[center][img]https://i.imgur.com/OaoNPNt.png[/img][hr][/center][table][row][/row][row][cell][center][img]https://i.imgur.com/KKTFoEP.jpg[/img][hr][sup][i]"Magic has a way of [b]finding[/b] itself to people."[/i] ____________________________________[/sup][/center][color=2e2c2c]..................................................................................................[/color][/cell][cell][sup][i]"Open your mind, heart, body, and[b] soul[/b] to the universe..."[/i] ____________________________________[/sup] Beyond the ordinary lies an invisible threshold—a line dividing the possible from the impossible. Some people cross it easily, born with a trait or inclination that draws them toward the unknown. Others are pushed. Regardless of how they cross, those who do discover a truth both exhilarating and terrifying: [i] Magic is [b]real.[/b][/i] This Magic is not pulled from ancient tomes or distant stars; it’s born from within—fueled by human emotion, belief, and personality. Those who awaken to it gain powers that reflect their true nature at their core. These individuals, varied in form and ability, are collectively known as the [b]Paranormal[/b]. Their world is a gateway to infinite stories and adventures, where the laws of reality bend and the soul takes center stage. The abilities granted to Paranormal beings are called [b]Paranormal-Abilities[/b]. The most basic of these is the theoretical opening of a “third eye,” a metaphor for perceiving the unseen forces at work. Only the Paranormal can see Magic in action; to everyone else, only the consequences are visible. One of the most iconic abilities is called a [b]Recollection[/b]. This vivid, immersive flashback allows someone to witness events they weren’t present for, as if standing within the memory itself. Recollections can be triggered in various ways: during dreams, upon touching a meaningful object, or in the presence of someone associated with the memory. Sometimes, those with deep magical knowledge can even share a Recollection with others. Paranormal beings are drawn to one another and magical events, often against their will. Some believe that certain traits make individuals more likely to be drawn into these situations or to encounter them.[/cell][/row][center][hider=Breton - Plastic Boxes][youtube]https://www.youtube.com/watch?v=yPDqbQAoAl8[/youtube][/hider][hr][/center][/table][indent]At the heart of each Paranormal lies a unique power known as an [b]Abstraction[/b]. No two Abstractions are precisely alike, as each is a manifestation of the individual’s soul. Though some may seem to possess multiple powers, these are simply facets of a greater whole. An Abstraction cannot be nullified or replaced—except in one scarce and specific case. To prevent chaos, Paranormal beings are protected from one another by an invisible force called the [b]Emotional-Field[/b]. This field acts as a natural limiter, preventing most offensive Abstractions from being used directly on other Paranormals. For example, a pyromancer cannot boil another’s blood, a telekinetic cannot rip out a heart, and a mind controller cannot take over a fellow Paranormal. Some abilities, such as healing or telepathy, are typically unaffected, but others may be weakened, blocked, or require creative workarounds. Specific, rare Abstractions can bypass the Emotional Field, and others may modify it, lessening its protection, stripping it away, or twisting its effects. But these cases are exceptional. Those who lack both an Abstraction and an Emotional-Field are called the [b]Blind[/b]. They cannot perceive, understand, or interact with Magic in any way. However, some who have been exposed to Magic may gain a limited awareness known as [b]Aware[/b]. These Aware individuals still lack the protections and powers of the Paranormal, leaving them just as vulnerable as the Blind—if not more so.[/indent][hider=Paranormal Beings][table][row][cell][color=black][h1][b]ADEPTS[/b][/h1][/color][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/2htRemy.jpg[/img] [sup]_______________________________________________[/sup] [sub][i]"Transcend the [b]limitations[/b] you have placed on your mind and soul."[/i][/sub][/center][color=2e2c2c]..........................................................................[/color][/cell][cell]Eons ago, an ancient race of god-like beings known as the Ancients visited humanity and gifted thousands with access to a powerful form of Magic called [b]Lux[/b]. Lux is a unique kind of Magic, its properties shaped by color, and it creates a spiritual bond not only with the energy itself but with the generations of users who came before. To unlock Lux, an individual must undergo a [b]Kindling Event[/b]—a moment of overwhelming emotion that sparks the connection. During a Kindling Event, the Adept may find themselves communing with their ancestors, much like a Recollection, forming a spiritual lineage that passes down through their descendants. However, this bond is not unbreakable. If an Adept strays from the values or expectations of their predecessors, they may experience a [b]Severance[/b]—a complete disconnection from Lux. In some cases, this severance is forced by the ancestors; in others, the Adept severs themselves during their Kindling. Once severed, they become Aware—still able to perceive Magic, but permanently cut off from their Lux. Unlike other Paranormal beings, Adepts resemble traditional mages or wizards. They don’t possess a single innate ability but must learn spells, each drawn from the potential of their Lux. While theoretically capable of casting any spell within their Lux’s domain, each Adept has a personal [b]Affinity[/b]—a trait or theme that reflects who they are. Spells aligned with an Adept’s Affinity are easier to learn and more powerful. Spells outside this affinity are challenging to develop, and spells that directly oppose it are nearly impossible to master. Spells are typically discovered through trial and error, but each Adept has a unique method of learning—some through meditation, others through experimentation or emotional breakthroughs. Spells can also be taught, passed down through grimoires, artifacts, or shared by other Paranormals. Over a lifetime, an Adept may master hundreds of spells, though doing so takes years of dedication. Interestingly, close relationships can spark inspiration, allowing Adepts to create spells influenced by those they care about. To cast spells, Adepts require a [b]Channeler[/b]—an emotionally significant object through which they safely conduct their Lux. It’s possible to cast without one, but doing so risks severe injury, as channeling Magic through the body leads to burns and instability. The process of spellcasting is called [b]Casting[/b], and methods vary: visualization, chanting, rituals, or pure willpower. Some Adepts gain access to multiple Lux. While this expands their magical repertoire, it also dilutes their power, making individual spells weaker. Still, combining different Lux can lead to unique hybrid spells. Most Adepts have only one Lux, a few have two, and those with three or more are exceptionally rare. One of the most potent techniques in an Adept’s arsenal is [b]Joint-Casting[/b]—a method where two or more Adepts, bonded by strong emotional ties, combine their efforts to create spells of immense power. Unlike regular spellcasting, Joint-Casting demands perfect emotional and magical synchronization, making it far more difficult. But when successful, the results are extraordinary. Joint-Casting isn’t limited by Affinity or Lux color. Adepts with the same Lux—such as two Red Adepts—can amplify a single concept, like creating a colossal firestorm. But even greater synergy can be found in diversity: a Green Adept and a Purple Adept might form a swirling vortex of temporal healing. These collaborative spells often enhance each caster’s strengths and cover for each other’s weaknesses, producing effects no Adept could achieve alone.[hider=Types of Lux][b][color=red]Red (Rage):[/color][/b] Elemental Lux, the most common type of Lux. The Ancient that embodies this Lux: [b]The Bull.[/b] Examples: Manipulation of fire, ice, electricity, earth, plant, and similar abilities. [b][color=limegreen]Green (Joy):[/color][/b] Biological Lux, the third most common type of Lux. The Ancient embodies this Lux: [b]The Deer[/b]. Examples Include Healing, shape-shifting, and wing generation, among others. [color=yellow][b]Yellow (Terror):[/b][/color] Stealth & Defensive Lux. The Ancient that embodies this Lux: [b]The Spider.[/b] Examples: Invisibility, barrier generation/forcefields, dumbing sound down, etc. [b][color=pink]Pink (Love):[/color][/b] Mental & Emotional Lux. The Ancient that embodies this Lux: [b]The Dove.[/b] Examples: Emotion manipulation, mind control, telepathy, illusion creation, etc. [b][color=gold]Gold (Pride):[/color][/b] Minion Summoning/Creation Lux, the third rarest type of Lux. The Ancient that embodies this Lux: [b]The Lion.[/b] Examples: Creating minions of choice, summoning a defeated monster, etc. [b][color=Mediumpurple]Purple (Anticipation):[/color][/b] Movement & Time Lux, the second most common type of Lux. The Ancient that embodies this Lux: [b]The Butterfly[/b]. Examples: Teleportation, time travel, Portal Creation, telekinesis, slowing down time, etc [b][color=orange]Orange (Courage):[/color][/b] Enchanting/Artifact-Creation, & Abstraction-Strengthening Lux, the second rarest form of Lux. The Ancient that embodies this Lux: [b]The Serpent[/b]. Examples: Creating artifacts, boosting Paranormal abilities, making an object weightless, etc. [b][color=Dodgerblue]Blue (Sadness):[/color][/b] Curse Lux, the rarest form of Lux. The ability to cast curses requires a stipulation to be broken. The Ancient that embodies this Lux: [b]The Swan.[/b] Examples: Cursing someone to turn into a monster, creating a deadly illness, cursing someone to be haunted by the dead, etc. [b]White (Nostalgia):[/b] Information Lux. The Ancient that embodies this Lux: [b]The Owl.[/b] Examples include observing locations remotely, seeing into the past/future, reading auras, gaining information about the environment, etc. [b][color=black]Black (Apathy):[/color][/b] Necromancy Lux. The Ancient that embodies this Lux: [b]The Hound.[/b] Examples: Creating zombie minions, manipulating apparitions, etc.[/hider][hider=GM Notes]Adepts are probably my second favorite out of the types, so I'm biased. They're probably the most complex, given how Lux n' shit works. Blue Lux are heavily restricted and require permission from me to make one a player character - otherwise, they will be an NPC-only Lux. I demand a list of spells they can cast in their abstraction section. Keep in mind that the more types of Lux they have access to, the weaker their abilities should be. Also, please run any new spells by me first.[/hider][/cell][/row][row][cell][color=black][h1][b]APPARITIONS[/b][/h1][/color][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/DMWDfhZ.jpg[/img] [sup]________________________________________________________________[/sup] [sub][i]"They emerge from a [b]world[/b] that shouldn't exist."[/i][/sub][/center][/cell][cell] Ghosts. Spirits. Angels. Demons. [b]Echoes.[/b] Whatever name you give them, Apparitions remain the most enigmatic and fantastical of all Paranormal beings. Unlike creatures of flesh and blood, they are formed entirely of pure Magic, and unlike living things, they are not born—they are spawned into existence. There are three primary ways an Apparition can come into existence. The first is through belief or emotion so powerful that it manifests into being on its own—willpower, grief, or conviction so intense it bends reality. The second method is far rarer: an Apparition can be created directly by another Paranormal being, though this process is ancient, obscure, and nearly forgotten. The third and most common way occurs when a person dies harboring overwhelming emotions; a fragment of their consciousness and scattered memories may linger, coalescing into an Apparition. In this third case, the resulting entity is [b]not[/b] the soul of the deceased. It merely contains echoes—faint memories, slivers of personality, and scattered thoughts. These Apparitions begin as blank slates, shaped over time by the Magic and emotion that gave birth to them. Many were once Paranormal beings who willingly shed their humanity to become something else—something more. Apparitions are fueled by the emotion or belief that created them. The stronger and more enduring that emotional force, the more powerful the Apparition becomes. But that power is not eternal. If the belief fades or the emotion weakens, the Apparition may fade from existence entirely. Despite this vulnerability, Apparitions are effectively immortal. They can exist for centuries, regenerating even if destroyed—some in a matter of hours, depending on their strength. By default, they are invisible to the Blind but can choose to reveal themselves. The Aware and Paranormal can always perceive them, though only the latter can see them unconditionally. The primary method of defeating an Apparition is through a process called [b]Sealing[/b]—imprisoning them within an object, trapping them for eternity unless someone breaks the seal. To avoid this fate, many Apparitions attempt to bind themselves to a human, embedding their presence in the world in a more stable form. However, when bound this way, their Abstraction becomes static and unchanging. Apparitions are also the primary source of curses, particularly those fueled by grief, hatred, or despair. They are deeply entwined with Black Lux, which can manipulate or even command them. Of all Paranormal entities, Apparitions are the most elusive, both in nature and origin. Neither fully alive nor entirely dead, they drift between memory and Magic, caught in the wake of emotion made real.[hider=How to seal] Sealing an Apparition is simple but requires careful preparation, belief, and skill. First, the person attempting the seal must draw symbols on the ground or environment — symbols they [i]genuinely[/i] believe will bind the Apparition. This belief is crucial, as the seal's power stems from the conviction behind the markings. Once the symbols are in place, an object of any size must be placed within the sigils. The next step is the most dangerous: confronting and weakening the Apparition. The entity must be fought and drained of its strength until it is weakened enough for the seal to activate and draw it into the prepared object. The sealing process is not precise—an Apparition must only be near the sigils to be captured. When an Apparition is successfully sealed, it is rendered dormant within the object, effectively trapping it in a state of inactivity. This dormancy means the Apparition cannot exert its powers or influence the surrounding environment until it is released from the seal. For particularly powerful Apparitions, larger objects are necessary to accommodate their presence, and sealing multiple Apparitions into a single object is possible, though it is a risky endeavor. The more Apparitions sealed into a single object, the less stable the seal becomes, making it more prone to failure or release. If the object is ever destroyed, the Apparition(s) will be freed immediately. It's essential to note that sealing only affects Apparitions. It does not affect the Abscised (possessed beings), Agents (who wield sealed Apparitions), or the Adjoined (humans bonded with Apparitions). When sealed, the object containing the Apparition allows the Blind/Aware to access their Abstraction upon coming into contact with it, effectively turning them into Agents capable of utilizing the power within.[/hider][hider=GM Notes]Apparitions will be heavily restricted for several reasons; you can only make an Apparition if you get my permission. Apparitions apart of an Aberration are fully allowed.[/hider][/cell][/row][row][cell][color=black][h1][b]ABERRATIONS[/b][/h1][/color][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/lgAFEd0.jpg[/img][sup]_________________________________________________[/sup] [sub][i]"Freak, monsters, predators, prey, [b]Aberrations[/b]. Do not take them lightly."[/i][/sub] [color=2e2c2c].........................................................................[/color][/center] [/cell][cell]Aberrations are considered beings “outside the lines,” existing beyond the grand design of the universe. They are people or creatures who have come into contact with the Paranormal and, as a result, gained either a blessing or a curse from those interactions. Most Aberrations originate from the Blind interacting with Apparitions, but they can also be created by Adepts or through contact with magical artifacts. Unlike Adepts, animals can become Aberrations because of their unique nature. Since Aberrations are Paranormal beings, they possess all the baseline paranormal abilities; however, only those who are Blind or Aware can become Aberrations. Due to their unusual nature, Aberrations are divided into five subclasses:[hider=Aberration Types][b]Adjoined:[/b] These are Paranormal beings who have an Apparition attached to their soul and can use its abilities. This might mean the Apparition freely uses its abstraction, the Adjoined can transform into the Apparition, or they use the Apparition’s Abstraction by proxy. Sometimes, an Adjoined can do all three. [b]Afflicted:[/b] A person who has gained an Abstraction through a curse. [b]Agent:[/b] Someone who has had contact with a sealed Apparition or a magical artifact and can use their Abstraction by proxy. [b]Abscised:[/b] An Abscised is an Apparition that has taken control of a body, whether by possession, removing the original soul, or inhabiting a deceased body, and uses its Abstraction through that host. Abscised beings are various forms of undead. [b]Abominable:[/b] These are unique creatures created by Magic, neither fully human nor Apparition. Paranormal beings created some Abominable, others were born naturally from other Abominable, and some even spontaneously spawned from powerful Magic or collective belief. The Abominable are the only known beings capable of passing down an Abstraction, and they can even breed with humans.[/hider][hider=Glamour][b]Glamour[/b] is an ability mainly used by Abominable Aberrations to hide their true nature from people who can see the Paranormal. Since the Blind usually cannot perceive Aberrations—or their minds interpret them as something else—Glamour isn’t about blending in with everyone. Instead, it creates illusions that mask monstrous or magical traits to avoid detection by the Paranormal. While most common among Abominable, other Aberrations, and even magically altered humans can use Glamour when needed. It’s not a single, simple spell—Glamour varies depending on the user’s power and needs. Some Glamours are temporary and require constant focus and energy, while others are deeply tied to the being’s essence, providing a lasting disguise. Advanced Glamours can change appearance, voice, scent, and aura, making it very hard even for other Paranormals to see through. However, illusions can sometimes falter under scrutiny or physical contact. Glamour can be created and maintained in different ways: ritualistic rites that call on ancient or personal Magic; drinking special potions that temporarily alter appearance; some Abominable can cast it at will through concentration; enchanted artifacts like rings or amulets can provide reliable disguises; emotional Glamour uses others’ feelings—like fear or admiration—to sustain the illusion; and finally, meditation and mental discipline can maintain Glamour through focused concentration.[/hider][hider=GM Notes]My favorite type of Paranormal beings. They'll require a bit more background work, as you'll need to determine how they become an Aberrant (mainly by running into an Apparition, etc.). With Aberrants, you aren't limited by belief or personality or whatever, and can come up with anything; however, you have to come up with Apparitions.[/hider][/cell][/row] [row][cell][color=black][h1][b]ANCIENTS[/b][/h1][/color][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/ZdCyCZl.jpg[/img][sup]_________________________________________________[/sup] [sub][i]"They were here before belief—and will remain [b]after[/b] it."[/i][/sub] [color=2e2c2c].........................................................................[/color][/center] [/cell][cell]The Ancients are ten god-like beings, each embodying the complete and overwhelming essence of a specific Lux color. They exist far beyond mortal comprehension, scattered across the All-Verse as enigmatic forces of immense power and purpose. Though their influence can be felt in the world, they rarely interact directly with sentient life. When they do, it is often through cryptic bargains, supernatural interventions, or brief, reality-warping appearances. Each Ancient holds dominion over a different aspect of existence and resides within their realm—vast, self-contained dimensions shaped by their will. While some view them as distant gods or primal forces, others see them as architects of the All-Verse itself. Their true nature remains largely unknown. Together, the Ancients represent some of the oldest and most potent forces in existence. Whether they created the All-Verse, emerged from it, or are merely its caretakers is a question that remains unanswered.[hider=The Ten Ancients][indent][b][color=red]The Bull:[/color][/b] Ancient of Red Lux, is the primal force of creation and destruction. Universes are born from his hammer and end with his hand. Known for his volatile temper and impatient nature, he is both feared and strangely admired. While impulsive, the Bull encourages others to harness power in their fury, to transform their rage into something meaningful. His realm, [b]the Forge[/b], is a smoldering crucible of raw creation—a realm where stars are struck like sparks and broken realities are melted down for parts. [b][color=limegreen]The Deer:[/color][/b] Ancient of Green Lux, breathes life into the Bull’s empty creations. Her curiosity is endless, her creativity unbounded, and though her intentions are kind, she sometimes causes harm through unfiltered wonder. New species, sentient life, and strange ecosystems sprout wherever she treads. Her realm, [b]the Plains[/b], is a constantly evolving world of forests, beasts, and wild phenomena—alive in every sense of the word. [color=yellow][b]The Spider:[/b][/color] Ancient of Yellow Lux, rarely seen and steeped in Yellow Lux, serves as the keeper of dimensional stability. He lives in self-imposed exile, tending to the fraying threads of reality to keep darker forces from bleeding through. His realm, the Web, is not a network but a sprawling fortress of mirrored corridors and endless traps—designed to confuse, isolate, and imprison anything that tries to claw its way into the All-Verse from beyond. It is a maze for monsters, and the Spider is its warden. [b][color=pink]The Dove:[/color][/b] Ancient of Pink Lux, is the giver of sentience. After the Bull shapes the universe and the Deer fills it with life, the Dove breathes consciousness and awareness into beings, granting them the spark of thought and feeling. Her realm, known as The Sanctuary, is a tranquil and ever-changing place that nurtures the growth of consciousness and self-awareness. It serves as a spiritual incubator where fledgling sentient beings can connect with their inner selves, explore their emotions, and develop their minds before fully embracing their place in the universe. The Sanctuary also acts as a refuge for lost or wandering souls seeking clarity and understanding. [b][color=gold]The Lion:[/color][/b] Ancient of Gold Lux, is the silent sentinel of the All-Verse. Working in tandem with the Owl, he responds to threats from beyond reality, summoning vast armies to repel invaders and protect the balance. His realm, [b]the Bastion[/b], is an endless, sprawling city—an impenetrable fortress where legions gather, prepare, and stand eternal guard against cosmic dangers. The Bastion shifts and expands with every threat, a living defense crafted to endure any assault. [b][color=Mediumpurple]The Butterfly:[/color][/b] The Ancient of Purple Lux governs time and space with surgical precision. He monitors every instance of dimensional travel and punishes those who tamper with the timeline. Unforgiving and incorruptible, the Butterfly is bound to duty and knows no leniency. His realm is [b]the Pasture[/b], a deceptively serene expanse where time offenders are imprisoned—forced to relive their worst memories on endless loop, watched always by the one who caught them. [b][color=orange]The Serpent:[/color][/b] Ancient of Orange Lux, she is the ultimate regulator and source of all artifacts throughout the All-Verse. Every artifact’s power flows from her will, and she alone controls its creation and distribution. The Serpent carefully crafts relics imbued with potent Magic, deciding who is worthy to wield them and when. Her presence ensures balance in the flow of enchanted power, preventing chaos from unchecked artifacts. Her realm, [b]the Chalice[/b], is a vast, shimmering vault filled with endless shelves of glowing relics and ancient tomes—a sacred treasury where the origin of every artifact is recorded and protected. [b][color=Dodgerblue]The Swan:[/color][/b] Ancient of Blue Lux, she governs the ebb and flow of fate and consequence. Rather than curses, she weaves the invisible threads of chance and misfortune, subtly influencing events to maintain cosmic balance. Her realm, [b]The Mirror[/b], is a shifting expanse of reflective waters and endless skies, where possibilities ripple like waves—some serene, others stormy. Those who seek to understand fate or bargain with destiny sometimes catch glimpses of her in the depths of her realm. [b]The Owl:[/b] Ancient of White Lux, is the quiet observer of all things. She dwells in the Library, a sentient, endless archive that records the knowledge, thoughts, and histories of every being in the All-Verse. Though rarely seen outside her realm, the Owl watches constantly, cataloging events as they unfold. [b][color=black]The Hound:[/color][/b] Ancient of Black Lux, he is the silent guide of the dead—and the most famous and feared of all the Ancients. Few see him, but all eventually feel his pull. As the psychopomp of the All-Verse, he ferries souls into his realm, The Dark, a place where the dead are believed to remain forever. What becomes of them in the Dark is unknown—only that the Hound never returns empty-handed.[/indent][/hider][hider=GM Notes]Strictly NPCs. Don't even ask.[/hider][/cell][/row][/table][/hider][hider=Artifacts & Curses][table][row][/row][row][cell][h2][b][color=black]ARTIFACTS[/color][/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/TZazefL.jpg[/img][/center][hr][center][sup][i]"In the heart of every artifact lies a story waiting to be told."[/i][/sup][/center][/cell][cell]Across the All-Verse, amidst the whispers of forgotten civilizations, lie items of unimaginable power and mystery imbued with magical power known as an [b]Artifact[/b] - Enigmatic relics deeply rooted in human belief and thought. Across the All-Verse, there are [i]countless[/i] artifacts created by Adepts with Orange-Lux, Apparitions, or some artifacts spawned from the collective consciousness of humankind. However, even ordinary objects can transform into artifacts through the power of certain beliefs or emotions associated with them. They come in many shapes and sizes, and many hoard them for their raw power and the capabilities they offer. They take many shapes and sizes, and [i]many [/i]horde them for their raw power and what they can do. Artifacts are separated into two different groups: [b]Abstraction-Granting Artifacts,[/b] and [b]Non-Abstraction-Granting Artifacts[/b], and the difference is simple. Abstraction-granting artifacts are relics that, when wielded by an individual, are attuned to their power, bestowing upon the user a specific Abstraction. These can range from elemental manipulation to psychic abilities, reflecting the nature of the Artifact. The main difference between this type of artifact and other kinds is that Abstraction-Granting Artifacts turn the Blind/Aware into Agents and can [i]not[/i] be wielded by any other form of Paranormal-Being. Non-Abstraction Granting Artifacts function differently, and [i]can[/i] be used by anyone, even the most potent Paranormal-Being. Their magical abilities lie inside them, not bestowing an Abstraction. When wielded or activated, these artifacts exert their influence through various means, ranging from subtle manipulation to overt displays of power. These range from a magical sword to opening portals, protecting the wielder from curses, etc. Out there, there is a book of all known artifacts known as the [b][url=https://www.roleplayerguild.com/topics/192658-recollections-the-compendium/ooc]The Compendium.[/url][/b][/cell][/row][row][/row][row][cell][h2][b][color=black]CURSES[/color][/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]https://i.imgur.com/CrFXdnZ.jpeg[/img][/center][hr][center][sup][i]"Curses are the silent whispers of history, the lingering shadows of forgotten sins, and the dark echoes of human suffering. However, they hold a hidden strength waiting to be explored."[/i][/sup][/center][/cell][cell]There exists a darkness that defies explanation, an evil force that lurks in the dark shadows of the human psyche. These are the curses, ancient and insidious, born from the depths of human belief and emotion. These curses weave a tale of despair and destruction, leaving their mark on the souls of those unfortunate enough to be afflicted by them. They are manifestations fueled by anger, hatred, and/or despair and imbued with the power to wreak havoc upon those who incur their wrath. Curses can be physical, psychological, environmental, or even more abstract. Much like artifacts, there are countless and diverse artifacts throughout the All-Verse. Still, most of them are created by Apparitions - others are created through Blue-Lux users, as well as through rituals or human belief, emotion, and intent, spawning from intense suffering, betrayal, or injustice. Again, much like artifacts, Curses can be divided into [b]Abstraction-Granting Curses[/b] and [b] Non-Abstraction-Granting Curses.[/b] Abstraction-Granting Curses, from a certain point of view, can be considered a gift as they can grant a transformation, psychic abilities, and more. While cursed individuals may gain access to newfound powers or skills, these come at a steep cost: the loss of life or a form of corruption. Every Abstraction-Granting Curse has a price, no matter what, and only the Blind/Aware can receive an Abstraction-Granting Curse. On the other hand, non-abstraction-granting curses are curses that anyone can receive, and they do not grant any boons or power whatsoever. They are strictly curses and come in many different forms, and [i][b]anyone[/b][/i] can receive these types of curses.[/cell][/row][/table][/hider][hider=The Allverse][table][row][/row][row][cell][center][img]https://i.imgur.com/NLS3BKI.jpg[/img][/center][hr][center][sup][i]"Reality is a wild, unpredictable, beast. Every choice you make leads to a different [b]reality[/b]."[/i][/sup][/center][color=2e2c2c].................................................................................[/color][/cell][cell]Within the Recollections universe lies a vast multiverse known as the [b]All-Verse[/b]. This intricate web of parallel dimensions, alternate realities, and diverse planes of existence stretches alongside our primary reality. These dimensions can vary widely, from worlds vastly different to ones almost identical, differing only in the smallest details. Although the universes were never meant to intersect, Magic enables travel between them. The All-Verse embodies the fabric of reality itself. Yet, not all realms within the All-Verse are welcoming. Some fragments of destroyed universes have coalesced into a grim and hostile territory known as [b]the Pit[/b]. This savage land is composed of broken shards of reality and haunted by entities cast out from existence. Escape from the Pit is rare, and those who do return are often forever changed, their sanity fractured. The Pit itself resists escape attempts, redirecting teleportation back into its grasp, meaning even the most powerful mages cannot escape. Each universe within the All-Verse bears a name inspired by light or the essence of illumination. The universe where this story unfolds is called [b]Kindle[/b].[/cell][/row][/table][/hider][hider=Counterparts][table][row][/row][row][cell][center][img]https://i.imgur.com/RqIwnEp.jpeg[/img][/center][hr][center][sup][i]"One soul, [b]infinite[/b] stories."[/i][/sup][/center][color=2e2c2c].................................................................................[/color][/cell][cell]In the intricate weave of the All-Verse, the existence of Counterparts is one of its most enigmatic and metaphysically profound features. Every soul echoes across the infinite tapestry of dimensions, refracted into countless versions of the same essential being. These are not mere doppelgängers or coincidences of fate—they are spiritually entangled entities, linked by threads of shared origin and potential. A person in one reality might be a humble shopkeeper, while their Counterpart in another rules empires or communes with dead stars. Yet despite differences in choices, environment, or even species, certain core traits—ambitions, emotional scars, or particular obsessions—tend to resurface, like persistent ripples from a single stone cast into the multiverse. This bond between Counterparts is called [b]the Bond[/b], a phenomenon not fully understood even by the most skilled of Adepts. It manifests uniquely depending on the nature of the individuals involved and the distance—temporal, emotional, or dimensional—between them. Some Counterparts are aware of each other only in dreams, through fragmented visions or mirrored memories. Others experience surges of déjà vu when their alternate selves achieve significant milestones or die. In rare and powerful cases, two Counterparts may experience [b]Cross-Resonance[/b]: sharing of Abstractions, temporary cohabitation of consciousness, etc. These moments are often accompanied by flashes of alternate realities bleeding into their vision—sunsets that don’t belong, languages they’ve never learned yet understand, scars from battles they never fought. Interestingly, Apparitions born from souls with many active Counterparts tend to be more complex, sometimes even exhibiting behaviors and abilities reflective of their alternate selves. There are tales of mirror apparitions, entities that hunt their Counterparts across dimensions, consuming them. Ultimately, Counterparts are not just narrative reflections—they are integral components of identity within the All-Verse. A single person is not limited to one life, one path, or one reality. The Counterpart system ensures that the All-Verse remains not only infinite in scope but emotionally and spiritually recursive. Every decision resonates. Every version [i]matters.[/i][/cell][/row][/table][/hider]