Souls' Pantheon

The Souls' Pantheon is a plane of existence that is entirely spiritual, immaterial, and invisible, superimposed upon the material world without ever merging with it. It occupies exactly the same extent as physical reality. Every continent, every sea, and every mountain of Tamurt has its counterpart in the Souls' Pantheon, not as a copy but as a spiritual transposition. No ordinary human sense can perceive it, for it does not exist in the domain of matter. The Souls' Pantheon is a mirror plane, coexisting permanently with the real world, structured by consciousness rather than by physics.

Although its geography mirrors the contours of the material world, its appearance is shaped by the collective unconscious of all conscious beings. The Souls' Pantheon does not imitate reality. It expresses, deforms, and amplifies it according to the perceptions, beliefs, emotions, and memories associated with each place. A space perceived as safe, sacred, or protective may appear luminous, stable, and soothing, whereas a place marked by violence, fear, or collective trauma becomes dark, unstable, or oppressive. These transformations are not instantaneous. The Souls' Pantheon evolves slowly in accordance with the accumulated thoughts and affects over time. Places charged with meaning become dense, almost spiritually tangible, while those forgotten or neglected fade until they approach dissolution.

The Souls' Pantheon possesses its own internal coherence. It is neither chaotic nor random but governed by a stable spiritual logic distinct from the laws of physics. Material events have no direct immediate impact upon it. However, their emotional and symbolic significance can profoundly alter its structure. It is a silent yet living space, traversed by spiritual resonances imperceptible to the majority of beings. Its evolution is continuous yet slow, rendering it a form of unconscious collective memory of the world.

Within the Souls' Pantheon exist the Self's Kingdoms. In this plane, each Self's Kingdom manifests as a unique spiritual sphere, intrinsically bound to its owner. Although fundamentally intimate and autonomous, a Self's Kingdom is technically accessible from the Souls' Pantheon. Other sufficiently sensitive consciences may perceive its presence, contours, or certain resonances. The Self's Kingdoms move through the Souls' Pantheon in tandem with their owner in the material world, and indirect interactions, influences, frictions, or emotional echoes may occur between different spheres. In this way, the Souls' Pantheon functions as a vast shared spiritual territory, where all consciousnesses intersect without necessarily perceiving one another.

Self's Kingdom

Self's Kingdom

The Self's Kingdom is a personal, infinite, and stable inner space unique to each individual. It represents the entirety of what the person truly is: their personality, emotions, memories, instincts, traumas, ideals, and latent potentialities. It is neither a metaphor nor a product of voluntary mental construction but a real inner world existing on the spiritual plane and linked to the Souls' Pantheon. Its form, landscape, architecture, climate, and atmosphere directly reflect the deep nature of the individual. The Self's Kingdom does not evolve arbitrarily. Every visible transformation corresponds to a real change within the being, whether it is a personal progression, a psychological shock, an awakening, or an inner resolution. Time within it is dilated, allowing for reflection, training, and introspection without the direct constraints of the material world.

The Self's Kingdom is also a place of confrontation and inner work. Aspects of the individual manifest there in concrete forms: fears, ideals, wounds, contradictions, or desires may appear as entities, structures, or phenomena. These manifestations are not intrusions but direct expressions of the person’s inner state. Interacting with them is equivalent to interacting with oneself. Every progress, acceptance, or overcoming leaves a visible trace within the Self's Kingdom, while unresolved internal conflicts persist. Within the Souls' Pantheon, the Self's Kingdom exists as a spiritual sphere bound to its owner, theoretically perceptible by other sufficiently sensitive consciences, though its contents remain fundamentally personal.

Normally, access to the Self's Kingdom requires deep meditation, and time spent within it passes normally in relation to the material world. However, in situations of extreme danger, intense stress, or when faced with an insurmountable difficulty, the mind may involuntarily detach itself from reality and briefly plunge into its own depths. To the individual, this moment may seem to last much longer, giving them time to think, find a solution, or overcome an obstacle, while in the material world, barely a fraction of a second has passed. This phenomenon came to be known as the Interstice, the moment when the mind involuntarily slips into its Self's Kingdom before returning to reality almost instantaneously. Over time, the term Interstice also came to refer to the technique used to deliberately induce this state, a practice extremely difficult to master except for the yaqiẓ.

Total Irruption and Bloom

A Total Irruption is the full deployment of the Self's Kingdom into the material world. It consists of the opening of a breach between the physical world and the Souls' Pantheon, allowing the Self's Kingdom to manifest physically around its user. This deployment takes the form of a black sphere encompassing a defined area. The interior of this sphere corresponds entirely to the individual’s Self's Kingdom, with its geography, laws, and atmosphere intact. Activation requires a precise hand sign, a verbal incantation usually formulated as "Total Irruption: [Name of the Self's Kingdom]", and a colossal amount of flux. Once deployed, the Total Irruption functions as a global amplifier: the user’s physical abilities are enhanced, their flux techniques are strengthened, and the territory neutralizes the flux of any adversaries within.

Within a Total Irruption, all of the user’s flux techniques systematically reach their targets, provided they respect the internal rules of the Self's Kingdom. The Irruption also grants a unique and powerful technique, directly derived from the user’s base flux talent and integrated into the logic of the Self's Kingdom. This technique may operate automatically, or be activated voluntarily. The material environment is altered according to the internal logic of the Kingdom. The consumption of flux is extreme and proportional to the size of the Kingdom and the techniques employed. Prolonged or excessive use may provoke a severe exhaustion of the user.

The Bloom Technique is a simplified and localized form of the Total Irruption. It deploys a restricted Total Irruption, limited to a one-meter radius around the user, without spectacular manifestation, except for a faint light green circle marking its area of effect. Like its more advanced counterpart, the Bloom relies on a unique flux technique, which may be physical, conceptual, or conditional, depending on the user’s flux talent, Self's Kingdom, or personal nature.

Functionally, the Bloom serves two primary purposes. First, it can protect its user from the unique technique of an adversary’s Total Irruption when that technique is passive or automatic, by temporarily imposing its own rules within a smaller area. Second, it acts as support for a specific flux technique, according to a principle similar to a Total Irruption, but with much reduced range and power. The rules established by a Bloom may be simple or complex, direct or conditional, exactly like a Total Irruption.

The Bloom consumes far less flux than a Total Irruption and can be activated more quickly, making it an intermediate technique. It is often used by practitioners still mastering their skills or by those whose flux reserve is insufficient to sustain a Total Irruption. Conversely, against a fully deployed Total Irruption, a Bloom generally only buys time. The most powerful Irruptions can tear through a Bloom almost instantly.

Ölü and Ölücaly

An Ölü is the legendary incarnation of a prominent figure from the past, present, or even the future, drawn from the history, myths, and legends of Tamurt. When an Ölü is based on a figure who truly existed, it retains a faithful core, traits, deeds, and character, but this core is massively amplified, idealized, or distorted by legend, popular narratives, and beliefs. The Ölü thus represents the mythified legacy of an individual, whether a hero, tyrant, anti-hero, or feared figure, without moral judgment. The appearance, personality, and behavior of the Ölü take root in the original character, then are transformed by exaggeration, selective forgetting, and popular imagination, becoming a coherent but superhuman entity.

Ölü are further categorized by three possible classes based on the type of legend associated with the figure: Gladius (close combat, fists, swords, melee weapons, etc.), Radius (ranged combat, bows, throwing weapons, spears, etc.), and Magius (mage class, spellcasting). These classes follow a rock-paper-scissors relationship: Gladius is strong against Magius, Magius is strong against Radius, and Radius is strong against Gladius. Each class comes with class skills, which Ölü possess at a mastery level from 1 to 5 (5 being the rarest and most powerful level for the strongest Ölü).

Gladius Class Skills

  • Anti-Magic: Resists magical attacks more effectively, with resistance scaling according to the Ölü’s mastery level. Additionally, their physical attacks deal enhanced damage to magic users.
  • Riding: Allows the Ölü to summon a mount tied to their personal legend for traveling or mounted combat. The strength, speed, and abilities of the mount scale with the Ölü’s mastery level.

Radius Class Skills

  • Phase Out: Grants temporary dematerialization, allowing the Ölü to pass through matter or avoid attacks. The duration of this ability depends on the Ölü’s mastery level.
  • Lock-On: Marks a target for continuous tracking, enabling the Ölü to see it through matter and maintain a “mental GPS” on the target. The number of simultaneous targets that can be tracked increases with mastery.

Magius Class Skill

  • Independence: A dual-effect skill:
  1. Grants greater resistance to the Ölücalist’s commands, allowing the Ölü to act and attack independently without the summoner’s opinion.
  1. Allows the Ölü to remain in the material world after their summoner's death, for a duration that scales with their mastery, sustaining themselves without the summoner’s flux support.

Each Ölü also possesses two named Personal skills, unique traits that reflect the abilities they held in life or the deeds that cemented their personal legend. Unlike the Ölü’s class powers or their Iconum Treasure, these skills are not universal symbols of their myth but intimate echoes of their lived experiences, quirks, or extraordinary talents. They might manifest as uncanny perception, indomitable courage, supernatural endurance, or tactical genius or take more unusual forms such as an Appreciation of the Arts, allowing the Ölü to discern the true name of an Iconum Treasure with artistic anecdotes, or its evolved counterpart, Appreciation of Blasphemy, attuned to more forbidden and blasphemous creations. Others can be far darker and more formidable, like Mental Pollution, a twisted awareness that grants immunity to mental interference yet isolates the Ölü from minds of lesser rank, or the Evil Eye of the Abyss, which evokes the deepest fears of any who meet its gaze, exposing the unknown terrors already within them. Personal Skills, even in these extreme forms, shape the Ölü’s behavior, decision-making, and the way their powers interact with the world, serving as intimate extensions of their legend rather than universal symbols. Personal Skills are subtle yet influential, shaping the Ölü’s behavior, decision-making, and even the way their power interacts with the world.

The Iconum Treasure, always named, is the ultimate expression of an Ölü’s legend, a singular weapon, ability, or phenomenon forged from human imagination and collective memory. It embodies the apex of the hero’s myth, the symbolic culmination of their existence as it has been remembered, retold, and magnified over time. Iconum Treasures can be tangible objects, swords, spears, bows, or supportive artifacts such as shields, crowns, or rings. They can also be abstract manifestations, encompassing unique magical powers, conceptual attacks, curses, or even the reshaping of reality itself. Each Iconum Treasure acts as a conduit for the Ölü’s legend, materializing the ultimate mysteries and truths of their existence in a form both awe-inspiring and fearsome, where history, myth, and imagination converge into a single, extraordinary force.

Not all Ölü are equal. There are major Ölü, derived from historical or mythical figures of paramount importance, whose summoning is reserved for a handful of exceptional Ölücalists. There are also minor Ölü, incarnations of secondary characters or local legends with limited accomplishments. These are easier to summon, often used as auxiliary entities, ritual mascots, or temporary supports, sometimes even mocked by the most prestigious practitioners. Regardless of their renown, Ölü are never mere tools: they retain their own will and can interact according to their personalities and motivations. They possess memory, a complex psychology entirely shaped by the legend preserved in the Souls' Pantheon but also influenced by their own experiences, and their loyalty can fluctuate. Some cooperate willingly with the Ölücalist, while others impose conditions or challenge the summoner.

The summoning of an Ölü is performed through Ölücaly, a term derived from the Turkish Ölü meaning "dead," and the Greek "kaleîn," meaning “to invoke.” This practice is carried out by an Ölücalist and relies on three elements: high mastery of flux, a precise ritual in tutlayt, and an anchoring object linked to the figure being summoned, infused with its residual hlus. The initial invocation is extremely flux-intensive, while its maintenance depends solely on the Ölü’s power. Minor Ölü are simpler to summon and generally used for basic tasks. Naïhuni, Huni of Chaos and Mischief, is the originator of Ölücaly, a practice deeply regarded as socially illicit. Most consider it immoral, partly because of its resemblance to necromancy, but primarily because it manipulates beliefs, memories, and shared narratives preserved in the Souls' Pantheon to materialize legendary figures. Ölü takes form within the Souls' Pantheon, where collective cognition consolidates and amplifies an individual’s legend until it achieves sufficient coherence for incarnation. Naïhuni skillfully exploits this cognitive plane to allow practitioners to materialize these entities using flus and ritual, reinforcing the negative social perception surrounding Ölücaly.

Urtyp and Dysdōrēma

An Urtyp (from the Germanic ur-, “primordial, original,” and Typ, “type, model,” literally “original model”) is a philosophy, ideology, or idea that attains a metaphysical existence through the Souls' Pantheon and the cumulative cognition of Tamurt.

The genesis of an Urtyp often begins with an Ölü, a historical or legendary figure whose life or legend inspires a collective interpretation. The masses, by adopting the story of this Ölü, identify or assume a philosophy that it seems to embody. Belief in and adherence to this interpretation, accumulated within the Souls' Pantheon, strengthen the cognitive presence of the idea until it takes form and power in the universe: this is the birth of the Urtyp.

Each Urtyp grants Dysdōrēmas (from Greek dys-, “bad, difficult,” and dorēma, “gift, present,” literally “malevolent gift”), abbreviated as Dys. Dys are supernatural abilities, generally unique and powerful, that manifest according to tiers: the more an individual immerses themselves in the ideology of the Urtyp, and the more they surrender to its principles, the more Dys appear and strengthen. These abilities are not versatile like flux talents; they correspond directly to the philosophy or idea followed, providing concrete power coherent with the concept of the Urtyp. The effectiveness of a Dys thus depends on the degree of alignment with the ideology and, to a lesser extent, the cognitive distortions of the individual.

The Dysdōrēma system carries a pernicious aspect: if an individual possesses at least one Dys and doubts, even slightly, the ideology they follow, the power can turn against them. This repercussion mechanism reinforces strict adherence to the principles of the Urtyp and reflects the inherent ambivalence of these abilities: a gift capable of taking back more than it gives.

The Urtyp is a system created by Naïhuni, Huni of Chaos, out of malice and rivalry toward his twin, Maïhuni, regent of flus. By exploiting the cognitive aspect of the Souls' Pantheon, Naïhuni transforms the collective perception of legends and history into absolute concepts.

Gotteshass

Fleischlust

Rache

Urtyp Gotteshass, “Hatred of the Divine,” or the Path of Blasphemy, is the doctrine that proclaims the moral and ontological illegitimacy of the hunis as demiurgic regents of the world. It does not deny their authority as administrators of reality; it condemns the legitimacy of that authority. In this view, the continued existence of horrors, such as occultism and beings shaped for gratuitous violence, constitutes evidence that regency itself is flawed. To govern the world is to be accountable for what it permits. Within Gotteshass, the hunis are not creators to revere, but overseers to indict.

The ideology is embodied by the Ölü king Rullus Aquila, last sovereign of Arandia. He pronounced the hunis collectively culpable. His hatred was not impulsive but systematic: if the world suffers under their administration, then their regency is corrupt. He extended blame beyond Naïhuni to all hunis, asserting that inaction is complicity. Through him, accusation became creed.

Because the hunis themselves are unreachable, typers of Gotteshass redirect their hatred toward the faithful. Temples are vandalized, clergy intimidated, and believers assaulted under the belief that destroying devotion weakens regency. Violence is often answered by the Order of Hunnite Justice, an independent militia sworn to defend hunnism and its adherents.

Urtyp Fleischlust, “Lust of the Flesh,” or the Path of Lechery, exalts sexual appetite as the supreme proof of vitality. It elevates the body above restraint, instinct above morality, and measures worth through virility, fecundity, and the multiplication of lineage. Desire is not moderated. It is pursued, expanded, and displayed. Seduction becomes validation, conquest becomes status, and reproduction becomes legitimacy. Shame is dismissed as weakness; abstinence is framed as decay.

The Ölü Ricardo Pablo Amẓiw, former chief of the amẓiw clan, embodied this creed to destabilizing effect. His relentless indulgence transformed bonds of loyalty into webs of jealousy, inheritance into confusion, and leadership into competition for intimacy. His exile was not caused by frailty but by excess, a social order reshaped by libido rather than tradition.

Fleichlust frequently collapses into obsession. Typers may disregard consent, rationalizing coercion as natural dominance. The pursuit of stimulation can escalate into dependency, exploitative hierarchies, or transgressive acts such as interspecies relations justified under instinctual freedom. What proclaims celebration of life often reveals the darker vices of humanity: predation, addiction, and the reduction of others to instruments of gratification.

Urtyp Rache, “Revenge,” or the Path of Vengeance, defines existence through retaliation. It teaches that every betrayal, every injury, creates a debt payable only through inflicted suffering. Justice is irrelevant; what matters is retribution. Memory is preserved not for healing but for sharpening. Hatred becomes discipline, grief becomes fuel, and identity is reconstructed around the original wound.

The Ölü Magelius the Adamant exemplifies this transformation. Betrayed by Akrimoza, who orchestrated the murder of his wife and daughters to weaponize his rage, Magelius redirected his life toward singular destruction once the deception was revealed. Crown, banner, and oath lost meaning; only vengeance remained. He sought not restoration, but the eradication of Akrimoza and all who stood with him.

A life structured around vengeance corrodes both victim and aggressor. Typers of Rache often sacrifice relationships, stability, and personal growth to sustain hatred. They may become incapable of existing without an enemy, perpetuating violence long after the initial offense is avenged. In dedicating themselves entirely to retribution, they risk losing any identity beyond the wound, demonstrating how obsession with destruction ultimately consumes the self as thoroughly as the target.

Ausgleich

Anarchismus

Nichtigkeit

Urtyp Ausgleich, “Rebalancing,” or the Path of Equity, is the ideology that elevates equity as the proper principle of social order. It rejects the notion that justice lies in giving the same to everyone; instead, it asserts that justice requires the active correction of imbalance. Those who possess less must receive more, while those who possess more must relinquish part of their advantage until a state of functional parity is achieved. In this doctrine, inequality is not merely unfortunate, it is a structural flaw that must be continuously corrected. Wealth, resources, and opportunity are therefore treated as collective instruments, not as purely individual possessions.

This Urtyp is embodied by the Ölü Lord Veiland, founder of Veilandgrad, who built a state based on equitable redistribution, mutual aid, and economic self-determination. Early in his reign, he ensured that no citizen fell below the communal standard, creating a society of stability and shared prosperity. Over time, however, Veiland concentrated power and resources in his own hands, abandoning support for the deprived and enforcing equality by reducing those who had more. This progressive deprivation eventually destabilized the state, leading to revolution and his death. Typers focus on the early ideal of Veiland’s rule, ignoring the authoritarian decline.

Among typers of Ausgleich, equity often applies primarily within their own group, where redistribution may already appear arbitrary. Outside that circle, the doctrine frequently mutates into coercive leveling: instead of giving to those who lack, typers may simply take from those who possess in the name of absolute balance. Resource scarcity can intensify this tendency, encouraging forced redistribution, hostility toward visible prosperity, and suspicion toward success itself.

Urtyp Anarchismus, “Anarchy,” or the Path of Freedom, teaches that all laws, hierarchies, and rules are obstacles to the vitality and authentic expression of the individual. In this doctrine, authority is not merely illegitimate, it is inherently corruptive: any imposed structure distorts creativity, autonomy, and personal responsibility. For typers of Anarchismus, the world should not be governed by rulers or institutions, but through the spontaneous initiative and cooperation of free individuals, each acting without coercion or obligation.

This Urtyp is exemplified by the Ölü Harilktas, a distant descendant of Elios, the last ibekki. Harilktas guided his followers on Empyrea not through edicts or written law, but through trust, mutual understanding, and collective initiative. Communities under his influence organized defense, labor, and rituals without hierarchy, letting emergent order arise naturally from liberty. His campaigns against the kingdom of Empyrea demonstrated that coordinated freedom can rival the most rigid centralized states, showing that cohesion and functionality do not require command, only the alignment of individual wills. Harilktas’ legacy persists as a model of leadership that enables rather than forces, proving that spontaneous order can be as effective as imposed control.

Yet the Path of Anarchismus carries profound risks. Typers obsessed with absolute freedom may reject cooperation, sabotage systems, or dismantle social structures even when they are essential for survival. Unchecked, such devotion can produce chaos, leaving the weak vulnerable and communities fragmented. The very qualities that nurture creativity, initiative, independence, and spontaneity become sources of disorder. Typers drift into isolation, incapable of engaging in any collective framework.

Urtyp Nichtigkeit, “Nothingness,” or the Path of Emptiness, proclaims that the natural state of reality is the void, and that all forms of existence disturb that condition. Life, structure, and meaning are therefore not celebrated but questioned, as they impose presence where there should be absence. To typers of Nichtigkeit, the world is filled with unnecessary substance such as cities, institutions, identities, and ambitions that obscure the purity of nothingness. Rather than preserving these creations, they believe the proper aim of thought is the gradual return of all things to emptiness. Memory, desire, and purpose are seen as attachments that bind beings to existence and prevent the dissolution of form.

The Urtyp takes shape through the Ölü Nxer, whose existence emerged from belief itself. As more people came to believe that the natural state of reality was the void, and that existence was an intrusion upon nothingness, the concept of emptiness gradually gained conceptual form. From this sustained belief manifested Nxer, a figure with no origin, no history, and no beginning, embodying the pure abstraction of absence. Nxer neither acts nor creates, because action implies intention, and creation affirms being. His significance lies in the absence he symbolizes.

Among typers of Nichtigkeit, the pursuit of nothingness often extends beyond personal withdrawal. Buildings may be destroyed to create empty space, traditions erased so that memory fades, and lives taken so that vacancy replaces vitality. These actions are rarely driven by hatred but by the belief that every reduction of presence restores reality to non-being. Left unchecked, such devotion can hollow entire communities, leaving abandoned places and landscapes stripped of purpose. Typers become dangerous through their relentless search for absolute emptiness.

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