it's entire possible for materials of sufficiently potent quality to immediately develop a pseudosoul after being turned into an undead.   This is a special feature of the undead, caused entirely by the Breathless Tide being entirely about denying the natural order and seeking to obtain a new form of souls, and through it, true undeath. It only makes servants of Mors hate it even more.
 

Machines

Few civilizations in the history reached the level of techmaturgic power required to assemble a combat machines through a combination of advanced metallurgy, engineering skills and enchantments. Grand Empire was one of them until the end of the Second Era, which crippled its knowledge and production capabilities, However there are still machines around, and the Grand Empire retains both the knowledge on how to maintain the old machines - and how to assemble new, albeit very primitive and barely worth the name.   Xyls, Kraads, Kivanthians and the Mechanics used machines as basis or at least one of the main sources of firepower [the names assembled according to their technological power in ascending order]. Second Era Grand Empire placed around the level of the Kraads, similarly to the Rehalian Union, the VIsenian Commonwealth, Kasytian Empire and so on.   Machines' range of actions depend on programming, which in turns depends on either the skill of their creator or the ability of those who are operating them remotely. They lack real intellect, and are as soulless as you can get. However as entities made of metal their resistance to hits is incredible, although their ability to return fire is heavily depended on the technological level of their creators. Of course maintaining them is extremely costly thing.   There are cases of particularly advaned machines developing pseudosouls or even regular souls (usually through the blessings of Laenimentus), however this has almost stopped happening after the Twilight War, due to the decrease in quality of the machines in question. The amount of active machines in modern Karadia simply isn't notable enough, and those that do exist are always at risk of Hexmachina corruption.
 

Homunculi

The homunculi are artificially created living beings, usually in the shape of a mortal. While there is nothing stopping alchemists from creating an animal or bestial homunculi, it's a much easier think to mutate or reshape a pre-existing animal or beast. Trying to do that to a mortal, in the meantime, means crossing moral event horizon and will earn you an ire of both the Grand Empire and the Exarchs. As a result, the creation of artificial non-mortals is so rare that they are just summed up as 'animal homunculi', ignoring the meaning of the word homunculi.   Homunculis are a highly customizable and loyal servants, typically (unless the maker failed in the creation process) rudimentarily sentient, capable of basic speech and some limited decisionmaking. They won't fool anyone about their lack of true 'humanity' during even a brief talk, however. Their combat skills are often lacking, though as they can often live for a very long time they can be trained (even if slowly) to a truly dangerous level.   The very rare True Homunculi goes past that level. Such entities are at the very least sentient, if not sapient. However their conscious creation typically makes the exarchs and the Grand Empire very angry. This apparently disproportional reaction to this one type of pseudosoul soulless is often suspected to be caused by the fact that such homunculi can be capable of procreation, potentially creating an entirely new species.   Exarchs do not want mortals to tinker with creation of such things. The Grand Empire doesn't want powerful alchemists to assemble their own servile species of genetically engineered slaves. Both cases can be reasoned with, as the Exarchs seem more concerned with limitless potential of abuse and of how closely this borders with soul tinkering, and the Grand Empire is concerned with both the limitless potential of abuse AND how closely this is to what the Xyls did. For as long as you avoid said pitfalls, true homunculi are a possibility.   The easiest way for them to become a true mortal (and through that, developing a real soul) is through worship of the exarchs. Especially Mors appears to be the most common source of a true soul for such beings.
 

Divines

The problem with the Divines is that their true nature is somewhat muddy. It is well-known and conclusively confirmed fact that they possess souls of different quality and form than the mortals and spirits, making them something fundamentally different. However, there are cases of mortals and spirits becoming Divines, and DIvines losing their status and becoming spirits or even - rarely - mortals. How?   No one knows for certain, aside from the gods themselves. Divine Wisdom committed countless atrocities to understand it, and yet they still don't seem to have succeeded. Considering the amount of past civilizations that self-annihilated in the pursuit of mass-ascension into godhood, it's possibly for the best.   The only thing that is certain is that even the weakest of Divines are immensely powerful, easily capable of battling the strongest mortals and spirits. And that's without mentioning the other perks of godhood...
 

Gods

The most common type of the Divines, sometimes also called the Conceptual Divines, though mostly by the scholars. They are the Divines of 'comprehensible' concepts, who might be good, neutral or evil, with especially the stronger ones being heavily defined by their central concept around which they constructed themselves. There are five levels of them in total.   The problem with them is that they also exist both outside of the imperial Creation and on the metaphysical verge of it. There are subcategories for those levels, and there are foreign deities that don't fully fit the system. In the end, the further you go from the Creation, the less correct this list will become.   The Demigods are the weakest of the gods, in fact so weak that they can manifest themselves on the Material World without debilitating level of discomfort. They are can be encountered among the ranks of the numerous armies fighting over the Spiritual World as various field commanders and so on. They often populate courts of various lesser gods, although anywhere above that they simply start paling by comparison to other gods.   However in the Physical Worlds they are simply the strongest commonly encounterable entities, who lord over entire sections of the agri deserti and turn into existential threat to entire provinces (even without an armies of servants). There are three subcategories of the demigods.   The first one are the Deep Gods, a wide category of divine entities inhabiting the Labyrinth, believed by many to gods of the ancient Sekarkan Empire that survived to this day.   The second are the Deities, a term usually used in the Grand Empire to adress lesser deities of pre-human pantheons of Karadia. They are lesser gods of the elves, razors, dwarves, ogres and so on, with most of the civilizations on this list believing that it was faith that created gods - but could also create the not-quite gods, their family members and trusted confidantes that became something greater by association.   Some of them managed to survive to this day and maintain their status, but their numbers are massively smaller than they were in the past.   The third one are the Ancient Dragons. They are believed to be extinct by now, but in their prime, they could live - and grow - forever, and were worshipped by all the inhabitants of the First Empire, earning them something akin to a demigod status. The last known ancient dragon has also perished when the Grand Empire and its Creation has already existed.   Lesser Gods are a rank above the demigods. They are gods who are typically too strong to bother visiting a Material World (it would require a divine equivalent of a lobotomy to not suffer from sensory deprivation, and while its reversible on return, it's simply not pleasant). However they technically can do that, and this is always a threat. The strongest entities to have ever visited the Grand Empire of Karadia were lesser gods - however it happens extremely rarely.   Today, majority of the lesser gods within the Creation are the remaining gods of the pre-human pantheons - for example the elven gods. They are explicitly described as having an ability to manifest in the Physical World at will, sometimes even being told to live in it permanently. This is usually the highest level of the godhood where the 'gods require faith to exist' mechanism actually works.   This is a category that also contains many domain-less family members of the Greater Gods or truly mythological beings and entities that aren't described as gods of anything, yet they clearly are more than demigods.   Greater Gods are gods that possess some predefine domain that they're the gods of, although typically something minor. Some of those concepts can have multiple greater gods sharing it, which is typically a sign that those gods were playing similar role in different old pantheons that were at some point 'annexed' by the Creation.   They do not show up on the Material World, and are playing secondary role to the High Gods in the Imperial Cult. However many theurgies (and some spells) have their names referring to them, and some of them are somewhat venerated in the Grand Empire (though as servants of the High Gods). They can - extremely rarely - speak to someone on the Material World and offer them a deal or some encouragement (though typically in some holy places).   This is also how domain-owning gods of theoretically independent pantheons are classified within Creation, such as the gods of United Kingdom of Ceveria and New Menoria from Telya.   High Gods are the most detached of the polytheistic gods (in the Grand Empire they are divided between Anarchs, Hierarchs and Exarchs, but elsewhere situation might be more different), but also the most powerful. They are less personal gods and more an anthropomorphization of primal concepts, so incredibly powerful than they would obliterate the entire Material Universe merely by trying to enter them. They are also timeless, and completely beyond human understanding. However, being the 'greater' beings, they can understand mortals easily. They are the core of the imperial religion.   Prime Gods are the gods of the monotheistic cosmologies, described as gods of all that is, was and will be. They thus hold all domains, rendering them into incredible powerful entities beyond all cognition of mortals. They are even less understandable on that field than the High Gods - but also and order of magnitude more powerful. Presently there are only three known Prime Gods, with one more being suspected to have been this at some point.
 
Enigmas
Gods can be good, bad or ugly, but Enigmas (also known as Enigmatics but the scholars) are almost always the combination of the latter two. Enigmatics are Divines born of things that are on the very basic level incomprehensible for mortals. This means that actually understanding their domains is a bit tricky, if not entirely impossible while retaining your cognition and sanity. They are, like their Aberrant servants, in retreat. But it's a retreat that's extremely slow, almost unnoticeable on a mortal timescale. Those that remain have banded together under the banners of the Umbral Bond and the Pentagram and are throwing all that's left of them into the desperate attempt to reform the world into one when their presence is conceptually logical. In short, to change the world in their image.   The Falsehoods are their equivalents of the demigods. Unlike the demigods, they prefer to act through their corruptive influences rather than straightforward combat. That's because they share the weakness of the Aberrant - if they show themselves to a mortal, and through an unbelievable feat of willpower they will retain their sanity, they might end up actually comprehending the nature of the Enigmatic. This is enough to kill or at least severely (and for a long time) weaken them. When they do manifest, however, they leave behind a trail of settlements driven insane and deformed.   Then are the Lesser Enigmas, who are their equivalent of the lesser gods. They typically do not show up in Reality to an even greater degree than the already elusive Falsehoods. The reason for it is more or less the same, but also coupled with their much greater power level. It is believed by the imperial scholars that majority of the Ancients of the Umbral Bond are Lesser Enigmas, although the Pentagram also employs them.   The Greater Enigmas are actually almost missing. Beings of this level rarely have a noticeable interest in Reality, especially when they are so alien to it. There are some Greater Enigmas among the ranks of the Pentagram, where they are playing a role similar to the greater gods. Some of the strongest and most elusive of the Umbral Bond Ancient's might be Greater Enigmas too, but it's not certain.   The High Enigmas are technically high gods that has taken on a lot of enigmatic influences, enough to be classified by scholars as something different (by they are still titled high gods by the general population and the religious authorities). Theyare omnipotent, omniscient, too large and powerful to show up in any way, form or power level in a Material World, however their influences (at least in the imperial cosmology) are extremely visible. Today there are only four of them, all part of the Pentagram.   Final type of Enigmas is the Prime Enigma, although this classification is, at best, doubtful. The only recorded being who could have fit it is the khardic Overtyrant, who is both a monotheistic all-god and carries many common traits of enigmatics, such as alterations of mind and shattering of sanity through using the items he blessed or by his servants. However due to pecularities of its benevolent nature, his sanity-rending and mind-altering effects are going 'in reverse', so they are reinforcing sanity and making you a better person. Whether the Overtyrant is more of a Prime Enigma or more of a Prime God is anyone's guess.


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