Celestia is a vast world divided into three great continents, four realms, and six major races.
The Races of Celestia
Celestia is home to six distinct races, each with its own culture, government, and unique traits.
Humans
Habitat: Pandora (Central Continent)
Government: Hierarchical monarchy
Traits: Humans are one of the most dominant races in Celestia, but they are known for their extreme hatred toward demons. Their animosity is so strong that any demon, regardless of innocence, is executed on sight.
Demons
Habitat: Scattered throughout Pandora, primarily in the Forgotten Forest
Government: Unknown
Traits: Demons are few in number, driven into hiding due to persecution. Little is known about them beyond their scattered presence in the Forgotten Forest.
Elves
Habitat: Remora (Northeastern Continent)
Government: Merit-based monarchy, where leadership is given to the strongest and wisest magician
Traits: The second most powerful race after dragons, elves possess unmatched magical abilities. They have an ongoing rivalry with the giants.
Giants
Habitat: Remora (Northeastern Continent)Government: Hierarchical monarchy
Traits: Giants are a warrior race known for their brute strength but lack intelligence. They hold deep grudges against the elves.
Demi-Humans
Habitat: Eldora (Southern Continent)
Government: Divided into four tribes, each ruled by a hierarchical monarchy
Traits: A mysterious race engaged in an ongoing civil war. Very little is known about them, as those who venture into their territories rarely return.
Merfolk
Habitat: The vast ocean connecting the three continents
Government: Democratic, with a president elected through voting
Traits: The most peaceful and wealthiest race in Celestia. Their primary source of income comes from trade, with one in three merfolk's being merchants. Though they lack natural magical abilities, they compensate by crafting advanced magical tools. However, their greatest weakness is their excessive love for alcohol.
Dragons
Habitat: Unknown
Government: Unknown
Traits: Once the most powerful race, dragons have mysteriously vanished from history. Any attempts to gather information about them end in tragedy—those who search either disappear or are found dead years later.
The Four Realms
Beyond the mortal world, Celestia is connected to four mystical realms, each serving a distinct purpose.
Swarga – The Divine Realm
Inhabitants: Aryans, gods, and demigods
Traits: Only divine beings and Aryans can pass through this sacred realm.
Naraka – The Sealed Realm
Inhabitants: The Asura race
Traits: A realm sealed by the gods after the First Cataclysm. It remains inaccessible to all but the Asuras.
Nirvana – The Spiritual Realm
Inhabitants: Souls, spirits, and highly spiritual beings
Traits: Home to Varethil, the mythical tree that governs the cycle of life and death. It holds the entire recorded history of Celestia. Only spirits and those with extreme spiritual awareness can enter this realm.
Patal– The Realm of Horror
Inhabitants: Beasts far stronger than any creatures in Celestia
Traits: Patal has only one entrance and no exit. Occasionally, entrances to Patal appear at random, unleashing horrifying creatures upon the land. However, such events are extremely rare, occurring once 200 years or so.
The Three Continents
Celestia consists of three major continents, each with its own geography and dominant races.
Remora – The Northeastern Continent
Inhabitants: Elves and giantsGeography:45% dense forest (Elven civilization)30% grasslands (Giant civilization)25% desert
Eldora – The Southern Continent
Inhabitants: Demi-humansGeography:60% Deccan plateau (rich in minerals and resources)40% icy mountains
Pandora – The Northwestern Continent
Inhabitants: Humans and demonsGeography:70% plains (home to humans)30% dense rainforest so thick that sunlight barely reaches the ground (home to demons)
Rhu – The Ethereal Force
A mystical energy that fuels magic, physical enhancements, and technological advancements. Every living being produces Rhu, but only those with intellect and willpower can harness it through a Rhu Core.
Rhu Cardinal – The Biometric Blueprint of Rhu
The Rhu Cardinal is the genetic framework that determines how a being utilizes Rhu. Each race has its own unique Cardinal, shaping their natural abilities and limits.
Rhu Cardinals & Racial Abilities
Each race has a distinct Rhu Cardinal, except for Aryans and Asuras, whose Cardinal remains a mystery.
Elven Cardinal
Optimized for elemental atonement, allowing mastery over nature's forces. Advanced elves can merge elements through Elemental Synergy.
Giant Cardinal
Designed for raw physical enhancement and durability. At peak mastery, they unlock Titan Form, momentarily doubling their strength.
Demi-Human Cardinal
Specializes in weapon enchantments. Even a crude blade becomes deadly when infused with Rhu. Master demi humans forge Ethereal Weapons that can slice through magic itself.
Merfolk Cardinal
Not built for direct magic, but optimized for Rhu-powered technology. Pioneers in Rhu-based machinery.
Human Cardinal
A flexible, less specialized Rhu Cardinal that allows humans to dabble in multiple disciplines. they can learn from any race but struggle to master a single path
Dragon Cardinal
The most refined Rhu Cardinal, granting perfect balance between magic and strength. Shape-shifting is exclusive to dragons because their Cardinal fluidly adapts to different Rhu uses.
The Unknown Rhu Cardinals
Aryan Rhu Cardinal
Nothing is known about the Aryan Rhu Cardinal. Unlike other races, their Rhu manipulation is undocumented.
Ancient texts suggest Aryans wield Primordial Rhu, a lost form of energy predating Celestia's recorded history.
Some theorize Aryans can rewrite their own Rhu Cardinal, allowing them to adapt beyond natural laws.
fallen Rhu Cardinal
The fallen Rhu Cardinal is completely unknown. Any attempt to study it has ended in failure—or disaster.
they seem to defy Rhu Core limitations, using abilities that contradict standard Cardinal logic. Their Rhu doesn't seem to drain like normal energy, leading to theories that they draw power from external Rhu ( Rhu from the environment).
Hybrid Rhu Cardinal
Hybrids possess more than one Rhu Cardinal in their body, which is extremely rare and difficult to control.
effects and defects
Access to multiple racial Rhu traits. Increased versatility in magic and physical enhancement. Prone to Rhu instability due to conflicting Cardinal resonance.
Unique Hybrid Traits: Most hybrids can't fully master all inherited Rhu traits. A few rare hybrids achieve Cardinal Synchronization, where their multiple Rhu Cardinals merge into a singular, stable core—unlocking unique hybrid-exclusive abilities.
Deviants
Deviants are individuals whose Rhu abilities do not align with any known Cardinal system. Their abilities are mysterious
Potential Deviant Abilities:
some Can glimpse possible futures through the flow of Rhu.some Can tap into others' Rhu flow, revealing thoughts and memories.some Can perceive hidden Rhu patterns, revealing weak points and true forms.etc.
Rhu Limitations & Cardinal Restrictions
Rhu Cardinal Incompatibility – A being cannot simply "learn" another race's Rhu usage. Their Cardinal prevents it.
Rhu Core Instability – If someone forces their Rhu Cardinal to act outside its design, they risk Core Collapse—a fatal condition.
Rhu Cardinal Sealing – Some ancient techniques can lock or alter a person's Rhu Cardinal, permanently restricting or changing their abilities.
Rhu Core & Rhu Core Manifestation
All living beings generate Rhu, but only those with high intellect and strong willpower can form a Rhu Core—a concentrated vessel that allows them to store and control Rhu. While animals naturally produce Rhu, they lack the intelligence to harness it consciously.
However, the manifestation of a Rhu Core varies by race:
Dragons – Born with a fully developed Rhu Core.
Elves – Awaken their Rhu Core at age 8.
Giants & Demi-Humans – Awaken theirs at age 13.
Humans – Awaken their Rhu Core at age 15.
Merfolk – The latest to manifest, at age 17.
Selective Awakening
A Rhu Core does not manifest in everyone—even within the same race. Only a chosen few awaken their Rhu Core at the designated age, often determined by innate talent, strong willpower, or bloodline. Those who fail to awaken are considered ordinary and are often excluded from the magical or combat ranks of their society.
In many cultures, the awakening of a Rhu Core is regarded as a sacred rite of passage, marking the transition into adulthood and determining an individual's social standing and future potential.
Stages of Rhu Users
Rhu users—those who have manifested a Rhu Core—are divided into five tiers based on their mastery and control over Rhu:
Awakener – The first stage after Rhu Core manifestation. Basic control over Rhu begins here.
Master – Enhanced control and understanding of Rhu. Users can shape Rhu into basic techniques and defensive measures.
Ascendant – Greater mastery over Rhu, allowing the user to manifest unique abilities tied to their nature. Increased physical and mental strength.
Transcendent – Rhu becomes an extension of the body and mind. Users can manipulate Rhu instinctively, altering the environment and defying normal limitations.
Paragon – The final known stage to mortals. Paragons are revered as legends, wielding immense power that rivals ancient beings.
Each tier is divided into three sub-tiers:
Lesser – Initial mastery within the tier.
Advanced – Refined control and deeper understanding of Rhu.
Peak – The highest state within the tier.
It is said that a Peak Paragon stands at the threshold of mortality and divinity. A mortal who reaches this stage is believed to be capable of ascending to immortality, with strength rivaling that of the Aryans or even the Devas.
Hybrid and Deviant Scaling
Hybrids – Hybrids with multiple Rhu Cardinals progress differently. Cardinal Conflict often limits their growth until they reach the Ascendant or Transcendent stage. If a hybrid achieves Cardinal Synchronization, they might break through the Paragon stage entirely, ascending into a new, unknown tier.
Deviants – Deviants operate outside the natural order of Rhu. Their abilities often allow them to bypass standard tiers. A Deviant at the Ascendant level might possess reality-bending powers comparable to a Transcendent.