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CVnU: The Cynrathosphere

The Cynrathosphere

No Caption Provided

History

It is a commonly accepted fact that the planet Cynrath is the home world of the Cynrathian People and the origin of the Cynrathuan Imperium. Although, there are old tales that indicate that their race were not created or evolved on that world, but rather migrated there from elsewhere through the mysterious World Tree.

Eons ago, the Cynrathan nations warred against one another for centuries, for reasons that ranged from uprisings against oppression and injustice, to land disputes, and increasingly petty things. Where conventional methods of war were deemed insufficient, some factions, in their folly, turned to the Warlock Brotherhoods, who were known to be treacherous and having their own agendas. Ultimately however, the wars reached their culmination, nearly having resulted in the the destruction of their world. The leaders of the surviving nations united, fiercely disbanding the Warlock Brotherhoods and prosecuting the corrupt Warlocks and warmongers. It was decided then, in the city of Alarna on the continent of Tiun, to unite all nations as a single Imperium over multiple states and provinces.

(approx. 12 000 B.C.E.)

Some 8 000 years since the official formation of the Imperium, planet Cynrath had been decontaminated, terraformed and repopulated. The Eight Sovereign Houses of Cynrath were beginning to set their sights on other worlds. While avoiding worlds populated by non-humanoid sentient-sapient beings, other planets were considered fair game. To planets populated by humanoids, relatively small outposts were set up, to inspire and groom the locals into accepting their ostensibly benevolent rule. Often - by mistake or design - the Cynrathian Illuminate residents of the outposts were taken as gods by the locals.

The patriarch of the Sovereign House Arzac had secretly conspired with the ancient warlock Apophis, and annexed one of the unpopulated planets on his behest. This resulted in a civil war in the Imperium, with forces siding with House Arzac ultimately forming the Ophidian Empire on Planet Arzacia. Those in House Arzac that had sided with the Cynrathuan Imperium were disgraced as a result of their family's connection to the Ophidian Empire. Most of their states and provinces were ceded to other Sovereign Houses, and they were now ranked only as lesser nobles, and were renamed House Atarxia.

(approx. 10 000 B.C.E.)

[Yet to be written.]

Worlds of the Imperium

  • Old Cynrath • The believed source world of the Cynrathian race, the original central planet of the Imperium. Currently in ruins, abandoned by the Imperium when it was razed by _______.

After the fall of Old Cynrath, its population settled on 7 similar worlds that they could easily terraform and adapt to, one for each of the continents of Old Cynrath.

  • Naqarnuh • Ruled by House Thera. Current central world of the Cynrathuan Imperium.
  • Tiun • Ruled by House Ra.
  • Rahsna • Ruled by House Adorwen.
  • Sulumac • Ruled by House Wodinaz.
  • Ilikiah • Ruled by House Mekiryos.
  • Ebotanihs • Ruled by House Izumi.
  • Uynaras • Ruled by House Zaofu.

Some worlds that have their own native humanoid races have agreed to become protectorates of the Cynrathuan Imperium.

  • Iscara • A world of harsch environments and people who are harscher still. Split in two kingdoms, Ymiria and the Citadel.
  • Alvarys • Home to a humanoid race with heightened strength, durability and green skin.
  • Evesor • A world in which the magically gifted humanoid population strongly resemble Earth's tales of Elves or 'Fair Folk'. The Evesorians do not mind this comparison.
  • Dakral • Home to a species of natural shapeshifters.
  • Zarrok • Known as one of the most densely populated planets in the galaxy. The Zarrokites are known for their highly advanced technology, including the shrinking tech they use on themselves to fit their civilization on the planet's surface.
  • Sicar • A desert world that is home to a blue-skinned humanoid species, with communities led by the rare individual gifted with shadow magic.

Individuals

Some persons in the Cynrathosphere and/or with Cynrathi associations who may be of relevance.

Cynrathians on Earth

  • Izaiah • Caelum Atarxia/Alex Drake.
  • Orizon • Azkilion Ra.
  • Jason Drake • Azataron Atarxia. Izaiah's father. Born in the Cynrathuan Imperium, exiled to Earth.
  • Gwen Knight • Shireen Atarxia. Izaiah's sister.
  • Matthew Rayner • Aerys Atarxia.

The Imperial Family, the House Thera on Naqarnuh

  • Issumatar • Emperor of Cynrathua.
  • Rucima • Son of the Emperor.
  • Alignak • Son of the Emperor, Heir Apparent. Husband of Artume, father of Sarkuva.
  • Artume • Wife of Alignak, mother of Sarkuva.
  • Sarkuva • Daughter of Artume and Alignak.

The Cynrathian People

Biology

 Illuminate blood, highlighted by tattoos.
Illuminate blood, highlighted by tattoos.
  • Body Type • Humanoid (to the naked eye, virtually indistinguishable from Earth's humans).
  • Skin Tone • Varies, largely the same skin tones as Earth's humans.
  • Hair Color • Varies, and while natural hair colors are limited to black, dark blond, brown and red, exotic colors are common.
  • Eye Color • Normally varies between black, green, brown, blue, and red.
  • Other Features • For Cynrathian Illuminates, when they are exerting their power to a large degree, their blood may glow. It is not unusual for Illuminates to acquire tattoos, or start wearing body paint, designed specifically to highlight this, shortly after undertaking the Rite of Illumination.
    One might note that due to advances in Cynrathuan science, their citizens may have their genetic/biological make-up altered (although the law does not take such things lightly) to change one's natural skin tone, hair or eye color, or to similarly acquire tattoos. Illuminates with the power to alter biological matter might even do this for a living.

Inherent Powers

Powers that Cynrathians and their descendants possess naturally, from birth.

  • Metamorphosis • A passive ability amongst most Cynrathians is the power of Metamorphosis. When severely injured, they may fall into a coma for a time (ranging from a few minutes to several months, depending on the severity of their injury), during which they heal and, theoretically, require no sustenance and may, to an ignorant observer, appear to be dead. Once the regeneration is complete, they wake up, and their lifespan may have reset to accommodate their current circumstances.
    Cynrathian Illuminates usually have a stronger version of this ability. First, the ability to teleport to a presumed safe location in moments before losing consciousness (even if they otherwise are incapable of teleportation). Illuminates tend to also be able to regenerate from even more severe injuries and in lesser time, but there may be a price. During regeneration, it is possible for one's appearance and personality - also one's Hekau and Astral Animal form - to be somewhat altered, whether by choice or by accident. When such a noticeable change occurrs, they are considered to have acquired a new 'Persona'. Particularly powerful Illuminates can develop the ability to shift at will between various personas they've previously gone through - however, this is usually exhausting and not done lightly.
  • Telepathy • This is a standard form of communication between Nitari, its range reaching approximately 200 meters. By default a transmitted message will be heard (but possibly ignored) by anyone within earshot, although it is possible to narrow its width down to one person.
    An effect of this, or possibly another psychic sense, renders Illuminates able to instinctively sense the presence of other Illuminates.

For the topic of Illumination and Illuminates, see Illumination section under Science & Magic.

Science & Magic

Illumination

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The Rite of Illumination is a procedure that any citizen of the Cynrathuan Imperium can apply for, but only around 15% of the applicants are accepted, and it has not gone unnoticed that the majority of those accepted are of noble descent. Youngest age at which it's legal to undertake it is 15.

In the state-approved version of the ritual, an ordained 'Psychopomp' (an Illuminate with the ability to perceive and manipulate spiritual energies) presides over it. The initiate enters a circle, and submerges their hand into water, in a basin made of Tahenium (refined tahenite crystals). Tahenium is both charged with spiritual energies and highly toxic, and this process will trigger a Cynrathian's metamorphosis in such a way as to open their mind to the Aether, resulting in gaining certain powers. The few moments in which the Tahenium reacts to the body is painful, but for a Cynrathian, it passes quickly. A human, however, would simply die (unless they had superhuman healing factor, in which case they would likely survive to gain powers as intended).

A Cynrathian Illuminate will, as long as their powers are not suppressed, be immune to the toxicity of Tahenium.

The powers gained in Illumination usually follow a pattern, as described:

  • Astral Animal Companion • Illuminates manifest their subconscious minds into a visible, semi-corporeal shape outside the body, in the form of an animal. One's Astranimal is usually manifested at will, or during over-exertion.
    The preferred Astranimal form is usually decided by a combination of the host's characteristics/attributes (or their characteristics/attributes as perceived by others) and what the present culture tends to associate with those characteristics. Thus, one's Astranimal form will often assume the shape of the animal your culture associates with your personality. If a certain Illuminate is cold and calculating, and their culture associates those traits with snakes, that Illuminate's Astranimal may assume the form of a snake. If their culture instead associates those traits with wolves, the Astranimal may instead assume a wolf's form.
    An Astranimal is typically easy to distinguish from a physical animal, by virtue of Astranimals often having a glowing aura, and not being bound by gravity.
  •  An Astranimal in the shape of a snow leopard.
    An Astranimal in the shape of a snow leopard.
    Hekau • Singular Heka. These powers and abilities may vary, towards the beginning there is rarely much rhyme or reason to it (although as they age, an Illuminate's powers may be molded according to others' beliefs or cultural associations, not unlike the Astranimals as described above). Common Hekau center around the psionic manipulation of elements like light, water, earth, fire, magnetism, etc.
    Few Hekau directly alter the appearance of a person; Illuminated, when not actively manifesting their Hekau or Astranimal, tend to be indistinguishable from those who do not share their power.

Spiritual Nature

Cynrathuan science and spirituality recognize five components of a sentient creature's spiritual essence.

  • Lifecycle • What begins some time prior to a Sentient's birth, and ends with their physical death. If their Spirit lingers on the mortal plane, they might go through Reincarnation.
  • Reincarnation • The process of a Spirit being reborn into a new life form, a new Lifecycle. This process is not exclusive to Cynrathians, but may occur in any Sentient race. It is possible for a Cynrathian Illuminate to learn a specific technique to regain their memories from a previous Lifecycle, and if they're significantly powerful, Hekau and Personas as well.

...

  • Ousia • The spiritual sum of a Sentient. It is composed of the Psyche, Anemos, Onoma, Kardia and Iskios. While these aspects can be separated from one another, they have a tendency to gravitate towards the others (i.e. even if by magic, a person's Psyche and Kardia have been separated to different places, they'd still have an inclination to merge back together naturally).
    Plural Ousies.
  • Kardia • Also known as Ib or Heart, the aspect of the Ousia that determines consciousness, not to be confused with the cardiac organ of the same name. The Kardia is unique for every Lifecycle a Sentient may undergo.
    Plural Kardies.
  • Anemos • Also known as Lifeforce, Spirit or Ka, the aspect of the Ousia that determines whether or not a Sentient is alive or dead. No Anemos, no life. Unlike the other aspects of the Ousia, the Anemos is not unique to any one individual, but is a metaphysical 'substance' that every living Sentient has a reserve of. Illuminates channel their Hekau through their Anemos.
    The only known way to use Etheric Arts to resurrect a Sentient (the Resurrection Charm) involves sacrificing one's Anemos to them, killing the conductor (or simply weakening them, possibly shortening their lifespans, if there are multiple conductors).
    Plural Anemoi.
  • Psyche • Also known as Soul or Ba, the aspect of the Ousia that defines the individuality of a Sentient. Amongst Illuminates, the Psyche defines their powers, and may manifest as their Astral Animal.
    Plural Psyches.
  • Onoma • Also known as Ren or True Name, the aspect of the Ousia that is the sum of one's life and experiences, condensed into a name, the 'password' of the Ousia. A person's Onoma sometimes changes in-between Lifecycles, sometimes (but rarely) during them.
    Especially evil practitioners of the Etheric Arts may use technique called 'Soulsight' to ascertain a Sentient's Onoma, and then cast 'Soulsiege' upon them, magically enslaving them (and by extent absorbing their Hekau, if applicable). The Resurrection Charm mentioned above also requires the conductor (or primary conductor, if there is more than one) to know the Onoma of the person they resurrect.
    Plural Onomata.
  • Iskios • Also known as Sheut or Shadow, the final aspect of the Ousia, it is the only incorruptible aspect of the soul. Even if their Kardia, Psyche, Onoma and Anemos have all been destroyed and/or corrupted, their Iskios can not be corrupted or destroyed by anyone (save perhaps for a Supreme Deity).
    Plural Iskioi.

Azurian Pantheon

Azurism is a religion (or group of related religions) common in the Cynrathuan Imperium. It usually considered to have 13 gods or prime spirits. Some branches believe in a 14th supreme deity, which they call Azer Deiwos.

Zartaion, Azur Noqtis

  • Domains • The skies (atmospheres and space alike), the night.
  • Artifact • The Sky Scepter.
  • Astral Animal • Eagle.
  • Attributes • Scepter, crown, blue eyes, starfield-themed.

Jenurias, Azir Tersa

  • Domains • The earth (planetary matter, soil, rocks, gemstones), daylight.
  • Artifact • The Earthcrown.
  • Astral Animal • Sparrow, swallow.
  • Attributes • Crown, scepter, keys, ornate jewellery, hazel eyes, earth-themed (green and brown color scheme).

Nethiryon, Azur Trijetos

  • Domains • Water, ice, creation, evolution.
  • Artifact • The Trident.
  • Astral Animal • Sapphire whale.
  • Attributes • Trident, green eyes, arctic-themed (blue, cyan and white color scheme).

Valacis, Azir Egnis

  • Domains • Fire, volcanoes, destruction.
  • Artifact • The Volcanic Amulet.
  • Astral Animal • Blazing warhawk, lion.
  • Attributes • Amulet, circlet, khopesh, orange eyes, fire-themed (red, yellow and orange color scheme).

Hezion, Azur Ghimir

  • Domains • Death, winter, sleep, dreams.
  • Artifact • The Winter Blade.
  • Astral Animal • Wolf, snow leopard.
  • Attributes • Shining spear, body armor, helmet, silver eyes, snow-themed (white, blue and black color scheme).

Cerilloas, Azir Ciwos

  • Domains • Life, reincarnation, regeneration, summer.
  • Artifact • The Forest Pendant.
  • Astral Animal • Eclectus Parrot.
  • Attributes • Pendant, blue eyes, forest-themed (predominantly green color scheme).

Aberon, Azur Luxamnos

  • Domains • Light, the nearest sun, civilization, law, order, prophecy.
  • Artifact • The Radiant Sword.
  • Astral Animal • Starling.
  • Attributes • Glowing sword, musical instruments, books, candles, amber eyes, light-themed (predominantly golden color scheme).

Deziryas, Azir Louxnos

  • Domains • Darkness, the moons, distant stars, the wilderness.
  • Artifact • The Huntress's Bow.
  • Astral Animal • Lunar Wildcat.
  • Attributes • Bow and arrows (alternately a crossbow), lilac eyes, lunar-themed (indigo and silver color scheme).

Hekilion, Azur Ghwobhros

  • Domains • Technology, metal, preservation, stability.
  • Artifact • The Forger's Armor.
  • Astral Animal • Vulture.
  • Attributes • Armor, horned helmet, scars, one red eye (the other is blinded), metallic-themed (gray and red color scheme).

Meryssis, Azir Ambhiremos

  • Domains • Travel, progress, adaptation, diversity, sound, communication.
  • Artifact • The Traveler's Scythe.
  • Astral Animal • Hummingbird.
  • Attributes • Scythe, wing emblem, blood-red hair, amber eyes, shadow-themed (predominantly black color scheme).

Alarnos, Azir Seghos

  • Domains • Wisdom, peace, victory, righteous fury, crafts, time.
  • Artifact • The Philosopher's Shield.
  • Astral Animal • Firehawk, fox.
  • Attributes • Shield, sword, scales, horned helmet, fiery skin, wings (either purple, or engulfed in flame) red eyes, royalty-themed (purple, orange and blue color scheme).

Attaron, Azur Tontrom

  • Domains • War, bloodshed, desctruction, thunder, lightning.
  • Artifact • The Berserker's Axe.
  • Astral Animal • Dingo, boar.
  • Attributes • Axe, armor, mask, dark turquoise skin, blood red eyes, chaos-themed (red, black and teal color scheme).

Arezaiah, Azer Stergo

  • Domains • Love, joy, acceptance, reconciliation, entertainment, music, spirituality.
  • Artifact • Lantern.
  • Astral Animal • Quetzal.
  • Attributes • Lantern on a staff, rose, whichever features and/or gender the onlooker finds the most attractive, red eyes, red and white color scheme.

Glossary & Terminology

  • Aether • A background force spanning every part of the universe where life exists, it might be referred to as the collective power of the biospheres. Hekau (powers wielded by Illuminates) draw their power from, or through, the Aether.
    While the Aether and powers derived from it may sometimes be similar to magic, the two concepts are not truly the same. One might say that the two are of the same spectrum, but different frequencies. Some specific Hekau may grant an Illuminate magical abilities however.
    Things of or pertaining to the Aether are described as Etheric.
  • Alarna • The old capital of the Cynrathuan Imperium, on Planet Cynrath. Named after the wisdom-spirit of Azurism, Alarnos.
  • Amenthes • An interdimensional zone where Illuminate convicts are sent if they are considered exceptionally dangerous. Only their Ousia (spiritual essence) can be sent there, their bodies are typically destroyed (with the intention to clone them once the sentence has been served and they're retrieved to the physical plane). If an Illuminate is retrieved from Duat without having prepared a cloned body (or rarely, their original body) for them to occupy, they become Apparitions, and might take possession of some other person's body as a host, and some of their powers (including Hekau, but also Metamorphosis) may rub off on the host.
  • Anemos • See Science & Magic → Spiritual Nature.
  • Apparition • A disembodied Illuminate, unlawfully released from Amenthes. Apparitions might take possession of other Cynrathians or humans, and some of the Hekau (powers) possessed by the Apparition may rub off onto the host (there is also a chance that if the host is human or otherwise lack the ability to Metamorphose, they may gain such abilities after the possession).
  • Astral Animal • Also informally called 'Astranimal' or animal spirit, it is a semi-corporeal manifestation of a Illuminate's Psyche, in the shape of an animal. If they engage in Astral Projection, they might take on the appearance of their preferred Astranimal form. An Astranimal typically has a name separate from its host, but this is not to be confused with the secret true name.
  • Azurian Spirits • Divine spirits that followers of Azurism believe in and revere/worship. The Prime Azurians are 13 in number, and some branches believe they were created by an almighty divinity, Azer Deiwos.
    Azer is gender-neutral singular, Azur is masculine singular, Azir is feminine singular. Azurim is plural.
  • Azurism • A tree of religions, defined by belief and practice consistent with the Azuric texts and traditions, such as the belief in the divinities known as the Azurian Spirits. Counted as a collective, they are one of the largest religious trees in the Cynrathuan Imperium. Things pertaining to the faiths themselves and their adherents are described as Azuric, whereas things pertaining to the pantheon or their home realm are Azurian.
  • Blazing Warhawk • A kind of bird of prey originating on Cynrath. They have the ability to generate fire under their own power.
  • Crystal of Light • See Tahenium.
  • Cynrath • The planet from whence the Cynrathuan Imperium began, the old homeworld of the Cynrathian humanoid race. It orbits the star Vardes. It is currently abandoned, having been razed by [______________]. It is sometimes referred to as Old Cynrath.
    Things of or pertaining to Planet Cynrath are described as Cynrathan.
  • Cynrathian • A term for the humanoid race that came from the planet Cynrath, and are the predominant majority of the Cynrathuan Imperium. In formal contexts, Cynrathians may be referred to in plural as Cynrathim.
  • Cynrathosphere • A term used, mostly by outsiders, to refer to everything even remotely connected to planet Cynrath, the Cynrathuan Imperium, or the Cynrathian race. Things of or pertaining to the Cynrathosphere are described as Cynrathi.
  • Cynrathuan Imperium • The interstellar empire established by the Cynrathians. Even though the planet Cynrath is abandoned, they are still named after their original world of origin. Their current central world is Naqarnuh. The Imperium is sometimes referred to as simply Cynrathua.
    Things of or pertaining to the Imperium are described as Cynrathuan.
  • Emperor / Empress • The head of state for the Cynrathuan Imperium. Current Emperor is Issumatar Thera.
  • Etheric • Adjective, things of or pertaining to the Aether.
  • Etheric Arts • Arts relating to manipulation of the Aether for a wide variety of effects. May or may not be identical to the concept of 'Magic'. Illuminates can learn how to wield their Hekau in ways to practice the Etheric Arts.
  • Hekau • The powers a person gains when undertaking the Rite of Illumination. Hekau are not dependant on one's body, an Illuminate could be disembodied (turned into an Apparition), possess a person and still retain their Hekau (parts of the Hekau might even rub off onto the host). Hekau can also be deactivated/supressed through the use of technology.
    Hekau draw their power from, or through, a force referred to as The Aether.
    Hekau is plural, Heka is singular. One etheric power is one Heka, multiple etheric powers are multiple Hekau.
  • Illuminate • A term for those who have gone through the Rite of Illumination (and thus possess Hekau and Astral Animal). The term does is not considered to cover those were Illuminates once, but surrendered their status/powers.
  • Illumination • See Rite of Illumination.
  • Iskios • See Science & Magic → Spiritual Nature.
  • Kardia • See Science & Magic → Spiritual Nature.
  • Legacy of Ra • A phenomena that occurs once in a thousand amongst Illuminates, making a single person significantly more powerful than the others. Known Heirs of Ra are the Lords Atum and Ahramoz of the Nitaurim. The Heirs of Ra are thought to have first appeared among House Ra, but it's unknown if the House was named after the phenomena, or vice versa.
  • Lifecycle • What begins with a person's conception, and ends with their physical death. If their Ousia lingers on the mortal plane, they might go through a Reincarnation.
    A Cynrathian Illuminate may go through multiple Personas during the same Lifecycle.
  • Metamorphosis • A biological mechanism mostly exclusive to Cynrathians, healing injuries and slightly adapting the body and genetic code to the present situation, normally a severe injury (though some experts can trigger the Metamorphosis through will alone). The phase between two noticeable Metamorphosis cycles (or between Metamorphosis and birth, or death) is called a Persona, and each of them have somewhat different looks, and where applicable, Hekau and Astral Animal. They usually remain recognizable however.
  • The Nitaurim Clan • A group of Cynrathuans who traveled to Earth in ancient times, defending the planet against Apophis. During their millennia-long stay on Earth, in the city of Heliopolis, they were taken as the Gods of Egypt.
  • Old Cynrath • See Cynrath.
  • Onoma • See Science & Magic → Spiritual Nature.
  • Ousia • See Science & Magic → Spiritual Nature.
  • Persona • A Cynrathian's Metamorphosis cycle. A Cynrathian may have developed different Personas with slightly different looks, personalities, preferred Astral Animal forms and Hekau (powers; where applicable), but (nearly) always retains their memories. Differs from a Lifecycle in that one may go through multiple Personas during one's Lifecycle, and the change is mostly superficial.
  • Psionization • The act of exerting one's Hekau (done by Illuminates). In so doing, their blood glows and their Astral Animal may appear.
  • Psyche • See Science & Magic → Spiritual Nature.
  • Reincarnation • The process of a soul (the Ousia) being reborn into a new life form, a new Lifecycle. Through a specific Etheric Art, Cynrathians might regain their memories from a previous Lifecycle, and if they're significantly powerful (among the top 1% of the population), Hekau and Personas as well.
    This process is not exclusive to Cynrathians, but occurs among humans as well.
  • Rite of Illumination • A process some Cynrathuan citizens go through, if they wish to, and are deemed worthy. Those who pass are the Illuminates, and typically gain an Astral Animal and one or more Hekau. 15 is the minimum age required for a person to take part of the Rite, and the Rite must always be presided over by a certified adult.
  • Sigil Ring • A high technological item carried by every citizen of the Cynrathuan Imperium, filling functions not unlike personal seals, birth certificates, passports, identification, etc. All Sigil Rings contain a fragment of Tahenium.
  • Sovereign Houses • The 7 foremost of the noble families of the Cynrathuan Imperium.
  • Tahenite • A crystal mineral. Its raw version is exceptionally rare, there being only a few chunks throughout the Imperium. An easily replicated and synthesized version is an extremely common component of much of the technology in the Cynrathosphere. One refined version of the synthetic mineral is known as Tahenium.
  • Tahenium • A refined version of the mineral tahenite. Fragments created from it are placed in Sigil Rings and used in the Rites of Illumination.
  • Vardes • The star that Cynrath orbits.
  • Warlock • Those on ancient Cynrath who used Tahenium crystals to gain Hekau. This term has since been superseded by Illuminate.
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