Cherreads

World Structure.

1. Core Lore

1,a.The Creation Myth – The Weaving of Existence

Before the Weaving – The Void That Was

Before time, before space, there was only the Unshaped Void—a boundless, formless abyss where neither light nor shadow held meaning. It was a place of raw potential, where the echoes of unformed realities whispered in silence.

From the depths of this emptiness arose the First Weaver, a being of unknowable power and purpose. Some say the Weaver was a force of nature, a will without form, while others claim it was the last survivor of a forgotten existence before even the Void.

The First Weaver did not speak, nor did it dream—it simply began to spin. From the strands of pure existence, it wove the Tapestry of Creation, a fabric upon which reality itself would take shape.

The Birth of the Weavers

As the First Weaver spun the threads of reality, the first beings emerged—the Weavers, lesser aspects of its power, granted the ability to shape the world. Some wove the skies and the stars, others the rivers and the seas, while still others wove the forces of magic, fate, and life itself.

Each Weaver had its own purpose, but they were not equals. The greatest among them were the Celestial Lords, who wove order, light, and destiny, and the Infernal Overlords, who wove passion, chaos, and ambition.

Yet there were also those who wove in secret—the Forsaken Weavers, who rejected the designs of both light and dark, creating forbidden threads hidden within the fabric of existence.

The First Schism – The Breaking of the Loom

For an age, the Weavers worked in harmony. The First Weaver remained silent, watching as the world took form beneath their hands. But as the Tapestry expanded, some Weavers saw flaws—places where existence was too rigid, where fate was too strict, where power was too limited.

One of the most powerful Weavers, known now only as The Betrayer, cut the first thread of defiance. It sought to unmake the parts of the Tapestry it deemed imperfect and rewrite existence in its own vision.

The First Weaver did not intervene.

At first, the Celestial Lords and Infernal Overlords stood together to stop the Betrayer, but soon they, too, fell to discord. The Celestials believed in preserving the design of the Tapestry, while the Infernals saw an opportunity to claim dominion over it.

Thus began The Weavers' War—a conflict that would forever split existence into Celestial, Infernal, and Mortal realms.

The Fall of the First Weaver

No one knows exactly how the war ended, but all Weavers agree on one thing: the First Weaver disappeared.

Some say it was destroyed by the war, others that it withdrew from existence, unwilling to see what had become of its creation. There are even whispers that the Forsaken Weavers found a way to unmake their own creator, reshaping the very fabric of the cosmos in secret.

With the First Weaver gone, the Tapestry could no longer be woven as before. The Celestial Lords and Infernal Overlords became rulers of their own realms, unable to reshape reality the way they once could.

The Mortal World, once merely another strand in the great design, became something new—a place where fate was no longer absolute, where free will could alter the course of history.

And so, the era of mortals began

1,b. The Weavers' War (The Divine Schism)

The war that shattered creation and divided the cosmos forever.

1. The First Discord (Seeds of Rebellion)

In the beginning, the Weavers worked in harmony, shaping the fabric of reality under the guidance of the First Weaver. The Celestial Weavers crafted order and beauty, while the Infernal Weavers forged power and ambition.

But among them were those who questioned the design. The Forsaken Weavers believed that true creation required destruction, that mortals should not be bound by fate. They saw the First Weaver's order as a prison and sought to unmake it.

Whispers of defiance spread. Some Weavers abandoned their duties, others wielded their gifts in ways never intended. The First Weaver, sensing the unraveling of creation, vanished—whether by choice or force, none can say. In Their absence, the Weavers turned on one another.

This was the beginning of the Divine Schism.

2. The First War of the Weavers (Heaven & Hell Divide)

Without the First Weaver's presence, the Weavers split into factions:

1. The Celestial Weavers – Those who upheld the First Weaver's original design. They sought to maintain balance and order, believing that creation must be preserved, not rewritten.

2. The Infernal Weavers – Those who embraced ambition and dominion. They saw themselves as rightful rulers, shaping existence to their will.

3. The Forsaken Weavers – Those who rejected both sides, believing that neither order nor tyranny was the answer. Some sought absolute freedom, others sought destruction.

The conflict began as debates, then escalated to minor skirmishes, and finally erupted into war.

• The Celestial Lords raised their banners, wielding divine light to strike down those who defied order.

• The Infernal Overlords unleashed destruction, claiming that only the strong should shape existence.

• The Forsaken Weavers, scattered and divided, sought to rewrite the laws of reality themselves.

Entire realms were shattered. Stars were extinguished. Time and space fractured. And as the war raged on, something terrible occurred—mortals were pulled into the conflict.

3. The Shattering of Reality (Mortal Souls in a Divine War)

At first, mortals were insignificant—mere fragments of creation. But as the war continued, the Weavers realized that mortal souls held potential even they could not fully comprehend.

• The Celestials granted power to prophets, saints, and champions who fought in their name.

• The Infernals offered forbidden gifts to warlords, sorcerers, and tyrants who sought power at any cost.

• The Forsaken whispered secrets to those who dared to defy both gods and demons.

And in doing so, they chained themselves to the mortal world.

• Celestials and Infernals could no longer directly reshape reality as they once did.

• Their power had to be channeled through their mortal followers.

• The Forsaken, meanwhile, hid their influence, placing knowledge in lost relics and hidden texts.

The battlefields of heaven and hell now stretched into the mortal world. Kingdoms rose and fell at the will of gods and demons, yet mortals—gifted or cursed—began to shape history on their own terms.

4. The Final Cataclysm (The Sundering of the Weavers)

As the war reached its climax, one final act of betrayal changed everything. A Weaver—whose name has been erased from history—unleashed a forbidden power so great that it shattered the very fabric of reality.

• The realms of Celestial and Infernal were torn permanently apart, never to merge again.

• The Forsaken were cast into exile, their names and creations erased from existence.

• The surviving Weavers, fearing further destruction, sealed themselves away, leaving only their lieutenants—the Celestial Lords and Infernal Overlords—to oversee their realms.

The war ended not in victory, but in loss. The Weavers were gone. The world was broken. And in their place, mortals inherited the battlefield.

5. The Aftermath – The War Never Ends

Though the Weavers themselves have vanished, their war never truly ended.

• The Celestial Lords still seek to enforce divine order, guiding their chosen mortal empires.

• The Infernal Overlords continue to spread chaos, empowering those who crave dominance.

• The Forsaken's legacy remains hidden, waiting for mortals to uncover their lost secrets.

And so, history continues—a world forever shaped by a war that was never meant to involve it.

Some say the Weavers may one day return. Others fear that something far worse has taken their place.

Thus begins the Age of Mortals—the inheritors of a shattered war

1,c. The Three Realms & Their Laws

When the Weavers' War ended, the very fabric of existence was torn apart, separating the cosmos into three distinct realms. Each realm operates under different laws of reality, governed by the lingering echoes of the war. Though once interconnected, they are now locked in a delicate balance, with only certain individuals and artifacts capable of crossing between them.

1. The Celestial Realm – The Empire of Divine Order

Also Known As: The Heavens, The Luminous Expanse, The Throne of Light

Nature & Purpose

• The Celestial Realm is the domain of divine order, structure, and enlightenment. It was once the pinnacle of the Weavers' creation, meant to be the seat of perfect harmony.

• The Celestial Lords, left behind by the vanished Weavers, now rule as divine emperors and keepers of law.

• It is a realm of radiant cities, floating citadels, and endless golden skies, where mortals who prove their worth may ascend to become part of the eternal empire.

The Laws of the Celestial Realm

1. The Law of Divine Authority – Only those deemed worthy by the Celestial Lords may wield power in this realm. No force of chaos or rebellion can sustain itself for long.

2. The Law of Eternal Light – Shadows and deception weaken in this realm; all truths are eventually revealed. Lies and illusions have no lasting hold.

3. The Law of Ascension – Mortals who prove themselves may transcend their flesh, becoming celestial beings, but only under strict divine decree.

Who Dwells Here?

• The Celestial Lords – The supreme rulers of the realm, beings of immense power who enforce order.

• The Radiant Legions – Armies of ascended warriors, once mortal, now eternal guardians of celestial law.

• The Awakened – Mortals who have proven their devotion and earned a place among the stars.

Who Seeks to Enter?

• Prophets, Saints, and Priests who seek enlightenment.

• Warlords and Kings who wish to prove themselves worthy of ascension.

• Exiles and Fallen Celestials who seek to reclaim their lost place.

2. The Infernal Realm – The Dominion of Chaos & Power

Also Known As: The Abyss, The Blackened Thrones, The Endless Maw

Nature & Purpose

• The Infernal Realm is the domain of ambition, power, and destruction. It is the opposite of the Celestial Realm, where authority is not given but taken.

• The Infernal Overlords, once Weavers themselves, now rule as warlords, each vying for ultimate dominance.

• It is a place of burning skies, obsidian fortresses, and ever-changing landscapes, where those who seek power must fight for every scrap they gain.

The Laws of the Infernal Realm

1. The Law of Strength – The strong rise, the weak fall. There is no divine right, only the right of conquest.

2. The Law of Hunger – Nothing in the Infernal Realm is given freely; power comes only at a cost.

3. The Law of the Unchained – No being, not even the Overlords, is bound by destiny. All may rise or fall according to their will.

Who Dwells Here?

• The Infernal Overlords – Warlords who rule their own domains through sheer power.

• The Forsworn Armies – Warriors, assassins, and fallen champions seeking greater strength.

• The Damned & The Cursed – Mortals who failed in their quests for power and are now bound in servitude.

Who Seeks to Enter?

• Warlords and Conquerors who seek to claim the power of an Overlord.

• Sorcerers and Forbidden Scholars who seek knowledge of destructive magic.

• The Lost and the Desperate who would rather risk the Infernal Realm than accept their fate.

3. The Mortal Realm – The Fractured Battleground

Also Known As: The Middle Plane, The Realm of Dust, The Unshackled World

Nature & Purpose

• The Mortal Realm is the last battlefield, the only plane where Celestial and Infernal forces can still influence events—but not directly rule.

• Once, it was merely a creation of the Weavers, meant to be shaped and maintained. Now, it is a realm without masters, where mortals can forge their own fate.

• It is a world of vast kingdoms, lost ruins, and hidden power, constantly shifting between those who seek order, those who crave chaos, and those who wish to break free from both.

The Laws of the Mortal Realm

1. The Law of Balance – No single force can ever fully dominate the Mortal Realm. For every kingdom that rises, another must fall.

2. The Law of Influence – Celestials and Infernals may grant power to mortals, but they cannot claim the world as their own.

3. The Law of the Unwritten – The fate of the Mortal Realm is still undecided; mortals have the power to change the course of history.

Who Dwells Here?

• Kings, Emperors, and Warlords – Rulers of the mortal world, some chosen by the divine, others by their own might.

• The Gifted & The Touched – Mortals who wield Celestial or Infernal power.

• The Unshackled – Those who reject both Celestial and Infernal rule, seeking their own path.

Who Seeks to Enter?

• Exiled Celestials who have lost their place in the heavens.

• Infernal Lords in Disguise who wish to manipulate mortal history.

• The Forsaken's Followers who seek to uncover the lost secrets of the Weavers.

Bridges Between Realms

Though the three realms are separated, there exist certain ways to traverse them:

1. The Divine Veil – A mystical barrier preventing Celestial and Infernal beings from directly manifesting in the Mortal Realm. Only through avatars, relics, or empowered mortals can they exert their will.

2. The Rift Gates – Hidden portals that allow travel between realms, often guarded by ancient beings or bound to bloodlines.

3. The Threads of the Forsaken – Fragments of the Weavers' lost power, capable of bending reality and rewriting the laws that separate the realms.

The War Between Realms

Even after the Weavers vanished, the war between Celestial and Infernal never truly ended. It simply changed.

• The Celestial Lords believe they must protect the Mortal Realm from Infernal corruption.

• The Infernal Overlords believe they must liberate the Mortal Realm from Celestial tyranny.

• The Unshackled believe neither should rule, and some seek to undo the laws of reality itself.

The battle for fate continues, fought not by gods, but by mortals, who now hold the power to shape their own destiny.

1,d. The Rise of Mortals & Legendary Kingdoms

The Age of the Gods' Withdrawal

After the Weavers' War shattered the cosmic order, the Celestial and Infernal beings retreated to their respective realms. The Mortal Realm, once merely a battlefield for divine conflicts, was abandoned to the mortals who had long served as mere pawns. With no gods to command them, no destiny preordained, mortals found themselves in possession of a world without masters.

This age saw the rise of legendary kingdoms, as warlords, prophets, and visionaries seized the opportunity to carve out their own dominions. The absence of divine rulers did not mean peace; rather, it unleashed an era of relentless conquest, betrayal, and ambition.

The First Great Kingdoms

In the absence of gods, power fell to those who could seize it—through war, magic, or sheer will.

1. The Celestial Successors – Empires of the Divine Legacy

When the Celestials withdrew, they did not leave the world empty-handed. Certain bloodlines, once blessed by the heavens, sought to preserve divine law in the Mortal Realm.

• The Empire of the Eternal Crown – A kingdom where kings were chosen by divine prophecy, ruling with the authority of the Celestial Lords.

• The Radiant Dominion – A coalition of holy orders, warrior-monks, and saint-kings who maintained the Celestial Codes of honor, duty, and law.

• The Ivory Theocracy – A kingdom where high priests and diviners ruled, claiming to interpret the will of the absent gods.

2. The Infernal Warlords – The Strong Rule Alone

Others saw the gods' absence as an invitation to take power for themselves, following the path of the Infernal Overlords.

• The Ashen Conquerors – A dynasty of warlords who ruled by strength, enforcing the belief that only the strong deserve power.

• The Bloodforged Legions – A militant order that sought the lost secrets of the Infernal Realm, forging soldiers imbued with demonic strength.

• The Blackened Throne – A kingdom where a ruler, known as the Dark Monarch, claimed to have surpassed the gods themselves.

3. The Unshackled Realms – The Defiers of Fate

Some mortals rejected both Celestial and Infernal influence, seeking freedom from all divine rule.

• The Free Cities of the Weavers' Ruin – Built atop the ruins of a lost Weaver citadel, these cities thrived on trade, knowledge, and defiance.

• The Nomadic Clans of the Shattered Plains – Tribes that refused to bow to kings or gods, choosing the path of the Unwritten Law, where all are free.

• The Hidden Kingdoms of the Forsaken – Secretive enclaves that seek to revive the power of the Weavers, even at the cost of breaking reality.

The Rise of Mortal Legends

As kingdoms rose, so too did figures of legend—warriors, mages, and rulers who shaped history through their own strength rather than divine will.

• The Godslayer-King – A warlord who claimed to have slain a fallen god, wielding its power to build an empire.

• The Undying Sorcerer – A mage who uncovered the lost secrets of the Weavers, gaining power beyond mortal comprehension.

• The Forsaken Prophet – A visionary who declared that both Celestial and Infernal beings were enemies of mortals, leading a revolution against divine rule.

• The Blade-Saint – A warrior who mastered the Sacred Arts, turning battle into an art form, undefeated in a thousand duels.

• The Shadow Monarch – A ruler who built an empire from the shadows, controlling kings and queens without ever taking the throne.

These figures, whether heroes or tyrants, became the foundation of mortal history. Their deeds surpassed even those of the vanished gods, proving that mortals could shape their own fate.

The War of Crowns – The Struggle for Dominion

As kingdoms expanded, conflicts erupted, leading to The War of Crowns—a great struggle between Celestial loyalists, Infernal warlords, and Unshackled rebels.

The Three-Way Conflict:

1. The Celestial Heirs sought to restore divine law, believing the world must be ruled by order and prophecy.

2. The Infernal Warlords fought for power and conquest, believing only strength and ambition should decide fate.

3. The Unshackled rejected both, seeking to create a new world free of divine influence, even if it meant breaking the ancient laws of reality.

This war shaped the Mortal Realm, determining who would rule in the age after the gods.

The Mortal Realm's Fate – A World Still Unwritten

Unlike the Celestial and Infernal Realms, the Mortal Realm is not bound by absolute laws. Here, mortals can still shape history, and the fate of the world remains uncertain.

Some whisper that the Weavers left behind hidden knowledge, a secret power that could undo the war and rewrite reality. Others believe that the gods will one day return, reclaiming the world as their own.

For now, the battle rages on—kings and warlords, saints and sinners, all seeking to claim the future.

1,e. The Age of Relics & Forbidden Knowledge

The Role of Legendary Artifacts in a World Without Gods

After the Weavers' War and the Rise of Mortals, the world entered a new era—not defined by divine rule or mortal kings alone, but by the pursuit of artifacts left behind by greater beings.

These legendary relics, forged by the Celestial Lords, Infernal Overlords, and even the ancient Weavers themselves, became the centerpieces of power struggles, capable of shifting the tides of war, rewriting history, or even threatening reality itself.

But not all who sought these artifacts did so for conquest. Some hunted them for knowledge, seeking the forbidden secrets of creation, destruction, and the lost truths of the gods.

This era became known as The Age of Relics & Forbidden Knowledge—a time when artifacts, not bloodlines, determined who ruled.

The Nature of Legendary Artifacts

Unlike common weapons or enchanted items, legendary relics are beyond mortal craftsmanship. Each one is infused with the power of divine beings, ancient forces, or reality-warping energies.

Artifacts are divided into several types:

1. The Divine Relics – Artifacts of the Gods

Created by the Celestial Lords or Infernal Overlords, these relics carry fragments of divine will. Some serve as conduits for order and law, while others bring chaos and destruction.

• The Crown of Eternal Rule – Said to grant its wearer the right to rule by divine authority, capable of bending kingdoms to its will.

• The Infernal Gauntlet – A weapon that devours the souls of those it strikes, channeling their power into its wielder.

• The Saint's Tear – A relic that heals all wounds and purifies corruption, but at the cost of the wielder's own life force.

2. The Weaver's Relics – Fragments of Creation Itself

These artifacts are not bound to any god. They are remnants of the Weavers' lost power, capable of reshaping reality itself.

• The Loom of Fate – A relic capable of rewriting destiny, though each change comes with unforeseen consequences.

• The Worldforger's Anvil – Said to allow mortals to forge artifacts of their own, though it requires a sacrifice of great power.

• The Shattered Key – A relic rumored to unlock the pathways to the lost realm of the Weavers, a place no mortal was meant to tread.

3. The Mortal Relics – Weapons of Legends

Not all artifacts come from the gods—some were created by mortal hands, imbued with power through sheer will, alchemy, or sorcery.

• The Blade of the Godslayer – Forged from a fallen god's bones, said to be the only weapon capable of slaying divine beings.

• The Sealed Grimoire – A book containing forgotten magic, but reading it drives mortals to madness.

• The Shadow Cloak – Worn by the first assassin-king, it allows the user to step into the space between light and darkness, vanishing at will.

The Forbidden Pursuit – The Cost of Power

"All knowledge comes with a price. Some prices cannot be paid."

As relics became the ultimate tools of power, a dangerous obsession took hold of the world. Kings, warlords, and scholars alike turned to forbidden knowledge in search of lost artifacts, no matter the cost.

This led to the rise of:

1. The Seekers of the Lost – Treasure Hunters & Scholars

• Those who believed that relics held the key to restoring divine order or rebuilding the Weavers' knowledge.

• Some sought relics for power, others to hide them away, fearing their misuse.

• The greatest of them was The Archivist of the End, a scholar who recorded all known relics and then vanished mysteriously.

2. The Forsaken Cults – Worshippers of Forbidden Artifacts

• Doomsday cults who believed certain relics could bring back the Weavers or awaken sleeping gods.

• Others sought artifacts to unleash chaos, believing the world needed to be reset.

• The most feared was The Cult of the Shattered Key, who sought to unlock a power beyond gods and mortals alike.

3. The Artifact Wars – Kingdoms Battling for Ultimate Power

• Many wars in this age were not fought for land or bloodline, but for who could wield the greatest relics.

• Some artifacts became symbols of empire—whoever held them ruled entire nations.

• The most infamous battle was The War of the Crown, where five kings fought over the Crown of Eternal Rule, only for it to be lost forever.

The Current State – A World of Hidden Power

Today, the greatest relics are either lost, hidden, or actively wielded by those who control them. Some believe the Weavers left behind one final artifact, a weapon or tool capable of unraveling reality itself.

No one knows where it is… but the hunt continues.

Legendary Weapons & Artifacts of Each Faction

These artifacts are symbols of power, shaping the course of history.

1. Celestial Kingdoms – Divine Relics of Order

• The Sunforged Blade ☀️ – A sword wielded by the greatest Celestial champion, imbued with pure light.

• The Crown of Radiance 👑 – Grants divine wisdom and authority, only worn by the chosen emperor.

• The Eternal Aegis 🛡️ – A shield said to block all unholy attacks, used by the first saint of war.

• The Hymnstone 🎶 – A relic that sings the voices of the gods, guiding the faithful.

2. Infernal Kingdoms – Cursed Relics of Power

• The Abyssfang 🗡️ – A blade that drinks the souls of its victims, growing stronger with each kill.

• The Crown of the Black Sun 🔥 – A cursed diadem that turns rulers into demon-kings.

• The Chains of Malice ⛓️ – Shackles that can bind even celestial beings, used by infernal warlords.

• The Tome of Forbidden Names 📖 – Contains the true names of demons, allowing mortals to summon or enslave them.

3. Fallen Kingdoms – Relics of Defiance

• The Twin Blades of Dawn & Dusk ⚔️⚔️ – One celestial, one infernal; wielded by a warrior who rejected both factions.

• The Mask of the Forsaken 🎭 – Grants the wearer the power to shift between angelic and demonic forms.

• The Fallen Banner 🏳️ – A tattered flag that unites exiles under one cause, making them unstoppable in battle.

• The Heart of the Rift 💠 – A crystal containing both divine and infernal energy, unstable but immensely powerful.

4. Unshackled Kingdoms – Relics of Mortal Might

• The Iron Crown ⛏️ – A simple crown forged from mortal steel, symbolizing a ruler who rejected the gods.

• The Silent Blade 🔪 – A dagger said to have slain both celestial and infernal champions, used by the greatest assassin.

• The Codex of Man 📜 – A book containing forbidden knowledge that could rival divine wisdom.

• The Stone of the Free 🪨 – A relic that grants resistance to divine and demonic influence.

5. The Weavers – Relics of the Trickster Gods

• The Spider's Loom 🕷️ – Woven by the first Weaver, it can rewrite fate itself.

• The Serpent's Fang 🐍 – A dagger that can kill even gods if used correctly.

• The Mask of Many Faces 🎭 – Allows its wearer to become anyone, even imitating divine beings.

• The Whispering Gourd 🍶 – A vessel containing forgotten secrets, speaking to those who dare listen.

The Sundering of Fate – The Breaking of Reality

"And on that day, the threads of destiny frayed. What was written was erased, and what was erased was rewritten. No god, no mortal, no Weaver could stop it."

The Breaking of the Weave

The Sundering of Fate is the most catastrophic event in recorded history—a moment when the fundamental laws of reality shattered, leaving the world forever changed. It was not a war, nor a battle, nor a mere cataclysm. It was the unraveling of existence itself.

At its core was the Weave of Fate, the invisible force that bound past, present, and future together, believed to have been spun by the First Weaver at the dawn of creation. Every action, every event, and every soul was connected by its threads. It was the foundation upon which the Three Realms—Celestial, Infernal, and Mortal—stood.

But something went terribly wrong.

Whether through divine interference, mortal arrogance, or a lost Weaver's final act, the Weave was torn.

The consequences were immediate and absolute.

The Three Great Consequences of the Sundering

1. The Death of Destiny – Fate No Longer Holds

• Before the Sundering, prophecy was absolute, and those chosen by the divine or cursed by the infernal could not escape their fate. Heroes were destined to rise, kings were meant to fall, and gods played their games knowing the outcomes were set.

• But when the Weave shattered, fate lost its grip. Prophecies became unreliable, divine visions blurred, and even the gods found themselves uncertain of what would come next.

• The Forsaken Prophet, once the greatest seer in history, was the first to realize the change—his last prophecy simply vanished from existence.

2. The Collapse of the Divine Order – Gods Weakened, Mortals Empowered

• Without the Weave, the power of gods began to fade. Many lost their ability to directly shape the world, their influence limited to their most devout followers.

• Some gods vanished entirely, while others were forced to walk the mortal realm in physical form, no longer invincible, no longer untouchable.

• Meanwhile, mortals, no longer bound by divine fate, became capable of feats once thought impossible. The greatest warriors, sorcerers, and kings rose not because of destiny, but because of their own will.

• This led to The Rise of the Unshackled—mortals who dared to challenge the gods themselves.

3. The Fracturing of Reality – Rifts, Anomalies, and Lost Time

• The Weave did not merely govern fate; it held the fabric of reality together. When it broke, the world itself began to change in ways no one could predict.

• Time became unstable. Some lands aged centuries in days, while others were frozen in eternal twilight. People vanished into the past or appeared from forgotten futures.

• Rifts opened between realms, allowing creatures of the Celestial and Infernal planes to wander freely—some as lost refugees, others as conquerors.

• Artifacts of impossible power began to manifest, seemingly formed from the raw energy of the broken Weave. Some whispered that these relics were pieces of the First Weaver's creation itself.

Theories Behind the Sundering

Even now, no one knows exactly what caused the Sundering. Some believe it was a god's last desperate act, while others whisper that it was the doing of a lost Weaver, hidden for eons.

Among the most debated theories are:

1. The Weaver's Last Thread

• Some claim that before the last of the Weavers disappeared, one wove a final, forbidden pattern—a design so powerful that it overloaded the Weave and destroyed it.

• If this is true, then somewhere in the world, this final thread still exists, and whoever finds it may reshape fate itself.

2. The Godslayer's Sin

• Others believe that a powerful mortal wielded a forbidden artifact—a weapon crafted from the bones of a dead god—to strike at the heart of the divine order.

• This weapon, known only as The Unmaking Blade, was said to have severed fate itself, but its wielder's name has been lost to history.

3. The Forsaken's Rebellion

• The Forsaken Prophet, whose last vision vanished with the Sundering, once claimed that the event was not an accident but a choice.

• According to this theory, the world was never meant to be bound by fate, and the Sundering was the final rebellion of free will against divine control.

The Aftermath – A World Without Certainty

The Sundering changed everything.

• Prophecies no longer hold absolute power.

• The gods are no longer untouchable.

• Mortals can now carve their own destinies.

Yet, the scars of the Sundering remain. Reality is still unstable, and in the deepest ruins, the echoes of a broken fate still whisper to those who listen.

Some seek to repair the Weave, hoping to restore divine order.

Others seek to exploit its broken remnants, forging new power from the wreckage.

And a few… a few seek the source of the Sundering itself, believing that somewhere in the world, the last secret of fate is waiting to be found.

"Fate is dead. The world is free. But at what cost?"

Additional Expansions: Races, Species & The Afterlife

Unique Races & Species

The world is not solely populated by humans. The Sundering of Fate, the wars of the Weavers, and the divine schisms have shaped the existence of numerous intelligent beings, some ancient, others newly emerged from the shattered Weave.

1. The Unshackled Races (Mortals Who Defied Fate)

• The Unshackled are mortals who were freed from fate after the Sundering.

• They include humans, beastfolk, and other sapient creatures who once had their destinies written but now carve their own paths.

• Some Unshackled have awakened strange mutations—marks of fate's collapse, allowing them to resist divine influence.

2. The Forsaken Giants (Remnants of the First War)

• The Forsaken Giants were once the warlords of the Weavers, their massive forms crafted from stone, ice, and flame.

• Some fell into slumber after the war, while others roam the world, still seeking their lost masters.

• The oldest among them remember secrets of the First Weaver, but their knowledge comes at a price.

3. The Spiritbound (Echoes of the Lost Weave)

• When the Weave shattered, not all souls followed the laws of life and death. Some became Spiritbound—beings caught between existence and oblivion.

• Some manifest as whispering specters, others possess objects or even living hosts, and a rare few can walk freely, untouched by time.

• Many Spiritbound believe the Weave can still be repaired and search for the lost threads of fate.

4. The Hollowborn (Soulless Descendants of the Sundering)

• The Hollowborn are children born without a fate.

• They are emotionless, disconnected from prophecy, immune to divine power, and unable to be resurrected.

• Some worship them as beacons of the new age, while others fear them as unnatural mistakes.

5. The Celestial Exiles & Infernal Wanderers

• When the Sundering occurred, beings from the Celestial and Infernal realms were stranded in the mortal world.

• Some gods became trapped in mortal bodies, forced to live as rulers, warlords, or hidden sages.

• Infernal lords, once feared, now find themselves weakened, their empires reduced to ruins.

• Some divine beings seek to rebuild their former power, while others wish to return home—but the paths are broken.

6. The Forgotten Drakes (Dragons of the Lost Weave)

• These are dragons born from the unraveling of fate itself.

• Unlike traditional dragons, they do not hoard gold but instead collect knowledge, stories, and lost history.

• They believe that whoever understands the truth of the Sundering will hold the power to shape destiny itself.

The Afterlife: What Happens When Someone Dies?

Before the Sundering, the souls of mortals were guided by the Weave—each passing into their destined afterlife based on their deeds, beliefs, and divine favor. The laws were absolute, and resurrection was nearly impossible without divine intervention.

The Three Laws of Death Before the Sundering:

1. Faithbound Souls: Those devoted to gods were carried to their respective realms.

2. The Lost & Damned: Those forsaken or cursed were bound to wander, never finding rest.

3. The Cycle of Rebirth: Some were chosen to reincarnate, repeating life after life to fulfill divine destinies.

But after the Weave shattered, death itself lost its order.

The Five Paths of the Afterlife After the Sundering

1. The Forgotten Veil (The Dead Lost in Time)

• Some souls do not move on; instead, they become trapped in echoes of the past or fade into oblivion.

• Some relive their deaths over and over, while others see fragments of possible futures.

• Some whisper that the Veil is a prison created by the First Weaver to trap something far worse.

2. The Free Souls (No Fate, No Chains)

• Some souls, no longer bound by divine law, simply fade into nothingness.

• For the first time in history, some mortals truly die—with no afterlife, no rebirth, and no gods waiting for them.

• Some see this as freedom; others see it as a curse worse than Hell.

3. The Revenants (Those Who Refuse to Die)

• Without fate to guide them, some souls simply refuse to leave.

• They become revenants, ghosts, or wandering spirits bound by sheer will rather than divine command.

• Some remain to avenge unfinished grievances, while others wander without memory or purpose.

4. The Broken Underworld (A Shattered Afterlife)

• The realms of the dead have fractured. Some parts of the underworld are abandoned, while others are overrun with spirits who should have moved on.

• Some dead gods still rule over these broken lands, desperately trying to reclaim their former dominion over souls.

• Some mortals dare to travel into these realms, seeking forgotten knowledge or the spirits of lost heroes.

5. The Reforged (Souls Who Return, Changed Forever)

• Some who die do not pass into the afterlife but instead return, changed.

• Some reincarnate without memories, while others come back bearing marks of the Sundering itself.

• A rare few return with visions of something beyond—something older than even the gods.

Who Now Rules the Dead?

• Without the Weave to guide them, new forces have risen to claim the souls of the lost.

• Some mortal warlords enslave spirits, using them as fuel for their own power.

• Certain gods cling to the few souls that still worship them, refusing to let them go.

• And deep within the Forgotten Veil, something stirs—a presence that even the gods fear.

Final Question: Can the Afterlife Be Repaired?

The Sundering broke the cycle of life and death. Some believe it can be restored. Others think the afterlife is gone forever and must be rebuilt from nothing.

And a few whisper that there was never meant to be an afterlife at all—that the gods stole something from the First Weaver, and in the chaos of the Sundering, the truth is beginning to surface.

"Death was once a door. Now it is a shattered mirror. What lies beyond is no longer certain."

2. Factions.

Each faction has strengths in different areas, shaping how they dominate history.

2,a. Celestial Kingdoms (Holy Empires & Theocracies)

• Magic: ★★★★★ (Holy relics, divine blessings, miracles)

• Military: ★★★★☆ (Elite divine warriors, disciplined armies)

• Influence: ★★★★★ (Widespread faith, religious authority)

• Flexibility: ★★☆☆☆ (Strict rules, bound by divine law)

• Weakness: Relies on divine will, making it slow to adapt.

2,b. Infernal Kingdoms (Demonic Empires & Warlord States)

• Magic: ★★★★★ (Dark rituals, soul-binding, corruption)

• Military: ★★★★★ (Brutal warlords, demonic champions)

• Influence: ★★★★☆ (Temptation, cult networks)

• Flexibility: ★★★★☆ (Will do anything to win)

• Weakness: Power comes at a cost; backstabbing is common.

2,c. Fallen Kingdoms (Exiles & Rebels)

• Magic: ★★★★☆ (Hybrid of Celestial & Infernal power)

• Military: ★★★★☆ (Adaptive tactics, rogue champions)

• Influence: ★★★☆☆ (Seen as heretics by both major factions)

• Flexibility: ★★★★★ (No divine laws to follow)

• Weakness: Always hunted, unstable leadership.

2,d. Unshackled Kingdoms (Independent Mortals)

• Magic: ★★☆☆☆ (Rely on alchemy, science, or weak magic)

• Military: ★★★★☆ (Best mortal generals and warriors)

• Influence: ★★★☆☆ (Grows as faith in gods weakens)

• Flexibility: ★★★★★ (No divine interference, pure strategy)

• Weakness: Lacks supernatural power; must rely on human ingenuity.

2,e. The Weavers (Tricksters, Spirits, & Hidden Forces)

• Magic: ★★★★★ (Reality manipulation, illusions, ancient magic)

• Military: ★☆☆☆☆ (Indirect, uses pawns)

• Influence: ★★★★★ (Subtle manipulation, controls fate)

• Flexibility: ★★★★★ (Works behind all factions, plays all sides)

• Weakness: Never holds direct power, only influences events.

3. Magic System & Combat: The Shattered Weave

After The Sundering of Fate, the structured laws of magic—once dictated by the Weavers and upheld by gods—were fractured beyond repair. Magic, once predictable and orderly, has become volatile, with new and dangerous forces emerging. Some seek to master this chaos, while others attempt to restore the lost balance.

3,a. Magic in a Broken World

1. Sources of Magic: Where Power Comes From

Before the Sundering, magic was governed by a divine order. Now, there are four primary ways to acquire power:

✔ Innate Magic (Born With It) – Descendants of gods, ancient bloodlines, or beings touched by fate. Their power is instinctive but often unstable.

✔ Bestowed Magic (Given by a Higher Power) – Celestial Lords, Infernal Overlords, or powerful relics grant blessings or curses. Requires obedience to their will.

✔ Stolen Magic (Forbidden Knowledge & Rituals) – Magic taken through dark pacts, consuming divine energy, or wielding ancient artifacts. Often corrupts the user.

✔ Forged Magic (Alchemy, Runes, & War-Sorcery) – Artificial power created through mortal ingenuity, blending magic with technology and lost knowledge.

2. The Four Great Paths of Magic

Magic has splintered into four primary disciplines, each with unique risks and rewards.

1️⃣ Aetherial Magic (Celestial & Infernal Power)

• The strongest, but most controlled form of magic.

• Used by Seraphions, Demons, Saints, and Abyssal Lords.

• Can alter fate, bend reality, and wield divine authority.

• Weakness: Requires connection to a divine being—losing favor means losing power.

2️⃣ Arcane Magic (Weaver's Knowledge & Mortal Sorcery)

• The magic of sorcerers, warlocks, and scholars who manipulate the raw Weave.

• Includes elemental magic, illusion, necromancy, and time manipulation.

• Weakness: Often unstable, especially after the Sundering.

3️⃣ Spiritual Magic (Ancestral & Nature-Based Powers)

• Used by shamans, druids, spirit-callers, and ancient seers.

• Draws from the power of spirits, ancestors, or the land itself.

• Weakness: Requires balance—if the spirits are angered, the power backfires.

4️⃣ Blood & Relic Magic (Forbidden & Artificial Power)

• Magic gained through sacrifices, divine consumption, or wielding legendary artifacts.

• Often used by Fallen Angels, Forsaken Prophets, and Dark Sorcerers.

• Weakness: Highly volatile, corrupts the user, and may attract divine punishment.

3,b. Combat System: Strength vs. Strategy

In the shattered world of the Weavers, combat is more than just raw power—it is a balance of strategy, supernatural might, and divine intervention. While some warriors wield the strength of gods, others rely on legendary artifacts, forbidden techniques, or brilliant tactics to turn the tide of battle.

1. The Three Planes of Warfare

The battlefield is not fought on just one level. Battles take place across three interwoven planes, each influencing the others:

I. Mortal Warfare (Armies & Generals)

• The conflicts of kings, warlords, and empires.

• Led by legendary generals, elite warriors, and political masterminds.

• Battles are won through tactics, formations, and battlefield strategies.

• Key Figures: Warlords, grandmasters, assassins, commanders, master tacticians.

II. Supernatural Warfare (Magic & Champions)

• The battles between gifted warriors, sorcerers, saints, and warlocks.

• Wars fought with elemental forces, divine blessings, and forbidden rituals.

• The introduction of supernatural beings and legendary relics can reshape battlefields.

• Key Figures: Archmages, blood sorcerers, elemental grandmasters, divine vessels.

III. Divine & Cosmic Warfare (Gods & Weavers)

• Conflicts fought by Celestial Lords, Infernal Kings, and Aetherial Beings.

• Reality itself is at stake—wars between fate and chaos, between gods and rebels.

• These battles often influence mortal conflicts, tipping the balance of power.

• Key Figures: Celestial warlords, infernal overlords, forsaken prophets, divine champions.

2. The Art of War: Strength vs. Strategy

While some beings rely on sheer power, others win through intelligence, deception, or relics.

I. The Strength Approach (Might Makes Right)

• Those with overwhelming power can annihilate armies or reshape battlefields.

• Some warriors become unstoppable forces, requiring armies or relics to counter them.

• Examples: A celestial warlord cutting through thousands, an infernal king obliterating cities with a single curse.

• Weakness: Power does not always equal victory—a lesser foe with knowledge or artifacts can triumph.

II. The Strategy Approach (Mind Over Might)

• Some warriors are not the strongest but outthink their enemies.

• The right formation, terrain, or surprise tactic can defeat a godlike being.

• Examples:

• A general uses terrain to lure a titan into a death trap.

• A mortal assassin poisons a demigod with a substance only they know how to craft.

• A commander uses illusion magic to make their army seem larger, breaking enemy morale.

• Weakness: Strategy is useless against an enemy too powerful to be affected by tricks.

III. The Hybrid Approach (Tacticians Who Wield Power)

• Some warriors are both strong and brilliant, mastering combat and strategy alike.

• These figures shape history, leading armies while being legends on the battlefield.

• Examples:

• A celestial warlord who leads from the front but also controls battle formations.

• A grandmaster tactician who wields an ancient relic that grants supernatural insight.

• A divine vessel who uses prophecy to predict and counter an enemy's every move.

• Weakness: Even the strongest leaders can be undone by betrayal, overwhelming numbers, or forbidden knowledge.

3. Forms of Combat: Mastery Over the Battlefield

There are many styles of combat, ranging from martial arts to divine sorcery.

I. Martial Combat (Physical Mastery)

• The art of swordsmanship, hand-to-hand combat, and weapon expertise.

• Some warriors master techniques that allow them to cut through steel, deflect magic, or move faster than the eye can see.

• Examples:

• Celestial Bladesmen – Wield divine swords that cut through fate.

• Infernal Berserkers – Fueled by rage, they become unstoppable killing machines.

• Grandmasters – Masters of martial arts who can defeat even sorcerers in battle.

II. Sorcery & Magic Combat (Wielding the Weave)

• The use of magic to alter reality, summon destructive forces, or manipulate time and space.

• Some warriors blend magic and martial skill, creating devastating hybrid styles.

• Examples:

• Elemental Sorcerers – Wield fire, lightning, and wind in battle.

• Chrono-Warriors – Use time magic to predict and counter enemy attacks.

• Blood Mages – Sacrifice their own vitality to unleash forbidden spells.

III. Relic Combat (Artifacts & Divine Weapons)

• Many warriors rely on legendary artifacts that grant supernatural abilities.

• These relics often decide the outcome of wars and duels.

• Examples:

• Fateforged Blades – Swords that rewrite destiny with every strike.

• Celestial Armor – Grants invulnerability to mortal weapons.

• Cursed Gauntlets – Exchange the wielder's soul for unlimited power.

IV. Divine Combat (Godlike Power)

• Reserved for the strongest warriors, celestial warlords, and infernal lords.

• Can bend reality, erase enemies from existence, or summon celestial/infernal armies.

• Examples:

• Celestial Titans – Move mountains with a single step.

• Infernal Kings – Curse entire nations to eternal torment.

• Forsaken Prophets – Rewrite history with a word.

4. Unpredictability in Combat

With fate shattered, no battle is guaranteed—power alone does not always determine the victor.

✔ Unstable Magic – Some spells and relics malfunction due to the Sundering.

✔ Betrayals & Alliances – Even the strongest warrior can fall if betrayed.

✔ Relic Warfare – A seemingly weak opponent may wield an artifact that grants them the power to kill gods.

✔ The Will of the Weavers – Hidden forces may intervene, altering the course of war.

5. The Evolution of Warfare

The Weavers' War changed how battles are fought.

1️⃣ Mortal Armies Still Matter – Even with godlike warriors, control over lands, resources, and soldiers determines the fate of nations.

2️⃣ Sorcerers & Divine Beings Lead Battles – The strongest warriors are more than generals—they are weapons of mass destruction.

3️⃣ Relics & Forbidden Knowledge Decide Wars – A single lost artifact can turn a weak faction into an unstoppable force.

4️⃣ The Forsaken Play the Long Game – Some seek not to win battles, but to unravel fate itself, reshaping reality for their own ends.

3, c. Power Levels: The Hierarchy of Strength

In a world where fate has shattered, power is no longer absolute—yet some beings stand above all others. Strength is not measured solely by raw force but by one's influence over reality, control over fate, and ability to reshape the world.

The power structure follows a seven-tier hierarchy, where the strongest transcend mortality itself. However, even the mightiest can fall, for in a world without fate, nothing is certain.

1. The Seven Tiers of Power

Each tier represents a fundamental shift in one's ability to shape the world. The gap between tiers is immense—while a mortal warlord may command armies, a celestial sovereign can rewrite the laws of existence.

1️⃣ Mortal Tier – "The Unawakened" (Commoners, Soldiers, and Warlords)

• Description: The vast majority of beings belong to this tier, possessing no supernatural abilities beyond skill, intelligence, and willpower.

• Power Source: Physical strength, mastery of weapons, tactical brilliance.

• Examples:

• Great Warlords – Can conquer nations through sheer strategy.

• Master Assassins – Can kill those far stronger through deception and technique.

• Legendary Generals – Shape history without wielding magic.

• Weakness: Completely outmatched against supernatural foes.

2️⃣ Gifted Tier – "The Touched" (Enhanced Warriors, Sorcerers, Blessed Individuals)

• Description: Those who have been touched by fate, possessing supernatural gifts such as enhanced strength, elemental affinity, or minor reality manipulation.

• Power Source: Bloodlines, rituals, divine blessings, or infernal pacts.

• Examples:

• Blessed Knights – Warriors infused with divine energy.

• Elemental Sorcerers – Wielders of fire, lightning, and wind.

• Cursed Berserkers – Gain immense power at a terrible cost.

• Weakness: Powerful but still bound by mortal limitations.

3️⃣ Initiate Tier – "The Chosen" (Priests, Cult Leaders, Divine Intermediaries)

• Description: Those who invoke divine or infernal power but do not wield it directly.

• Power Source: Religious devotion, celestial/infernal pacts, rituals of offering.

• Examples:

• High Priests – Conduct miracles but lack direct combat ability.

• Dark Prophets – Spread forbidden knowledge, warping reality through words alone.

• Sacred Monks – Channel divine energy to bless warriors or curse enemies.

• Weakness: Heavily reliant on their connection to greater beings.

4️⃣ Giver Tier – "The Vessels" (Divine Hosts, Cursed Oracles, Fate-Bound Entities)

• Description: Beings who serve as conduits for celestial or infernal forces, capable of granting blessings, unleashing plagues, or bending destiny in small ways.

• Power Source: Their own existence is bound to a greater power, allowing them to act as living channels.

• Examples:

• Saints – Can perform miracles, heal wounds, and grant temporary invulnerability.

• Oracles – Can glimpse into the future or rewrite minor aspects of fate.

• Cursed Witches – Bear an infernal burden, spreading corruption.

• Weakness: Their power is limited by their connection to fate and gods.

5️⃣ Minister Tier – "The Ascended" (Demigods, Celestial Champions, Abyssal Lords)

• Description: Beings who have partially transcended mortality, wielding the might of gods yet still bound to the mortal plane.

• Power Source: Direct gifts from celestial or infernal entities, forbidden rituals, or sheer willpower.

• Examples:

• Demigods – Half-mortal, half-divine warriors.

• Celestial Heralds – Embodiments of divine will, capable of shaping reality.

• Abyssal Lords – Manifestations of infernal corruption.

• Weakness: Though immensely powerful, they are not fully divine, meaning they can still die.

6️⃣ Sovereign Tier – "The Titans of War" (World-Shaping Rulers, Infernal Kings, Fallen Deities)

• Description: The mightiest warriors, sorcerers, or warlords capable of reshaping entire nations and commanding armies of supernatural beings.

• Power Source: Either divine birthright, ascension through conquest, or consuming the power of fallen gods.

• Examples:

• Celestial Warlords – Capable of breaking mountains with a single strike.

• Infernal Kings – Lords of corruption, ruling through curses and dread.

• Fallen Exarchs – Former deities who lost their place but still wield divine power.

• Weakness: Their ambition often leads to betrayal or rebellion, as no empire lasts forever.

7️⃣ Aetherial Tier – "The Forgotten Gods" (Reality-Altering Beings, Lost Weavers, Eldritch Remnants)

• Description: Beings whose power goes beyond war and rule—they rewrite reality itself, existing beyond the constraints of time and fate.

• Power Source: Either remnants of the First Weaver's influence or self-made gods who defy existence.

• Examples:

• Celestial Lords – Rule over entire planes of existence.

• Infernal Overlords – Seek to corrupt or consume reality itself.

• The Forsaken Prophet – A being who aims to undo the fabric of reality.

• Weakness: Their power is so vast that they often become trapped outside of time, unable to interfere directly.

8️⃣ Weaver Tier – "The Architects of Existence" (The Boundless, The Last Weavers, The Shapers of Reality)

• Description: The true architects of the world, beings who exist beyond mortal, divine, or infernal concepts. They do not just wield power—they are power. Their mere presence alters existence itself.

• Power Source: They draw directly from the fabric of creation, existing as fragments of the First Weaver's will. Some are sleeping, some are hidden, and some are shattered remnants seeking to be whole again.

• Examples:

• The Last Weavers – Those who survived the Divine Schism, still shaping reality from the shadows.

• The Forsaken One – A rogue Weaver who broke away, seeking to destroy or remake existence.

• The Dreaming Architect – A Weaver who slumbers, and whose dreams create entire worlds.

• Weakness: Their power is too vast to be fully controlled. Some are bound, some are fractured, and some are asleep—but should one awaken, the world itself may be undone.

How the Weaver Tier Differs from Others:

✔ They do not fight; they shape reality itself.

✔ They exist beyond time, meaning their actions ripple across past, present, and future.

✔ Most are sealed, asleep, or broken, meaning their influence is indirect—until the right conditions arise.

✔ They are the only ones who can truly "end" fate or restore it.

The Weaver Tier's Role in the Story

• They are the reason fate was shattered—their war broke the foundations of reality.

• Some seek restoration, others seek destruction, and some simply watch as existence unfolds.

• While gods and sovereigns shape the world, Weavers shape what the world is made of.

• If one fully awakens, reality may no longer be what it once was.

Final Structure of Power Tiers:

🔹 Tier 1 – Mortal: (Warriors, generals, assassins)

🔹 Tier 2 – Gifted: (Blessed knights, sorcerers, enhanced beings)

🔹 Tier 3 – Initiate: (High priests, dark prophets, sacred monks)

🔹 Tier 4 – Giver: (Saints, oracles, cursed witches)

🔹 Tier 5 – Minister: (Demigods, celestial champions, abyssal lords)

🔹 Tier 6 – Sovereign: (Celestial warlords, infernal kings, fallen exarchs)

🔹 Tier 7 – Aetherial: (Celestial lords, infernal overlords, forsaken gods)

🔹 Tier 8 – Weaver: (Reality-bending architects, the true shapers of existence)

2. The Unpredictability of Power

In a shattered world, even power is uncertain—weaker beings can still slay gods, and destiny is no longer absolute.

✔ The Right Artifact Can Change Everything – A mortal with a god-killing relic can become a legend.

✔ Knowledge is a Weapon – Some seek forbidden truths to surpass their limits.

✔ Even the Mighty Can Fall – The stronger one becomes, the more enemies they attract.

✔ The Weavers' Influence is Unknown – If fate is shattered, who truly determines power?

3. The Evolution of Power in the World

1️⃣ Power is No Longer Fixed – The strongest today may fall tomorrow.

2️⃣ Mortals Can Rise Beyond Their Limits – The era of gods is fading, and new legends emerge.

3️⃣ Relics & Forbidden Knowledge Shape the Balance – Power alone is not enough—what you know and what you wield matters.

4️⃣ The Weavers' War Changed Everything – The balance between Celestial, Infernal, and Forsaken forces is forever broken.

3,d. The Unpredictability of Power

Now that fate has been shattered, power no longer follows a fixed path. The divine laws that once governed magic, strength, and ascension have been broken, making power unpredictable, unstable, and—at times—dangerous.

1️⃣ Power is No Longer Guaranteed

• In the past, one's strength followed a divine order:

• Mortals could only ascend through training or divine blessing.

• Celestials & Infernals could grant power at will.

• Weavers shaped fate, ensuring power remained balanced.

• But now, power is no longer bound to these laws.

• A mortal could ascend beyond their limits.

• A god could lose everything.

• A relic meant for a king could choose a peasant instead.

📌 Example: A lowborn warrior might accidentally inherit the strength of a fallen Sovereign, while a god-touched emperor might suddenly find his divine power fading.

2️⃣ Fate Can No Longer Predict Strength

• Before the Sundering of Fate, prophecies dictated who would become powerful.

• Now, even the gods cannot see the future.

• The strongest may fall overnight.

• A nobody may rise without warning.

• Some power sources may suddenly fail, while others awaken in unexpected ways.

• The world is now ruled by chaos and ambition rather than fate and prophecy.

📌 Example: A dying warlord may burn his own soul to ascend to Sovereign Tier—but in doing so, he unknowingly creates a curse that spreads across generations.

3️⃣ The Price of Power is Unclear

• In the old world, power came with a set price:

• Celestial blessings required purity.

• Infernal contracts required sacrifice.

• Relics obeyed their chosen masters.

• But in this broken world, power comes unpredictably—and often at a terrible cost.

• A hero blessed with divine magic might burn out too quickly.

• A warrior wielding an Infernal sword might slowly become the weapon.

• A relic may grant incredible strength but devour the wielder's emotions in return.

📌 Example: A saint receives the power to resurrect the dead—but each soul she revives brings her closer to madness.

4️⃣ Forbidden Power is More Tempting Than Ever

• Since Celestials and Infernals no longer control power directly, forbidden magic has become easier to access.

• Mortals now seek relics, rituals, and forgotten knowledge to surpass the limits once imposed on them.

• This creates:

• Rogue Demigods – Mortals who steal divine essence for themselves.

• Cursed Kings – Rulers who wield unstable power, dooming their own kingdoms.

• Unstable Prophets – Seers who glimpse fragments of a broken future, unable to control what they see.

📌 Example: A dying scholar uncovers a ritual that allows him to steal the lifeforce of an entire city—becoming a god in a single night, but at the cost of his humanity.

5️⃣ No One is Safe from the Chaos of Power

• Even the Weavers are affected. The remnants of their once-perfect reality are decaying, and they can no longer fully control existence.

• The Gods fear their own fall. Some have already been reduced to mortals, while others now hide among their worshipers.

• Even the strongest mortals are uncertain. A champion could wield unimaginable strength one day and wake up powerless the next.

📌 Example: A Celestial Lord, once a radiant god of war, suddenly finds himself trapped in a mortal body, hunted by the very warriors who once served him.

Final Thoughts: A World of Chaos & Opportunity

• The old world was ruled by order, prophecy, and divine decree.

• The new world is ruled by chaos, ambition, and the unknown.

• Power is no longer given or earned—it is taken, stolen, lost, and reshaped.

🔹 Some will rise by fate.

🔹 Some will rise by sheer will.

🔹 Some will rise by accident.

🔹 And some will rise only to fall.

The world is more unpredictable than ever before—but in that unpredictability lies endless possibility.

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