Abell Wiki



Races
No idea how many there will be, but here's a list of them as I think of them. A lot of them are related to the earth plane I think. I'll need to make some better names for these I think too.

Astral folk- Followers of the stars, native to extraplanar space.

Plains folk- Native to the wide open fields of the earth plane.

Mountain folk- Hardy people often residing in mountainous regions.

Oceanfolk- Native to the vast oceans and islands of the water plane, also found on oceans and islands across the realm.

Aechrin- Originated in the body parts of a dead god named Aechratsi, native to nearly everywhere plants can feasably grow. They are divided into several races listed below.

Alraune- Born from her blossoms, these Aechrin take pride in their appearance and colorful petals.

Racine- Born from her roots, these Aechrin live mostly underground, and have minimal foliage.

Foglia- Born from her leaves, these Aechrin sport all different kinds of foliage, and often live in wide open plains.

Rinde- Born from her bark, these Aechrin have hard exteriors and are often covered in thorns.

Entities
A bit broader of a term than races, Entities are just kinds of things you can find.

Spirits- Too widespread and varied to describe very well, but I will try.

Undead- Partially alive, in between alive and animated, or just animated dead. Some undead are spirits.

Fae- Inhabitants of the Fae realm, can be very persuasive and selfish

Gods- Beings of incomprehensible power.

Elders- Not quite outsiders, but they have been around since before most basic tenets of time, space,and reality were laid down, so they tend to be very strange.

Outsiders- Unthinkable entities.

Characters
As arranged by association

Corvae, Krea, Sara, Avallarah, Barrote, Griveda, Idneel, Aklin

Vespa, Resnic, Sabine, Lumina.

Dominico, Arkhod, Loborin, Garrihd, Nibolo.

Anjokam, Makojna.

Malara, Memphis, Garrot

Erida, Gallus, Tephim, Saldim, Sophar.

Vale, Oberon, Kata, Ralo, Rill.

Peidron, Hennette, Ohdezar, Oizys, Helel, Chorus.

Mira, Milla, Obira, Barton, Sabre.

Frim, Gimli, Keitahl, Bolad

Nixniunibulb, Princess, Gourmet, The judge, The woodsman, "Poppa", Locelemal, Malzelbul

Yulmareneth, Trita, Garzobeth, Shady boss, Karrok.

Funeral, Eulogy, Marshall

Hedeling, Samara, Garrot, Hadri

Magic
wtf does that even mean?

Schools
A school of magic is essentially your power source.

Astrolency: Stars & the cosmos.

Vitalency: Living things and the aspects and forces that act upon them.

Geolency: The environment, and the space around you.

Sorcery: Spirits, entities, and other things.

Elemental: to do with the building blocks of the world, the elements.

Lucidity: Drawn from other schools or the latent energy in the environment, but purified.

Divinity: Power exchanged with gods.

Practices
Rituals: Similar to spells, but more time consuming, rituals usually require groups of people and many repetitions of the request, but can call down earthshattering results.

Animation: The practice of granting agency to obgects

Pacts: Agreements between two entities or powers.

Laws: Guides set down by an entity with dominion over an area of space.

Lucidity: The lack of influence found within a power source.

Transfiguration: The act of altering the shape or form of an entity or object.

Alchemy: The process of altering materials, usually through the transfer of particles and aspects. Alchemy properties of an object can be removed and granted to another object.

Implements: Tools to direct, control, or amplify a caster's power.

Glyphs: A kind of simple circuit, glyphs direct and process energy, interracting with the nearby environment.

Runes: A kind of programming language for spells, Runes can be written in any language, and essentially lay out what a spell should do.

Spells: A kind of communication between a caster, their power source, and the world around them.

Archives and storage:

Classes
You have your power source, but what are you doing with it? These are the classes (For now)

Inhibition: Focused on properties of magic and physics that Block, prevent, or even repair things.

Revision: All about changing or sometimes carrecting things.

Evocation: Pertaining to the creation and synthesis of objects.

Conjuration: Intent primarily on bringing things, from somewhere else.

Infusion: Adding something from one thing, to another thing, or otherwise adding to things together.

Divination: Mainly involves seeing things, far away or in the past, present, or future.

Bloodlines
Witchcraft: A hereditary trait mostly passed through the women in a family. It often grants strange and sometimes terrifying powers to those who carry it, causing witches to be outcast from large cities if they are recognized.

Wizardry: A hereditary trait passed through the men in a family, it grants immeasurable power to those who carry it, but complete lack of control. Wizards often keep to themselves in large cities.

Some third thing(Name subject to change):

Places
Abell-

The old world-

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