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Hallowed: The Collections of Vincent Gideon Hallow

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The following is a collection of passages from the library of Vincent Gideon Hallow, 1st Class Enchanter of the Arcane Order, Archmage of the Circle of Winterfade, and Representative of the Order of the Wise. The collection has been collated with the intention of highlighting important and possibly life-saving information for those who practice the arts. The collection contains information on supernatural entities, fundamental magical theory, a breakdown of the governing bodies of the magical world and other additional information that Vincent Hallow considers to be vital.


  • The Bestiary - A Collection of known Supernatural Entities
  • The Grimoire - A Brief Explanation of Fundamental Magical Practice
  • The Hierarchy - Concise information regarding the Governing Bodies of the Magical World
  • The Three Realms - Information concerning The Mortal Realm, The Void, and The Fae

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The Bestiary

Creatures of The Void & Mortal Planes


It is common for mortals to question forces which they cannot comprehend. In this world there are many inevitabilities in which we have no power over. Each inevitability is monitored by an Aspect. These beings exist beyond out comprehension, and can appear at any place and any time, and can even be present in multiple places at once. They are immortal, invincible and beyond our manipulation. Due to their nature they can neither be considered good nor evil, they just simply are. Examples of Aspects are Time, Death, Destiny, Dreams and Fortune. While little is known about Aspects, they are considered creatures of The Void.


Shapeshifters are mortal humans who can transform in to animals. Shapeshifters are genetically capable of taking the shape of a certain animal. All research indicates that shapeshifters are decendants of wizard families who have practiced Transmogrification, and have mastered transforming in to a particular animal so well that it has become genetic. Other possible explanations is a curse placed upon a genetic line. In general a shapeshifter that can transform in to a specific animal is called a Were-animal, i.e Werewolf, Weretiger, Werejaguar. A notable exception to this is the Skinwalker, who have their own section.

Shapeshifters share traits with their animal forms. Werewolf shifters, for example, are very pack oriented and share close bonds. Shapeshifters do not have any unusual qualities other than their transformation and can be killed by conventional means. Shapeshifters have souls and so killing them with magic would be considered a breach of the 1st Law of The Wise.
Skinwalkers are a sub-species of shapeshifter. Unlike many shapeshifters who are believed to be linked to magic and wizardry in general, skinwalkers are believed to have originated in the void. They were capable of not only shifting into animals, but also other people. They became closely linked to native american mythology as they grew close to the peoples that inhabited the continent they originated in. Their powers for shifting into people as well as animals was believed to be a longing to integrate into native mortal culture. However, more often than not, skinwalkers played a role as guardians. The native american people were prey to several other less savoury creatures and the skinwalkers took it upon themselves to become guardians, watching over the tribes, their livestock, and wives and children while the men were away hunting or sleeping at night. Despite their good intentions, they were not often trusted. It was believed they would steal away children in the night, and steal the life-force of the tribes folk, making them die of old age.
The nagloshi were a sore reminder for skinwalkers. Once, skinwalkers and nagloshi were the same species. Creatures that lived exclusively in the void. Many thousands of years ago the skinwalkers left the void, fascinated with human culture and a thirst to exist on the mortal plane. The nagloshi were far less interested in becoming guardians, and while the skinwalkers lost powers they had once held in exchange for permanent residence in the mortal realm, the nagloshi chose to feed in order to maintain and expand their power and influence. They remained in the void, becoming creatures closer to pure energy than anything else. Capable of assuming any form, animal, human, object. They could hide beneath the form of another creature, and feed upon energy to gain power. But it was also that feeding that became their curse, like a heroin addict, they require constant feeding. Without it, they are lessened, weak, irrational and paranoid. They lash out and friends moments before, become monsters and enemies. They were feared by the native americans, and often mistook skinwalkers as nagloshi.


Spirits are energy-based creatures of The Void. They are vast and varied, and can be both helpful and downright destructive. Spirits are different from Ghosts. While often self-aware, many spirits do not think like mortals and thus can be difficult to reason with. They are immortal and have existed throughout all of time, and thus their concept is quite warped compared to mortals. Many spirits say current dilemmas as nothing more than a flickering flame, and do not trouble themselves with it as they know they will long outlive it, and will go on regardless of the outcome. Spirits are often fickle, however, and can be tempted in to service by offering something they have never seen before, or something they are partial to. For example, a spirit may have a penchant for chocolate, or pornographic magazines, or even cheesy 80’s action movies.


Aside from shapeshifters that can turn in to wolves being called Werewolves there are two notable separate types.


Lycanthropes cannot transform in to wolves. They are humans who are under a curse which effects their genetic line. Lycanthropes instead inherit the mind and nature of a wolf. They are pack dependant, fiercely territorial and in general show more wild signs of behaviour. Additionally they are stronger and faster than humans and prefer to eat raw meat.

Loup Garou

Loup Garou, also known as a Wolfman. Loup Garou are normally solitary and have never been known to operate in packs. They are ordinary humans most of the time and can only transform during the Full Moon. When they do they become a huge, terrifying wolf-man who moves on two legs and has powerful teeth and claws. In this state the Loup Garou become bloodthirsty and unable to define friend from foe, and have only the desire to kill. They are fast, and strong enough to break down walls and snap metal with ease. They heal rapidly and seem to barely react to pain. In their transformed state they are one of the most dangerous creatures a wizard can encounter.

Loup Garou are incredibly rare and are the result of an ancient curse. They pass on the curse through scratches or bites, however, the recipient must survive the attack. As they are so ferocious, Loup Garou almost always kill those they cross paths with, and if anyone is unfortunate enough to escape with but a scratch or bite, a far worse fate awaits them on the next Full Moon. Loup Garou are virtually unstoppable when transformed, although silver bullets seem to be relatively effective. The best way to kill a Loup Garou is when it is in it’s human form. If you encounter one on a full moon, just run for your life.


Vampire is a collective term for three similar creatures. Vampire’s are creatures who must feed on mortals in some way, and will perish under the light of the sun. All vampires are considered dark creatures and can be driven back through faith magic such as using religious symbols, holy water and through reciting of scripture. The three known Vampire species are shown in detail below:

Sanguine Vampires

Named due to their thirst for human blood, Sanguine Vampires are the most renowned. They can be identified by sharp canine fangs, a pale complexion. Sanguine Vampires are perhaps the most common, able to reproduce by turning other humans. While the most common of the three, they are the result of a magical affliction brought on by the emergence of the Dhampir from The Void. While they retain parts of their once human persona, their souls have left them and they are considered undead creatures. Sanguine Vampires grow stronger with age and can heal rapidly, do not appear to age, and have above average strength and speed. They can glamour humans to manipulate them, and if strong enough they can even overcome their weakness to faith magic and scripture. In rare cases a wizard can be turned in to a Sanguine Vampire, and in such cases they retain their ability to perform magic.

They are weak to a steak through the heart, but the wood must be made from a White Ash tree. They are also sensitive to garlic, the smell makes them ill. While silver has no effect, Sanguine Vampires can be killed by any steel if they are beheaded. They are also weak to fire. The governing body of the Sanguine Vampires is the Midnight Court.


Dhampir are a non-human race who came through from the Void. They are able to disguise themselves as humans but their true forms are grotesque. Their true eyes are blood red, and their entire mouth is full of razor sharp fangs. Their skin is black and their features are gaunt, their skin like leather.They are harder to spot when disguised, but they are also susceptible to burning in the sun. They require human blood to feed, but they reproduce by mating with each other. Sanguine Vampires were born from a magical disease that spread within their victims. As dark creatures of The Void, Dahmpir have no souls.

Dhampir are exceptionally strong and fast, and have powerful claws. They can glamour like their Sanguine cousins, but hold many other abilities. Their saliva has a drug-like effect when in contact with skin, creating a euphoric feeling. With an effort of will Dhampir can take the form of mist to pass through solid objects. Some of the more powerful members of their species are capable of levitation. Dhampir heal quickly and have no weakness to garlic or wooden stakes. They are susceptible to faith magic, but stronger members can overcome it. Their skin can be burned by silver, and they are weak to fire. Beheading a Dhampir will kill it outright. The Dhampir are governed by the House of Dracul.


Originally they were prominent in the far east, especially China, Japan and Korea. Jiangshi are human in appearance but are creatures of The Void. Jiangshi do not have fangs, but have mouths that can materialise on the palms of their hands. They feed on life energy rather than blood, and feed through the mouths on their palms. Jiangshi are the most rare form of Vampire, and are actually a type of spirit that inhabits the corpse of the dead. They cannot be killed in the traditional sense, but destroying their corpse body will send them back to The Void.

As spirits, Jiangshi are capable of magic, making them incredibly diverse and formidable foes. While they are not nearly as resilient as their counterparts, their vast magical knowledge more than makes up for it. Jiangshi avoid mirrors and cannot look upon their own reflection, or they will perish. When exposed to vinegar they become ill, much like Sanguine Vampires do with Garlic. They are vulnerable to fire. Jiangshi are governed by the Ganshi Clan.


Creatures of The Fae
This section concerns creatures from The Fae, collectively known as Faeries. However many creatures of the Fae take offense at being called a Faerie, as it is akin to calling a human an ape. The creatures of the Fae are usually aligned with the Seasons, the four governing kingdoms of The Fae, namely Summer, Autumn, Winter, and Spring. Faeries who are unaligned with the Seasons are known as Wyldfae. As long lived creatures who do not have souls, Faeries are often forgetful and can come across as ditzy or unintelligent, however they can be incredibly devious and dangerous. Debt and obligation is a huge factor in their behaviour, and Faeries are unable to give anything away for free. They are inherently magical and use magic as easily as breathing, however, they cannot use their magic on mortals with a soul except within the constraints of a debt or bargain. As a general rule it is considered good practice to never accept anything of a Faerie, nor offer them anything. Due to their concept of debt and obligation, Faeries are obliged to return the favour of any gift given to them, and equally they demand the same of gifts they have given. 
Words, promises and oaths are binding to Faeries. They have to make good on their own promises, but also make sure that an involved human does the same. Combined with their way around words, they can often snare an unsuspecting mortal with a bargain or even an accidental promise. A promise thrice made is as close to absolute truth as a Faerie can give, and such an act binds the promise magically. Faeries are vulnerable to cold iron, which is deadly to them. Faeries are not capable of lying, but many have become adept at word plays that twist their meanings to deceive people. 

Wee Folk
Wee folk are small humanoid Faeries. They are also known as Pixies. Wee Folk are capricious and fickle and enjoy watching humans and playing pranks on them, as well as stealing their food. While long-lived they are perhaps the most forgetful Faeries, and have very little concept of time. They are often Wyldfae as they do not concern themselves with politics. As Wee Folk begin to grow more powerful, and take more interest in the events around them, they grow larger and become less forgetful. Some Wee Folk can eventually become a Sidhe. 

Dryads are humanoid but hold the properties of trees and plants. Instead of hair they have leaves, and their flesh is often dark brown like tree bark, or pale green like a plant. They can manipulate the rapidity of growth around them. Dryads rarely venture outside of The Fae. 

A Phobophage is a fear eater. They are able to change their shape in order to scare people, and are also able to Veil themselves to avoid detection. As they feed on fear, they cannot hurt someone who is not afraid of them, and can be defeated by acts of courage and bravery. Phobophages can travel through mirrors, allowing them to bypass the threshold rule that most creatures are bound by. 

Gnomes and Leprechauns are the same thing. They are small creatures of about 2-3ft. They are nimble, quick witted and mischievous, but are more of a nuisance than an outright danger. Gnomes love things that shine and often steal peoples baubles and trinkets. If a human loses his keys, it is quite possible that a Gnome took them. Gnomes can quickly jump between The Fae and The Mortal realm using their knowledge of Waypoints, allowing them to appear to teleport with ease. 

Goblins are short bat-eared creatures who are often mean and cruel. While not especially strong they move in large numbers. Goblins are not particularly smart, nor particularly magical and will often resort to physical violence. They normally act under the instruction of the Sidhe or in some cases a wizard who has made a bargain with them. 

Sidhe are the most powerful of the Faeries. They are beautiful beyond any mortal, and each lives for thousands of years. Their powers are vast but they hold not power over humans in the Mortal Realm. If a human crosses in to The Fae, however, then the Sidhe are free to use whatever magic on them that they wish. They have powerful glamour magic allowing them to change their appearance, becoming something more human if required, as well as changing their clothes, skin colour, hair colour and eye colour. 
Sidhe magic far outclasses that of any wizard, but they are often bound from using it in the Mortal Realm. However in The Fae, encountering a Sidhe would leave a wizard vulnerable and at the mercy of the Sidhe. The Fae hold little regard for human concepts of adolescence, and will often seek out children to strike bargains with in order to gain the most from the deal. Many small children have been “stolen away†by Sidhe, living their life in The Fae, in eternal servitude. Sidhe are usually serve as ruling figures for their chosen Season. 
Changelings are children of a human and a Sidhe. Throughout their childhood they appear normal, but begin to harness their Faerie powers around adolescence. At some point a Changeling must decide to either become a full human, or a Sidhe. While still a Changeling they share the weaknesses and strengths of both of parents. 

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The Grimoire





An Brief Introduction to Magic


In the most fundamental and very basic sense, Magic is the essence of life. All living things generate magical energy, even if they are unaware of it. Even mortals without the gift are able to generate some modicum of magical energy, but their ignorance leaves them unable to utilise it to any considerable capacity. Those who use magic go by many names including Wizard, Mage, Magus, Sorcerer, Warlock, Enchanter, Spellweaver and many more. Practitioners cast spells by drawing from the magic created by their own emotions, or in some cases, the emotions of those around them. Magic also draws from a users life force, and so their power is finite but will return after a period of rest. Powerful magic can be performed in a number of ways including rituals, the use of a focus or enchanted items, or by performing magic as a collective. As a general rule it is considered impossible for more than 13 individual practitioners to cast one spell together, as doing so requires all those involved to be equally committed to the same desire and any more than 13 will likely result in untold catastrophe. It should be stressed that while 13 is the cap for such rituals, most practitioners will struggle to perform magic in a group higher than 3. 


Faith - The Foundation of Magic


As a rule it is impossible to weave a spell that you do not believe in. In order to cast a spell a practitioner must be confident that he or she will succeed in casting the spell. A practitioner who believes that he or she is incapable of performing the spell, renders him or herself unable to do so, simply by holding that belief. The practitioner must also believe that what they are casting is considered true to their values. For example a person who truly feels that all violence is wrong would struggle to cast violent spells. In other words a practitioner cannot make something happen if it is not a part of them, deep inside. 


As a side note, even those who are not gifted wizards can still tap in to certain types of raw magic with the power of faith. Those who are religious, especially those who devote their life to their faith, naturally shroud themselves in an aura of protection that shields them from darkness, temptation and manipulation. Often these people are unaware of the true power they utilise simply by having such devout faith. In this sense, in the truly devout, prayer does indeed hold some magical properties and may provide some form of healing or benefit. 


The Sight


The official factor which determines whether a person is considered a wizard is the ability to use The Sight. Other names for this ability are the Mind's Eye, Wizard Sight, and The Third Eye. Use of the Sight allows a wizard to gaze upon the world and see its supernatural side, allowing the perception of things hidden to the normal eye. What has been seen through the use of the Sight will remain a lasting memory forever, and will neither fade nor be forgotten. Because of this, wizards don't use it often, for it could easily drive them insane. The Sight usually shows concepts physically, e.g. if a loved one had recently died, a person could have wounds similar to those of a sword. The Sight can break through illusions and is generally the method used by wizards to pierce veils. Ultimately the Sight can provide different sensations to each user and the visions are somewhat interpretive, thus finding the truth requires skills of deduction. 


The Laws of Magic


While there are no natural laws of magic, the following Laws were created, and are enforced by, The Order of The Wise, considered to be the de-facto authority on all magic practices by mortals. By defying these rules the practitioner may find him or herself under the watch of the The Wise, and those who abuse the laws will be punished, usually by execution. The Laws are as follows:


  1. Thou shalt not kill by use of magic.
  2. Thou shalt not transform others.
  3. Thou shalt not invade the mind of another.
  4. Thou shalt not enthrall another.
  5. Thou shalt not reach beyond the borders of life.
  6. Thou shalt not swim against the currents of Time.
A Soulgaze is another inherent ability that marks a magical practitioner as a wizard. Closely linked with the Sight, the Soulgaze is only activated when a wizard locks eyes with a being that bears a soul. This includes mortal humans, but also shapeshifters, werewolves, and other supernatural creatures that have a soul. Vampires, and Ghosts are examples of creatures that are not affected by this ability. A Soulgaze, when activated, creates a momentary sharing between the wizard and another, allowing them to see in to each other’s soul and get a look at the person underneath it all. The experience sticks with the person, no matter how wonderful or horrifying it may be. Wizards have grown to avoid making direct eye contact with people, as the trade is rarely considered worthwhile. After a wizard has Soulgazed with a person, they can look at that person freely without fear of it happening again. 
Magic Circles
Magic circles are an important aspect of most complex magic. To draw a circle and infuse it with will allows the practitioner to create a magically sterile environment, reducing potential for interference. Additionally magic circles can be used to trap something inside or outside of a circle. It is a common element in Thaumaturgy. When summoning a demon or spirit it is considered good practice to summon the being within a magic circle in order to maintain control, as such beings are often unpredictable. 
Some practitioners prefer to make their circles of different materials such as precious minerals and stones, but most wizards can make do by simply using salt or chalk. A circle can only contain the will of one spell, and so if a practitioner requires multiple barriers for different effects, then they must draw multiple circles in layers. Many consider the magic circle to be equivalent of washing your hands before performing surgery. It is not essential, but it is certainly far safer. 
In the magical world there is a difference between a house and a home. A house is a physical building, whereas a home is a place where one is truly safe. Many creatures including Ghosts, Vampires, Demons and Spirits cannot cross a threshold without being invited in by one who calls it home. Powerful creatures can pass a threshold, but in doing so they leave a large chunk of their power at the door. Wizards are also affected by this, and if they enter a home without being invited they leave their magic at the door and become effectively ordinary. Places open to the public are immune to this affect, so too are the homes of Vampires. Animals are an exception to this, and may cross any threshold without effect. Cats in particular can see Spirits, while dogs can only smell them. 
Foci and Enchanted Artefacts
The use of a Focus to amplify magic is an old and common practice. While faith is the source of casting magic, mortal wizards are as fleeting and often just as conflicted as any other human. Symbols provide significance, and allow us to focus on the task at hand. The shape or form of a Focus is irrelevant, only it’s significance to the wielder is important. The Cross is a common Focus of religious people, and for the truly faithful it holds great power. However the Cross itself is not powerful, but the symbol is represents is. A Focus does not require any magical alteration and can be made of any material. 
Enchanted artefacts also amplify magic, but they are different to Foci. Enchantments are created by focusing a certain intention or will into an item through deep concentration. The item will become attuned to the required brand of magic, and will act as a conduit for that magic, allowing for more refined spells to be cast with relative ease. For example a staff or wand that is enchanted for the purpose of Evocation will allow the practitioner to not only cast elemental magic, but to control it and refine it in ways that it could not do alone. 
Types of Magic
In the broadest of terms Magic can be split in to 2 types, namely Evocation and Thaumaturgy. Evocation is loud, flashy, instantaneous and often destructive. It works on it’s target directly and without need for a link. In general evocation can be performed quickly, but has limited range and is generally more difficult to wield with precision. Thaeumaturgy operates by creating magical links between objects. It operates over greater distances and with more precision, but is more time consuming and requires a conduit to the target, usually a physical sample (hair, fingernails and bodily fluids are all effective, but by far the most potent is blood).
More specialized forms of magic include:
Alchemy – The art of creating magical potions, elixirs and powders. Alchemy is a complex art that requires years of study. Potions can have a huge variety of purposes and effects, and to know their effects one must study them thoroughly. All potions are made with seven ingredients: one for each of the five senses, one for the mind, and one for the soul. When all ingredients are mixed correctly they are imbued with magical will in order to take on their final magical properties. The process can take several hours. Unlike in most cases of magic, potion making is more reliant on ingredients, and less on the intent of the practitioner. 
Binding – Magic used to provide magical bindings or restrictions on a particular being. It is strictly forbidden to use such magic on any creature which has a soul, as this would break the 4th Law of The Wise, “Thou shalt not enthral another.â€
Charm – Short term magic, something that will last only a few seconds or minutes at the most.
Curses – Magic spells specifically cast to inflict harm. Curses are considered to be Dark Magic, and are generally frowned upon.
Divination – Magic which is employed to gain information, especially information about the future. Wizards are reminded to tread carefully, so as not to break the 6th Law of The Wise, “Thou shalt not swim against the current of Time.â€
Enchantment – Magic used in the construction of Magical Items.
Summoning – Magic that brings a Supernatural creature in from the Void to the Mortal World. 
Below are a selection of specific types of magic:
Ectomancy – Magic concerning Ghosts. 
Holomancy – Magic concerning optical illusions. 
Kinetomancy – Magical concerning energy and movement.
Necromancy – Magic concerning the dead. 
Neuromancy – The magical art of mind reading.
Psychomancy – Magical control of someone’s mind. This magic is forbidden by the Order of The Wise.
Phonoturgy – Magic concerning sound.
Verisimilomancy – Magic concerning mental illusions.
Tranmogrification – Transformation magic. 
A Selection of Useful Spells
Elemental Evocation – Fire is perhaps one of the most useful elemental spells. Fire is damaging to both mortals and spirits alike and so can be used to fend off most foes to some degree. Water is cleansing and can neutralize most forms of magic, and can also be turned to Ice. Ice magic is not very effective against spiritual creatures or vampires, as they are not affected by the cold, and are known to give out their own chilling aura. Electricity is effective at stunning creatures and disrupting magic. Earth magic has various uses, including magnetism to remove metallic items from dangerous foes. Air spells can be used to drive back foes, or to move oneself forward, or perhaps to soften a fall or project oneself upwards.
Muffling Spell – The wizard can magically prevent anyone within a certain radius from him/her from hearing any sound they make. However doing so creates a kind of sonic bubble, and so the wizard cannot hear anything outside of that bubble and could potentially be snuck up on if not careful. 
Tracking spells – Using Thaumaturgy a wizard can track an entity over certain distances. The wizard must have a link to that person such as a sample of hair, fingernail clippings, sweat or most potently blood. If a Wizard knows a person’s full name, spoken from the person’s own mouth, then he/she can track that person if they use a spell quickly. The potency of a given name diminishes rapidly after it is spoken to the wizard. This spell only works to certain distances and within the Mortal World. Those who pass in to the Void become difficult to track. A magic circle is required to perform this magic.
Veils – Magic spells that can conceal. Veils can range from simple feelings of aversion to looking in a direction, to a lack of conscious recognition of someone’s presence, as well as a complete state of invisibility. A wizard’s Sight can see through Veils. Being under a Veil also always reduces the veiled person’s ability to see or perceive the world outside the Veil. 
Voodoo – Voodoo is a form of Thaumaturgy that requires a link to the target such as hair, fingernails or blood. The link must be attached to a representation of the target, such as a doll. Using this magic you can temporarily strip a person of any and all of their senses, or even inflict pain. To kill a person using Voodoo is a violation of the 1st Law of The Order of the Wise “Thou shalt not kill by use of magic.â€
Shade – A form of Holomancy. Creating an illusionary replica of oneself. This Shade cannot physically interact with anything, but the user can carry their own voice through it over long distances, and can see through it’s eyes, and hear through it. Requires a magic circle. 

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The Three Realms


While there are undoubtedly many worlds, realms and places that we cannot see and cannot go, there are three in which we can. The Mortal Realm is the one we call our own, domain of the spirits and creatures without souls known as The Void, and the realm of nature and life known as The Fae. Each realm is intrinsically linked, and the barrier between them is thin, with magic weaving effortlessly through it all. Each realm exists in the same space, and yet they are entirely separate and their very laws and natures so different from one another. For mortal creatures like ourselves, The Void and The Fae are difficult to comprehend, as they are far more delicately changed by the presence of a mere thought, or a brief but powerful emotion. Wizards who walm the realms unknown should tread lightly, or become lost. 



The Mortal Realm


Many wizards, as they study magic over the years, come to believe that mortal men and women are weak and frail. Many have even considered themselves above their kind, casting away the trivial pursuits of the short-lived denizens of this realm. Yet they are wrong. Mortals are the only creatures who are blessed and burdened with a soul. We exist beyond our fragile flesh, and we alone have been able to accomplish so much with so little. We are capable of great love, and great hate. We are magical in such tiny and insignificant ways that we barely notice it happening. The soul is what sets us apart, and we must cherish it. After all why do the creatures of The Void and The Fae choose to come to our world and meddle in our affairs? Clearly we are more valuable than any supernatural would have us believe. 



The Void


Delicate and deeply attuned to emotions and thoughts, The Void is ever shifting, ever changing. One moment you could be in a dark and desolate place, and the next you could be swimming in a sea of wonder and light. The Void is a soulless place, and so when a soul enters it, the power it holds can be catastrophic. It is important to keep ones emotions in check when they enter this place. It takes many shapes and many forms, and remnants of the Mortal Realm's shape seep into it. The Void may seem familiar, but there is always something off about it. You may find yourself in a part of a town that you know all too well but you find the buildings are flat and lifeless, or the trees are the wrong type. Sometimes you may even find yourself standing in the sky, with the ground high above your head. 


The greatest wizards have theorized that The Void holds no shape, and the world we see is purely shadows and mirror images of the Mortal Realm. This theory holds weight, as when we die, a shadow of ourselves at the moment of our deaths is born through magic and materializes in the Void. This is not however us, for our souls go another place to which we can only speculate. Ghosts are but shadows, imperfect replicas. It is true that powerful Ghosts can cross back to the Mortal Realm and cause a great deal of havoc, but they are born within The Void. Many creatures come from The Void, including Spirits, Ghosts, Vampires, Demons and Djinn. 



The Fae


Much like The Void, The Fae is intrinsically linked to The Mortal world. Home of the collective group of beings known as Faerie, this realm is a bright and luscious place that is teeming with magic. Ruled by the Season Kingdoms, The Fae is under a constant power struggle. The power of the 4 kingdoms becomes stronger and weaker with the changing of the seasons in the Moral Realm, and this is no accident. For example, as the summer season blooms, the Summer Kingdom is at it's strongest, and is at it's weakest in winter. Long-lived and incredibly fickle, the Faerie folk bicker among each other, ruled by their most powerful denizens, the Sidhe. Inside The Fae, the Faerie folk are all powerful and in the case of the Sidhe, they far outclass any wizard. 


In general it is best to avoid entering The Fae. However sometimes mortal must inervene in Faerie disputes, as their feuds can cause freak weather storms in the Mortal Realm such as Hurricanes that devastate the world. If a Kingdom shoul gain a particular advantage of the others, it could result in a slow change in the Mortal Realm's weather patterns, possibly bringing about and eventual Ice Age, or perhaps an age of huge growth from summer. While the latter may sound pleasant, such growth would stimulate awful disease that would threaten to wipe out the entire Mortal Realm. The Summer Kingdom and The Winter Kingdom are sworn enemies and are usually the ones who feud, while the gentle Spring Kingdom and the Melancholy Autumn offer balance between these two powerful Kingdoms and mediate their constant outbursts. 

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