Suvis Lore Summary
Welcome to Suvis - A VRChat Roleplay Universe!
You have officially decided to - at least - read up on the current history and lore of this colourful world. What an honour for us!
While you can browse this site for proper deep-dives, this page is designed to give you an idea of the world with summaries of the most important facts you need to know before joining the roleplay sessions.
You will learn about the Countries, Realms, Races, and Magic System that are present in this lively universe. In the end, it is up to you how much your character knows, but breaking the lore is not allowed.
If you have any deeper questions, you can see in the last paragraph who of our wonderful Writers-Team worked on which sections of the Lore. Feel free to message them on Discord for some clarifying answers!
Now grab a drink, sit back, and enjoy your time in the World of Suvis!
Suvis at a Glance
How Suvis came to be
A long time ago, a thriving civilization existed, but most of its history has been lost. In this "Old World", only humans lived in the Mortal Realm, while powerful deities of Light and Dark ruled over them. Over time, the deities began to clash, influencing the mortals to fight against the realms and, ultimately, themselves.
This conflict escalated into a devastating war, where the deities battled on mortal ground and ended up destroying each other. The war left the world in ruins, nearly wiping out all life. Some humans survived by sheer luck, but the land was left twisted and mutated due to the immense magical energy unleashed during the war. With the deities gone, the mortals were left to their own devices in this horrible mess.
The dark age that followed was one of the hardest times in history, but new civilizations began to rise through determination and resilience. After about 300 years, peoplekind found their footing in this new world and started to look forward to a brighter future. This marked the beginning of a new era, and the world was given a new name. "Suvis" was born.
Suvis Today
Civilizations have risen from the ashes, each building its own complex history and culture. Now, they stand on the brink of a new era, driven by the invention of Arcane Technology, pioneered by the Oshkin. While technology levels vary between nations - each developing according to their own needs - some shared advancements are beginning to shape society.
Universities now teach subjects like Alchemy, Astronomy, Mathematics, Magic, and increasingly, Medicine. Literacy levels differ between nations, but public schooling is increasing across countries. In larger cities, arcane spells power everyday tools - such as automatic light sources and magical refrigeration - though these spells must be regularly refreshed.
Carriages remain the main form of travel, but airships powered and piloted by air magic users are becoming more common.
Firearms, like muskets, have appeared but are rare and mostly found in Ontosh.
The economy runs on Copper, Silver, and Gold.
Most people wear clothes like tunics, cloaks, and layered outfits. But because it is cheaper, some of the poorer folks wear simpler and practical clothes, like shirts, pants, and hooded garments.
The world is currently at peace, still recovering from a near-apocalyptic event 36 years ago when the Gate to the Dark opened. Through the united work of all nations, the threat was sealed. Still, peace doesn’t mean everything is fine. Each nation has its own problems, and old grudges haven't been forgotten.
This world is both beautiful and dangerous - and no one knows what the future will bring.
The Countries
The Kingdom of Kilvia
Welcome to The Kingdom of Kilvia, a land of diverse climates and terrain! From the cold mountains of the North to the mild midlands and the warm South with its rare rainfall, Kilvia offers a range of climates for its inhabitants. The country is home to various races, with Humans being the most common, followed by Zurians, Elves, Demons, Oshkin, and Animal-Kin. While there may be some discrimination in certain towns towards specific races, generally, all are welcome as long as they follow the law.
Kilvia has a monarchy government, with the king ruling and the royal family overseeing the lands with care. However, the real power lies with "The Order of the White Raven," a group that not only brings peace to the nation, but also supports scholarly research in various topics. While the older generation may be wary of The Order due to their past, the newer generation looks up to them and believes in their cause.
The country has a thriving adventurer culture, with major cities hosting festivals and tournaments for adventurers to share stories and advice. These events are held by the Adventurers Guild and are an opportunity for young adventurers to learn from experienced ones and showcase their skills. Despite the dangers of the adventurous life, early deaths and incidents are often kept quiet.
The capital of the country is also called Kilvia and is home of one of Suvis’ world wonders - the great rose castle.
The main language spoken in Kilvia is Common (English).
Talvan
Talvan is an island located between the two main continents, previously thought to be inaccessible due to strong storms surrounding it. However, now that The Kingdom of Kilvia has discovered a safe route to it, Talvan has been declared under the Kingdom’s jurisdiction.
The island boasts an extremely diverse ecosystem, with environments ranging from southern mountains enveloped in deep frost, tropical forests with trees reaching the heavens in the north, to wide, green plains decorated with the most beautiful flowers your mind could make up. And it's all thanks to the high magical mutation the deaths of the Deities had caused. Floating land masses and ancient ruins scattered across the island add to its mystical charm, making it a scholar's dream to spend at least a day in Talvan.
The natives - speaking their own language called Tal (Welsh) - live in small, self-governed villages, largely undisturbed until the arrival of the Kilvians. Despite the lack of a centralized government, the Kilvians have chosen not to impose control, focusing instead on building trust with the natives.
Although the natives lack advanced technology, they have adapted to their environment, making use of its magic-rich resources. The Kilvians' main interest in Talvan lies in its unique ecosystem and the history of the Old World, which can be gleaned from the many ancient ruins on the island. As a result, the natives have remained peaceful and cooperative with them.
The Kingdom of Kisinia
The Kingdom of Kisinia is a large and powerful country - its military nearly as strong as its zealous nature.
With a large population of mostly humans, along with other enslaved species, Kisinia’s main religion - and what it is best known for - is the faith of The Light. This doctrine leads the country to deem those who do not follow its teachings - or those who happen to be Demons - as enemies of the state.
The country has a strong sense of Human supremacy. While its military may seem outdated, special materials obtained from the "Crystal Behemoth Lake" situated next to their capital, "The City of Light", strengthen both their weapons and armour, giving them a significant advantage. While the country consists mostly of plains, the southeast boasts the highest mountain range on the face of Suvis, which Kisinia has deemed a holy place.
The main language spoken here is Kisinian (Spanish).
Kaurama
Kaurama is the country of Zurians, know for its rainy climate. They enjoyed a period of relative peace and prosperity until latent anti-carnivore Zurian sentiments finally boiled over about five years ago, leading the government to pass a law prohibiting meat production and consumption.
In response, many meat black markets sprang up practically overnight. The government attempted to shut these down, but their violent crackdowns only led to equally violent resistance. Torn between rapidly militarizing gangs and the public outcry of the wider citizenry, the government was unable to respond effectively to either. While riots and protests eventually ceased, the gangs remained.
Now, gangs operate brazenly in most major cities, while rural areas largely police themselves - left behind as the government fruitlessly struggles against organized crime. For the average citizen, life goes on. And if some businesses they interact with aren’t exactly above board? Well, they’re probably beneath the attention of the stretched-thin police force anyway.
Kaurama's capital is the city of Revica. The main langue spoken is Common; however more old-fashioned families might still use the traditional Zurian languages : Kau (Slovak) for carnivores and Raumna (Czech) for herbivores.
Netonia
Netonia is a desert country that proves a harsh environment does not always make for harsh people.
As a former colony of Kisinia, Netonia is fiercely anti-slavery and works hard to defend its borders against its former masters. They have a tight relationship with the Republic of Staria, which helped them break free from oppression. Learning from their ally, they accept almost anyone into their country, and the government focuses on ensuring no one is left behind.
Similar to Kaurama, the most common species in this country are Zurians, with a significant population of Animara, but every species is welcome.
Netonian capital is the city of Cherina. The main langue spoken is Common.
Hospetnia
If you have ever asked yourself what it would be like if the world was ruled by gold and the influence it can carry, then all you have to do is take a look at Hospetnia.
This country is full of merchants and opportunists.
Originally a city-state, the Kingdom of Hospetnia expanded its influence over the desert and its nomadic tribes.
Due to the harsh environment of the thick, tropical forest in the north and the hot, sandy desert throughout the rest of the country, its people were forced to turn to the sea for sustenance, in turn building up a strong naval power used for food and resource gathering.
But it was through its strong sea trade that Hospetnia gained its prosperity, making it a haven for merchants.
It didn’t take long for Hospetnia’s society to develop a skewed social structure in which commerce determines your social status - the climb to the top being nearly impossible and purposefully designed to keep the weak in their place. The cities in Hospetnia serve as trading hubs for nomads and travelling merchants.
The capital, Sandria, is the biggest trading hub, and its surrounding earth is rich in gold, silver, and gems - the mines belonging to highly influential people, supporting their abundant wealth.
The nation is always led by the wealthiest and most successful merchant - currently Averill ‘Golden-Eye’ Alden - supported by a council of four similarly influential merchants or military generals. The official language is Hospetnian (Dutch), though most citizens speak Common for trade, while desert tribes maintain their traditions and unique languages.
The Republic of Staria
Spanning half the Eastern continent, The Republic of Staria is a land of diverse ecosystems and a stone’s throw from the Gate to The Dark. Known for its inclusion of Demons and formidable military, Staria stands today as the largest nation on Suvis.
Once a patchwork of smaller states during the Renaissance of the world, Staria’s roots lie in conquest. The nation of Aderne emerged dominant, aided by Demons that fled The Dark and provided them with new military strategies. Expansion only ceased after a prophetic meteor storm, leading to the birth of the Republic.
Though its days of conquest are gone, Staria remains militaristic, locked in eternal conflict with its neighbour and sworn enemy, the Kingdom of Kisinia. Kisinia’s hatred for Demons fuels the fire, while Staria embraces them, claiming to stand for peace and unity. This mission comes at a cost - most of the country’s money goes to the military, not to the people. Most Starians follow the religion of the Umbral Unity, a religion that honours both mortals and Demons, and worships a Pantheon of heroes who shaped the nation.
The capital is Aderne, named after the nation that started it all. The official language is Common, but near the Chern border, people still speak Altenan (German). Some outsiders confuse it as the Demons’ language, but this is untrue.
Avalon
Avalon is a forested region north of Ontosh and south east of Yavia. While its status as a country is debatable and not recognised by some, it is filled with species of animal-like people called Animara. Gathered across the land in groups and clans, the Animara exist in a tribal era, wielding weapons such as spears and bows. However, they should not be underestimated.
The forests of Avalon are dark and treacherous, with strong mana saturating the land. The flora and fauna are hostile and deadly to those unfamiliar with the terrain.
For outsiders, the best advice is to remain in the diplomatic capital, Contage - a small city built by diplomats in an attempt to establish peaceful relations with the tribes, though with little success. Alternatively, avoiding these deadly forests altogether may be the safest choice.
Yavia
Home to the various races of the Elvenfolk, Yavia is a vast yet thinly populated land. Its environment is covered in forests and greenery, making it the most lush landmass on Suvis. Governed by a council that ensures equal representation among all Elvenfolk, it maintains a strict policy of isolationism, rarely engaging with the outside world - at the high cost of their economy. One will rarely find a coin, relying on bartering rather than exchanging currency.
In comparison to other countries, Yavia’s technological level is abysmal. Their deep-rooted faith in Elu - a religion that adores nature - holds them back from any sort of industrialization and technological progress. The Elvenfolk’s unwavering devotion to their deity, Cylia - whom they believe resides within all living things - has preserved their environment but hindered their development greatly.
But one should not make the mistake of believing them to be helpless, as their remarkable skill in magic is incomparable. Nearly all Elvenfolk have an innate affinity for it, making them the most formidable mages in Suvis. This makes it difficult for their resource-hungry neighbours in Ontosh to take over their lands.
Yavia's capital is Bijoux and is one of the major hubs of magical research of the elemental type. The Elvenfolk mostly speak Yavian (French), since their near non-existent relationships to other countries prevents them from learning the Common tongue.
Ontosh
Ontosh, a country located in the mountains of the western continent, is known for its impressive cave systems and underground cities.
The challenging terrain has forced the people of Ontosh - The Oshkin - to be resourceful and innovative, leading to the development of advanced Arcane technology. However, the creation of Avtomats / Automaton in Ontosh is a controversial topic, as their conscious individual existence is denied by their creators.
The political climate is tense, with resistance groups opposing the ruling families who maintain their power through military strength. The land is divided into five regions, each governed by one of the ruling families, and the laws can vary greatly depending on the family in control.
While Ontosh officially welcomes outsiders, there is a strong intolerance towards different species, possibly due to the country's historical seclusion and emphasis on community.
The capital, Golovka, is the largest underground city and the main language spoken is Onti (Russian). Ontosh's culture is deeply rooted in superstitions and folklore, with beliefs in giants and cautionary tales passed down through generations.
Edakia and Chern
Serving as representatives of their Realms on mortal ground, Edakia and Chern are land masses for The Light and Dark.
While Edakia boasts a stunning landscape that hints at the paradise hidden within The Light, it is uninhabitable for mortals due to the high residual elemental mana and strong influence of the Light's magic. However, devout followers - especially aspiring Paladins - undertake pilgrimages through the land to reach the next steps of their faith.
Chern, on the other hand, is inhospitable due to hostile demons and its scorched soil. It is plagued by ongoing clan wars, with danger intensifying near the still-sealed gate to The Dark. Many adventuring parties find themselves here to fight for glory and greater fame, knowing that every new mission could be their last. Still, much of the knowledge about The Dark and its beings was gleaned through them.
The Realms
The world of Suvis is not only composed of the Mortal Realm.
Within it, the Realms of The Light, The Dark, and The Neutral exist, balancing the world in every facet.
The Mortal Realm is where peoplekind lives, and most of the preserving energy of Suvis goes.
From current knowledge, this realm is the centerpiece of the world, and the other realms are mainly there to support it.
The Light is the “Holy Realm”, shining as a golden beacon of morality and clarity. It used to be the residence of the Deities of Light, but now only their Angels have been left behind.
After the calamity, these Angels decided to guide peoplekind through the Dark Ages.
Not much more is known about the realm, as the Angels are tight-lipped about it.
The Dark, on the other hand, is the “Unholy Realm”, casting a dark shadow of deceit and ambition.
The Deities of the Dark lived here, leaving behind their Demons after their deaths.
Clans quickly sprouted from the chaos, creating many wars between the Demons within the realm. Once they found a way to the Mortal Realm, their wars spread through the land we now know as Chern.
But since the portal has been closed, they can’t spread further.
Only some Demons with little to no trace of Dark Magic can move in the Mortal Realm freely.
The Neutral is the youngest of the Realms, coming into existence after the calamity.
Close to nothing is known about it, but there are many theories as to why it exists. The current one that many Scholars seem to agree on is that Suvis created it to fill the huge gap the Deities left behind.
It was on the Deities to balance the forces of Light and Dark; now it seems the new realm has taken over that task.
Especially, the balancing act of life and death was taken over by a new celestial creature called the “Reaper,” which lives within it.
But the creation of the Neutral brought new entities to the Mortal Realm. Werewolves, Vampires, and Dragons seemingly sprouted out of nowhere. None of these became common occurrences; quite the opposite.
But their sudden existence still stirs up confusion and, especially, fear.
The Species
Human
Humans are the most widespread species of the Suvis world, able to be found in almost every country.
What they lack in natural weapons or inherent talent for magic, they make up with sheer staying power, able to keep going when other races would long keel over from exhaustion and heal or even walk off injuries that would leave other species dead or crippled for life. They are also, on average, the tallest of the races.
Elvenfolk
Elves
Elvenfolk who occupy the narrow mountains and ever-changing plains of Yavia; Elves are recognized by their elegant features and large, pointed ears. Their slender bodies make them excellent swimmers and runners.
Like their brethren, elves reach maturity at 24.
While they hold few physical strengths, they have the greatest potential for magic.
Many spend decades perfecting their craft, holed up in mountainside castles and underground crypts until they feel ready to show off what they’ve mastered.
They are omnivorous, able to survive on whatever they can manage to find.
Elves have strong noses, able to correctly identify most scents and trace them back to their source.
Despite their strong magical capabilities, they are very weak physically; their muscles and bones are not adept at handling blows of any sort. They also have an abysmally low alcohol tolerance; being able to get drunk off of no more than the very stench of inebriation.
As such, many frequent rowdy bars to get drunk without ordering a single glass.
Sylvan
Elvenfolk who live in the vast treetops of lush Yavian forests. Sylvan excel at navigating difficult terrain; able to scale any obstacle in a matter of moments with their sharp claws and stellar climbing skills. The dense overgrowth that renders most of the land in Yavia inaccessible is quickly traversed by the Sylvans. They are far shorter than other Elvenfolk, averaging out at no more than 1.3 metres tall, and their ears are significantly rounder compared to their Elven cousins.
Sylvans are entirely herbivorous - unable to consume meat, even if they wanted to. But their stomachs have adapted to find nutrients in any plant matter they can get hold of. They boast incredible hearing, able to detect the individual insects scurrying underfoot from more than 100 metres away. However, this powerful hearing makes it very difficult for them to adapt to city life. The hustling and bustling can give them severe headaches, and it can be years of adjustment before their ears finally stop ringing.
Drow
The Elvenfolk hailing from the tundra of Yavia; Drows are a communal species who rarely stray from their hometowns. Generations of honing their skills against the beasts which stalk the icy wastes have allowed them to possess stealth unlike any other. Their footsteps are quieter than a pin’s drop, allowing them to catch even the most alert of enemies off guard. Drows can be recognized by their large, pointed ears, darkened scleras, and sharp teeth from a predominantly meat-based diet.
Drows are able to see in the dark as if the sun had never fallen. Though their vision is far greater than average, they find it difficult to detect objects that aren’t moving. Their skin is incredibly tough - designed to withstand the brutal chill. This comes with an additional bonus that they are far less susceptible to injury. They have high pain tolerances, causing the few injuries they do receive to go unnoticed. Many suffer from easily-avoidable infections as a result. Tundra-living has left them longing for the cold - temperatures greater than 25 degrees Celsius can result in heat strokes. Instead, they much prefer temperatures below 5 degrees Celsius.
Zurian
Zurians look a lot like humans, although much smaller, with the addition of animal traits such as ears or tails. Depending on which 'breed' of animal their traits come from, they are considered either carnivorous or herbivorous, and they inherit certain habits or skills from their breed as well.
Zurians are found all over the eastern continent, but are most common in Kaurama or Netonia, where they are the majority.
Animara
The Animara; a species so diverse and known as the most animalistic and tribal species of Suvis.
While their appearances and traditions vary widely - ranging from the religious Avian tribes to the militaristic Reptilian clans to the nomadic Cervid families - all Animara share the common trait of animalistic appearance, sapience and upright posture.
Their societies are deeply rooted in their environments, and their tribal structure reflects a strong connection to their instincts and heritage.
They are mostly spread throughout the western continent’s land of Avalon, but also share residence with other species in the eastern continent’s nations of Kisinia, Netonia and Hospetnia.
Avian
This bird-like species is short in stature, covered in a mix of feathers and fur. They walk on two legs, have wings attached to their arms with three digits on each limb and dangerous claws at the end of their fingers. Instead of a beak, they have a muzzle with razor-sharp teeth.
They are mostly found in the Eternal Spirit Tribe, which is known for its isolation, prejudice, and superstition. The tribe’s beliefs are as extreme as they are convoluted—from the idea that albinos are cursed to their utter devotion to mediums. The tribe has a single family of mediums that acts as religious advisors to the tribal leaders, often holding all the sway in decision-making. This position is passed down generation after generation, much like their abilities. Some see it as an honour to inherit, while others are far less willing to let it go.
The tribe is very suspicious of outsiders. In the past, they attacked anyone who entered their land. Now, with an embassy in Central Eastern Avalon, they tolerate outsiders only for trade and still treat them with distrust. Their hatred for the Oshkin is even stronger. Living in Western Avalon has led to many past skirmishes over the forest’s valuable crystals. Though the fighting has ended, most tribe members still hold a deep grudge.
Reptilian
The Reptilians are an extremely tall and snake-like species, with body lengths ranging from 3-5 meters as adults. Instead of legs, they have a strong tail and two arms close to the head and a cobra-like hood used for expression and intimidation. Their mouths open wide and have two long fangs instead of teeth. Their skin and eye colours vary depending on their ancestry.
The Crimson Eye Clan is the largest reptilian-based clan on Suvis. With numbers in the low thousands, they are based in the heart of Avalon. Their culture is rooted in warrior tradition, and their laws are replaced by a strict code of honour. Death is common - personal connections are not.
The Crimson Eye Clan was once one of many, but through conquest and bloodshed, it became the only one. They recognise no gods but treat their code as sacred. A single breach of that code can lead to exile - or even execution.
The reptilians in the clan come from various lineages, from the venomous and spiteful Veela family to the diplomatic, constrictor-engineering Zinto family. They are as diverse in appearance as they are in beliefs.
The Crimson Eye Clan regularly clashes with the avians of the Eternal Spirit Tribe. Their opposing values and beliefs often result in the death of a Crimson hunter - or a Spirit-walker.
Canid
The Canids are a wolf-like species. Similar to the other Animara species, they too stand on two legs and their muscular arms end with clawed hands, which are capable of both delicate work and strong defence. Their fur is dense and usually black or dark-green in colour - though they sometimes paint it in their tribes colours.
Contrary to the warriors and isolationists of Western Avalon, the Canids of the East are a peaceful and diplomatic people. Their distance from the West means that even the Oshkin are welcome among them. A love of knowledge and its expansion drives their culture - libraries dot their treehouses, and their schools teach every possible view on a topic. They were one of the first tribes to build an embassy and offer diplomatic relations with the Kilvian visitors when they first arrived.
Feline
Felines are a cat-like species that is athletic in build. Due to their secretive lifestyle, not much more is known.
As mysterious as they are dangerous, many who go north into the dark forests of the region see little, and many never see anything ever again. The felines of the north are not superstitious like the avians, nor warriors like the reptilians. But they are secretive, and they will do anything necessary to keep it that way. And that’s something they’ve gotten very efficient at.
Cervid
Cervids are lean, deer-like beings standing 1.3 to 1.7 meters tall. They have four-fingered hands and two long, hooved legs, allowing them to move swiftly and with precision through forests and open landscapes. Their neck is often long, and their head is elegant, with well-defined features. The most striking feature of this species is its impressive antlers, which are typically found in males and can grow quite large.
Unlike other Animara, Cervids have not developed in Avalon, but instead in the vast lands of Kisinia. They do not follow the Kisinians' religion, nor do they commonly interact with the humans that live on their land, instead choosing to live a nomadic life, moving from place to place. While the Kisinians may see them as holy, the skittish Cervids view them as merely another possible threat. Often choosing flight over fight, and with a sense of smell good enough to detect a human from half a mile away, they’re a rare sight - rare enough to have generated their own legends among the locals. With strong family bonds and an even stronger connection to the land, the Cervids focus their lives on cultivation, commonly using nature magic to grow crops quickly and in seasons they normally could not.
Oshkin
The Oshkin are a hardy, mountain-dwelling humanoid species from Ontosh, built to survive in rough environments. They split into two groups: Mountain-Dwellers with pale, metallic skin and the ability to harden it through minerals, and Flatlanders with tough, leathery skin and greater agility. Both have large hands, claw-like nails, and sharp eyesight in the dark.
Oshkin culture revolves around a belief in four mountain giants, who they believe created them and continue to protect their people. Their technology combines magic with engineering, allowing them to create advanced machinations and automated structures. While cautious around outsiders, they ally with those who respect their culture, though they distrust Elves and Animara - their closest neighbors.
Avtomat / Automaton
Avtomat's - also known as Automatons in the common tongue - are magical constructs created by the Oshkin to serve specific roles - from social work to combat. While most are programmed to follow orders, some have gained self-awareness and call themselves Nova. These sentient Nova seek freedom and recognition as an independent species but face prejudice and hostility from their creators and society.
Avtomats are resilient and efficient, performing tasks tirelessly and powered by arcane energy. However, they are vulnerable to extreme temperatures and need to recharge their energy regularly to function. The Nova, led by a figure named Risk, strive for independence and the chance to shape their own identities, despite the Oshkin's efforts to control or eliminate them.
Beings of the Neutral
Vampire
Vampires exist at the edges of society: in the scary stories shared around campfires and in the hushed whispers of frightened mortals. But they are not merely myths. For the undead truly do walk among the living in the dead of night, masquerading as those who still take breath. Ravaging their bodies, feasting on their blood to sustain an eternal youth. Spreading their condition, infecting more with that irresistible yearning. Fact and fiction bleed into each other in a dizzying sonata of misinformation, leaving most oblivious to the true facts of vampirism.
The few that do hold the answers - the vampires themselves - are often shunned by the greater part of society, or have taken great measures to blend in well. For the slightest misstep brings pitchforks, wooden stakes, and whatever else has been deemed capable of killing such a beast, if such monsters can even be felled. Though there are ways of detecting these creatures. A vampire will have a pale, desaturated complexion from a life spent out of the sun, which could burn them to a crisp, sharp eyes as sanguine as the blood they so fiendishly lust after, and sharpened incisors, prime for tearing into flesh. Report all suspected vampires to your local vampire hunter. Ensure these menaces are dealt with.
Werewolf
Humanoid creatures with the powerful ability to shapeshift into powerful beasts at will. Werewolves can be born or created through a process known as Lycanthropy, when an Oshkin, Human, or Elvenfolk is bitten by a werewolf and survives the assault. No other species will develop into a werewolf. They are forced to consume raw flesh to survive, though they can sample another cuisine - without any benefits, that is.
The transformation is a long and gruelling experience as their entire physiology rearranges from typical bipedal mortal to hulking wolf quadruped. Once transformed, they are nearly unstoppable, save for a weakness very few know. Strong attacks directed at their spinal cord can be lethal, though any attack that doesn’t sever it can be shrugged off, given enough time for the beast to regenerate. Due to the abundant mana costs to transform, as well as the heavy physical toll, werewolves are unable to practice magic.
Werewolves possess strong hearts, allowing them to push themselves further beyond than most. However, this leaves their heart to age and weaken at an expediently fast rate; if they manage to avoid death in combat, they will surely perish from heart failure. Their supernaturally quick regeneration can heal all non-lethal injuries, even able to regrow parts of their brains with little error. Many werewolves will join Vampire Hunter organisations, further stoking the fires of a feud dating back millennia.
Dragon
Dragons are rare enough to be considered myths in many places. They settle and guard mana-rich sources across the world, remote places that often only the most skilled adventurers can reach. The true extent of their abilities remains a mystery to this day.
In truth, there are more dragons around than people know, as their juveniles walk the world in mortal guises until they can find a place to settle themselves.
Ghost
Undead beings that have evaded the watchful grasp of the Reapers; feeling they won’t be able to rest in the hereafter until their business is settled. Ghosts appear as they did before they met their fate; albeit translucent. The longer the ghost remains, the more translucent they will appear until they are completely naked to the mortal eye. Some ghosts possess the ability to communicate verbally, though they, too, will lose that ability once they disappear. The strongest ghosts possess the strength to interact with the environment, dubbed ‘Poltergeists’.
Though they can fade, Ghosts cannot truly ‘die’ unless they are exorcised by powerful mages. Exorcisms are reserved for final resorts, as a successful exorcism results in the soul being permanently destroyed. The longer a ghost goes without fulfilling their last wishes, the more their mind erodes into madness. Ghosts will become malignant, violent, oblivious or uncaring to the living creatures that surround them. They can begin to hurt people, haunt establishments, or commit various malfeasances until they are dealt with.
A ghost will make the room around them cold, and frost will slowly envelop the space they occupy. They are unable to practice magic in death, as they have no way to access their mana as they would when they possessed a corporeal form. Any being that physically interacts with a ghost will be hit with a sense of unease, and it’s often considered bad luck. Once a ghost fulfils their needs, they will be granted a passageway into the afterlife.
Spirit
A rare non-corporeal entity to maintain a balance between what it defines as ‘good’ and ‘bad’. Spirits were created during the birth of the New World. They serve an unknown will, and their existence is largely disregarded to be mere folklore. However, they very much do exist. Spirits can take any form at any time, often appearing as one recently deceased. If they are ever discovered to be spirits, they will flee from the area.
Spirits see everything as either good or bad, with no in-between. If there is too much of one in a certain location, they will remain as long as it takes to restore balance. Unable to interact with their environments, they will often take refuge in areas where people are more easily convinced to act on their desires, such as bars, entertainment sectors, or places of worship. Here, they seek to manipulate positive or negative events to come to pass. A spirit can be rather oblivious, aiding or hurting the chances of specific mortals at random.
As they do not possess any magical capabilities and can’t interact with the physical world, they rely on speech alone to persuade their targets. A spirit can not be killed, and there is never more than one within an area. Due to their nomadic tendencies, it is rare for a spirit to occupy the same area for more than two weeks.
Beings of the Light
Angels
Compared to the knowledge that was gleaned from the Demons, Angels are much more mysterious. Lacking physical bodies, they remain within The Light, lending their power to those who worship it - their "Bonded". For an angel to walk the world means to fall, paying for their newfound freedom with their power and immortality - a deal not many are keen to make.
Beings of the Dark
Demons
Contrary to popular belief, Demons are not born inherently evil. However, the stronger their ties are to Dark Magic, the more vulnerable they become to its corrupting influence. Demons come in various species, each with different levels of Dark Magic they can potentially harness. Because of this, they are ranked by strength, though exceptions exist.
Demons with a mid-to-high connection to Dark Magic can't travel far from the Dark Realm's gate, as they will be drawn back by it - be it mentally or physically. But Demons with a low bond can walk freely in the Mortal Realm.
Similar to Angels, Demons can form contracts with mortals. The terms and conditions can vary, but one reason to form a contract with a mortal is to become a conduit for the Mortal to use the Dark Realm's power - usually for a high price. The only difference is that demons do not need to possess their Marked. They can be summoned by them and appear for a brief moment.
Some cultists believe that a demon could make multiple contracts, which would break it free from the chains to the Dark Realm, making a permanent existence on mortal ground possible. That said, this has never been proven, nor has it ever worked.
Fire Salamander
Fire Salamanders are one of the humanoid demonic species, but they distinguish themselves by their magma-patterned skin, which envelops their bodies like clothing. They also possess small horns and a thick reptilian tail. While they can learn to regulate their heat, their natural body temperature is far too hot for normal contact. Even clothing that hasn't been enchanted with heat resistance burns quickly on them.
Despite their fiery nature, Fire Salamanders are considered one of the weakest demonic species. They have a lifespan of up to 70 years and reach maturity around age 14. Their reproduction is the same as that of other humanoid species.
Shapeshifter
Shapeshifters have no true form and usually appear in a preferred appearance. They can only transform into living creatures, and only those they have personally seen before. The more they observe a being, the more closely they can resemble them - but to perfectly mimic someone, they must devour them.
They are believed to live up to 70 years, and likely reach maturity around age 14, though this isn’t confirmed. How they reproduce remains a mystery.
Cubus
Cubi are seductive demons known for feeding on strong emotional energy, especially lust and desire. They are easily recognized by their sensuous bodies, bat-like wings protruding from the lower back, long, thin tails, and elegant horns that come in various styles. Their clothing is usually tight-fitting, chosen to highlight their physical appeal.
They use Dark Magic to drain emotional energy from others, which they absorb to maintain their youthful appearance and vitality. In addition, they possess pheromone-producing glands that enhance their ability to charm and manipulate others.
What sets them apart from other demonic beings is the tight link between their physical and mental health. They are true free spirits, avoiding emotional attachment or empathy. If they are ever forcefully bound to another being, their minds begin to deteriorate, as their nature violently resists the loss of freedom, which in turn reflects on their physical health.
All Cubi possess some level of Dark Magic, though its potency varies between individuals. Some have learned to blend into mortal society, often found in pleasure districts where emotional energy is plentiful. They can live up to 120 years and mature around age 16. They can reproduce like other humanoid species, but rarely choose to.
Shade
Shades are powerful shadow-based demons with no true physical body. In their true form, they appear as formless, shifting shadows and are nearly impossible to touch or harm. Using Dark Magic, they can create a temporary projection of a humanoid body - ghostly, dark, and often with glowing eyes.
They always possess Dark Magic, though its strength varies between individuals. Shades can hide perfectly within natural shadows and can possess and subtly manipulate the movements of others through their shadows.
This species is intelligent and cunning, and they prefer stealth and manipulation over direct combat. However, they are extremely weak to light - especially Light Magic - which can destroy them. When exposed to light, they must switch to their projection form to withstand it.
Their age and method of reproduction are unknown.
Shades are recognized as one of the stronger demonic entities.
Magic in Suvis
All realms on Suvis are encompassed with ethereal energy, giving this world a heavy variety of magics. It can be categorized into three types of magic: Word-Bound (Arcane), Body-Bound (Elemental), and Realm-Bound (Light, Dark, Neutral).
Word Bound - Arcane Magic
Word-Bound Magic, also known as Arcane Magic, is mainly practiced by Wizards and relies on runes and the written or spoken language of the Old World, known as 'Kaida'. It is a highly practical method of giving objects specific functions or enhancing items like weapons - it can range from creating a necklace that improves one's eyesight to engineering platforms powerful enough to teleport a person across Suvis.
The effectiveness of the Arcane Magics depends on the method used to invoke the spell - A spoken spell might be the quickest, but also the least effective way to cast a spell, while creating runes takes time, but is one of the most effective means. If someone looks to create the strongest effects, they will have to combine at least two methods - referred to as a 'ritual'.
It takes a long time to learn the language and much longer to master the art of using it correctly. Not only the words but the intent of the spell must align correctly, else the spell will lead to unintentional mistakes or even disaster.
Body Bound - Elemental Magic
Every mortal in Suvis has a spiritual body that holds their soul within their physical form.
This body contains nine 'mana nodes', which function like a heart, regulating the flow and keeping the balance of 'mana' within it. The amount of mana existing in one's spiritual body doesn't change within their lifetime, as long as they are without an elemental magical ability. When someone does develop an elemental ability, their mana nodes mutate to align with the manifested element, allowing them to regenerate mana, which is essential for using their magic.
The amount of mana a person can store varies, leading scholars to develop a 'Mana Capacity' system to measure an individual's estimated limit. Five levels are used to narrow down the capacity and go from low, low-mid, mid, mid-high to high capacity.
The main elements people can develop are Lightning, Air, Fire, Water, Earth, Nature and Blood - with some elements having special branches, like Water branching into Ice or Ink.
Realm Bound - Light, Dark and Soul Magic
Realm-Bound Magic comes from the three realms - Light, Dark, and Neutral. Each of them can influence the mind and soul in different ways. While each of them has its own purpose, they can shape a person's spirit, memories, and fate. Together, they form the unseen forces that govern the cycle of existence.
Light Magic
Having its origin from The Light, Light Magic is all about truth, morality, protection and control. It can reveal lies, heal, purify and protect the mind from dark influences. People with a connection to this magic use it to guide others, shield them from harm, and bring peace in the name of The Light.
But if taken too far, it can become a controlling and unforgiving force. It can transform memories, change thoughts, and force people to follow strict ideas of "goodness". It is a double-edged sword that brings wisdom and safety, but can quickly turn to take away one's freedom.
Dark Magic
Drawing its power from The Dark, Dark Magic is all about ambition, deception, empowerment and corruption. It can manipulate minds, plant doubts, and create illusions to get what the caster wants. Some use it to break free from their fear or weakness, while others twist it for their corrupted reasons and hunger for power. It can plant thoughts into people's minds, twits emotions, or alter memories, making it dangerous but also useful.
While it offers strength and freedom, it often comes with hidden costs. If misused, it can consume the caster - Demon or Marked - leaving nothing but hunger for more.
Soul Magic
Only the new celestial being called "The Reaper" can wield the Soul Magic that sprang forth with The Neutral. They use it to guide souls after death. This magic is not about punishment or reward but about maintaining the natural balance of existence.
Nothing more is known about it.

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