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Lord Of The Circle

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Summary

Eighteen immortal heroes. Eighteen stories separated by centuries, races, wars and beliefs. Each of them dies only to be reborn again, carrying the weight of lives that should have ended long ago. But when the Great Tree that sustains the magic of Kraethrii begins to lose its power, their separate paths are forced toward the same point. For the first time, all eighteen will meet, and the survival of every race may depend on them finding a way to stand together. The problem is that thousands of years of hatred, revenge, pride and old wounds are not so easily forgotten. In a world already tearing itself apart, ego may prove stronger than the instinct to survive. Chapter every sunday and saturday:)

Status
3d ago
Chapters
8
Rating
n/a
Age Rating
18+

📘Kreatheria Encyclopedia of Races (20) PART 1️⃣

♟️ Kraethrii has 18 Legend Immortal Heroes

These beings can only perish in battle. Even when slain, they reincarnate repeatedly, retaining the full memories of all their past lives. While their physical bodies can be destroyed, their souls are indestructible and merely pass into a new vessel upon death.

Their memories remain connected to the soul, although a newly reincarnated body may not always have immediate conscious access to everything. Some Immortals recover memories rapidly, while others experience fragments, instincts, dreams, or delayed recognition.

They require neither food nor drink to sustain themselves.

Their nervous system resets every ten thousand years, unable to withstand the overwhelming amount of accumulated information. When this happens, they begin their adventure anew, forgetting their past, yet they still instinctively gravitate toward their own race.

The reset does not destroy the Immortal soul or the ancient mechanisms attached to it. Their identity, racial instinct, unique Immortal nature and ancient magical bindings remain.

Some Immortals have developed methods of communicating with their future selves after a reset.

Draven prepared roughly three hundred books beneath Noktiria, each written by an earlier version of himself and beginning with the warning:

YOU ARE DRAVEN. DO NOT TRUST THE FEELING THAT THIS IS YOUR FIRST LIFE.

Avim developed a different method. Earlier versions of himself hid warnings beneath Ga’rrathi altars, inside hollow staffs, inside volcanic tunnels and in other locations where his future incarnations might discover them.

A portion of these Immortals view their condition as a magical curse.

From the moment of their original birth, they are inextricably bound to their race through ancient sorcery.

Whenever the King or sovereign of their race issues the Call, they are magically obligated to respond. Failure to answer results in excruciating torment that persists and intensifies until they finally present themselves.

Draven possesses a circular mark divided into eighteen segments. The mark can react to the movements or proximity of other Immortal Heroes.

Every creature has its own special abilities, and every Legend Immortal Hero also possesses an ability or supernatural principle unique to them.

Currently introduced Legend Immortal Heroes:

Draven — Night Elf

Aeryn Vaelaris — High Elf

Denver — Demon

Maelle — Angel

Avim — Ga’rrathi

Kyren is NOT one of the 18 Legend Immortal Heroes.

Kyren exists separately from the eighteen and follows his own storyline.

The eighteen stories occur across different eras, civilizations and racial conflicts. Eventually all eighteen are meant to meet.

A greater threat is developing throughout Kraethrii: the Great Tree connected to the world’s magic is beginning to lose its power.

The races will eventually need to put aside their wars and ancient hatred to confront the threat.

The problem is that for many rulers, races and even Immortal Heroes, ego, revenge, hatred and pride are more important than saving the world.

🦠 Myrkis

They begin in their smallest form as insects.

They most often feed on battlefields once the soldiers have departed.

By consuming the bodies of the fallen, their form gradually grows larger and they take on the appearance and characteristics of their victims.

Because of this, they frequently become strange hybrids combining features of various races.

They are born without any magic, but can acquire it by devouring members of different races.

The process is not limited to magic.

They can also absorb parts of:

religion,

culture,

knowledge,

behavior,

biological characteristics,

racial instincts,

and other information belonging to consumed creatures.

The longer a Myrkis lives and feeds, the more difficult it becomes to determine what the creature originally was.

Myrkis and Zamuraki are not currently the same species.

Zamuraki are the insects encountered by Kyren in Delasai. Unless future lore establishes a connection, they remain separate.

🦖 The Ga’rrathi

The Ga’rrathi are an intelligent, aggressive race of dino people who see fear as weakness.

They are reptilian beings who worship ancient dinosaurs as their creators and guardians.

Their civilization combines harsh military discipline with mysticism, and their armies are among the most formidable in Kraethrii, having existed for over 245 million years.

🧬 Appearance and Racial Traits

Reptilian appearance: Scaly skin, long tails and sharp teeth reminiscent of prehistoric creatures.

Their faces can possess long predatory structures, heavy brow ridges, armored cranial formations and powerful jaws.

Agility: They move quickly and nimbly, often on two limbs.

Despite their reptilian appearance and the heavy musculature common among warriors, they can move with exceptional speed.

Wings: Some Ga’rrathi possess wings resembling those of dragons.

Not every Ga’rrathi possesses wings.

Different incarnations of the same Immortal can even be born into Ga’rrathi bodies with different physical traits.

Resistances: Highly resistant to disease and certain elemental forces, especially fire.

Extreme volcanic heat that would kill many other species can be considered normal environmental conditions for Ga’rrathi.

Ga’rrathi appearances can differ significantly between bloodlines.

Avim, for example, grew unusually thin for the species.

His torso remained narrow.

His arms were long.

His fingers were thin and clawed.

His legs were disproportionately tall and ended in three narrow talons.

His long tail curled toward the ground for balance.

His scales were rust-red across the chest and darkened almost to black along the spine.

Overlapping crimson cranial plates grew backward from his skull like a layered hood.

🛕 Culture and Religion

Theocratic society: They worship their ancestors as divine beings and serve them with complete devotion.

They are clearly authoritarian and traditionally refuse to play political games.

Traditional Ga’rrathi culture considers political manipulation something used by weaker civilizations that lack the courage to directly state what they want.

Raptopriests and Micro Riders: These figures unite religion and magic.

Raptopriests lead sacred rites and interpret ancestral will.

Micro Riders command flying prehistoric war-beasts in battle.

Hierarchical structure: Status depends on a combination of personal strength, loyalty and one’s ancestral lineage.

The more powerful the ancestor, the higher one’s rank.

Fear is culturally treated as weakness.

Cowardice is heavily despised.

However, Chapter 7 reveals an important hidden contradiction inside their civilization.

The Ga’rrathi possess an intelligence organization known as the Ash Choir.

Its methods rely on:

espionage,

manipulation,

assassination,

misdirection,

sabotage,

information warfare.

The Ash Choir is so incompatible with the traditional image Ga’rrathi maintain of themselves that official records may pretend it does not exist.

Avim eventually becomes part of the organization.

His existence demonstrates that Ga’rrathi culture can rapidly rename behavior once that behavior becomes useful.

Something called cowardice when used by the weak can suddenly become strategy when it wins wars.

⚔️ Combat Style

Basic Army: Primarily light infantry capable of delivering deadly toxins, usually using steel spears, supported by prehistoric beasts and battle dinosaurs.

Buildings: Austere stone constructions resembling temple ruins or natural volcanic caverns designed to intimidate enemies and endure sieges.

Ga’rrathi cities commonly use:

stone,

obsidian,

bone,

smoke,

volcanic caverns,

military geometry.

Strongest: Typically warrior-mages who draw upon the forces of Chaos and Nature, blending martial prowess with destructive sorcery.

Traditional warriors value direct confrontation.

Avim develops almost the opposite combat philosophy.

Because his body is thinner and physically weaker than the warriors around him, he deliberately allows larger soldiers to stand in places where enemies will attack first.

He manipulates the battlefield instead of competing through physical strength.

He can:

remove friction beneath charging enemies,

redirect smoke,

move stones beneath cavalry,

destroy supply roads through roots,

attract subterranean predators toward marching armies,

create misleading sparks,

collapse terrain,

attack officers carrying maps rather than the strongest warriors.

When accused of cowardice for standing behind stronger Ga’rrathi, Avim simply considers it stupid for a thinner warrior to stand where arrows will land when someone with thicker scales can stand there instead.

🧠 Magic

Primary Magic: Chaos and Fire Magic, with a strong affinity for Nature.

Volcanic Mastery

Their wizards can manipulate:

volcanoes,

fire,

wild animal spirits,

natural forces.

They routinely unleash chaos upon weaker races.

Fear itself strengthens their killing potential.

The greater the amount of fear surrounding them, the higher their natural chance of killing their opponents becomes.

Because almost every intelligent creature possesses some degree of fear, finding somebody completely unaffected by this racial mechanism is extremely difficult.

Dragon Mystics

Elite spellcasters who can summon powerful interdimensional beasts to fight alongside them.

Avim’s Magic

Fire comes naturally to the Ga’rrathi, but Avim dislikes obvious weapons.

He specializes primarily in Chaos and Nature Magic, using small environmental manipulations rather than spectacular attacks.

📜 History and Place in the World of Kraethrii

The Ga’rrathi claim to have been created by the First Ga’rrathi himself, who granted them purpose and tremendous power.

Their society thrives in hot volcanic regions where few others dare to settle.

High Elves and Humans are longstanding natural enemies.

They treat the Ga’rrathi with contempt, deeming them weak and unworthy of respect.

They often enslave captured Ga’rrathi.

They also eat captured Ga’rrathi.

Wars between these civilizations have produced countless massacres.

High Elf factions have taken Ga’rrathi prisoners because they considered them biologically inferior.

Humans have burned Ga’rrathi temples.

Ga’rrathi have answered by burning Human settlements and feeding captured High Elves to war-beasts.

Chapter 7 demonstrates how this racial hatred perpetuates itself across generations.

♟️ Avim

Avim is the Ga’rrathi Legend Immortal Hero.

Before one of his remembered Ga’rrathi incarnations, he lived as a Human in another world destroyed by warfare.

He died beneath a railway station.

He then awakened as a newborn Ga’rrathi while retaining memories of Humanity.

Because Humans had created the world he hated, Avim initially concluded that Humans themselves deserved his hatred.

He became an intelligence operative and eventually joined the Ash Choir.

He killed:

Human governors,

High Elf intermediaries,

a Harpy slave trader,

corrupt Raptopriests,

and even a Ga’rrathi superior who sold volcanic routes to foreigners.

His belief that Humanity was uniquely evil slowly collapses when he sees Humans, High Elves and Ga’rrathi commit similar atrocities for different reasons.

A Human officer summarizes the problem in a sentence Avim cannot forget:

Same shit. Different scales.

Eventually a Human–High Elf coalition captures him.

They create or inherit an institution known as Continuance.

Continuance discovers how to exploit his immortality.

Avim is tortured.

He is healed.

He is forced into situations where his Immortal condition allows death.

He reincarnates.

They find him again.

The process repeats.

Governments disappear.

The people responsible for creating the institution die.

Their descendants forget why it began.

The institution survives anyway.

Eventually Avim stops assigning morality to a race.

He realizes that race does not contain morality.

Circumstance can shape it.

Power can corrupt it.

Fear can distort it.

Individuals still choose.

He does not become optimistic.

His hatred simply becomes democratic.

🧝‍♂️ Night Elves

A ruthless race devoted to magic, toxic alchemy and raising the dead.

🧬 Appearance and Racial Traits

Skin tones: Ashen gray, pale blue or deep purple — adaptations for blending into moonlight and shadows.

Hair: Silver, white or deep black, often worn long, flowing or intricately braided with arcane ornaments.

Eyes: Faintly glowing, usually violet or icy blue, granting perfect night vision.

Stealth & Arcane Affinity: Natural talent for moving unseen and manipulating darkness or illusions instinctively.

🛕 Culture and Religion

Night Elves believe there is no inherent good or evil — only forces and consequences shaped by circumstances beyond one’s control.

Morality is viewed as a Human construct, not an absolute truth.

Their society is built entirely on the pursuit of:

knowledge,

arcane mastery,

experimentation,

strict discipline.

They dismiss any faith in gods or supernatural beings as superstition.

“Comforting tales for cowards,” as they say.

They do not worship or pray.

Instead, they study, experiment and seek to understand the world’s laws through magic and reason.

There is no formal caste hierarchy among ordinary Night Elves based purely on birth.

Those with greater magical talent naturally earn more respect and influence.

Power is not seized.

It is acknowledged through proven mastery.

This does not mean their civilization lacks government or institutions.

The chapters establish the existence of:

a Night Elf King,

academy headmasters,

teachers,

military authorities,

student rankings,

political positions.

These offices exist alongside the Night Elf belief that competence and magical mastery determine legitimate respect.

⚔️ Combat Style

Basic Army: Silent Stalkers

Elven archers trained in silent elimination.

They move without a sound through forests or ruins, releasing precise arrows before enemies realize they are present.

Night Elves can also use cards to fulfill their own will.

The stronger the card, the stronger the user’s will and talent, the greater its power.

Daily Stronghold: Arcane Spires

Slender towers of black stone built at ley-line intersections.

They serve as:

magical research centers,

homes,

laboratories,

spell amplification structures.

They amplify spells cast by nearby units.

They also reduce the summoning time required for more powerful forms of magic.

Strongest

Nightshade Assassin Gwydion

A lethal killer capable of vanishing into shadow in an instant and reappearing to strike hidden targets with poisoned daggers.

🧠 Magic

Primary Magic: Necromancy and Lightning.

Necromantic Summoning

They can call forth deceased family members and incorporate them into their armies during war.

They may sacrifice a living unit in order to summon more powerful warriors descended from the same bloodline.

Darkshoots

A devastating lightning spell channeled from an Elf’s fingertips at the cost of their own health.

Necromancy is integrated deeply enough into their culture that Draven’s academy uses bound dead spirits as part of its warning system.

📜 History and Place in the World of Kraethrii

Over time, tribes of ordinary Elves evolved and eventually split into several subraces:

Nihrin Elves

High Elves

Night Elves

Virhain Elves

Virhain are Forest Elves living in harmony with nature.

In the old language:

vir denotes life

-hain means soul

Alliances and Betrayals

Night Elves once formed a secret alliance with the Nihrin Elves, who also prized rigorous study.

Their shared rituals beneath the stars granted Night Elves a magical advantage over neighboring peoples and the High Elves.

However, a prophecy foretelling the Moon’s clash with the Ice was broken.

A courageous Elf-maiden revealed Night Elf secrets to High Elf leadership.

This betrayal sparked a savage massacre and splintered the Elven races, each forging its own path.

Current Capital

Noktiria

Built atop sheer cliffs.

By night, the city’s:

black crystal columns,

bridges suspended over chasms,

open-air sky terraces,

magical laboratories,

necromantic illumination

reflect the silvery glow of mist and create a gothic astral “great laboratory” atmosphere.

Relations

🤝 They maintain friendly ties with Humans and Harpies.

However, they hunt faeries and High Elves for experimentation, regarding these acts as necessary for advancing their arcane research and strengthening their necromantic practices.

♟️ Draven

Draven is the Night Elf Legend Immortal Hero.

He remembers dying 417 times before his current known incarnation.

His unique ability is:

Sovereign Remnant

Anything Draven personally kills can be recalled into permanent service.

This is not ordinary Night Elf necromancy.

His resurrected dead retain:

combat instinct,

knowledge,

magic,

memories,

personality,

the ability to hate Draven.

They are still forced to obey him.

His army contains:

Humans,

Ga’rrathi,

Harpies,

Vampires,

Elves,

Night Elves,

Demons,

mages,

assassins,

kings,

monsters,

members of extinct races.

The army exceeds 100,000 dead beings.

Draven prepared roughly 300 books for himself before his latest neurological reset.

The dead remember Draven even when Draven no longer remembers them.

Among his forgotten titles are:

Chain King

Grave Shepherd

Butcher of the White Rose

🌲 Virhain Elves

The correct canonical spelling is Virhain Elves, not Virrain Elves.

They are Forest Elves living in harmony with nature.

The Virhain shown in the first chapters inhabit Delasai.

🧬 Appearance and Racial Traits

Forest Elves in Delasai can possess:

dark green skin,

pale luminous hair,

pointed ears,

extremely developed senses.

Their homes are grown directly into massive living trees rather than built from dead timber.

Focus

Trained Virhain can enter a heightened state known as Focus.

Their eyes brighten and transform toward luminous green.

Their:

hearing,

sight,

movement perception,

vibration sensitivity,

environmental awareness

increase dramatically.

🌳 Delasai

Delasai is not merely a forest.

It possesses ancient consciousness and enormous accumulated magical power.

Its trees can:

judge inhabitants,

react to danger,

move branches independently,

communicate,

awaken as enormous guardians.

During the destruction of Delasai, ancient trees tear their roots from the ground and physically fight Vampires and Jorogumo.

Delasai has accumulated magical energy for thousands of years.

When the forest begins dying, its ancient consciousness willingly transfers much of that power into Kyren.

⚖️ Qidos

Forest Elves can ask Delasai to judge an individual using Qidos.

Known outcomes:

Black — danger to the race.

White — neutrality.

Green — positive future for Delasai.

Gold — unprecedented result witnessed during Kyren’s judgment.

Before Kyren, even experienced leaders such as Zino had never witnessed gold.

⚠️ Zeyen

A Virhain who repeatedly fails important missions can eventually be labeled Zeyen.

This represents severe degradation.

A Zeyen may lose:

social status,

hunting rights,

the right to eat meat,

autonomy,

the right to refuse duties.

Women may be forced primarily into reproductive duties.

Men may similarly be forced to father children.

Higher-status Elves can treat Zeyen little better than slaves.

Roselle becomes associated with this status.

⏳ Lifespan

Virhain are not considered fully adult until approximately 100 years old.

Their natural lifespan is approximately:

1,000–2,500 years.

However, the average lifespan within Delasai has fallen closer to approximately 500 years because of:

war,

Vampires,

Jorogumo,

famine,

disease,

border raids.

🌳 Eranis and the Twenty Moons

Eranis is the greatest tree in Kyren’s region of Delasai.

Its trunk is enormous enough for entire families to live within separate sections.

From its upper branches, Kyren and Arkin see the world beyond Delasai.

Twenty moons hang in the sky.

According to old belief, each moon represents one of the twenty principal races of Kraethrii.

The dead supposedly travel to the moon belonging to their race and wait there until another life begins.

Whether this belief is literally true remains unknown.

🦭 Faeriis

Faeriis consist exclusively of females.

Because of this, they maintain friendly relations with every race and exert enormous influence over the political games of all other races.

The Harpies are the only ones who hunt them.

Faeriis feed on the emotions of others, which is why divorces are just as common as their internal conflicts.

Nevertheless, from childhood they are taught never to strive for war and to spread systemic good even if some must be forced into it.

💘 Appearance and Racial Traits

Graceful humanoid upper bodies with translucent shimmering skin in shades of:

deep sapphire,

emerald,

violet.

Long flowing hair that drifts as if underwater even on land.

Lower bodies end in powerful iridescent mermaid tails or, in rare cases, delicate webbed legs for brief surface excursions.

Bioluminescent patterns on their skin serve as both camouflage and hypnotic lures.

Siren’s Whisper

Their voices can:

charm,

paralyze,

drive insane

anyone who hears them.

Resistances

Immune to:

crushing pressure,

extreme cold,

most poisons.

They can breathe water and air with equal ease.

🛕 Culture and Religion

A matriarchal theocracy ruled by the Tide-Queens.

They worship the Eternal Abyss — a vast formless primordial entity said to be the mother of all oceans and dreams.

New Faeriis are born when a Tide-Queen offers a fragment of her own soul within the Abyssal Cradle.

Songweavers

Compose hypnotic melodies used for:

seduction,

diplomacy,

war.

Depthcallers

Commune with ancient leviathans and abyssal horrors.

Hierarchy

Status is determined by:

the purity of one’s voice,

the supernatural power of one’s voice,

the number of surface ships successfully lured into the depths,

the number of souls successfully lured into the depths.

⚔️ Combat StyleBasic Army: Siren Cohorts

Swift swimmers armed with:

coral spears,

venomous whips,

bioluminescent lures.

They fight in swirling vortex formations that mimic whirlpools.

Daily Stronghold: Pearlspire Citadels

Living coral towers and glowing grottoes built directly on underwater ley-lines.

Strongest

Lirael the Abyss Queen

Her song can shatter ship hulls and enslave entire fleets with a single verse.

Nerissa Voidwhisper

Legendary Depthcaller who rides colossal krakens and summons tidal waves with a whispered note.

🖤 Magic

Primary Magic: Soul Eyes & Water

Eyes of Power + Hydrokinesis.

Their eyes are so beautiful that they can hypnotize anyone.

Their appearance instinctively adapts to:

the deepest desires,

instincts,

emotional vulnerabilities

of the beholder.

Their crystalline eye structures change accordingly.

Tidecall

They can summon:

massive waves,

whirlpools,

ancient sea beasts.

📜 History and Place in the World of Kraethrii

The Faeriis claim they were among the first beings to awaken when the world was still covered by endless ocean.

They watched with detached amusement as surface races rose and fell.

One of the Legend Immortal Hero stories is intended to involve the discovery of a way through which Faeriis can genuinely experience emotions differently than before.

Current Capital

Abyssal Crown

A colossal glowing city built inside the world’s deepest trench.

From the surface it is visible only as a permanent unnatural maelstrom.

🤝 Relations

They maintain friendly relations with every race because their survival, emotional feeding and political influence depend heavily upon interaction with other civilizations.

The Harpies are the only race that openly hunts Faeriis as prey.

🩸🦅 Harpies🧬 Appearance and Racial Traits

Harpy appearance:

red glowing eyes,

upper bodies resembling slender humanoid women fused with broad feathered wings,

elephant-like ears,

large fangs,

a shaggy beard.

⚡️ Agility

On the battlefield, Harpies form formations called Elrik’tal.

One Harpy dives vertically toward the enemy, enveloping them in a gust of air.

The rest of the group performs a short circling flight approximately ten meters above the ground.

During this time, the upper group swiftly glides forward and strikes with their talons before the enemy can focus on the lone diving Harpy.

🛡️ Resistances

High resistance to:

poisons,

cold,

fear.

They do not suffer from fear.

However, they can sense fear from approximately a mile away.

🛕 Culture and ReligionSky-Temple Theocracy

Harpies revere the Storm Mother, personification of wind and thunder, as their supreme deity.

Every major settlement contains a Sky-Temple — a soaring pavilion of carved ivory and bone where communal rituals invoke wind spirits and honor ancestors who first learned flight.

Harpies believe pleasing the Storm Mother ensures:

favorable currents,

successful hunting,

safe passage between mountaintops.

Windcallers and Talonpriests

Windcallers

Shofar-blowers and ritual singers bridging the physical and spiritual realms.

They interpret:

sudden gusts,

thunderclaps,

shifting cloud patterns

as messages from the Storm Mother.

During ceremonies, a Windcaller ascends to the highest cliff, blows a conch horn three times and chants invocations to summon protective wind guardians.

Talonpriests

Blend martial prowess with sacred duty.

Clad in feathered robes and talon-shaped masks, they lead flocks into battle while reciting ancient prayers to ancestors.

They bless war-beasts such as:

giant raptors,

wyverns

before combat and cast air spells to guide Harpy squadrons through storms.

Clan Hierarchy by Ancestral Feathers

Status among Harpies depends on:

flight mastery,

ancestral lineage.

Each clan traces its roots toward a legendary Harpy matriarch whose First Feather is believed to contain a fragment of the Storm Mother’s breath.

Featherborne Elders

The oldest living Harpies still capable of unbroken flight.

They safeguard clan lore and decide matters of war and weather.

To attain the rank, a Harpy must complete the Rite of the Gale — an unassisted voyage through three high-altitude storms.

Skyward Sentinels

Warrior-priest caste.

They prove themselves by guiding younglings through the Currents of Challenge, a trial weaving between razor-sharp rock spires.

Their position grants precedence in raids and ritual hunts.

Feather-Junior

Novices earn symbolic plumage stripes by mastering basic sky-magic incantations and demonstrating respect for ancestral chants.

As they accrue feathers, they rise through the social tiers.

Each additional stripe grants greater influence in clan councils.

Every element of Harpy civilization reflects their singular devotion to:

flight,

wind,

storms,

the spirits above the mountain crests.

⚔️ Combat StyleBasic Army

Harpies with reddish, slightly shimmering skin and feathers in shades of:

orange,

lustrous copper.

They wear Opalized Gloves, hand-forged in volcanic furnaces and reinforced with special glass that absorbs the heat of flight.

Leather pouches hanging from their opposite side contain powder made from volcanic minerals.

Daily Stronghold: Stormwreath Eyrie

Nestled atop a spiraling mountain ridge permanently exposed to violent winds.

The settlement is carved directly into sheer cliffs.

Platforms are layered like overlapping avian perches.

Each tier is held aloft by colossal bone-struts from ancient extinct sky-beasts.

The bones are reinforced with ironwood planks tied together using Harpy sinew.

The main settlement is constructed around a natural central rock ledge more than 300 meters above the valley.

Strongest

Sibella the Loner

A bewitched giant monster resembling a raven.

She has no eyes.

Gazing into her empty eye sockets causes instant death.

The holes in her wings spread disease to the entire race.

She never leaves her own cave.

🧠 Magic

Primary Magic: Rune Magic and Poison Magic

Rune Magic

Used to:

summon protective barriers around dwellings,

inscribe battlefield runes,

create magical defenses,

alter combat conditions.

Poison Magic

Allows Harpies to curse enemies with:

potent toxins,

deadly diseases.

📜 History and Place in the World of Kraethrii

Harpies prey on Humans.

They took advantage of Humanity’s war with the Ga’rrathi to abduct Humans into mountain caves, where they devoured them piece by piece.

Chapter 7 additionally confirms the existence of Harpy slave traders operating within Kraethrii.

Avim killed at least one such individual during his time working for the Ash Choir.

🤝 Relations

Humans are their food.

Natural enemies: Elves and faeries.

Friendly relations and interbreeding: Ga’rrathi.

👨‍⚖️ Humans

The entire Elven race believes that Humans unfortunately possess low IQ but extremely high ego.

Because of this, some Elves find them cute, while others find them repulsive, creating mixed feelings among other races.

Humans believe that revenge is the only true form of response, which leads to endless wars among themselves.

In these conflicts, kings drink wine in safe places while ordinary people kill each other.

Humans can use every type of magic, but usually possess lower raw magical power than specialized races.

Only intense hatred can push many Humans beyond their normal limits.

😶‍🌫️ Culture and Religion

Their faith in God is used as a tool to manipulate other people through the fear of death.

Every year, each temple takes 10% of the children from families and trades them with other races.

The temples earn coins and resources from the children.

The Apostles use those resources to:

trade,

maintain their influence,

preserve their political power.

Every five years, they use magic to test every person who has just turned 18, determining which form of magic they possess the greatest predisposition for.

🤎 Appearance and Racial Traits

Humans possess highly mutable living skin that visibly reacts to their emotions.

Their complexion shifts:

from light purple to blood red when consumed by rage,

to bone-white in terror,

into shifting iridescent patterns during lust or joy.

Their eyes change color and shape according to the dominant feeling of the moment.

They can change from:

soft doe-like hazel eyes

to

predatory slit-pupiled crimson eyes.

Hair can streak silver overnight from grief or burst into unnatural hues under extreme stress.

They are the only race whose bodies literally wear their souls on the outside, making them both strangely beautiful and deeply unsettling to longer-lived races.

🧨 Combat StyleBasic Army: Vengeance Legions

Fanatical infantry who fight in small oath-bound warbands.

Each soldier swears a personal Blood Oath of revenge before battle.

The stronger the grudge, the harder they become to kill.

They wield living blades forged from the bones of traded children.

These blades drink fear.

They become sharper with every act of vengeance.

Daily Stronghold: Cathedral-Fortresses

Towering black-iron spires surrounded by:

endless barracks,

execution squares,

military infrastructure.

The walls are lined with preserved faces of executed deserters.

Their eyes continue blinking in eternal fear.

Strongest: Apostle-Executioners

High-ranking priests who have passed the eighteen-year magical test with perfect scores.

They channel Divine Mandate Magic.

Divine Mandate can force entire enemy units to experience:

overwhelming guilt,

suicidal remorse,

religious obedience.

Victims can turn their weapons upon themselves.

While this happens, the Apostle can remain completely calm, sipping consecrated wine from a gilded chalice.

Chapter 3 demonstrates Divine Mandate being used to force Apostles themselves to sacrifice their blood under religious and psychological compulsion.

📓 History and Place in the World of Kraethrii

Humans appeared relatively late in the history of Kraethrii as a glitch in creation, born from the spilled blood of the First Ga’rrathi’s failed experiments.

The temples immediately declared them the chosen vessels of the One True God.

They were declared the only race capable of true redemption through endless suffering.

Since then they have remained trapped in perpetual self-inflicted wars.

Kings and high priests drink rare wines in fortified cathedrals while commoners slaughter each other in the mud.

Each death feeds:

temple coin vaults,

religious influence,

the Apostles’ grip on power.

Other races watch Humans with a mixture of:

pity,

disgust,

quiet amusement.

Humans are the only race that consistently destroys itself faster than any external enemy ever could.

Because of their emotional volatility and the temples’ ruthless child-trade network, Humans remain one of the most useful tools for every other race’s schemes.

Everyone needs them sometimes.

Sometimes for experiments.

Sometimes for food.

No one respects them.

Natural enemies:

Themselves.

🕷 Jorogumo

They can transform their bodies into a beautiful creature of any race or into a terrifying spider.

They can breed with any species, creating subspecies with other races.

They lure victims, who are kept for years in cages or restricted zones until the offspring becomes strong enough to survive.

After that, the fathers are killed.

Chapter 2 demonstrates this hunting method through Lurline.

She appears as a beautiful woman beside a piano.

Her music gradually weakens Kyren’s ability to resist.

She places him into a trance-like state.

She possesses information she should not possess.

A forged message is used to lure Kyren toward the Green Path.

When her transformation begins:

black chitin spreads across her body,

her mouth widens unnaturally,

additional teeth appear,

multiple spider legs emerge,

her Human lower body disappears into an enormous spider abdomen.

🦊 Kitsune

Kitsune are a combination of a female fox and an Elf.

They are subordinate servants of the Jorogumo after they were destroyed by the Human race when their naivety was exploited.

Their tails were supposed to grant eternal happiness, but long ago they lost their former power.

In the past, one could see Kitsune with nine tails.

Now this is considered a legend.

When a second tail is born, their tails are cut off immediately so that the Kitsune cannot return to their former glory.

At the age of one thousand years, they become extremely powerful.

Most do not live to twenty.

Kitsune:

breathe fire,

teleport.

Because of this, they are thrown into the first line during battle.

Chapter 3 establishes that escape or rebellion is possible.

At least one Kitsune acts independently and fights against Jorogumo.

This does not remove the established Jorogumo system of enslaving Kitsune populations.

🧟‍♂️ Ghouls

These are the children of the Jorogumo that died in their mother’s womb.

They are born into the world dead and subordinated to the Jorogumo.

They do not:

sleep,

eat,

feel pain.

Because of their endurance, they can be used as meat armor.

🗡 Combat

Jorogumo avoid direct combat.

Instead they use:

biological traps,

psychological traps,

seduction,

false information,

mind manipulation,

captivity,

webs.

Living Web Fields

They create Living Web Fields that slow down the enemy’s reaction time.

The chapters expand this ability.

The fields can interfere with the gap between:

perception,

thought,

decision,

physical reaction.

When multiple fields overlap, enemies can feel as though thought itself has become slow or viscous.

Arachno-Demonic Form

In extreme cases, Jorogumo use an Arachno-Demonic form where their body grows to the size of a building.

🧠 Kumo Memory

The Jorogumo’s kumo stores the memories of the victim.

Those memories can be read by the Weaving Mother.

Kyren later assimilates this principle and discovers that consumed tissue can preserve biological and informational memory.

🕸 Tsugimocho

They can bind the souls of their victims into invisible threads.

Through these threads they can control:

emotions,

decisions,

movement,

mental direction.

Chapter 2 demonstrates one of its most dangerous characteristics.

The victim may not recognize the manipulated thought as foreign.

Aven begins experiencing instructions that feel as if they originated inside his own mind.

📓 Culture and Society

Jorogumo do not form a traditional state.

Instead, they exist as a network of Nests functioning like living colonies.

Each Nest is controlled by a Weaving Mother, the oldest and strongest Jorogumo.

She manages:

reproduction,

hunting,

captives,

relations with other races,

memory networks.

📄 History

Jorogumo are considered one of the oldest mutational life lines in Kraethrii.

They were created as an experiment combining:

Nature Magic

and

Chaos Magic

which escaped control and began reproducing independently.

🌟 High Elves

High Elves have rules of Dignity established approximately 20,000 years ago, when they underwent evolution.

They change these rules only during an annual vote.

All High Elves gather in the main square or participate through magical representation and spend 12 hours deciding on new rules.

If the majority agrees, the rule magically changes within their nervous system.

Breaking some rules ends in death.

Breaking others lowers the Elf’s Dignity.

Lower Dignity makes the Elf weaker.

🧠 Magic

The greater the user’s Dignity, the more golden their magic becomes.

Sometimes opponents can become temporarily blinded simply by looking at extremely powerful High Elf magic.

The lower the Dignity, the paler the magic becomes.

Training gives them nothing in terms of increasing their raw magical power.

Their fundamental magical strength is determined by:

natural talent,

Dignity.

However, the chapters clarify that training still improves:

control,

timing,

combat technique,

strategy,

accuracy,

physical skill,

efficiency.

So training cannot transform a weak High Elf into a naturally powerful one, but it can make them much more effective with the power they possess.

🧎‍♂️ Summon

The strongest among them can summon their own dragon, capable of destroying an entire city.

Weaker High Elves can summon various beasts from across the fauna.

Seriel demonstrates exceptional talent.

At eleven, she summoned a young griffin.

At twelve, she summoned a creature nobody could identify.

Everyone expected her eventually to summon a dragon.

⬜️ Appearance and Racial Traits

Golden eyes.

Blond hair.

Eyes can naturally occur in many colors.

They are naturally:

tall,

slimmer than most races,

faster than any other race.

🧬 Culture and Society

The High Elves form the Ethereal Concord — an extremely stable but cold civilization based on:

perfect bio-magical harmony,

control of Dignity as the main societal resource,

selection of individuals based on the purity of magical energy.

Their society is divided into:

Crownborn

The elite with the highest Dignity.

Lumen Guard

Enforcers of magical law.

Vowless

Elves with reduced Dignity.

They are almost stripped of rights.

📜 Hidden Lore

There is a theory that Dignity is not a moral trait.

It may actually be:

an ancient magical control system created by the primordial civilization of Kraethrii.

Some High Elves believe:

the entire voting system is an illusion,

the true rules are encoded within their DNA from the beginning of their race’s existence.

The annual vote may therefore change only selected surface-level rules while deeper biological commands remain impossible to remove.

🏛 Aureth

Aureth was the High Elf home of Aeryn and Seriel.

It fell approximately thirty years before Aeryn recovered his past.

Its destruction left:

collapsed white towers,

golden bridges leading into empty air,

a massive crater through the central Dignity plaza,

extremely few survivors.

Only 37 survivors of Aureth were known to remain together at one point.

💰 Feleris

The Feleris are an extraordinarily wealthy High Elf family.

One account contains approximately 73 trillion crowns, and this may represent only a fraction of their wealth.

They preserve wealth through generations by marrying within their own bloodline.

Magical technology corrects many genetic disorders.

Children whose disorders cannot be corrected disappear from family records and portraits.

Publicly, Feleris finance:

hospitals,

academies,

roads,

refugee aid,

reconstruction.

Privately, they participate in:

human trafficking,

selling High Elves to Night Elf laboratories,

financing wars for resources,

political manipulation,

trade in sentient beings,

private banquets where guests may consume sentient flesh.

♟️ Aeryn Vaelaris

Aeryn is the High Elf Legend Immortal Hero.

He was born Crownborn.

His Dignity repeatedly fell until he approached Vowless status.

His natural magical talent is extremely poor.

His sister Seriel, six years younger, possesses extraordinary Dignity.

Aeryn’s strongest loyalty is toward Seriel.

He openly admits that if he were forced to choose between the world and his sister, he would choose his sister.

He understands that this is ego.

He simply does not pretend otherwise.

When killed in active battle, Aeryn reincarnates into another High Elf body.

His newborn incarnation initially lacks conscious access to his former identity, even though his Immortal soul continues.

🧾 Argatass

Correct canonical spelling:

Argatass

They are beings who come from every race and reject racial divisions.

They believe that in every race there are both good and evil creatures.

They believe nature itself has no inherent moral significance because character is shaped entirely by one’s environment.

They have developed a unique form of magic allowing them to travel between alternate realities.

Through the union of all races during a ritual they call Arg’si, they are able to create new worlds.

They:

make copies of existing worlds,

experiment on those copies,

modify them,

send the modified versions into alternate realities.

They live deep inside the Earth.

Their experiments have already allowed them to eliminate the biological mechanisms responsible for the need to:

eat,

drink,

sleep.

They are now striving to discover a cure for mortality and achieve immortality, believing immortality would solve many of the world’s problems.

This corrects the previous wording “cure for immortality,” which was the opposite of what the chapters establish.

🔒 Secrecy

They keep their powers strictly secret.

They believe that:

stealing even one of their abilities

or

allowing a single outsider to participate in the ritual

could cause a catastrophe.

This warning is completely justified.

Kyren eventually becomes exactly that catastrophe.

🧪 Experiments

Argatass perform systematic experiments on living beings.

Their laboratories contain:

captured adults,

children,

living tissue,

blood,

organs,

biological samples,

failed dimensional experiments.

Some victims remain alive because living biological material produces better research results.

Their atrocities are not chaotic.

Everything has:

labels,

measurements,

documentation,

procedures,

justifications.

They do not generally describe themselves as cruel.

They describe themselves as necessary.

🌌 Arg’si

Arg’si allows powers derived from many races to coexist inside one reality-manipulation structure.

It can:

copy realities,

change physical rules,

send organisms between alternate worlds,

combine otherwise incompatible racial powers.

💥 Kyren Incident

The Argatass combine:

Vampiric principles,

Jorogumo memory structures,

Kitsune spatial folding,

Delasai’s accumulated magic,

Human Hatred Magic,

Argatass reality manipulation

inside experiments involving Kyren.

Reality destabilizes.

The laboratory collapses.

Kyren begins consuming Argatass.

He obtains:

world-copy architecture,

biological self-sufficiency,

temporal anchoring,

dimensional transit,

layered reality perception,

fragments of Arg’si.

Repeated copies of abilities stack instead of becoming redundant.

This eventually transforms Kyren from something living inside creation into something capable of modifying creation itself.

🧛 Vampires

Vampires were already part of the original ALL RACES list.

The early chapters now establish several of their known racial abilities.

🧠 Known Abilities

Blood Sense

Dark Magic

Enhanced Speed

Regeneration

Night Vision / Dark Perception

Portal Affinity

Kyren’s assimilation demonstrates that these are biological-magical principles rather than merely learned spells.

Repeated consumption of Vampires causes the abilities to stack.

Vampiric regeneration becomes rapid reconstruction.

Vampiric speed eventually becomes movement difficult for ordinary vision to follow.

Dark perception develops into awareness through:

night,

smoke,

magical obscurity.

Portal affinity eventually merges with Kitsune teleportation and contributes to Kyren’s ability to perceive folds in space.

🎵 Vampire Musicians

During the destruction of Delasai, Vampire forces use supernatural musicians.

Their grotesque circus-like music strengthens nearby Vampires with black-red magical energy.

The full:

Vampire government,

religion,

capital,

social hierarchy,

origin

have not yet been established in the chapters.

Nothing should be invented until their own story develops.

😈 Demons

Demons were part of the original race list but receive their first major description in Chapter 6.

🧬 Appearance and Racial Traits

Demon biology is extremely mutable.

Demons can biologically become:

male,

female,

both,

neither.

They can modify their bodies by:

stretching limbs,

reshaping limbs,

changing sexual characteristics,

growing wings,

growing additional mouths,

growing additional hands,

rebuilding damaged anatomy.

Demon flesh is not fixed in the same way as many other races.

Denver prefers a masculine form, but this is preference rather than biological necessity.

🔥 Biology and Magic

Fire is deeply connected with Demon physiology.

Denver can produce heat and flame through cracks along his arms.

Demons can rebuild damaged bodies by restructuring themselves.

This allows powerful Demons to survive injuries that would be immediately fatal to ordinary species.

⚔️ Weapons

Demon iron can be shaped through supernatural fire.

Denver fights with a massive demon-iron scythe grown or forged through infernal heat.

🏛 Culture and Society

Demon civilization contains:

kings,

royal houses,

aristocratic families,

military commanders,

separatist factions,

intelligence networks,

succubi.

Succubi are not merely sexual beings.

They can hold major:

political,

military,

intelligence

positions.

Serya is one of Denver’s most important guards and intelligence advisers.

♟️ Denver

Denver is the Demon Legend Immortal Hero and Demon King.

Denver suffers from an unusual mismatch between emotion and facial expression.

He can smile when experiencing:

fear,

grief,

surprise,

anger,

extreme stress.

The stronger the emotion becomes, the less accurately his face may represent it.

He is highly intelligent.

He is extremely skilled at predicting groups and political systems.

He often struggles more with individual social rules.

He:

rehearses conversations,

notices patterns,

counts repetitive structures,

experiences sensory problems with repetitive stimulation,

sometimes interprets statements too literally.

⚔️ Angel–Demon War

The war between Angels and Demons has existed for roughly 12,000 years.

Neither side actually possesses reliable evidence explaining why it began.

Angels claim Demons violated the First Boundary.

However, Maelle cannot find the First Boundary in pre-war Angel records.

Demons claim Angel law invaded their civilization.

Yet the oldest Demon records also fail to clearly confirm the supposed original event.

It is possible that the war continued long after the original reason had disappeared.

It is also possible that influential groups deliberately preserved false explanations because they benefited from endless conflict.

👼 Angels

Angels were part of the original race list and are extensively described in Chapter 6.

🧬 Appearance and Racial Traits

Angels can combine overwhelming beauty with deeply unnatural anatomy.

Maelle possesses:

six enormous white wings,

thousands of small wet eyes hidden between feathers,

a perfectly symmetrical pale face,

gold-white hair,

an elongated torso,

natural pearlescent armor,

four arms.

The eyes within her wings can move independently.

Some watch:

the enemy,

the battlefield,

the sky,

different directions simultaneously.

⚔️ Combat Style

Maelle carries four narrow divine swords.

One in each hand.

Water can rotate around every blade without falling.

💧 Magic

Maelle possesses enormous control over Water Magic.

She can:

manipulate battlefield water,

compress water,

create enormous water structures,

suspend water in the air,

drown opponents inside controlled masses of water.

🛞 Transportation

Maelle uses a flying chariot pulled by two strange eyeless creatures composed almost entirely of wings.

🛕 Culture

Angel civilization values:

order,

law,

stability,

predictability,

control.

Their belief in order can become paternalistic.

Angels can decide that because they possess more stable or intelligent systems, they therefore deserve authority over other races.

♟️ Maelle

Maelle is the Angel Legend Immortal Hero.

She is one of the most intelligent strategists currently introduced.

She can simultaneously:

negotiate with multiple factions,

remember promises centuries old,

manage political crises,

play numerous chess games.

Her greatest weakness is the belief that superior intelligence can justify superior authority.

📜 First Concordance

Denver and Maelle eventually end the ancient total Angel–Demon War.

They manipulate political structures on both sides and destroy many of the people benefiting from endless conflict.

The resulting peace becomes known through the First Concordance.

⚖️ Celestial Mandate

Much later, Maelle develops the Celestial Mandate.

Its original structure attempts to place Angel oversight over:

declarations of war,

military mobilization,

trade,

magical research,

borders,

some reproductive policy,

major kingdoms.

Maelle believes uncontrolled:

ego,

fear,

competition,

desire

cause endless war.

Denver sees the Mandate as a cage.

Their conflict becomes another war.

🤝 Concord of Boundaries

After Denver and Maelle nearly kill each other, the Celestial Mandate is transformed into the Concord of Boundaries.

No Angel authority over internal racial law.

Oversight primarily concerns cross-border military mobilization.

Every race receives representation.

Denver insists representation must be equal, not weighted according to population.

🌀 Kyren

Kyren is not one of the 18 Legend Immortal Heroes.

His existence is separate.

👶 Origin

Roselle discovers him as an infant inside a coffin covered in living web-like material.

His original body possesses:

darker skin,

a yellow back,

black stripes,

eyes constantly changing color.

His eyes move through:

blue,

amber,

violet,

silver,

black,

green.

Delasai judges him.

Instead of:

Black,

White,

Green,

the judgment becomes Gold.

Nobody present has seen this result before.

After Kyren consumes part of Arkena’s corpse, his body rapidly grows.

He develops:

Elf-like pointed ears,

Arkena-like sensory abilities,

extremely enhanced perception.

🧬 Later Appearance

Kyren develops:

black hair with blue ends,

strange eyes,

bright blue blood/body fluid.

After consuming many races:

golden strands appear through his hair,

his pupils change according to active senses,

his fingertips can become dark claw-like material,

his body becomes unnaturally optimized without fully becoming adult.

🦠 Assimilation

Kyren does not simply copy powers.

He assimilates the:

biological principles,

magical principles,

informational principles

behind what he consumes.

Duplicate abilities stack.

Examples:

Vampire regeneration → rapid reconstruction.

Repeated speed → extreme movement.

Vampire portal affinity + Kitsune teleportation → spatial folding.

Repeated Living Web Fields → massive reaction suppression.

Kumo Memory → increasingly powerful informational memory reading.

Kitsune fire → eventually burns magic.

Delasai Nature Magic → eventually evolves toward planetary biological control.

Argatass reality manipulation → world creation.

🌌 Gods and Creation

After assimilating Argatass abilities, Kyren becomes capable of perceiving alternate realities.

He begins creating worlds.

He eventually encounters gods.

Kyren judges creators according to:

what they knowingly created,

what suffering they deliberately designed,

what they allowed despite possessing the power to prevent it.

He kills gods who:

create suffering for entertainment,

demand worship through fear,

create compulsions and then punish creatures for following them.

His long-term goal becomes finding the First God / First Creator.

Kyren begins constructing worlds without:

biological hunger,

natural aging,

disease accumulation,

ego requiring superiority,

coercive lust,

greed,

fear of natural death,

pleasure from revenge,

pleasure from domination.

He does not eliminate:

curiosity,

exploration,

creativity,

relationships,

individual thought.

He refuses worship.

When civilizations begin constructing religions around him, he removes evidence of himself rather than becoming their god.

🪙 Furious Dwarfs

The fewer coins they possess, the angrier they become.

The more coins and wealth they possess, the more greedy and calculating they become.

They supply all of Kraethrii with:

forged swords,

weapons,

materials,

metals.

Because nearly every race depends on their production, it is rare for another race to attack them directly.

Their original core concept remains unchanged.

🕸 ALL RACES

Ga’rrathi

Night Elves

Harpies

Faeriis

Myrkis

Humans

Kappa

High Elves

Nihrin Elves

Virhain Elves

Jorogumo

Furious Dwarfs

Vampires

Werewolves

Demons

Fear Gorta

Bankauv

Angels

Argatass

Vorco’s

There are currently 20 principal named races/groups in the encyclopedia.

The Forest Elf belief concerning the twenty moons also refers to twenty principal races.

There are 18 Legend Immortal Heroes, not twenty.

This does not currently need to be artificially corrected.

Argatass are already unusual because they are a cross-racial collective rather than a single biological species.

Kitsune and Ghouls exist as Jorogumo-linked peoples/subraces rather than separate entries within the twenty-race list.

The final exact relationship between the twenty principal races and the eighteen Immortal bindings has not yet been revealed.

♟️ Legend Immortal Heroes introduced so far

Draven — Night Elf

Unique ability:

Sovereign Remnant

Personally killed beings can become permanent members of his dead army.

Aeryn Vaelaris — High Elf

Low Dignity and low natural magical power.

His strongest emotional connection is Seriel.

Denver — Demon

Demon King.

Shapeshifting biology, Fire Magic, demon-iron scythe.

Maelle — Angel

Angel Queen.

Six wings, thousands of hidden eyes, four arms, four divine swords, Water Magic.

Avim — Ga’rrathi

Thin Ga’rrathi mage and intelligence operative.

Chaos and Nature Magic.

Member of the Ash Choir.

Victim of Continuance.

Kyren — NOT one of the 18.

🌳 Future of Kraethrii

The eighteen Heroes have eighteen different stories occurring during different periods of Kraethrii’s history.

Eventually all eighteen will meet.

The Great Tree connected to the world’s magic begins losing its power.

The races should unite.

Instead:

old wars continue,

revenge continues,

racial hatred continues,

political manipulation continues,

religious conflicts continue,

Immortal Heroes themselves clash.

For many of them:

ego is more important than saving the world.

Their greatest enemy may therefore not be the force killing the Great Tree.

It may be their inability to stop repeating the same conflicts long enough to save anything

Maybe I shouldn’t write this. Probably nobody will even read it, but if you do, I genuinely appreciate it.For most of my life, I was bullied. I avoided people as much as I could, and my parents were among the people who bullied me too. I barely made it through school because I kept avoiding it, so I never really had the chance to properly develop my writing skills or learn how to write natural conversations between people. Because of that anxiety and isolation, I still lack experience in those areas.But I have a lot of ideas. I have worlds, characters, stories, and more creativity than I know what to do with. AI helps me turn those ideas into something real. It helps me translate them and put into words things that I sometimes struggle to express on my own. I know AI can sometimes simplify things or make them feel shallower than I intended, and I want to keep improving that.Even without AI, I would still be writing stories, just like I wrote In the Circle of Ruin. I want to improve these stories and I want each story to be better than the last.I work with people now, but even in my free time, I still struggle to be around them. So maybe this sounds ridiculous to some people, but AI has genuinely been a lifesaver for me. It gives me a way to finally bring the things in my head to life.If you’re actually reading my stories despite all their imperfections, thank you. I really appreciate it. I write the story outlines and plans myself, usually several thousand words long. AI mainly helps me with details, dialogue, and especially translation. In some chapters, I write most of the final text myself, but those chapters are probably much worse, so I’m trying to experiment with how much AI assistance I use depending on how much time I can put into each chapter.Sometimes I feel like I rely on AI too much, so I’d really appreciate feedback on the individual chapters and which approach works best.

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