Cherreads

General Information

List of Deities, Gods, And Seraphim:

Active Main Deities and Gods:

Jazz – Supreme Deity, "Rex Caelorum"

Dante – Deity of Pain, Torture, Illness, Ascension

Cyril Syrven – Deity of Magic and Wind

Leyrynn – Messenger Deity, Deity of Hunting, Deity of Revenge 

Intalis – Deity of Probability

New Death – Deity of Absolute Death

Thales – Deity of Knowledge and Wisdom

Loblan – Deity of Merchants, Trade, and Lobsters (he is a lobster)

Kami – Deity of Sleeping and the Unconscious

Agares – Deity of Insanity and Obsession (Also a very old demon)

Cagliostro – Deity of Time

Hygeia – Deity of Life, Health, Hygiene, and Women

Sefiros – Divine Right Hand

Niccolo – God of Strategy, Ruling/Tyranny

Anatolios – God of War

Eosphorus – God of Light and The Sun

Nyx – Goddess of The Night

Hyperion – Dragon God of Lightning 

Oris – Goddess of Blood and Murder

Loki – God of Trickery and Mischief

Hades – God of the Underworld 

Nylern – Prince God of Strength and Men

Active Lesser Gods / Daemons:

Erebus – Personification of Darkness – The Abyss.

Raphael – Archfiend of Flaming Swords

Momonon – God of Rainy Weather and Bad Fish

Etarreov – God of Mediocre Artists and Overrated Art

Mesmoor – God of Above Average But Not Entirely Perfect Slices of Unseasoned Snake Meat

Thanatos, Baron of Death (New Death underling)

Inactive Gods:

Fyodor // Aegis – God of Suffering (resigned)

The Editor – Messenger Deity, Deity of Hunting (dead)

Alden, ex Baron of Death (Killed by Adventos)

The Seraphim: 

Adventos Derae – The Sovereign Blade 

Sanguinem – Lord of Blood

The Nameless 

Lariat the Unchained 

Aurelia – The Eternal Flame 

Yoshihide Akutagawa – 緋色の蝶 (Scarlet Butterfly)

Abraham – The First Chosen

Oba Yozo – Managerial Director 

Bob – God of Lightning 

Sun Wukong – Great Sage Equal to Heaven 

Tsaesci – The First Servant

Einar - The Lone One

Astaroth –The Demon King

Alqiroth - Godkiller

Farron - The Prodigal Son

Definitions of Significance:

Defining a God

When speaking of a God, it is wrong to compare them to a Deity. Gods are, by this world's definition, people who ascended beyond their mortal limits —either through the interference of other divine figures, or through sheer, unadulterated willpower— and were accepted by Jazz as divine protectors of their domain(s).

They are also limited in terms of power, usually only having dominion over something within the planet they ascended, or the one they originated from. A basic rule of thumb goes as follows: If it is a God, it is expendable, and it only has power on our earth. 

However, it is not impossible for a God of some domain (i.e. flames) to have power on a planet which has a different God of Flames. The only difference will be that he will not have dominion over the flames native to that planet. 

Defining a Lesser God

Lesser Gods are governors of domains which are of little significance, usually. It is possible for a God to turn his chosen into a Lesser God, but he would be more of a pawn. Lesser Gods are, almost always, regional and hold little to no power. Most of them have never even seen the main home of The Divine, which lies in a place between dimensions. 

As with their direct superiors, these lesser Gods are very expendable and vary from region-to-region mostly. Needless to say, they also vary from planet-to-planet.

Defining a Daemon

"Daemons" is the name given to those who reach the power of Gods or Deities through either being personifications of a concept (i.e. Erebus, personification of The Abyss), or through being genetical inheritors of much strength (ie. Raphael, The Archfiend of Flaming Swords). 

These beings are by no means divine. They are often great oppressors or propagators of destruction and chaos, doing everything in their power to create a burning world of ruin and darkness. The strongest of the Daemons is Erebus, who is capable of murdering all the gods and many deities. 

Defining The Seraphim

The Seraphim are extremely rare instances of mere mortals becoming as strong as Gods, or sometimes, much stronger. The most known Seraphim is the first officially recognised one, known as Adventos Derae, The Sovereign Blade. 

The existence of Seraphim, as well as the possibility of a new one emerging, is heavily governed by Deities and Gods alike, mostly because they are mistakes–fatal errors in the system. The only uncaring ones are Jazz (due to his established power), Intalis (as he is the Deity of Probability) and New Death

Defining a Deity

Deities are the absolute peak of strength any person could ever acquire. They exist over Gods, governing concepts much more complex and much more important. They are absolute, governing their domains alone. The world is truly their plaything, and they are free to do whatever, with the guidance of their Supreme Leader, Jazz. 

While most Deities are mortals who ascended to Godhood and were then given a "better position", some of them became deities immediately, and some of them were there before this system was even created. 

To explain the above paragraph, Intalis probably does not recognise his "position" because he existed before Jazz's system, as a primordial being. On the other hand, Jazz was not chosen, nor did he exist before. He became a Supreme Deity (the highest form of deity) in a strange bargain with the Otherworldly Supreme Deity Yahweh, after brutally murdering his angels and divine replacement for vengeance.

Cyrilian/Syrven Current

The Cyrilian Current, also known as the Syrven current, is the magical system that existed from day one, but got its namesake from the deity of magic who perfected it, Cyril Syrven. It allows mortals to use their Vis Vitalis as a catalyst for manipulating Chaos Energy, something that is typically called 'Spellcasting.' The Chaos Energy manipulated by mortals is very impure. 

Due to inherently having Vis Vitalis in their DNA, all mortals are capable of magic, with some differences:

- Sorcerers are born with knowledge of magic written in their very being—they are personifications of magic that effortlessly weave spells and can manipulate them in new ways.

- Wizards are less fortunate; they have to study techniques for spellcasting and become one with the current. The upside, however, is that they have a very keen understanding of the inner workings of magic, and can thus surpass the more fortunate sorcerers in terms of versatility. 

- Clerics are people of any aforementioned reputation that have been granted divine magic (purer Chaos Energy) by the divine, due to being loyal servants and upholders of religion. This makes them significantly more powerful than every other spellcaster type, as they are much closer to the perfection of God's. Paladins are subtypes of Clerics, having divine magic through swearing a holy oath upon an altar in the presence of a priest. They typically focus on striking a balance between magic and melee combat. 

- Druids are mortals whose magic is inherently connected to nature and Gaia. They typically utilize animals (called 'familiars') and have powerful elemental magic. They are among the rarer spellcaster types.

- Warlocks are beings who disrespect The Divine and strike deals with unholy Daemons, being granted Daemonic Magic (Chaos Energy at its most impure form) in exchange for services. The subtype of magic that the mortal gains depends on his Patron. 

Chaos Energy 

Chaos Energy is an energy that floods the universe. It was created as the universe's response to Jazz invading it and sealing Erebus, and it was meant to kill him. Out of pettiness, or perhaps cunning, Jazz tamed it and caused it to be the foundation of all magic. The Divine (which refers to all God's and Deities) are capable of using it at its purest form.

Vis Vitalis

Vis Vitalis (Vital Force) is a part of the in-lore mortal DNA which consists of three strands, creating a triple helix. This force allows mortals to use magic and ties them to the first mortal, Adam. Direct descendants of Adam have such pure Vis Vitalis that their magical abilities are nigh divine, meaning that they can use chaos energy at almost its purest form. A perfect example of such would be "Adventos Derae", whose magic is extremely potent and unlike that of the era he lived in.

Equinoxes

Equinoxes are the supernatural abilities granted by Jazz to the families of those who witnessed the real afterlife, as an apology. They are extremely versatile and perhaps stronger than magic. Mortals that have Equinoxes are unlike all other mortals, as their DNA has a fourth strand which governs the use of their Equinoxes, creating a quadruple helix. 

This difference in DNA (perceived by some scientists very early through the use of magic) was what led to a great war which aimed to make non-equinox users equal with equinox users. The results were closer to success than anticipated, though much blood had been shed.

Aether

Aether is the third and arguably the most versatile power system present in the world. It is an energy believed to be naturally secreted by the universe that mortals with great potential or decades of training are able to harness into Personal Aether, which is then kept in reserves until the next day. Aether must be harnessed by users at the start of each day, and if they run out of personal Aether, the process for harnessing it takes time.

Personal Aether is, as its name suggests, unique to the individual who harnessed it, and it shows who they truly are. Aether naturally has colour, and it often appears as an aura around people. Bright yellow is said to be the strongest type of Aether, though each colour means a different thing.

Aether can be used for many things, though it most often sees usage through the empowerment of a person's own physical capabilities. Increased strength, speed, perception, brain activity, and reflexes in general are most commonly associated with the widespread "Acceleration" technique. 

Techniques are the very basis of Aether combat. Through the manipulation of Aether, one may realize a concept they have thought of (i.e. All-Devouring flames), bringing it into reality as best as possible. No technique is realized perfectly, with no exception, unless it is at its maximum output.

One of the greatest techniques utilized by only the most powerful users of Aether are "Aetherial Projections". A person with a great understanding of Aether can trap themselves and nearby people within their Aether's essence—its inner world, where they can use their Aether-based attacks with ease without draining their aether reserves. Additionally, all their Aether attacks are carried out at their maximum output. Aethereal Projections are unique to their user in appearance (the dimension can look like anything, regardless of detail).

Purity is a state that very powerful Aether users can reach when they have an extremely good understanding of Aether. This state does not last for long, but while it does, it allows the user to strike a very delicate balance between personal Aether and pure, unadulterated Aether, which is that of the universe. More specifically, their Aether physically changes to be composed of 50% of their usual Aether, and 50% of the universe's Aether, they get closer to being one with the universe. Regardless of the user's Aether colour, their Aether while in the Purity state is always golden. This new Aether changes the user as a person while active, sometimes making them completely different (I.e. a logical person becomes an insatiable beast of a mortal that wants to destroy everything it sees). As you may have guessed, it also changes the appearance of their dimension to more accurately reflect their new (albeit temporary) self. 

Aether Techniques 

The term "Aether Techniques" refers to abilities fueled by Aether manipulation. These abilities can be simple and not, with much potential in both cases. For example, the technique "Dissect" is simply a long-range slashing technique with immense potential. However, the technique "Yin" is much more complicated in that it allows its user to create a rift which attracts everything to its center. Conceptually, a technique can be as crazy as a mind can think.

Aether techniques are split into multiple different types, and also two different categories:

For the categories, techniques are identified as "Impersonal" and "Technical". The only real difference between them is appearance. Impersonal techniques have a set colour (I.e. Farrons "Absolute Defense" is an invisible barrier, his "Yin" technique is a blue rift)

Whereas Technical techniques take on the Aether colour of their user (Alqiroth's Sphere is red for Alqiroth, Purple for Farron)

Below are the types of techniques:

Personal Techniques — Personal techniques are, practically speaking, the foundation of all other techniques (with the exception of one type, Supreme Techniques.). A personal technique is an original ability created by a person through the manipulation of their own Aether. It can be taught to other people, but their version of it will be lesser. One occurrence of a Personal Technique is Alqiroths "Sphere" (Or "Alqiroths Sphere" for anyone other than Alqiroth himself)

Aethereal Techniques - Aethereal Techniques (not to be confused with "Aether Techniques" which is an umbrella term for all Aether-related techniques) are Personal Techniques which have been taught to other people and are as such more wide-spread. These techniques are the most common in the modern world, as about 60% of any Aether User's arsenal consists of Aethereal techniques. One example of an Aethereal Technique is "Needle of Eternal Agony". 

Innate Techniques — Innate Techniques are Personal Techniques that were mastered and perfected to such an extent that they engraved themselves into their users' very being, becoming part of the bloodline. Innate techniques are strictly inherited, they can never be taught to anyone nor can they be replicated in any way, shape, or form. Through a contract, however, two users may share the secrets of their innate techniques so that each party can forge a similar (albeit much weaker) version of the other person's techniques (Which is what happened between Alqiroth and Ziroth, when Alqiroth revealed to him the secrets of "Dissect" and Ziroth created the weaker version of it, "Dismember".). Innate Techniques are not too rare, but they are most certainly rarer than most other techniques. An example of an innate technique is Alqiroth's "Dissect".

Latent Technique — Latent Techniques are rarely present, not because they are that rare, but because they generally do not exist for long. A latent technique occurs when an aether user is in the process of forging a personal technique, but has not yet completed it. As such, latent techniques are extremely weak and have a very low output. 

Supreme Technique — A generally unknown type of technique. There exist no official records of any supreme techniques, nor does anyone other than the users of such techniques know of them. Supreme Techniques cannot be forged, replicated, or taught. They are permanently gifted to people by the universe itself as a result of moments of enlightenment or great emotion, and only in Aether users of great power. They are so powerful that they typically exceed 500% output and leave an everlasting stigma on the world itself or the person they were used on. The only known users of such techniques are Alqiroth and Alzerath, with Farron later achieving a supreme technique when he was almost killed by one. These Techniques typically require a ritual and certain prerequisites to be met in order to be used.

Outputs — A technique's output refers to how powerful a technique is in percentages. All techniques have a default output at which they can be used, but through many different contracts, these outputs can be increased (More information later.). Most techniques can go over 100%, but 100% is still considered a technique's Maximum Output. When a technique reaches its maximum output (100%), its effects are exactly those that its creator intended. Obviously, between imagining a technique and actually creating it, much of the core concept is lost and/or not applicable. 100% of a technique brings out that core concept and applies it perfectly to reflect what its creator had imagined when making it. Going over 100% just boosts the core concept even further. The maximum output of a technique can only be achieved within one's own projection. It is, however, possible to achieve it for a great cost of aether through the forging of a "Chanting" contract. (More below)

Contracts — Contracts (in Aether-Fighting) refer to deals created between people or between a person and the "Deity of Contracts" who, in actuality, lives within everyone and is more of a concept than a person. It is said that a very long time ago, a powerful person made a contract so perfect that it engraved itself into the world: When a person names their technique, they can say the name of the technique (i.e. "Innate Technique: Dissect") to provide a boost to its output for that usage. Additionally, half-chanting the name of a technique (i.e. "Dissect") the user receives half the output boost. 

Another widely-used contract is the "Chanting" contract, through which a person may reach their technique's maximum output outside of their projection (something typically impossible) and in return, they have to chant (and sometimes utilize hand signs). The downside is the chant itself, because it must be uninterrupted. (Chant Example: "Balance. Twin coils. Infinite return. Eternal cycle. Unity."). Additionally, chants can also be used to generally change the properties of a technique, but that is typically done through incantations and hand signs. 

Technique Extensions — An alternate use of a technique achieved through bearing a deep understanding of it and creating original abilities derived from it. An example would be Farron using his "Absolute Defence" to coat his hands with the impenetrable barrier, making his strikes much stronger at no speed loss.

Below I will describe a few of the more common aethereal techniques utilized by modern-day aether users. 

Regeneration — A pretty simple (conceptually) technique which allows a person to utilize aether manipulation to regenerate wounds and lost body parts of any kind, essentially bringing themselves back to their peak. Mastery of this technique is extremely difficult and requires a great understanding of one's own body. It comes almost naturally to aether beings, and at much less cost.

Immortality — A sub-type of this technique that can only be used by true talents, it allows the user to passively (subconsciously) heal his DNA damage for little to no aether, essentially reversing aging and completely stopping the aging process, causing eternal youth.

Amplification — A curious technique which boosts an already active technique's output based on its own output. At 50% output, it provides a 10% boost to output of any one technique. It is possible to chant the name of the technique before or after activating your target technique (the one you wish to boost) but typically, people say the following and still achieve the same results: "Innate Technique Amplification: Dissect" (Dissect and Innate Technique are just examples in this case.)

Acceleration — A simple technique which allows the user to accelerate his movements and all physical and mental functions through Aether. Acceleration is a core technique when it comes to fighting, as it is the foundation of Aethereal melee combat (Aethereal Strikes). 

Negation — This technique allows people to attempt to negate incoming techniques based on output. It is a much worse version of Alqiroths "Superiority" technique, as it is typically only used to defend against incoming attacks. It can be used offensively, by imbuing a technique with it in order to bypass a person's defense. 

Heaven's Embrace — A little known technique that has been kept a secret between the Three Great Bloodlines (The Veyne Bloodline, the Veldrin Bloodline, and the Wright Bloodline), it serves as the ultimate defense technique against incoming attacks, capable of an extraordinarily effective default output with extremely little aether consumption. At its default output of 20%, it is capable of completely negating a 100% Dissect sent from Alqiroth.

* The Veyne Bloodline is currently represented by Farron

* The Veldrin Bloodline was represented by Einar

* The Wright Bloodline is currently represented (in aether) by Einar, who inherited the name "Wright" from his best friend.

Room — A complex technique developed by someone incapable of using Aethereal projection, it creates a 60ft (or larger/smaller), nigh-impenetrable barrier which traps people inside and denies further entry. Within it, the user and his chosen allies enjoy a rapid natural Aether regeneration (a one-of-a-kind effect) and a fair 20% boost to the output of their techniques.

Aethereal Reinforcement — A passive technique which uses little to no Aether at all, it reduces damage taken from all damage types and makes the body much more durable.

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