The Gods Whispered Wrong
In a world where Gods and mortals live close to one another, there is often battle between the divine, the aristocracy and the plebeians.
The tgww Universe
The Gods Whispered Wrong (TGWW) is set in an original universe where Gods can freely communicate with people, and rule the main Kingdoms through them. There are many fantasy species, symbols, objects and concepts that need to be described more in detail in order to understand the world building.This universe is set in a medieval fantasy setting with a couple of modern elements.You can find these down below; each put into their own category!
Creatures of the tgww Universe
This Universe rebrands a lot of already existing fantasy creatures, and creates some new species too!I have taken a different approach and background for gods, hybrids and the magical creatures and beasts of many different cultures and mythologies.
tgww Gods
The gods of The Gods Whispered Wrong Universe are divine beings created and sustained by mortal beings.A God is created once a person starts to believe in a concept religiously and decides to think of a being that controls said concept. When a God is born, it grows in experience and power depending on the number of followers it gains.All Gods have physical forms, and those physical forms all live as a society, with stronger gods being the leaders and keeping order, while less popular or followed gods take the role of regular citizens, just like in any society.Gods often resemble the concepts they are made after. They may gain more concepts as humans start to attach more things to worship them for, which may alter their physical forms in minimal ways, but they are mostly fixed from creation.While they have physical forms, they do not function as humans would. They feel no romantic or sexual passion, and the only type of relation they'll have is platonic, unless their assigned concept allows them to feel otherwise. Those gods may feel either of those attractions, but it will most likely be unrequited, unless they find a god with the same concepts attached to them. Gods typically cannot be physically hurt, but through bonds and from the effects of certain places they can gain injuries, sicknesses or even chronic pains. They are capable of regrowing limbs to their original form, but they heal slow and it's often painful, affecting their ability to communicate through bonds or strengthen them.Gods can manipulate or summon the concepts they are in charge of. Their ability to recreate their own concepts depends on their strength as a god. If they share a concept with another god, the gods whose main concept is the shared concept is able to manipulate it better.
God and Mortal Relations
Gods gain power by mortal's worships and sacrifices. Once a god no longer receives sacrifices and begins to fade away from human minds, their physical form also starts to fade away.Depending on the amount of power a god has, they can form bonds/connections called "claims" on mortals. There are stages to these claims and what a god can do to a claimed mortal and what they cannot. These bonds can be broken off by gods at any time, but mortals can also refuse to accept said claim bonds if it's weak, or only in the earlier stages. For this reason, gods often decide to claim infants, and strengthen the bonds while the mortal grows and matures.
The stages which gods can communicate to and influence the mortals they claimed are the following;
Short Telepathic Sentences (the weakest bonds allow gods to communicate short, one-to-five-word sentences to their claimed mortals, such as "hi", "fight" or "thank you")
Telepathic Sentences (gods are able to communicate with mortals, with mortals being able to communicate back having a couple of sentences long conversations.)
Dream Walking (gods are able to show their physical forms while the mortal is dreaming, and the mortal can request the gods appearence once they have fallen asleep. These dreams offer communication without limits)
Complete Bond (gods and mortals can talk telepathically without limits, and next to dream walking, gods can appear as visions lasting a couple of minutes)
Vesselization (gods are able to manipulate their claimed mortal's morals, spoken words, actions, skills and minds, while mortals are temporarily "stuck inside their own bodies")
More in detail
If a god or a mortal attempt to do more than their current bond is capable of, they will experience a mental block, like a closed door inside their mind, preventing them from doing it.Abilities past Telepathic Communication, such as Dream Walking, will physically and mentally drain the side that started the interaction, often even cutting off the ongoing connection if done for too long. This can be improved by practice.Vesselization is a practice very often deemed unethical, and it involves both sides constantly fighting for control.The first two stages of a bond is considered a weak bond, and can be broken off easily by either party. Bonds after those require more effort, and can end up physically or mentally damaging either or both parties. As the bond grows stronger, the harder it is to break it, and the bigger damage it will leave if it does get broken. Once reached Vesselization, breaking the bond is only possible through the death of the mortal, and it will make it unable for the god to reach that level of bond on a mortal again.Bonds work through instincts, and someone's body can entirely reject bonds.
Demigods
Demigods are the mortals who successfully received a claim from a god, and that bond has gained a stronger level. They gain abilities no ordinary humans have, such as traits from the concept of the god who claimed them (divine mentors).
They often gain the animalistic traits of the creatures who are guarded by their divine mentors. Demigods can fully control the concepts their divine mentors can, unlike the lower strength bonds. They have to learn how to use them though, because while they can summon concepts by instinct, they cannot control them fully until they are thought how to either by self-teaching, or with the help of their divine mentors.While gaining the traits of their gods, their physical appearance changes.The most common traits gained are the following;
Wings
Slight change in eye or skin color
Feet turning into talons, paws
Ears, tails forming
Species appropriate resistance growth (such as fireproof, breathing underwater)
Animal/beast instincts
Fur, scale, feather, skin hardening growths in places, but not full body
Extended tongue, limbs
Better or worse eyesight, hearing or smelling
Natural weapons (such as venom, stingers, claws, scorpion tail, etc.)
And in special cases, even more
Gaining some of these traits may be extremely painful, and take a lot of time to get used to. Demigods may have to start using limiting accessories in order to be able to live relatively close to normal again if some of their senses are hightened.Demigods have an extended life-expectancy with being able to live up to three generations more than fully humans do. Once they are fully adults, they start to age slower and slower, often not turning elder before dying.They are often forced to live the life of immortals, with mentally aging but physically unable to, while still knowing there is an end out there. Demigods' life expectancy is unpredictable, no one can exactly guess how long one might live.Demigods often don't die from natural causes, but instead due to a destroyed bond or hunted down. Demigods can either go to the Death Realm like any other mortal, or will become a smaller god, depending if mortals decide to honor the memories of these demigods or not.Destroyed bonds are dangerous for demigods, since they lose the traits they gain from the stronger bond. This is highly unsafe, given they can lose limbs in the process, and it leaves a severe mental trauma also.
Hybrids
Hybrids are the result of weaker bonds with gods, or broken bonds.
They are more often born a hybrid, but rarely there are cases of a god claiming a mortal after they reached adulthood.They have significantly less traits inherited to them than demigods do, but they may possess one or two. They are also able to weakly manipulate their divine mentor's main concept.Hybrids cannot lose their traits after their claim is broken, but they will lose the ability to control their previous divine mentor's element.Hybrids are the easiest to form new bonds with their body and mind easily accepts the strengthening of bonds too.
The traits hybrids can gain from their divine mentors are the same as demigods, but they can only adapt a maximum of three of them.
Wings
Slight change in eye or skin color
Feet turning into talons, paws
Ears, tails forming
Species appropriate resistance growth (such as fireproof, breathing underwater)
Animal/beast instincts
Fur, scale, feather, skin hardening growths in places, but not full body
Extended tongue, limbs
Better or worse eyesight, hearing or smelling
Natural weapons (such as venom, stingers, claws, scorpion tail, etc.)
Haflans
Haflans are the results of unsuccessful claims made by gods. Their body rejects any kind of divine bond, but the already attempted bond still transforms their bodies.These unsuccessful bonds create an opportunity for malicious spirits, curses, to be able to claim a bond of their own. Since curses aren't divine, and are not as strong as divine beings, they can easily form bonds and strengthen those bonds with haflans.Haflans often possess negative traits due to curses having direct effects on them. They may become violent, aggressive, develop depression or bipolar disorders, become manic or be void of emotions or sense of a moral code.Judging by appearance, you cannot decide if a creature is a haflan or a hybrid if you are an ordinary mortal. On the other hand, all divine entities can sense curses and the strength of a bond, which enables for them to be able to recognize each other.
Mythological Beasts
There are many mythological beasts present in the TGWW Universe, including valravns, phoenixes, unicorns, kitsunes, etc.These are some of the examples that show up more frequently!
Phoenix
Phoenixes are rare,fiery birds. They disguise themselves as simple ravens but can be distinguished easily by their bigger size and longer tail feathers.They are often associated with the Solfyr Kingdom, the godess Flamara, and later the demigod Kas. It is rumored they are the creators of reality, the ones who created the universe as a way to explain how life has become.While given the status of the "Creator of Everything", they are often hunted down for their body parts in order to brew potions, medicine or create clothes/talismans out of them.
Appearance
Phoenixes are slightly bigger than ravens, with longer tail feathers and a small tuft on top of their head.Their colors usually include vibrant reds, oranges and yellows, though there are some more faded mutations possible too.Phoenix feathers have magical abilities. They can be used to create potions such as heat protection and enhanced speed. Their feathers also have other uses, since they have a faint warm glow to them, and they radiate warmth even after the death of the phoenix until it reincarnates. They are also rumored to protect against malicious spirits and curses.
Magical Attributes
Phoenixes have multiple magical attributes. Their blood can be used for regeneration, which can be turned into regeneration potions. Their feathers also can be used to brew potions like heat protection and enhanced speed. Their eyes are capable of giving you the ability to see sharper, while their feet are rumored to give you luck.Hunting and buying potions made from Phoenixes is considered unethical, and it is illegal.
Behavior
They are omnivores, their main diet depends on whatever they are near. They do not have a specific location they would live in, and while their number is few, they can be found anywhere.Due to their popular illegal hunting, they developed a method of burying themselves in heavily staining materials such as oil, mud, often even paint if they can find any. They do this to disguise themselves, but this slows them down. It still gives enough of a confusion to help them slip away, and escape. Thanks to their memories being reincarnated with them, they do not trust any human beings and are very rarely trusting of creatures associated with the ocean. They are rumored to be able to sense divine bonds and auras, since they seem to be more trusting around people who are claimed by Flamara, goddess of fire, birds and mischief.Phoenixes do not have any natural predators, so they are inherently very gentle and calm beings; they do not like shedding blood without reason. They often choose flight over fight and will use their incredible speed and sharp vision to escape any dangerous situation.They can mimic any bird call, which can confuse or trick any threatening presence. They live a solidary life, creating nests in high, open places. They do not reproduce or lay eggs. Their total number is unknown, since they are hard to catch and collect data on.
Valravn
Valvarns are creatures with both a raven and a wolf form. They are associated with malicious intents, since they are rumored to have originated from ravens who have consumed human soldiers' brains and gained their minds through them.These creatures are known to be very untrusting, earning their trust almost does not worth the effort. If you do however manage to befriend them, they are quite useful companions.
Appearance
Valravns are shapeshifters, with taking the shape of any species of raven or wolf. They are associated with the god Nosoi, god of death, mourning and night, who resembles the look of a valravn.The most common valravns are a combination of common raven and black furred gray wolf. They can be however any raven or wolf species. In looks and habitat these species are usually connected. For an example an artic wolf variant may have a common raven complimentary form, while an Ethiopean wolf may have a white-necked raven complimentary form.If a valravn receives a scar in one form, the scar will transform to the complimentary form too. If the scar or injury is placed upon a limb that the other variant does not have, that variant will feel a phantom pain until switching forms once again. The injury will not heal until the shapeshifter form with the limb is once again used.
Behavior
Valravns are untrusting, often violent and aggressive towards humanoids. They mate for life, and a mated pair defends its territory.They often prefer one species over another and will use their preferred variant to find a flock or a pack with said animal until they find another valravn. The valravn genes are recessive, meaning it's most likely the offspring will be a simple wolf or a raven. Valravns can mate with both ravens and wolves, no matter their preference for their variant (or parents).They cannot be tamed, even if born in captivity, a valravn will be agressive towards humanoids and divines alike.
Concepts
There are many concepts and magical or non-magical objects worth mentioning and explaining further in this universe. These include frequently mentioned magical objects or beings, the concept of magic and brewing potions, and also curses and their protentional uses.
Magical Attributes
The Gods Whispered Wrong Universe includes magic through potions and spells casted on places or objects.In order to be able to brew a potion or cast a spell, the individual has to posess magical attributes. This includes gods and beings touched by them. Witchery in general is illegal, unless done by a few allowed individuals. However, there are illegal underground witch services going on at all times.In order to brew a potion, or cast a spell, you do not need to follow close instructions. The words said should come from instinct, and while the ingredients and the amount should be the same, the order you put them together and the amount of time you brew a potion for may depend on the person making the potion.Potion ingredients include both magical and non-magical objects, liquids or bodyparts.
The most frequent ingredients of potions are the following;
Phoenix blood, feathers, eyes or feet
Animal fangs (mostly a valravn's wolf form)
Different flowers, leaves, berries (flower language, poisonous plants)
Water from different locations and sources (high in iron, purified, etc.)
Curses
Curses are living beings trapped in an object, place or on a person. If curses are casted upon a place or an object, effects can be spread to multiple people, but each time the curse gets weaker and will eventually die off, unless it is given a new strength.Curses can only be created by beings with magical attributes including but not limited to gods, demigods, some hybrids and haflans. They are more often than not a sentinent form of an intent, emotion or a motive that their creator gave life to them for. Curses are more often used for harm due to anger, grief and revenge being the most willing to leave someone's soul. Healing or luck charms come from pure care or love, which are emotions that are harder to abandon.An effected object, person or place may show signs of infection, the strength of the effect however depends on the strenght of the curse and the being casting it.
Hierarchy
Each society in the TGWW Universe has its own hierarchy, completely unrelated to each other.
Mortal Castes
Mortal society's caste system includes demigods, humans/hybrids and haflans, in order of most respected to least respected.Since ordinary people cannot distinguish hybrids from haflans, they put them into close categories. Once it's known that someone is a hybrid, they gain more respect, putting them into the same category as humans, maybe even a little higher given their bonds with gods.On the other hand, if it's proven that someone is a haflan, they are automatically casted out of social circles.Demigods are valued as royalty, while proven hybrids are valued as their helpers. Since gods connect with mortals in order to help them rule kingdoms, they have a "birth right" to the throne.The ability of claimed mortals to sense other claimed mortal beings is not well-known, and divine halflings are not willing to identify others publicly. They all have a mutual agreement or pact to let the others live in peace, since the gods' will does not share their own. As long as one does not betoken danger, they are left living as they are.
God Castes
The god society's caste include higher gods, minor gods, godlings and demigods in order of most power to least.Higher gods are the top 5% of gods who are worshipped by mortals. They are able to create any kind of bonds, and are frequently receiving worships and sacrifices, growing their power more and more and getting further from the other cast members. They are able to control their concepts fully and are usually the most known amongst mortals for their main elements.Minor gods are the gods who might share a main concept(s) with higher gods' main elements, but they can control their concepts fully. They cannot do bonds higher than complete bonds. They are about 20% of the god society.Godlings are the new, immature gods newly created by mortals. These gods are likely to fade away, so they are a constantly shifting part of society. They make up around 70% of the god society.Demigods are the mortals who received a complete bond from a god, died and then got remembered by mortals. They often fade away as humans pay attention to them less than actual gods. In rare cases, demigods can be made into gods, if mortals decode to do so. In those situations, they reborn as godlings, and move up the social ladder as normal. They might have fleeting memories of their past mortal lives, but once reborn, those feel like a very distant dream. Not reborn demigods have very realistic and close memories of their past, and no amount of time in the God Realm can fade those. They are also unable to connect with humans or get information about the Human Realm by themselves.
Characters
Here is the full cannon and acknowledged list of characters mentioned in or in relation to the TGWW Universe
Gods
Gods often inspire sayings such as "for the love of [---]" following an action a certain god would approve and protect. "I swear upon [---]" is also an often used saying, alongside with "you are committing the crime of [---]" or it's opposite; "you are doing the blessed deeds of [---]".Mortals often jokingly refer to themselves as "blessed by [---]", even if it is not technically correct. "Oh bless me [---]" or "May [---] be with you" are all examples of wishing luck upon oneself or someone else.There are so many gods born and disappearing each moment that it would be quite impossible to document all. Here are the "honourable mentions" and all-time higher gods though!
Higher gods
Flamara (goddess of fire, sun and warmth)
Tempestia (goddess of sea, water and cold)
Veritis (god of justice, honesty and trust)
Cendalith (god of guidence, timidness and hope)
Paxora (goddess of harmony, peace and comfort)
Orionis (goddess of stars, pride and hunting)
Ignaris (god of mystery, unseen and prophecies)
Vitax (god of life, earth, material posessions)
Lunaris (goddess of moon, light, dark and opposites)
Nosoi (god of death, suffering and mourning)
Saekros (god of greed, treason and sins)
Minor gods (honorable mentions)
Vaelkor (god of loyalty, war, oaths)
Saelune (goddess of deception, trickery and illusion)
Nyxara (goddess of night, silence and disguise)
Nimriel (goddess of travel and safe passage)
Eryxis (god of choices amd fate)
Ravello (god of music, dancing and wine)
Godlings (honorable mentions)
Festyn (goddess of celebration, unitedness and community)
Brioxis (god of performing and theatre)
Elaroth (god of grief and young deceased souls)
Althene (goddess of incarnation, souls)
Deceased Demigods (honorable mentions)
Vaelune (goddess of passion and love)
Kar (god of work and effort)
Saev (god of refugees and hunted)
Pelorin (goddess of gossip and information)
Main & Side Characters
1st Main Characters
Avarell Ashenveil
Auris Farkas
Orin Kael
Saekros
1st Side Characters
Unnamed duo
Kas
2nd Main Characters
Kas Huntervale
Kieran Farkas
Doran Belmore
Ingrid Bellwood
Flamara
2nd side characters
Unnamed duo
Avarell
The Kid
Background Characters
Original Characters / Unmentioned
Locations
From Realms through Kingdoms to ancient holy structures, there are many locations in the TGWW Universe that are worth mentioning.This is their significance, detailed description and backgrounds!
Kingdoms
From
Structures
From
Realms
From
Plot and Timeline
The first story is about a poor kingdom ruled by a greedy ruler. The King, Orin, is lead by the whispers of Saekros. The god has completely corrupted the King's mimd, resulting in him hoarding the money and treasure of the kingdom, which pushed it into a deep depression. Parents are abandoning their children because there is no food, diseases ripple through the towns and wiping out population in deadly waves. In this kingdom, two girls are born. One is called Avarell, the other is named Auris. Avarell and Auris are best friends; two rays of sunshine in a cruel world. By their teenage years, Avarell develops romantical feelings towards Auris, and attempts to create the best world for her to protect the much more empathic girl from the cruel world. However, Auris wants to help people, and she is drifting away in search of a better life without violence and troubles.
Avarell deeply opposes the royals, but Auris decides to go as a royal guard in order to gain enough wealth to help kids in need. Avarell on the otherhand is joining rebellion groups; she wants a change in the governing, even if it is caused by violence. They have a fight, and Avarell ends up running away. She finds a [insert magical item] that seals a god. (We do not know this yet, but it is Nosoi.) She makes a deal with the god; she frees him [insert way of freeing the god] if he is willing to help her save her kingdom. The god agrees, and Avarell brings her back to her hometown; back to the palace. The god is freed [insert freeing method], and it is revealed who he is really. He "helps" Avarell by killing all the guards and the King, but leaving the towns people unscathed. As Avarell realizes the severity of her actions, she attempts to save Auris, but it is too late; Nosoi kills her in front of Avarell. Avarell is alone; the only person she knew and loved is no longer in her life. The towns people accept her as their new Queen, since she has managed to "tame the god of death". She adopts the orphaned small child of the King, and orders everyone not to ever mention his true parents nor how the Queen got the throne. The kid is severely sheltered, but he is cared for.
In the introductory chapter of the book second we learn about a small boy from the times where Auris was a young teenager; she helped keep the kid safe with two other kids. She named him Kas. She later left the group to join the guards. Half a year later, the news of the now young adult Avarell spread through the town, but the kingdom's troubles are not yet over.In the first real chapter we are dropped down about three years after Avarell becoming a Queen. We discover the kingdom's economy to be soaring, it has become incredibely wealthy. The people however, are not happy. The wealth has been produced through constant wars and bloodshed; the people are sent to war and many do not return. Kas in around 15 at this point, meanwhile the other two kids are also young adults; around 22 years old. They are drafted into war, and Kas follows them, lying about his age. Due to his incredibly fast thinking, stubborness and courage, he quickly rose to be some of the strongest soldiers, though never truly gaining any power.During one of the nights we realize he has been claimed by a god, Flamara, and she is urging him to [????]. Through the conversation we realize that Flamara wants Kas to gain power, in order to help him get closer to the throne. But Kas does not want to do that, he is like a wild fire; he cannot be tamed and he enjoys causing chaos.His opinion however changes about chaos when they are sent out on a battle and he witnesses both of his "caregivers" dying. He collects their dogtags and returns to the base broken. A higher rank, someone around the age of 30, notices him and pulls him aside. His name is Doran. Doran tells Kas that he has had his eyes on him for a while, and he knows he is not nearly close to the age of 18. He mentions that he has been attempting to desert the military, and convinces Kas to go with him. He agrees.Doran and Kas live a couple of years in peace; or in as much peace as they can. Kas has never truly knew a life without crime or violence, so he spends his time doing questionable business at night. He is guided by Flamara through it, but it is clear she does not agree with his decisions. He meets a weird person when he is 18, the stranger is around a year older than him, and seems to have no idea about basic skills such as how to pay for something, or what is considered stealing. However he seems to be quite intelligent in other parts. He and Kas become friends, but Kas never seems to catch him during the day, and the stranger always disappears after a while. Kas tells him about the rebellions that are happening throughout the kingdom, and mentions that Doran (and her lover Ingrid) are leading some of them, so Kas is deeply involved in the missions of the rebellions. Once Kas mentions how much he hates royalty; he blames his past, his friends' deaths on the royals. The stranger asks if he'd hate every royalty, and Kas replies with a yes. They do not meet (as civilians) again.Kas is known for flawlessly executing missions, but on one of his missions he gets distracted by saving a kid from the law enforcers and manages to get caught. Inside the cell he panics, showing how vulnerable he really is for the first time. When someone finally comes to see him, hours have already passed, and Doran has launched a mission to help Kas escape. The person who comes to see him happens to be The Prince. He asks Kas more information about the rebellion, but he refuses to answer. Though the strangers' face was ways conceed by a mask and a cloak, Kas however recognizes the dark grayish blue eyes of the stranger and his voice when he hears The Prince talk. He is internally conflicted and outwardly spiteful and enraged. The Prince leaves and Kas manages to rescze himself, halfway through meeting up with Doran's team to get out of the castle.They go back to their base, not noticig that the Prince has followed them. He manages to get to Doran, and explains that he wants to help. Turns out, from Kas' rambling he relaized that he has been very sheltered and the Queen is not who he thinks she is. The Prince and Kas are forced to work together on missions, and neither Kas nor the Prince handles it well. The two annoy eachother on a daily basis, but they work very well tigether despite the constant arguing.In the end, Doran sends the two of them to confront the Queen; he has found a way for Nosoi to let her go; he needs to be sealed back into the amulett. What he does not know, is that someone's blood needs to be shed in order for it to work. With the aid of Flamara and the knowledge of The Prince, they manage to get through the guards and corner the Queen. The Queen laughs at their plan and informs them that they need someone to sarifice themselves in order to seal Nosoi back. Kas volunteers, but the Queen reveals that it needs to have the blood of the person who freed Nosoi. Kas reminds her what she is fighting for; what Auris would have wanted. Avarell is confused by how Kas knows Auris, so Kas tells her a short story about her when she was still with their group.He talks about how much Auris cared about Avarell, and that she joined the guards so that Avarell does not need to turn to violence to protect her. He also tells Avarell that Auris will always be waiting for her in the Afterlife.And so Avarell lets her blood flow into the vessel, sealing Nosoi once again.
3rd arc- The Kid :3