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Part 1 of Pokemon Ranger Stuff
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2023-01-15
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2023-01-15
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Ancient Oblivia Worldbuilding

Summary:

Exactly what it says on the tin. This is the worldbuilding I've done for ancient Oblivia for the Pokemon Ranger spinoff series.

Notes:

Also the formatting is going to be fucked because of AO3 changing everything.

Chapter 1: Magic System

Chapter Text

History

Magic is a concept that seems foreign to the Pokemon world, but it has a long history there. Its use among humans is rooted exclusively in Oblivia, though.

Magic has its origins in Arceus himself. He is gifted with many abilities that go far above and beyond that of normal Pokemon. His plates are the physical manifestations of each type he created. The intent behind them was so that he could relate to the creates he had created more easily by taking on their types. However, he wasn’t able to utilise them for billions of years due to the fact Pokemon didn’t have sapience until the past couple of million of years.

He granted magic to all living beings as he created them, but they did not have the mental capacities to use it very well. Over time, even as Pokemon gained sapience, they chose not to use magic for a single reason: humans.

The strange species started to evolve alongside Pokemon millions of years ago, but they only started to cultivate civilisation 10,000-12,000 years ago. They worked together with Pokemon from the very beginning, relying on each other through the years for various reasons.

It didn’t take long for humans to want the abilities Pokemon had, so Arceus decided to see what would happen if he gifted his children with the same powers. So, 7500 years before the present era, he created a wealth of powerful Pokemon to act as judges, servants, and teachers to humans as well as intermediaries between them and himself. In a small island region, he created a high concentration of these powerful Pokemon to guide the humans and teach them to use magic.

It quickly became apparent that humans would only use the magic to hurt their fellow men. In the follow years, every person in the small island region--which came to be called Obrevia, and, eventually, Oblivia--learned to use magic and large portions of the population gained psychic abilities.

About 6600 years before the current era, a total war broke out, leaving large swaths of Oblivia uninhabitable and arid. Enraged, Arceus descended and gave the humans an ultimatum: find a way to limit the use of magic and the chance of such devastating war again or be destroyed. They agreed and developed the Temple system. Under this system, magic would be restricted to only a few individuals with strong psychic abilities and only one element could be taught to any one person unless they had more than one set of psychic powers. One family would be allowed to know and access all elements as a warning against the war that had nearly wiped out the region. 

Initially, people wanted to revolt against the rigid system, but the threat from Arceus made them relent. Within a few generations, memories of the whole population faded into little more than legend. Tension remained in Oblivia due to the majority of people not being taught magic, but Arceus was pleased as the tiny region settled down. He bestowed upon them the Light Armor as a pact between them and himself, promising he would watch over them as long as they could remain mostly peaceful and resolve their issues themselves. He would step in to help them resolve issues that would have otherwise led to large-scale war.


Mechanics

All

Magic is an energy that flows in the entire planet, connecting all life together. It helps keep the planet in balance and, under the right circumstances. it’s an endless supply of energy. Under the wrong ones, though, and it becomes finite with with the planet slowly withering and dying.

This seeming paradox stems from the heart of magic itself and how it’s used. Anyone--human or Pokemon--needs to draw up magic from the planet and manipulate it to do whatever tasks needs to be done. The force itself is inherently neutral with no sort of separations like the Oblivians gave it. These designations arose because of how Arceus created legendaries. 

Calling up the energy isolates and taints it from the planet itself. By doing this, it takes away from the natural reservoir  and drains it a little. however, the energy eventually returns to the land and purifies itself for future use. This natural cycle usually keeps things flowing in a way that there's little to no worry of it running out. The lack of any humans and only Pokemon occasionally using helps keep things extremely stable and sustainable.

It is this exact same cycle and flow that makes Oblivians unable to use their magic outside of their home region. Just as the ocean has currents and the planet’s crust tectonic plates, magic has flows. These flows vary from region to region which makes it difficult for people from one area to use their magic in another. It’s not impossible to do so, but it would take years for even many of the most skilled users to adapt to.


Humans

The Oblivian magic system is a somewhat unique one due to the interaction between magic and psychic abilities. The psychic abilities act as the determining factor for what element(s) a person learns and acts as a springboard for learning magic in general.

Magic is not an inherent ability in humans and must be learned. As such, by technicality, anybody can learn to use magic, be they from Oblivia or not. This divide in abilities also means that one can choose to pursue magic or their psychic powers. However, this choice is never offered to the common person to keep the associations strong. Only members of the White Captain and royal families are allowed due to both being seen as semi-divine. Even then, most members pursue both to keep that association alive and not let non-users and even normal users know the truth.

The strength of the system comes from the interaction between psychic abilities and magic. They feed into and reinforce each other. 

One of the main teachings is that people can have access to only one element which is based off the foundation the Temples provide. This is because of how dangerous it is to combine two or more elements. The effects vary based on the combination, but it can go so far as to give the wielder the ability to manipulate souls. However, these combinations are extremely volatile and always produce a black aura. Thus, all elemental combinations were dubbed Black magic and outlawed when the Temples were built.

One point of contention in ancient Oblivian society was when a person had access to two or more psychic abilities. Due to the way things evolved after the Temples were established, this is incredibly rare but it has happened. When it does, special testing takes place to decide what should be done.

If one ability is much stronger than the other, the person is sent to the corresponding Temple while being taught how to suppress the weaker of the abilities. In the rare event the two powers are of equal strength, then the person is taught how to use both elements. However, this is exceedingly rare as one of the two abilities is almost always stronger the other.

Non-Legendary Pokemon

Non-legendary Pokemon are able to access magic just like humans, but their methodologies are a little different. For them, magic is still learned, but as it can be used in conjunction with their attacks, it comes much more naturally to them. 

The knowledge of magic has existed among Pokemon for tens of thousands of years. As the more sapient species evolved over time, they would utilise it in conjunction with their natural attacks. When humans came on the scene, thought processes changed.

“These weak beings have no natural abilities of their own. We have the ability to easily overpower them with just attacks. Why should we be that much more powerful than them?”

Arceus helped instill these thoughts into them and Pokemon slowly abandoned their use of magic for the most part as they worked with humans. The major exception to this was the Pokemon of ancient Oblivia.

Legendary Pokemon

The magic use for legendaries is far different than that of normal Pokemon and humans. Arceus created the vast majority of legendaries with his own hands, so he gave them special magic. They draw from an internal well that allows them to use their magic anywhere independent of the natural flows. They can do and use the flows to augment and strengthen their abilities, but their internal well are usually strong enough to do whatever they want.

The six-element system gets its roots from legendaries. While Arceus wanted the Pokemon to be strong to help the humans where he couldn’t, he gave them smaller, specific fragments of power so no one legendary would become too powerful. There were a few exceptions to this as he needed some to be able to care for humans effectively when he couldn’t be present. 


Aura

Aura is another mystic force that exists within the world that many have mistakenly called magic over the ages. There are some similarities which is why they can be easily confused, but they are indeed two very different things.

Similarities

Both aura and magic or mystical forces that permeate the entire world and have been used across the ages. They can be manipulated and applied according to the users will. Students of both must be taught to use it by someone experienced in it.

Differences

The main difference between aura and magic is that or is an inherent skill that comes from within. Aside from legendary Pokemon, all living beings draw magic from the earth and manipulated using various means. Aura manipulates one's own internal energies and projects it merely through force of will.

Applications

despite its power, the uses of aura a relatively limited when compared to Magic. It's mostly limited to creating physical projections and allowing users to connect mentally with one another in various ways. Magic is much more versatile and the possibilities that come with it are nearly Limitless.
However, much like psychic abilities, magic and aura can be combined when someone is taught how to. Unfortunately, this knowledge was lost shortly after the civil war in Oblivia during the 2300s DA. Most Fire Oracles are aura users (though they didn't know), but after the Civil Flame left much of the region in ashes, the knowledge was suppressed and outlawed to all but a select few.


Frequency

The frequency of psychics in Oblivia is relatively high, occurring in some 20-40% of the population, but the standard strength with which is required to be accepted into the Temples is much lower, at only about 8% of the population. The frequency of those passing the Rainbow Trials to be granted the title of Oracle stands at only 20% of that 8% of the entire population.

The breakdown of each element stands as such:

Earth, Fire, Water, and Thunder each occur at a 20% frequency

Darkness and Light occur each occur at a 10% frequency.

[There's a table here that I can't insert.]


Earth Magic

Psychic Abilities : This can be compared to earthbending from ATLA but without the need for specific movements to control the earth. Many, many Oblivian peasants have this ability buc can only use it to till the soil.

Magic : This magic works through taking raw magical energy and transplanting it back into the earth to manipulate the nutrients in the soil. This allows for a wide variety of crops to be grown where they normally couldn’t be. They rotate crops out so as to not exhaust the soil, though. It is utilised through cordoning off an area with special enchanted rope to keep the effects localised to a small area. The rope slowly degrades over time and must be replaced. The correct conditions are created through specific hand gestures to call up the raw magic before setting it into the ground around to manipulate the soil nutrients. This process is the quickest with purifying magic as it goes directly back into the land.

Interaction : The interaction between Earth magic and terrakinesis is a very simplistic one. As Earth magic is dedicated almost solely to controlling soil conditions, all that really happens is that the soil is tilled to the desired depth. This makes controlling the conditions that much easier as they can make it loamy and moist, sandy and dry, or anywhere inbetween.

Testing : Usually tests are not required to see if a child has terrakinesis as it usually manifests itself early (2-3 years). The strength reveals itself very quickly as well.


Fire Magic

Psychic Abilities : This generally does not manifest itself until 4-6 years of age, oftentimes not until the Day of Testing. The psychic abilities allow for directional control of fire that’s already manifested without the ability to cause any sort of damage or create it out of nothing. Raw strength is difficult to determine until the Day of Testing.

There is another school of abilities that often marks Fire users at a young age. It's the fact that they could use aura. As they are young when the powers manifest (3-4), they aren't able to do much with the abilities. The only way it's noticeable is that the child has a very deep connection and understanding of the natural world. Pokemon are usually drawn to them due to their strong abilities.  

Magic : Where the psychic abilities end and the magic begins is difficult to tell for the uneducated, but there is a very clear divide. Pyrokinesis is just the directional manipulation of the physical force while the magic is the creation of fire from nothing and utilising it for and through a number of different methods. The base of all fire control is through force of will and magic spells. Hand signals were used in the distant past as the base method, but after the Civil Flame, large swaths of Oblivia were left devastated and it took decades for even Pereli to revitalise the land due to not wanting to overuse her own abilities and the natural magic in the land.

The base method with which Fire magic is taught is akin to firebending from ATLA. Motions and spells are used in tandem to direct the fire and the effects it will have on the target. However, this method is forbidden from being used outside of the temple.

The modern method allowed outside of the temple is a specialised crystal form. Fire users create crystals in the temple with the desired effects. They’re comparable to grenades on some level due to being highly condensed energy that cause widespread destruction when detonated. However, they can only be activated through specific spells. This allows the royal family to keep a tight rein on Fire users. The crystals can be traced back to an individual due to the fact that they have unique variations unique to each individual. They also leave behind a partial shell after use. These variations cannot be replicated by anybody else. Only the royal family and Fire Captain have this knowledge and only the Fire Captain can identify the unique variations.

Interaction : The interaction between Fire magic and pyrokinesis is another simplistic one. The pyrokinesis acts as a springboard to learn the basics of the old magic method.

Aura abilities have a rather unique impact on Fire magic. As fire was seen as the source of life before the Civil Flame, Fire magic was applied in ways other than just the elemental manipulation it is now. The application was the line between Earth and thunder magic because it was also used in agriculture and healing. It was more for minor, superficial wounds while Thunder was for the more severe injuries. With the agricultural use, thanks to the warmth and the aura, fire oracles were able to help accelerate the growth and yield of crops. They also increased the nutrition in the soil due to the fact they would keep an eye on the jungle and keep much of the most poisonous growth to a minimum. They were the keepers of the environment and the most revered magic users.

However, the Civil Flame completely turned all of this on its head. After the war ended, this knowledge and usage of Fire magic was outright banned. Almost the entire Fire Oracle caste was killed off to prevent the abilities from appearing again. Only the Rainbow and Fire Captains retain the knowledge of how to use Fire magic like this. Over the years, aura abilities did return but in much smaller numbers. These few aura users were educated in the old ways and are the only ordained Fire Oracles. Because of this, there are fewer than fifty Fire Oracles at any given time.

Testing : Fire testing is among the most dangerous due to the volatile nature of fire itself and the Fire Captain must be present to ensure that things don’t get out of hand. The test is to see if a child can hold a flame in their palm without being burned. This is because Oblivian pyrokinesis only allows for directional control, not the effects of the fire on the target. Healers are always on hand to heal any burns that occur. 

Types of Divination : As Fire users are seen as the keepers of the future, they employ a number of different ways of interpreting the future.

[Once again, there is a table here that I can't insert.]


Water Magic

Psychic Abilities : Water users have two unique sets of psychic abilities. The first is hydrokinesis which allows for manipulating physical reservoirs of water and usually manifests itself early (2-4 years). The second is the rarer of the abilities and is the mark of a “true’ Water user.

It is called the mind dive and allows the user to access the mind of nearby people and manipulate it. How it responds and manifests itself varies by individual manipulator and manipulee. It is possible for somebody to dive into the mind of somebody without their permission, but it’s very difficult to do. Even those without psychic training can usually detect when somebody is trying this. This limits the application of the mind dive to helping heal others after particularly traumatic events.

Magic : Just as there are two sets of psychic abilities, there are two unique sets of magic. The first one is straightforward manipulation of the element of water. It builds on the base hydrokinesis and further refines it. It is akin to waterbending in ATLA as it is used through specific motions and force of will.

The second set is what makes Water users stand out. It makes them simultaneously the strongest and weakest magic users in Oblivia. Using the mind dive, they can enter the mind of another and use their energies to increase the other’s abilities. This makes them among the most dangerous mages in Oblivia as they know things from other elements that nobody but the Temple and White Captains know, leaving this ability restricted to only Oracles that have passed the Rainbow Trials.

Interaction : This is where the true strength of Water magic lies. The hydrokinesis and elemental manipulation interactions are relatively straightforward, but the mind dive and support abilities are far more complicated.

The mind dive serves as the basis for all support abilities. It takes many years to become proficient at it and training does not begin until one has passed the Rainbow Trials. This is because one must study the spells and mechanics of all other elements in order to effectively support other mages. The user must understand how these energies flow in both psychic abilities and magic in order to amplify the other mages. This makes them extremely dangerous. Their knowledge is almost on par with the White Captain and their family, so Water Oracles are few and far between.

Testing : The testing for the mind dive ability is rather unique. It’s carried out by Water Oracles as they are the only ones trained in its use. The ability does not manifest itself in any way that is noticeable. The test is a Water Oracle going into a child’s mind and asking them to create a mindscape where they can walk and talk. If there are clear passages that lead to specific memories and part of the mind, then they have the ability. If it’s just a child imagining things, it’s clear to a seasoned Oracle.


Thunder Magic

Psychic Abilities : Thunder users are rather interesting bunch due to the fact there are two distinct schools: the pacifists and martialists. They are decided by their psychic abilities which can often occur together, though they usually do so separately. Pacifists are empaths while martialists are mediums. Empathy can evolve into energy healing, however it is restricted to oracles and must be done with a Water Oracle. 

there is a third, rare ability that occurs within the realm of Thunder users and that is psychometry. This ability is almost exclusively paired with mediums. By holding an object, a person can see its history.

Magic : Thunder magic is also split into the two distinct schools.

Pacifist Thunder users are the healers and doctors of Oblivia. Through thousands of years, it was discovered that the body uses electrical signals to communicate and, thus, Thunder magic was adapted to healing. In order to use their abilities, pacifists must use specific spells to heal specific ailments in specific parts of the body. Their work is quite dangerous because of using Thunder magic as their basis, but the most experienced can heal with great ease.

Martialist Thunder users, on the other hand, use their magic in the rather straightforward way of elemental manipulation. They mainly direct their lightning through careful body motions and force of will, but there are certain spells they use at times. Their training does include some of the Pacifist Thunder teachings in order to maximise the damage they could do to potential threats,

Interaction : Thunder magic is rather unique in the fact that is that magic does not build directly off its psychic abilities. As thus, there is not too much interaction between the two. The closest interaction is energy healing when used between a Thunder Oracle and a Water Oracle.

The complete lack of interaction comes from the time when the Temples were being established. Every other element there was no creating or controlling lightning bolts or ability to naturally heal, so they just gave the two remaining psychic abilities to Thunder.

Testing : Testing for empathy and medium abilities doesn’t usually need to take place as they almost always manifest themselves early (2-4 years). It’s really only carried out to ensure and reinforce that the children really have the abilities.

Empathic children tend to be extremely sensitive to conflict and negative emotions quite early. They will not take well to large crowds either and often end up drained of all energy quickly. They intuitively know when a person is good or bad due to reading their auras. The testing for this isn’t too difficult as Light Priests and Oracles can tell automatically when they’re in the presence of another empath.

Medium children are ones that often appear to have imaginary friends that are actually lingering souls. Over the years, specific individuals have actually become the sign of medium children. They are usually former Thunder Priests or Oracles that wanted to see the next generation grow and continue the traditions. Most of these figures have become common knowledge among even the peasantry, so usually it’s a sure sign that the child is destined to enter the Temple. 

In the event that a child displays both abilities, then they are trained as a pacifist. Empathy tends to be extremely powerful in Oblivia, so there is almost no suppressing it. For this reason, Pacifist Thunder users tend to be the most common double element users.


Darkness Magic

Psychic Abilities : The psychic abilities that Darkness users have is one of the most dangerous: psychic persuasion. This means that those with this ability are able to subtly invade a person’s mind and lower their inhibitions, making them more receptive to to suggestions. Those without any sort of mental protection won’t even notice this happening since it’s incredibly subtle. It usually manifests itself from the earliest days as parents with Darkness babies automatically know what their crying child needs.

As training progresses, however, psychic persuasion evolves into a unique type of empathy. It allows for two-way communication between user and recipient. Words are not necessary as it works solely on emotion. To anybody not well-versed in empathy, it may be difficult to comprehend at first, but anybody willing to stick with it for awhile will learn the emotions when coupled with body language and facial expressions. This skill comes in very handy when when foreign dignitaries come or a Darkness user leaves Oblivia. Few Oblivians speak the common tongue, so it makes international politics very difficult, but this abilities acts as a halfway point to those willing to open up to it.

However, the evolution of these abilities means the line between Water, Darkness, and Thunder abilities is somewhat blurred. 

Magic : Darkness magic is relatively straightforward. It is illusions cast through spells and force of will.

Interaction : The true danger of Darkness manifests itself when the magic and psychic abilities combine. Darkness magic is not very dangerous on its own at all as all it does is cast illusions. The Darkness psychic abilities are highly dangerous on their own, but become much moreso when they’re paired together. The result is a the perfect ability to set a torturer. These abilities are not used for that in except rare cases, but that is what they can become.

The interaction blurs the line between Water and Darkness even further. The more developed psychic persuasion develops, the more like the mind dive it becomes. A Darkness Oracle is able to invade a person’s mind very slowly and subtly, sometimes eluding even the most defended person’s walls. There are almost always cracks and flaws they can expose and seep their influence into so they can convince the person to follow their suggestions.

This is where the magic and psychic abilities merge. The magic itself is just casting illusions, but it can be used to make a person believe what’s not there is real. This has no real practical application in day-to-day life, but it’s extremely effective in helping control the masses and keeping the status quo enforced.

Testing : Testing for these children isn’t very difficult or time consuming. By time the Day of Testing comes, it’s usually known by priests and oracles that a child has persuasion abilities. Most of the time these children have their entire family wrapped around their little finger.


Light Magic

Psychic Abilities : Light Psychic abilities are the most subtle when compared to all others. Like most others, they manifest themselves fairly early (3-5 years), but their true nature doesn't usually become clear until the Day of Testing. They are defensive in nature.

In the earliest days, these abilities manifest themselves randomly and inconsistently, making them hard to notice. They usually blink on and off like a faulty switch, activating only when the user feels threatened. When this happens, many other psychic abilities within a three or four foot radius are shut off, presuming the other users are not very good at controlling them. This generally doesn’t affect anybody above the age of nine or ten as they’ve had several years to learn to shield themselves from these effects.

Over time during training, these flickers are harnessed in order to learn to shut down other psychic users safely from a distance. 

Magic : Light magic is relatively straightforward. It is defensive magic that creates physical projections through spells and force of will.

Interaction : The interaction of Light abilities is rather interesting. The two don’t directly feed into each other like most other elements. Instead what happens is the Oracle learns to slowly extend and feed their nullifying effects into their physicals projections to create localised areas of psychic deadspace. They can also learn how to negate only certain abilities while allowing others to function. In order to do this, though, the Oracles train closely with others of all elements in order to learn how their magic and psychic abilities flow.

Testing : Testing for psychic defenses can be a bit tricky due to how the abilities flicker on and off in regards to how safe the child feels. In order to achieve the conditions required, usually a Fire Oracle is called into the room to use their psychic abilities in a display. It becomes increasingly “out of control” until the child feels sufficiently enough to put it out. The child is never in any real danger as the Fire Oracle is using only their psychic abilities. The child doesn’t have the training necessary to nullify a Fire Oracle’s abilities, but the Oracle feels enough of a shift in their control to know the child is interfering with them. 

For non-Light children, Thunder Oracles are available to be talked to so they can help soothe and reassure the child while ensuring they don’t develop a phobia of fire.


White Magic

White magic is a bit of an interesting beast due to the fact its defining feature is that it has none. It is magic in its purest form, unrestricted and unbound by the magic system Arceus himself created. There are very few users of White magic due to the fact that magic is a learned skill among humans and most legendaries are restricted to one or two elements by design. It is possible for humans to learn White magic, though. If they are exposed to magic from their earliest days and are allowed to explore it naturally, they will not need to rely on spells and hand motions to use magic as others do. It is the same process that normal Pokemon go through when learning.

Only the White Captain’s family in ancient Oblivia was ever allowed to experience magic in this way. This is why they lived on Delisa Island, isolated from the rest of Oblivia and held in such high regard. Originally, the White Captain’s family was to act as a reminder for the true power of magic and all the destruction it could cause. They lived separately because Deslia Island was the only place that hadn’t been touched by the war due to it being uninhabited. Over time, though, the purity of their magic put them near the top of Oblivian society and they were forbidden from leaving Desila until they came of age and their views on magic solid. They had to undergo the Rainbow Trials before being allowed into Oblivian society.


Black Magic

Black magic is not one specific type of magic like any of the other elements are. Instead, it’s a catch-all term for a combination of two or more elements. These combinations have wide-ranging effects from useful applications in farming to terrifying ones that allow someone to access another’s soul.

By law, all forms of Black magic are banned due to the wide-ranging effects. However, due to the fact there are many with useful applications, there is a classification system that allows for certain types to be used. Their use is strictly regulated and overseen by the members of the White Captain’s family, though, to ensure there is no abuse of them.

Level 1 : Practical applications with tangible benefits toward everyday life. Effects pose a low threat level to living beings.

Level 2 : Practical applications with tangible benefits toward everyday life. Effects pose a medium threat level to living beings.

Level 3 : Practical applications with tangible benefits toward everyday life. Effects pose a high threat level to living beings.

Level 4 : No practical applications with no tangible benefits toward everyday life. Effects pose a low threat level to living beings.

Level 5 : No practical applications with no tangible benefits toward everyday life. Effects pose a medium threat level to living beings.

Level 6 : No practical applications with no tangible benefits toward everyday life. Effects pose an extreme risk level to living beings. Usage by any but Sunivel or Arceus is punishable by death. The only exception is if war breaks out or usage is being overseen by the White Captain themself.


Effects

  • Earth/Fire: Level 1. The combination and application of this particular combination is relegated to smithing and forgery. Someone who uses Earth and Fiore magic in tandem can locate veins in the earth, then extract the metal with relative ease.
  • Earth/Water: Level 1. While Earth magic can manipulate the soil to a deep degree, when paired with Water magic, it allows for an even finer control of environmental conditions.
  • Earth/Thunder: Level 3. This combination of elements allows for vitamins and minerals to be extracted from foods and put into concentrated forms. These can then be sold in a variety of ways (powders, pills, etc). If things are dire enough, a mage can infuse them directly into a patient's bloodstream.
  • Earth/Darkness: Level 4. This combination can be applied to construction and is employed as a defensive measure. While stones are being set in place, Darkness enchantments are set into certain ones. Anybody without magic passing by these stones will trigger illusory traps that will attempt to scare intruders off.
  • Earth/Light: Level 4. Surprisingly, Light magic can be used to aid in construction. All important buildings such as the Temples and castle are enchanted with Light magic while the stones are being set into place. The Light magic doesn’t prevent destruction or degradation, but it severely inhibits it.

 

  • Fire/Water: Level 3. This is a rather interesting combination as it allows for control of air currents. It has a great many uses, but air is not an element unto itself as its uses are restricted to spells that actively combine Water and Fire.
  • Fire/Thunder: Level 3. This combination of elements allows for traditional fantasy healing. Thunder magic stimulates the cells to encourage faster healing, meaning severe injuries still take some time to heal.
  • Fire/Darkness: Level 4. This peculiar combination of elements act as warding magic.
  • Fire/Light: Level 4. This acts as the direct counter to warding magic. As many wards are incredibly strong, one wishing to bypass them needs an enchanted object.

 

  • Water/Thunder: Level 3. This combination of elements allows for traditional fantasy healing. Thunder magic stimulates the cells to encourage faster healing, meaning severe injuries still take some time to heal.
  • Water/Darkness: Level 6. The combination of Water and Darkness is a bit scary. It allows a person to enter another’s mind almost completely uninhibited and do almost whatever they want. It can be difficult for a Darkness user to get their psychic suggestion on certain individuals, but this allows them to delve into almost anybody’s mind with ease. Only the most highly of trained psychics can prevent this from happening. 
  • Water/Light: Level 4. Normally, Light projections are visible with a limited range due to the way the magic functions. What is paired with Water, the projections become invisible with the construction and capabilities to become more expensive. Entire buildings and forts can be created and sustained for long periods.

 

  • Thunder/Darkness: Level 5. This kind of tows the line with Darkness/Light Black magic because it makes the target believe the illusions cast by the Darkness user are are there to a much greater extent than a Darkness user by themselves. The Thunder magic creates both physical and psychic sensations in the intended target to make them fearful. The illusions are not given physical forms, but the intended victim believes they are.
  • Thunder/Light: Level 3. This particular combination allows for bandages to be infused with healing magic for minor wounds. These are available to the general populace.

 

  • Darkness/Light: Level 6. This particular use of black magic allows for any illusion created by a Darkness user to be brought into reality.

 

  • Earth/Fire/Water: Level 3. Building on the other two combinations, this is also used in smithing. The person is able to control the temperatures and atmosphere and the forge quite easily.
  • Earth/Fire/Thunder: Level 6. This magic can be used to heal that has sustained quite a bit of injury and help stimulate new plant life. However, the cost of this magic is that it takes large amounts of energy from the planet itself that will take years to replenish and purify. 
  • Earth/Fire/Darkness: Level 4. This allows for wards to be imbued into stones and act as trigger traps.
  • Earth/Fire/Light: Level 4. This particular combination allows for objects to be enchanted with teleportation magic. However, these objects tend to be used only in the Rainbow Trials or as defensive measures.

 

  • Earth/Water/Thunder: Level 3. This Black magic acts as a natural pesticide. When crops being showing signs of sickness, a person trained in this specific area of magic will be called in to find the source of the issue. Once they do, the person uses their magic to isolate and destroy the disease or pest threatening the crops.
  • Earth/Water/Darkness: Level .
  • Earth/Water/Light: Level .

 

  • Earth/Thunder/Darkness: Level .
  • Earth/Thunder/Light: Level 6. This particular combination allows for mobile healing stations. For people leaving Oblivia that don't trust foreign healers, this is a must, but it's an expensive luxury afforded only to delegates.

 

  • Earth/Darkness/Light: Level 6. This combines all three Black uses for the elements in question. While stones are being set, Darkness enchantments are set while Light is used to lend the projections physical forms. These specific enchantments are used only as a last line of defense to guard the most precious relics and the royal family.

 

  • Fire/Water/Thunder: Level 6. This particular combination of elements is interesting as it allows for limited control of the weather. The Fire allows for control over the temperature in an area as well as stimulating life. Thunder acts to control the electricity and atmospheric conditions. The Water further controls the atmosphere and adheres the other two elements together. A Fire crystal must be used in order to adjust the temperature in the affected area. 
  • Fire/Water/Darkness: Level .
  • Fire/Water/Light: Level 5. This combination acts as another trigger trap. When certain stones are being laid, they're imbued with air that will activate should a non-magic user stepped in front of the stone. A large gust of air will then knock the person back.

 

  • Fire/Thunder/Darkness: Level .
  • Fire/Thunder/Light: Level .

 

  • Fire/Darkness/Light: Level 6. Another trigger trap. Allows for physical projections that wield fire if warding doesn't work.

 

  • Water/Thunder/Darkness: Level 6. This powerful combination is among the most feared of all forms of Black magic due to the fact it gives the user dominion over the soul itself. 
  • Water/Thunder/Light: Level 6. This particular combination acts as a rudimentary cell phone. The Water acts with the Light to create a physical construct that will create an isolating environment. The Water itself allows for a person to astrally project themselves. The Thunder and Water combine to connect two souls for long-range communication. Only those that are approved may use this due to the involvement of souls. 

 

  • Water/Darkness/Light: Level 1. This peculiar combination allows for the creation of endless storage in bags. A must for merchants and those planning trips outside the region.

 

  • Thunder/Darkness/Light: Level 1. This acts as a rudimentary video phone. The Light creates an isolating physical construct. The Thunder connects the two minds. The Darkness allows for creation of Illusions. The Darkness connects with the Thunder to create the illusions the users want. This method is localized to Oblivia due to physical distance being a huge hinderance with this method. Anybody in Oblivia can use these.

Level Classification

 

  • Level 1:
    • Earth Combinations
      • Earth/Fire
      • Earth/Water
    • Water Combinations
      • Water/Darkness/Light
    • Thunder Combinations
      • Thunder/Darkness/Light



  • Level 2:
    • Earth Combinations
      •  
      •  



  • Level 3:
    • Earth Combinations
      • Earth/Thunder
      • Earth/Fire/Water
      • Earth/Water/Thunder
    • Fire Combinations
      • Fire/Thunder
      • Fire/Water/Thunder
    • Water Combinations
      • Water/Thunder
    • Thunder Combinations
      • Thunder/Light
    • Darkness Combinations
      • Darkness/Light



  • Level 4:
    • Earth Combinations
      • Earth/Darkness
      • Earth/Light
      • Earth/Fire/Darkness

 

  • Fire Combinations
    • Fire/Darkness
    • Fire/Light
  • Water Combinations
    • Water/Light



  • Level 5:
    • Fire Combinations
      • Fire/Water/Light



  • Level 6:
    • Earth Combinations
      • Darkness/Light
      • Earth/Darkness/Light
      • Earth/Thunder/Light
      • Earth/Fire/Thunder
    • Fire Combinations
      • Fire/Darkness/Light
    • Water Combinations
      • Water/Darkness
      • Water/Thunder/Light

Classification+Effects

 

  • Level 1:
    • Earth Combinations
      • Earth/Fire: The combination and application of this particular combination is relegated to smithing and forgery. Someone who uses Earth and Fiore magic in tandem can locate veins in the earth, then extract the metal with relative ease.
      • Earth/Water: Level 1. While Earth magic can manipulate the soil to a deep degree, when paired with Water magic, it allows for an even finer control of environmental conditions.
    • Water Combinations
      • Water/Darkness/Light: Level 1. This peculiar combination allows for the creation of endless storage in bags. A must for merchants and those planning trips outside the region.
    • Thunder Combinations
      • Thunder/Darkness/Light: Level 1. This acts as a rudimentary video phone. The Light creates an isolating physical construct. The Thunder connects the two minds. The Darkness allows for creation of Illusions. The Darkness connects with the Thunder to create the illusions the users want. This method is localized to Oblivia due to physical distance being a huge hinderance with this method. Anybody in Oblivia can use these.

 

  • Level 2:
    • Earth Combinations
      •  



  • Level 3:
    • Earth Combinations
      • Earth/Thunder: Level 3. This combination of elements allows for vitamins and minerals to be extracted from foods and put into concentrated forms. These can then be sold in a variety of ways (powders, pills, etc). If things are dire enough, a mage can infuse them directly into a patient's bloodstream.
      • Earth/Fire/Water: Level 3. Building on the other two combinations, this is also used in smithing. The person is able to control the temperatures and atmosphere and the forge quite easily.
      • Earth/Water/Thunder: Level 3. This Black magic acts as a natural pesticide. When crops being showing signs of sickness, a person trained in this specific area of magic will be called in to find the source of the issue. Once they do, the person uses their magic to isolate and destroy the disease or pest threatening the crops.
    • Fire Combinations
      • Fire/Thunder: Level 3. This combination of elements allows for traditional fantasy healing. Thunder magic stimulates the cells to encourage faster healing, meaning severe injuries still take some time to heal.
      • Fire/Water/Thunder: Level 6. This particular combination of elements is interesting as it allows for limited control of the weather. The Fire allows for control over the temperature in an area as well as stimulating life. Thunder acts to control the electricity and atmospheric conditions. The Water further controls the atmosphere and adheres the other two elements together. A Fire crystal must be used in order to adjust the temperature in the affected area. 
    • Water Combinations
      • Water/Thunder: Level 3. This combination of elements allows for traditional fantasy healing. Thunder magic stimulates the cells to encourage faster healing, meaning severe injuries still take some time to heal.




  • Thunder Combinations
    • Thunder/Light: Level 3. This particular combination allows for bandages to be infused with healing magic for minor wounds. These are available to the general populace.

 

  • Level 4:
    • Earth Combinations
      • Earth/Darkness: Level 4. This combination can be applied to construction and is employed as a defensive measure. While stones are being set in place, Darkness enchantments are set into certain ones. Anybody without magic passing by these stones will trigger illusory traps that will attempt to scare intruders off.
      • Earth/Light: Level 4. Surprisingly, Light magic can be used to aid in construction. All important buildings such as the Temples and castle are enchanted with Light magic while the stones are being set into place. The Light magic doesn’t prevent destruction or degradation, but it severely inhibits it.
      • Earth/Fire/Darkness: Level 4. This allows for wards to be imbued into stones and act as trigger traps.
    • Fire Combinations
      • Fire/Darkness: Level 4. This peculiar combination of elements act as warding magic.
      • Fire/Light: Level 4. This acts as the direct counter to warding magic. As many wards are incredibly strong, one wishing to bypass them needs an enchanted object.
    • Water Combinations
      • Water/Light: Level 4. Normally, Light projections are visible with a limited range due to the way the magic functions. What is paired with Water, the projections become invisible with the construction and capabilities to become more expensive. Entire buildings and forts can be created and sustained for long periods.

 

  • Level 5:
    • Fire Combinations
      • Fire/Water/Light: Level 5. This combination acts as another trigger trap. When certain stones are being laid, they're imbued with air that will activate should a non-magic user stepped in front of the stone. A large gust of air will then knock the person back.

 

  • Level 6:
    • Earth Combinations
      • Darkness/Light: Level 6. This particular use of black magic allows for any illusion created by a Darkness user to be brought into reality.
      • Earth/Darkness/Light: Level 6. This combines all three Black uses for the elements in question. While stones are being set, Darkness enchantments are set while Light is used to lend the projections physical forms. These specific enchantments are used only as a last line of defense to 
      • Earth/Thunder/Light: Level 6. This particular combination allows for mobile healing stations. For people leaving Oblivia that don't trust foreign healers, this is a must, but it's an expensive luxury afforded only to delegates.
      • Earth/Fire/Thunder: Level 6. This magic can be used to heal that has sustained quite a bit of injury and help stimulate new plant life. However, the cost of this magic is that it takes large amounts of energy from the planet itself that will take years to replenish and purify. 
    • Fire Combinations
      • Fire/Darkness/Light: Level 6. Another trigger trap. Allows for physical projections that wield fire if warding doesn't work.
    • Water Combinations
      • Water/Darkness: Level 6. The combination of Water and Darkness is a bit scary. It allows a person to enter another’s mind almost completely uninhibited and do almost whatever they want. It can be difficult for a Darkness user to get their psychic suggestion on certain individuals, but this allows them to delve into almost anybody’s mind with ease. Only the most highly of trained psychics can prevent this from happening. 
      • Water/Thunder/Light: Level 6. This particular combination acts as a rudimentary cell phone. The Water acts with the Light to create a physical construct that will create an isolating environment. The Water itself allows for a person to astrally project themselves. The Thunder and Water combine to connect two souls for long-range communication. Only those that are approved may use this due to the involvement of souls. 
    • Darkness Combinations
      • Darkness/Light: Level 6. This particular use of black magic allows for any illusion created by a Darkness user to be brought into reality.

Chapter 2: Societal Structure

Chapter Text

General Information

Magic

Magic lays at the very heart of Oblivian society and is the very foundation it's based on. One's place in society is determined by one's strength of psychic abilities. It's magic that led to the creation of the Temple system .

Temple System, Caste Placement

This system is what either makes or breaks a person's and their entire family's placement in society. About 25% of the population has some form of psychic ability, but only 8% over the overall population has the strength to be accepted into the Temples.

At age six, children of all castes undergo what's called “The Day of Testing.” A family will bring their child to the Temple nearest them and they will undergo six tests, one for each element. These tests are usually just formalities as most powers manifest themselves before that point, but a few don't reveal themselves until then. If the child is deemed strong enough to be taken into a Temple, they will be.

It's this test that begins to decide a family's place in society. Theoretically, any peasant family can climb into the highest reaches of society. This is true, but in practice, very little changes for a peasant family that has a psychic child. The parents continue to tend to whatever their jobs are. What happens mostly is that they enjoy more right and recognition overall, but very little changes in their day-to-day lives. It's mostly the child and their future family that will reap the benefits of being active in the Temple system.

This system also has its pitfalls, however. The biggest one is that the family's status depends on the highest-ranking individual. Due to the rampant discrimination and inequality caused by the system, a number of people leave Oblivia to seek greater personal freedom. These are mostly Fire users or eternal children, but it also includes those that question the established dogma. As these people fear for their own personal freedom and their family's standing in society, they'll usually flee before they can be exiled.

Fleeing and exile both effect the family in society should a high-ranking member be on the receiving end of either. If a peasant family has children in the Light Oracle and Earth Priest castes, they will be seen as a part of the Light Oracle caste. However, if the Light Oracle child fled or was exiled, then the family would be moved down to the Earth Priest caste.

Caste System

The true heart of Oblivian culture is the caste system. Everybody has a place in society and they know what it is. Each comes with its own expectations, roles, and level of rights.

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Outsiders, Merchants, Heretics, Runaways

Level of rights : Few to none. Unable to marry, raise children (as dictated by Oblivian ideologies). Often unable to set foot on the main three islands, let alone enter many establishments. Literacy forbidden by law, but many are literate due to being merchants or the White Captian's family teaching them.

Overall population : 5%

Explanation : This is the lowest level of Oblivian society as these are the people that have questioned state ideologies and sought personal freedom. Most merchants are either eternal children unhappy with their lot in life, heretics that fled before they could be prosecuted in court, or Fire users unhappy with the daily discrimination they face. These are people that wished to maintain some recognition in Oblivian society, limited as it might be.

While both exile and fleeing bring black marks against the family as a whole, exile is far worse than feeling. Fleeing allows a person to maintain contact with their family and remain on official records.

Exile is a fate far worse than death. After a person is exiled, all official records mentioning them are attempted to be destroyed and they aren't mentioned again by word of mouth (or at least most make an attempt to not mention them again). They are stripped of every single right they had and are not allowed to set foot on the three main islands under threat of death on sight. They are only allowed on Deslia Island.

Runaways are barely a step above exiles. These are the people that fled mainland Oblivia but chose to remain on Desila Island with the White Captain's family. They are also expunged from the system and are never mentioned in society again. They're allowed back on the main islands, but only if they can withstand the constant discrimination.

Expectations : They don't taint the main populous with their outside influence. If an outsider actually marries into Oblivia, they're expected to abide by all of the nation's traditions without questioning anything. Even if they somehow married into a priestly caste, they will still be seen as a peasant and expected to work alongside them.

Eternal Children

Level of rights : Minimal. Unable to marry, have children. Cannot enter many establishments without supervision. Not allowed to buy many things. Literacy rates are high

Overall population : 1%

Explanation : This caste is the most marginalised in acceptable Oblivian society. They were once in training to become priests and oracles, but things went terribly wrong. Between the ages of ten and twelve, they failed to pass the test that showed they had mastery of the basics of their element. The test meant they were ready to begin training for the Rainbow Trials and their entrance into young adulthood, but they never made it. As such, they will be forever seen as children in the eyes of society.

Role : Despite being the most marginalised group in proper Oblivian society, they fulfill two rather important niches. They are the primary caregivers to Temple children until the age of six and serve in the Royal Messengers. They help out the highest-ranking officials in in society up to the High Ruler themself. It's an extremely thankless existence and many opt out of it, but they serve two of the most important roles to keep the society functioning smoothly.

Peasantry

Level of rights : Few. Able to marry, raise children. Unable to enter certain establishments. Literacy is generally forbidden outside of professions that require it.

Overall population : 83%

Explanation : These are the people that make up the majority of the population. They're skilled and unskilled laborers and workers. They fill every niche of society that the priestly casts don't and are the lifeblood of the population. Despite being one of the lowest groups in Oblivian society, they're oddly one of the freest. They're generally allowed to choose who they marry and what professions they go into.

Expectations : They live their daily lives and provide for the needs of those above them.

Priestly Castes

Level of rights : High. Able to marry, raise children. Able to enter most establishments. Literacy mandatory.

Overall population : 8%

Explanation : These people are the highest ranked in society among the “common” folk. The roles they serve in society varies from element to element, but they're seen as the most important to society as a whole.

Expectations :

Earth Users

Earth users are one of the biggest groups among the noble, educated classes. They are one of the only groups really allowed to befriend peasants without fear of black marks coming against themselves and their families as a whole since they work so closely with them. They are expected to be amicable, easygoing, and open to helping those that request it.

Fire Users

This group is one of the smallest in society despite filling what's seen as one of the most important roles: predicting the future. They have the least amount of rights protected by law among the noble classes due to the deeply ingrained prejudice caused by the Civil Flame.

To be in either Fire caste is seen as a black mark against your entire family. Due to the Civil Flame, they're perceived as ruthless pyromaniacs that want nothing more than to burn everything to the ground. In reality, all Fire users take a vow of pacifism at age ten that's been in place since the founding of the Temple system.

Because of the prejudice, their role in society is largely reduced to that of reclusive monks. Most Fire users take vows of chastity so they might spare any children they might have the same fate. They tend to function mainly as scribes and are the largest reason Oblivian history is as well document as it is.

Pacifist Thunder Users

Pacifist Thunder users are culturally anomalous as a whole. At age ten, when their path is decided, they take vows of pacifism similar to those of Fire users. They are then set on a path that will teach them to not discriminate against people based on caste or even nationality. They are taught to see simply people because they are healers first and foremost and, in order to carry out their duties most effectively, they must look past differences. In order to achieve this, all spend a year living on Desila Island with the White Captain's family. This causes culture shock for all of them especially when returning to normal Oblivian society. Some cannot reintegrate, so they choose to stay on Desila. However, most successfully return and see only people instead of the divided caste system.

Martialist Thunder Users

Martialist Thunder users essentially fill the role of Oblivia's military. While other oracles and priests are trained in combat, it's all secondary to their other duties. Martialist Thunder users are primarily trained to fight and understand combat. However, due to how peaceful Oblivia is, their combat abilities aren't needed. This means they turn inward the majority of the time and are warrior monks. They actually work quite closely with Fire users much of the time, also filling the role of scribes for the masses.

Water Users

Water users are one of the busiest groups in Oblivia since they hold many important roles in society. Most Priests are busy out on the waters, helping fishermen while Oracles are supporting any number of other oracles or priests around the kingdom. Because of how much they flit from caste to caste, they're allowed and even expected to have friends at many different levels of society.

Darkness Users

After Fire users, this group is by far the most secretive and secluded. They are seen as the shadows of society and feared for their abilities. They make very, very few friends outside of their castes due to it

Light Users

Light users are another somewhat secluded group due to the fact most of them train up on the various mountains of Oblivia. They're similar to Darkness users in that they interact with other castes so rarely they don't make many friends outside of their own.

Non-Magic Users In Priestly Castes

Level of rights : Moderate. Able to marry, raise children. Unable to enter certain establishments. Literacy available and encouraged.

Overall population : 3%

Explanation : These are the non-magic users within the priestly castes. They are not a caste unto themselves because they are still counted among the priestly castes. However, they straddle the line between priests and peasants because they lack magic. They mostly work in the royal courts because they are high enough in society to be educated but not gifted enough to be in the Temples. Many also choose to take up apprenticeships that peasants would.

Expectations : These people are expected to fulfill a variety of roles. They can take on apprenticeships with peasants or work in royal court. Their main expectation, though, is to accept the fact they're a family's way to maintain their place in society. These people are mainly seen as pawns for their priestly family members to arrange marriages to so that they can stay relatively high in society. It can be hard for a marriage to be arranged as these people have little to offer a priestly family, but there are ways they can arrange the marriages.

Temple Captains

Level of rights : High. Able to marry, raise children. Able to enter most establishments. Literacy mandatory.

Overall population : 0.02%

Explanation : These are the highest-ranked families in society and are seen as slightly divine. Most of these families are quite old and have held the position of Temple Captain for many generations. The families are mostly small and keep to themselves.

Expectations : The main role of the Temple Captains on their families is to maintain the status quo. They have access to knowledge nobody else does and they are expected to keep it under wraps so that things will continue flowing as they always have been.

White Captain's Family

Level of rights : Extremely high. Able to marry, have children. Able to enter all places. Literacy mandatory.

Overall population : 0.07%

Explanation : The White Captain's family is seen as semi-divine and lives apart from the rest of society on Desila Island. It's a very large, extended family with extremely detailed genealogy documented the lineage all the way back to the founding of Oblivia as a nation. They serve a wide array of functions and roles and are the only family really allowed to marry outsiders.

Expectations : The White Captain's family has rather lofty expectations to live up to. They are expected to remain impartial to just about everything that happens in Oblivian society and it's for this reason they live away from the rest of society. They're the only ones that really deal with outsiders on a regular basis and have access to information that only the royal family does. There are more expectations, but those are the main ones.

Royal Family

Level of rights : Extremely high.

Overall population : 0.01%

Explanation : The royal family is the highest human authority in the land and are seen as divine humans. They have the last say in just about everything. The only ones that can override them are the legendaries.

Legendaries

Level of rights : Perfect. Nobody can overrule them.

Overall population : Negligible.

Explanation : They're all seen as gods, though to what degree they're worshiped varies from individual to individual. The people generally obey them without question.


Gender and Sexuality

Oblivian society has a very unique way of handling the issues of gender and sexuality. While they do believe in male, female, and heterosexuality, they are not constrained to these three categories. They believe that a person naturally grows into their identities by the age of fifteen. However, common belief holds that these traits begin showing relatively young and can often be determined by age ten which is about the time most marriage contracts begin to be negotiated.

Gender

The Oblivian belief system is that of reflecting nature and that all things are divinely inspired. While all legendaries have genders, they're noticed that the Creation Trio identify as neither male nor female and fluidly shift between the two biological sexes. Because of this, Oblivian society contains four gender identities. The closest translations for them are male, female, bigender, and agender.

Oblivians place very little emphasis on biological sex. As such, children are seen as inherently genderless and are encouraged to explore the four identities present in society. Gender roles do exist, but they are relegated mainly to the priestly castes and relate to the path a person will take in life. This also means that the concept of transgenderism is a completely foreign one to Oblivian society, if a biological male decides they identify as a female, then she is treated and addressed as such.

Sexuality

Sexuality is not a very big deal in Oblivian society. There is no discrimination based on it as Pokemon are known to couple in same-sex relationships.

The only time sexuality and biological sex are big deals are when marriage contracts come into play. Family lines are not continued through either male or female line but those that use magic. If a particularly powerful magic user is attracted to the same sex, red flags are thrown up and the family goes into a bit of a crisis mode. They'll do their best to find someone of the opposite sex to marry their child off to and will often force them into a loveless marriage because of needing to continue the family line. While families do try their best to find someone their children will be compatible with, in the end, the need to continue the line will win out.

Gender Roles

Oblivian society does not have gender roles in the traditional sense of the term. Men and women do not do separate jobs. Instead, the main reason that priestly castes push their children to figure out their gender so much is because it goes a long way to deciding the path they'll take.

Even though there are no real specified gender roles within the society, each gender does have its own set of associated traits.

It is generally more expected and accepted for men to be to be extremely calm, reserved, and more passive than women.

It is generally more expected and accepted for women to be more reactive, straightforward, and aggressive than men.

Agender people generally express some mixture of traits but they don't fit neatly into either male or female.

Bigender people are those that identify as both male and female and mentally shift between them.

Gender Identification

With Oblivia having such a wide breadth of gender and so many pronouns, there are special markers that let one identify another's gender and pronouns at a glance. This takes the form of special earrings that are provided by the temples for free.

Feminine earrings come in the shape of crested waves.

Masculine earrings come in the shape of lightning bolts.

Agender earrings come in the shape of Sunivel's scales.

Everybody has these sets of earrings regardless of gender and are given them at age six when they start exploring their gender. They can shift their earrings based on what gender they're exploring at the time.

When it comes to bigendered people, they signify their gender they're identifying by wearing a masculine earring in their left ear or a feminine one in their right ear. This circumvents the need to ask for a person's pronouns outside of formal introductions where it's mandated or if the person's an outsider.

Chapter 3: Religion

Chapter Text

As is apparent by now, everything in Oblivia is influenced and controlled by magic. From the beginning, Oblivia has been a theocracy, but things only became standardised after the Great Burning and the Temple system established. Holy texts and certain philosophies became the norm with old ways of thinking abolished and even outlawed until things reached their current state.

General Philosophy

The general philosophy Oblivians hold is to always be in harmony with nature and move with the natural cycles. Oblivians always do their best to do this and it's no more apparent in the way they fish. They target Pokemon during their natural migrating and breeding cycles when numbers are at their highest. They observe extremely strict quotas on species and genders which is why Water Priests accompany fishermen. By using their powers, they avoid immediately killing the catch by hauling it in.

The other main tenant is that they believe they are superior to anybody outside of Oblivia. This is because Arceus spends a great amount of time in the region, interacting with the residents on an extremely personal level. They also know they're the only place in the world to have magic which means they feel morally superior to all others.


Pantheon

The Oblivian pantheon consists of fifteen legendaries of which eleven stay permanently in the kingdom. The humans observe a very strict hierarchy, though the legendaries view themselves as more of a family than anything else. Narinda and Taerin are usually listed as members of the pantheon, but they are more akin to demigods than full gods. There's also a secondary pantheon consisting of many saint-like humans from across history. These individuals can be prayed to for various reasons.

The reason the birds are referred to as the “Masters” of their respective elements and the beasts are referred to as “Magus” is because the birds created their respective beasts. Nubehis and Kabosul were too flighty or overwhelmed with their powers (respectively) to be able to be long-term teachers, so they created Saveria and Hideron in their steads. Ludeos created Beventi because he was to busy trying to keep order between the humans that were constantly fighting to be able to teach them.

Arceus

Title(s) :

  • Filogi: Father of Light

Analysis : Arceus is at the top of the Oblivian pantheon and is seen as the paragon of all that is good and holy. They see him as perfected and generally obey his orders without question. Of course, this doesn't always happen if he commands them to do something that goes against their long-held and deeply ingrained beliefs. While he does interact with the people on a personal level, he's mostly hands off in his way of ruling. He lets the people handle themselves and the other legendaries to keep them in check. He mostly just sticks around in order to make sure something like the Great Burning doesn't happen again.

Tokisu (Palkia), Rosata (Giratina), Kovelis (Dialga)

Title(s) :

  • Titavoni Reniba: The Eternal Watchers

Analysis : While they are next in the hierarchy, they're considered more minor gods as they're extremely impersonal with Oblivians. They mostly stand as watchers and observers when Arceus can't be present. They have almost no followers since they care so little about the Oblivians.

Luseli (Ho-oh)

Title(s) :

  • Shakani Ivinel: Master of Balance
  • Baseka: Lady of White
  • Baka: White MOther

Analysis : Luseli is generally considered the highest in the Oblivian pantheon due to the fact she's one of the most involved with society as a whole. Her main role is to prepare, watch, and judge the Rainbow Trials, then ultimately ordain testees as priests or oracles. She's mostly isolated from the people because it takes up all of her time, so the only direct followers she has is the White Captain and their family. She's honestly quite feared by the people because of the fact she wears a very cold, aggressive mask and it drives people from worshiping her even more.

Sunivel (Lugia)

Title(s) :

  • Shakani Ivinel: Master of Balance
  • Dasegi: Lord of Black
  • Filose: Black Father

Analysis : Sunivel is on the opposite end of the spectrum when compared to Luseli. He's one of the most beloved and worshiped legendaries—especially by the peasants. He can usually be found nappy beneath a tree on one of the three main islands which means he can be approached by anybody of any standing in society. He spends basically the entirety of his days helping people out in whatever way he can. He's not terribly good at dealing with emotions, but he's a friendly confidante anybody can turn to if they need advice. Because of his physical handicaps, he really doesn't have any official “godly” duties which is just fine by him.

Kabosul (Zapdos)

  • Title(s):
  • Reniban Dasegil: Lord of Time
  • Hebivon Dasegil: Lord of the Past
  • Ivivon: Master of Thunder

Analysis : Kabosul is one of the lesser-worshiped legendaries due to the fact he's another impersonal watcher. However, he still plays a rather important role in society as a whole. He stays holed up in Mount Layuda most of the time, making copies of whatever books and documents Hideron and others deliver to him. He has psychometric abilities that allow him to see the full history of anything he touches. Unfortunately, Arceus made his abilities too powerful and it overwhelms him which has led him to staying up in Layuda, being a solitary monk.

Ludeos (Articuno)

Title(s) :

  • Reniban Dasegil: Lord of Time
  • Asenin: Lord of the Present
  • Ivinen: Master of Water
  • Urenen: First King

Analysis : Ludeos is one of the most revered and respected legendaries in the entire pantheon. This is because he was technically the first king of a united Oblivia and created the Temple system (with help from Rafesan). He's seen as the paragon of justice, wisdom, and royalty because of it. He mostly stays in the castle or his roost on Sophian Island, but he comes down often enough to interact with the people enough in order to be extremely loved. Despite his somewhat aloof nature, he shows a great deal of care toward the people, acting much like a father figure to them especially when Arceus is absent.

Nubehis (Moltres)

Title(s) :

  • Reniban Dasegil: Lord of Time
  • Novutin Dasegil: Lord of the Future
  • Ivitin: Master of Fire

Analysis : Nubehis is one of the lesser-worshiped legendaries as some of his behaviors are like Kabosul's. He mostly stays locked away in his roost on Faldera, but this is so he can spend his time interpreting the future. He sees signs and omens in everything and tends to be so wrapped up in his own head he's a danger to himself and those around him. It's for this reason that he chooses to stay isolated aside from the couple of appearances he makes to hand out fortunes to people on the day of the Fire Festivals.

Veshana (Cresselia), Rafesan (Darkrai)

Title(s) :

  • Thobar Luvonev: Walkers of Dreams
  • Thoban Raetil:Walker of Peace
  • Idagi: Magus of Light
  • Thoban Ligasel: Walker of the Void
  • Idase: Magus of Darkness

Analysis : While Veshana technically outranks Rafesan in the hierarchy, they're generally treated as one entity due to the fact they're rarely ever apart. While they have huge groups of followers, they're the most feared legendaries due to their powers. As the Lunar Duo, they have the ability to walk in dreams and manipulate a person's mind. They've done this for millennia, but the only reason they do is to work with trauma victims. They work closely and carefully with the victims together since both of their powers are necessary. Veshana can only bring forth the positive while Rafesan can only bring for the negative. It is an extremely thankless job, but they do it anyway.

Hideron (Raikou)

Title(s) :

  • Prakani Nonebal: Anointed Beast
  • Slavon Nonebal: Anointed Healer of the Body
  • Idavo: Magus of Thunder

Analysis : Hideron is perhaps the most beloved of all of the legendaries. This is because he takes an entirely neutral stance on just about everything and refuses to discriminate. While most of the legendaries do not discriminate against any particular group of people, Hideron is the most vocal about it. He openly promises not to harm humans unless he has an extremely good reason to. He has publicly renewed his vows of neutrality many times over to inspire more people to stop seeing the caste system and start seeing just humans. These vows have led to the entire group of Pacifist Thunder users into taking similar vows and doing their best to be neutral to anybody they need to treat.

Beventi (Suicune)

Title(s) :

  • Prakani Nonebal: Anointed Beast
  • Slanen Nonebal: Anointed Purifier of the Mind
  • Idane: Magus of Water
  • Tranen Shuika: Divine Commander

Analysis : Beventi is the most feared legendary to meet in everyday life. She has a relatively large following, but it's mostly among the Martialist Thunder users and others that are trained to fight. This is because she is the sole commander in Oblivia's tiny military. She is extremely aggressive and harsh, almost always in a state of constant agitation. People act very carefully around her because of this. Despite how much people fear her, though, she's celebrated because of how fierce her patriotism and protection of the nation as a whole is. Her complete loyalty to Oblivia (and the crown especially) is seen as commendable and people are encouraged to be as loyal as she is.

Saveria (Entei)

Title(s) :

  • Prakani Nonebal: Anointed Beast
  • Slatin Nonebal: Anointed Breath of the Soul
  • Idati: Magus of Fire

Analysis : Saveria is the single-most reviled legendary in the Oblivian pantheon. This isn't because of her personality but because of the Civil Flame. As her titles reveal, she was the one to teach humans how to use Fire magic. The queen at the time of the Civil Flame had a prophetic dream that fire would one day destroy Oblivia. It caused her to begin enacting laws to take rights away from Fire users slowly. It didn't take long for the an actual war to break out which resulted in the Fire users losing. Saveria ultimately became the scapegoat for the entire thing since she was the one to bring Fire magic in the first place.

This stands completely at odds with everything she herself stands for. She is a pacifist in the fullest sense of the word, going so far as to not even harm others if her own life is threatened. From the establishment of the Temple system, all Fire users have followed her philosophy until the Civil Flame. The retaliation only gave the queen at the time more reason to strip them of their rights. They still take the vows of pacifism, though, as their philosophy hasn't changed much.

Pereli (Celebi)

Title(s) :

  • Reniba: Time-Tumbling Leaf
  • Idaba: Magus of Earth

Analysis : Pereli is the lowest ranking in the true Oblivian pantheon and is the most anomalous. She tends to wield the most authority and can boss the other legendaries up to Luseli around with few questions asked. Of course, this is all because of her ability to travel through time and make sure things stay on the correct path. Even with as aggressive as she can be at times, she's very beloved due to the fact she mingles with the common people on a deeply personal level. When she isn't helping farmers, she spends time in and among the children which is her main association. Her childlike demeanor means she's also quite mischievous which makes her the archetypal trickster god for the Oblivian pantheon.

Narinda (Latias), Taerin (Latios)

Title(s) :

  • Gidivoni Uranel: The Royal Emissaries
  • Gidivon Idaral: Emissary of Darkness
  • Gidivon Idagil: Emissary of Light
  • Renibani: The Eternal Children
  • Reniban Idaral: The Eternal Darkness
  • Reniban Idagil: The Eternal Light

Analysis : Narinda and Taerin are usually listed alongside the Oblivian pantheon, but they're more akin to demigods or saints due to the fact they weren't created alongside the other legendaries. In fact, they actually started life as human twins, born to the king of Sophian Island before the region was united under the first High King. They were inducted into the Light and Darkness Temples, but their psychic abilities were so strong that they threatened the peace. Arceus himself descended and gifted them new forms that would allow them to control their powers. Unfortunately, this happened when they were eight, so they were seen as eternal children.

As they matured, they wisened to the plight of other eternal children and founded the Royal Messengers. This minor order of society is exclusive to the caste of eternal children and is sort of its own cult. This order gives eternal children a place in society and hope for some form of a future even if it's minor.


Despite the extremely low occurrence of magic in Oblivia, priests and oracles hold the majority of the power and wealth due to having knowledge. The Day of Testing is the single most important day for a family--especially the peasantry--due to the fact it will determine their place in society. To be ordained a priest or oracle of any element--aside from Fire--usually guarantees a somewhat high place in Oblivian society and respect.

From the time they are ten, all children learning magic are prepared for the Rainbow Trials. These trials are overseen by Luseli and Sunivel to ensure they are unbiased and fair (aside from those of the Water element). If one passes the Trials, they are granted the title of Elemental Oracle and gifted the Oracle Armor and allowed to pass onto further education, taking on even more duties. If one fails the Trials, their education into the deeper aspects of magic and psychic abilities is stopped and they  are ordained a priest.

In the rare event somebody is being trained in two or more elements, their priest or oracle standing applies to both. They are either a priest or oracle in both or not. They cannot be a priest in one and an oracle in the other.

The jobs priests and oracles are given differ greatly depending on the element they possess. Gender also plays a part in some of the jobs as they are given. As their paths are generally set at the time they turn ten, this is why they're pressed into choosing their gender by then.

 

Earth Priests : Earth Priests occupy one of the single most important places in Oblivia society along with Water Priests. They work alongside farmers. Many peasants display terrakinesis to the point of being able to till the soil, so they usually leave that to the farmers. It is the job of the Priests to check the health of the soil and oversee crop rotations as well as adjusting soil conditions during the rotations.

Gender generally plays very little part in this particular caste since duties are so similar. The main difference is that many more feminine women aren't allowed to work with the more fragile plants like herbs or ones that require more care and finesse to grow.

 

Fire Priests : In accordance with the abilities passed down from the gods, Fire Priests and Oracles are seen as the keepers of prophecy. Both Priests and Oracles serve similar functions with the main difference in being the methods they are taught.

This is the first caste where gender plays a big role in deciding someone's path. While eight methods of divination are open to Priests to be used, all are only able to use two as they are restricted to each gender. Men can learn cleromancy and scrying. Women can learn botanomancy and tephramancy. Agender individuals can learn capromancy and spodomancy. Bigender individuals can learn tasseography and xylomancy.

 

Water Priests : Water Priests serve one of the most important roles in Oblivion Society. They work closely with the average fisherman in order to enforce the rather strict quotas the Oblivians have on fishing. Even with their magic increasing their crop yield, the land they can dedicate to farming is rather limited, so they have to depend on the ocean for the majority of their food. However, they don't like having to eat Pokemon due to seeing all species as semi-divine. As the Oblivian philosophies do preach living in harmony and reflecting nature, they will eat Pokemon since they eat each other to survive. They enforce strict quotas for genders and species so they don't over fish and decimate one and to keep their disruption of the natural cycles to a minimum.

The main reason their present is because they can keep the water around Pokemon as the nets are hauled onto the boat to ensure they won't die and violate the quota beyond the allowable margin of error.

The main role that gender plays in this particular caste is rather minor, but it's still there. Women bring in the catch while men are the ones to separate and enforce the quotas.

 

Thunder Pacifist Priests : Thunder Pacifist Priests are another caste that works rather closely with the peasantry. Their role in society is relatively straightforward as they are mainly medical personnel. Of the priestly castes, they're the most educated due to their station. As with all medical personnel, they specialize in one area of health, though they do have some knowledge of other areas. All Pacifist Priests are educated and herbalism,, so they can give prescriptions to their patients.

Gender plays a rather large role in this caste. Men are generally far more common in herbalist roles than women while women tend to be found more in the magical side of things.

 

Thunder Martialist Priests : These individuals along with their Oracle cousins occupy a unique place in Oblivian society. They are the main warrior castes although they almost never see actual combat. Because of this, they both tend to put emphasis on their medium abilities. Priests tend to act as intermediaries between the dead and grieving families, often holding séances a spectacle for those that want it, though the rituals can often help grieving families. However, their abilities are limited to being able to contact wandering spirits.

The division of gender is kind of interesting when it comes to the combat front. The field is mostly dominated by women, but for the men found here, they're generally shunted off to the side. They generally take care of the equipment and other behind-the-scenes tasks. They're still trained in combat, but their primary role is to support the women warriors.

 

Darkness Priests : Darkness Priests, unlike their Oracle cousins, only occupy one role in Oblivian society. Due to the fact most other Oracles and Priests are incredibly busy, they are the only traditional priestly caste. They carry out almost all religious services and rites.

Gender plays next to no role in this particular caste. Slightly more women can be found in the public eye, but the difference is almost negligible.

 

Light Priests : Light users occupy a very important niche Oblivion society. From the time they're taken into the Temple, they undergo rigorous training that no other magic caste does. This training turned them into Oblivian equivalent of first responders and emergency relief teams. An interesting point of note is that Light users can actively be moved either up or

down by the Light Captain regardless of their result in the Trials based on their abilities and work ethic. This is the only place in Oblivian society where this can happen.

Light Priests in particular are trained to respond to the least severe threats and contain anything like fires from a distance and locate survivors of large-scale disasters. This means they work closely with their Oracle cousins unlike most other casts.

Gender plays another large role in this caste. Women tend to be on the front lines and act as the initial scout parties while the men tend to do the actual rescues.

 

Earth Oracles : Earth Oracles are an interesting bunch due to the fact they  double as stonecrafters. They work closely with non-magic stonecrafters in order to quarry, move, and shape stone. They pick out the best stones for Masons to shape, then move the finished structures to wherever their designated resting place is. They also give the stones a smooth finish to make them shine like glass. A select few are trained to keep an eye on the Temples and direct masons on when and how to replace failing stones.

Again, due to the relative lack of diversity in duties, there's no real division of labor between the genders.

 

Fire Oracles : Fire Oracles are a cut above their priests cousins in the methods they use. While all Fire Oracles know the six base methods, they generally do not use them. This is because they get into branches of divination such as astrology and numerology. After the Rainbow Trials, their education shifts away from interpretation of general signs to the finer, more meticulous, detail-oriented branches. However, due to these branches being so detailed, they have to choose what they want to specialize in. They are given a year-long grace period in order to explore the eight branches before they're locked into one. If they are unable to choose, then the Fire Captain will do it for them. This rarely happens, though, as it is seen as a disgrace due to being weak of will.

Even with as few Fire Oracles as there are, they oversee the death rate of anybody that does. As Oblivians  believe in cremation over burial, it is their solemn duty to ensure the bodies are handled with care and respect so that their souls don't corrupt on the way to the afterlife.

Just like their priestly cousins, the type of divination is exclusive to each gender. However, they are given a two-year grace period following the Rainbow Trials to explore each branch of divination available to them. Men can go into astrology or numerology. Women can go into cartomancy or rhapsodomancy. Bigender people can go into onomancy or oneiromancy. Agender people can go into augury or genethlialogy.

 

Water Oracles : Due to their powers, they hold one of the most important place in Oblivian society. They allow Thunder Pacifist Oracles to carry out energy healing sessions and Darkness Oracles to carry out their “patriotic” duties. They work closely with all Oracles and priests to help make life in Oblivia easier for everyone by helping amplify their magic and psychic abilities. They also hold the responsibility of divining the future and providing predictions for the general populous as well other priests and oracles.

These Oracles are the rarest in Oblivia due to the fact the Water Captain actively interferes with the Rainbow Trials. Luseli and Sunivel are not happy about this arrangement, but it’s a time-honored tradition by this point. They understand logically where the Captain comes from, but they do not like their sacred trials being interfered with.

Due to the deep understanding they have of different magic and their mind dive ability, some of them can be taught to use remote viewing if given the object of a person who is still alive. They are one of the only way families with members exiled for heresy can learn if they're alive or not. Normally, in Exile wouldn't be mentioned again and contact with them will be considered heresy in and of itself, but as this was passed down by Ludeos himself, it is overlooked by the law. Otherwise, Oblivia would lose its finest, most powerful Water Oracles.

Gender plays very little role in this particular caste, but that's because it's dominated by men, almost to the exclusion of every other gender.

 

Thunder Pacifist Oracles : While Oracles still work in the medical field, they focus around the mental instead of the physical. They essentially function as psychologists and psychiatrists, though their knowledge on how the brain works is rather limited. They rely on their empathetic abilities to figure out where emotional blockages are and how to help overcome them. They mainly accomplish their jobs through working closely with Water Oracles and utilizing the mind dive ability.

This caste has a higher percentage of men than women, but there's no real division of gender. The only real difference is that men tend to deal with more sensitive issues than women do, but this is because of the choices others make.

 

Thunder Martialist Oracles : Oracles are quite a few steps above their priest cousins per usual. These individuals act as channelers, able to pull spirits into their bodies to allow families a direct line of communication to their loved ones. However, they are able to pull spirits directly from the afterlife instead of just being able to talk to wandering or lingering spirits. Another nice some feel is that of detectives and expert witnesses for court cases. Almost all psychometrics end up as Oracles due to using their powers to get a leg up in the Rainbow Trials.

The division of gender here (in terms of combat) is the same as that in the priestly caste, but in terms of channeling, there's no division.

 

Darkness Oracles : These Oracles are the most dangerous in Oblivia but few fear them due to not knowing the truth of their roles in society. Their main role is to keep the populace complacent and obedient. How they do this can manifest in a number of ways. Regardless of the application, the same methodology underlies them all: they use their psychic persuasion to manipulate unsuspecting minds into complacency and keeping them from questioning anything.

The main form this takes the fact that darkness oracles are the main leaders for worship services. all oblivion people attend bi-weekly religious services keep true to the faith, but it’s just a front for the psychic persuasion to be used. Unless they are Light, Water, or Darkness Oracles, a this works on all members of Oblivian society.  This also allows them to sniff out possible dissidents at the early stages and start the “reeducation” process. They become familiar with a person's mental energies and can inform their family to help them get back  on the righteous path.

Another form the stakes are staged invasions. A small, select group of Light and Darkness Oracles are trained from the time there inducted into the temples to stage invasions of Oblivia. These generally only happen once a generation, perhaps once every other. The staged invasions generally last weeks on end and have an impact on productivity, but they have a reason. They serve to remind the Oblivians that they are superior to all others because they were chosen by Arceus to have magic. It also reminds them that the Temple system works since oracles drive back the invaders and protect the region. Because of this training, select Darkness Oracles are fully fluent in the common tongue and off to serve as delegates to other regions.

The last common form this takes are as “re-educators.” These individuals are trained to “reeducate” dissidents if there's a hope of rehabilitating them. These individuals are learned and how the mind works and straddle the line between Water and Darkness because of the fact that use the mind  dive. They enter a person's mind and do everything they can to return their loyalty to oblivion. If they fail to do this, the person is exiled for heresy.

There are other roles Darkness Oracles can occupy, but these three are the most notable.

This caste is mostly dominated by women but gender division is basically nonexistent.

 

Light Oracles : What sets the Light Oracles apart from the priest is how intensively they're trained. They are trained to go into the most dangerous situations such as unstable areas after a rockslide or avalanche. Light Priests would not be allowed into these areas since they wouldn't have the training and knowledge of necessary spells that wouldn't disrupt the sensitive environment. Their main objective in these sorts of situations is to find survivors and send shields down to them so they wouldn't be crushed.

The gender division in this caste is identical to its priestly counterpart.


Oracle Armor

When an acolyte becomes an oracle, they're given an enchanted helmet with gorget that is intended for ceremonial use. The armor is modeled after the original Light Armor which Arceus himself created. These objects amplify a person's magical and psychic abilities, but they have inherent powers of their own, a side effect of the enchantment process. If a non-magic user uses it, they have the ability to effect the people and Pokemon around them to the point of controlling them should their will be strong enough. It's for this very reason that only Oracles and cause the armor and for ceremonial purposes only.

The Temple Captains also have their own unique sets of armor, fashioned after the legendaries that taught them the respective elements. These armors are much more powerful than the ones used by the oracles and can be used to directly bow the wearers to the will of the Temple Captain. This is because oracle armor is enchanted to respond to the specific element it's crafted for much more strongly than other elements.


The Temple Captains

The Temple Captains set at the hierarchy of the “human” castes,. They are still considered human, but they're seen as being on the cusp of being semi-divine. Their main job is to keep a watch on the Temples to ensure everything runs smoothly. They give a monthly report to the White Captain to report anybody dissenting or stepping out of line. Their second main job is to re-enchant the Rainbow Grail. Without their magic and dedication, Oblivia's main line of defense against Black magic would fail to work.


The White Captain

The White Captain is one of the most important yet mysterious figures in Oblivia. They live apart from the rest of Oblivian society on Deslia Island where they are almost completely free of the society's usual mindsets. They are a cultural anomaly, but that's intended. To understand the role and purpose of the White Captain, one must take a walk through Oblivia's history.

There existed a time before the Temple system in Oblivia. During this time, the practice and theories behind magic were vastly different from the current ones. Things weren't as clean cut or divided when it came to the elements. Fire could be used for healing. Thunder could be used for mental healing. Light could be used for Illusions. Darkness could create invisible projections. Elements were combined without thought and the concept of “Black” magic existed only to the legendaries. But, most fall, nearly everybody had some for of knowledge when it came to magic.

The main trade-off for this period was the fact there was near-constant strife. This is because people aligned themselves with the legendary whose philosophy on magic most reflected their own. The legendaries had no hierarchy and the society had little organisation, people constantly bickered, and fought because of the differing philosophies which meant near-daily skirmishes between opposing factions.

One day, a misunderstanding between Luseli's followers and Beventi's followers exploded into an all-out war. For several months, the conflict raged until very little of Oblivia remained inhabitable. Nearly the entire region lay in ruin and not even Pereli could revive the land to its previous state. Arceus then descended, enraged by the abuse of the power he'd entrusted to them. I was then that Ludeos and Rafesan stepped forward. During the conflict, they'd started planning a system that could hopefully prevent such a war from happening again. Arceus listened to their idea. Philosophies and teachings would be standarised with clear divisions in what each element would and would not be allowed to do. Magic would also be restricted to a select few as determined by their psychic abilities. Arceus approved of the system and created a suit of golden armor to show it and wouldn't destroy the people so long as they followed this new system. It took a number of years to fully integrate, but by the end of it, society was far more stable and less likely to end in disaster.

One thing bothered Ludeos, though. With everything now standardised, old teachings had been outlawed and the knowledge would be lost. And how would people remember the follies of the past that had led to the creation of the Temple system in the first place? It was then he thought to have a single family be the guardians of the old ways. He took his idea to Arceus who approve and chose these guardians himself.

A young man and woman who was with child were approached and asked if they would like to continue living with the ways they'd known their entire lives. They expressed interest but were then informed that the catch would be they'd have to live on an uninhabited island, far away from the rest of society and would not be allowed on the mainland again. As both were orphans by the war, they agreed and started setting up their home on what would become known as Deslia Island.

Over the centuries, the family became known as the “White Captain” and they stood above all the other Temple Captains. There is no proper “White Temple” as there are no standard teachings for the White Captain and their children. They continue to use magic as it was before the Great Burning. But as time wore on and Oblivia changed, so too did the duties and meaning behind the White Captain.

As power centralised and stabilised, the nation began turning its eyes to the outside world. Oblivia was a naturally rich land even with its small size and a triangle trade treaty was negotiated between it, Fiore, and Almia. But even by that point, Oblivians thought themselves superior to those outside its borders, so it fell to the White Captain to deal with the merchants. They gladly took up the slack and dealt with the outsiders. It allowed them to expand the horizons and knowledge base, so they were ecstatic to interact with them. It didn't take long for merchants to establish a trade outpost and Desila Island to turn into its own bustling, little community.

This interaction with outsiders and general lack of contact with mainland Oblivia led to an interesting effect: it meant the White captain and their family were largely neutral to affairs elsewhere in the nation. It was this very mindset that sparked the most massive shift in the White Captain's position in Oblivian society.

As the Temple system dug deeper and deeper into society, dissent from the established ideologies became less and less tolerated. People fled the mainland for fear of death or those branded “eternal children” left in hopes of gaining more personal freedoms. The White Captain and their family accepted these people with open arms, but it disturbed the White Captain.

So the Captain set sail for the mainland and was shocked to see the deeply divided society. People were constantly being executed for showing the slightest dissent. This made the Captain beseech the three things to hold fair trials for these people. Since their family was neutral to so many of these issues, they would be perfect judges. The kings agreed and so marked the full transformation of the role the White Captain and their family play in modern Oblivian society.


The Rainbow Grail

The Rainbow Grail is the second holiest item in the Oblivian religion, falling only after the Light (Golden) Armor. It is the physical embodiment of White magic and has the ability to dispel any form of Black magic, no matter how powerful or dangerous the combination might be. Luseli created it herself, but she had to sacrifice a large portion of her magic in the process. As with all enchanted objects, its power weakens with time if it's not recharged. The main reason it hasn't run out of power is because the legendaries perform the ritual that the Temple Captains did during the past to ensure it could always be used again in the future.

The reason it's so holy is because it's the chalice Luseli uses to anoint new priests and oracles and was used to anoint the legendaries themselves as “gods” by Arceus himself. Most humans don't think much of it, though, since it just appears to be a fancy chalice, not the physical embodiment of White magic.


The Rainbow Trials

The Rainbow Trials are the single most important event in a magic user’s life. From the time a child is ten from to the day before they turn seventeen, they are prepared for these Trials. It is their coming-of-age ceremony and will determine the course of the rest of their life. These Trials will show if they have what it takes to become an oracle or not. Barring Light Priests and Oracles, they will be locked into the caste for the rest of their life.

The Trials are made up of six individual challenges, one representing each element. While oracles fill very specific roles in society, they are still expected to go above and beyond what priests do. They are expected to show at least some traits associated with the other elements.

In order to pass the Trials as a whole, one must pass four of the six individual challenges. Failure of three automatically marks one as a priest, but they are still expected to finish the Trials. However, due to the dangerous, obtuse nature of the Trials, only a handful of people pass four or more and ascend to the level of oracle. Some never even make it out of the Rainbow Temple alive due to the Thunder and Light Trials.

The individual Trials are unfairly slanted toward the users of their respective elements, but this is because the Rainbow Trials are the ultimate test of one’s abilities within their element. All prospective oracles have been in training in the Temples from between ages five and seven and prepared for the trials from the age of ten. They’ve spent around a decade of their life being trained in the Temples and an entire seven years in training specifically for the Trials. If they fail their elemental test, it is a severe mark of shame and they will undergo the Trials as many times as necessary to either pass or fail them.

As prospective oracles enter on their seventeenth birthdays, usually small groups of individuals enter at the same time. They are allowed to cooperate to get through the Trials together when it comes to problem solving, but they are not allowed to use their magic to help the others. This is to help reinforce the fact society needs to be cohesive to exist, but when it comes to magic, there is a clear separation and they should stick to their assigned castes.

With so many people having undertaken the Rainbow Trials, it seems as if everyone should know what awaits them. It is true the general ideas of each trial is known, but the actual content and layout of each is not. Each day, Luseli and Sunivel reset and choose new challenges so that no two Trials are identical two days in a row. There are a lot of repeat Trials, but this is simply because they’ve been doing it for thousands of years.

Earth Trial

Challenge : Twelve riddles are etched into the walls of the first chamber in the Rainbow Temple. The testee must decipher the riddles and match the specific crops the riddles speak of to the physical plant. After six failed attempts, the path to the Fire Trial opens.

Symbolism : Honestly… There’s none here. Earth users deal almost specifically with crops and they have to know what crops they’re dealing with. Many non-Earth users fail this trial since they’re not inclined toward farming.

Fire Trial

Challenge : A maze filled with warp tiles that sends the testee back to the beginning if a wrong turn is taken. They are given six chances to pass. If they fail all six times, a path leading to the next Trial opens. Throughout the maze, There are hints that will allow the testee to find the end, but only if they can decode the riddles.

Symbolism : A Fire is the element of prophecy and interpretation, those that overcome this challenge showcase their ability to find their way through an unknown path with only the slightest hints at what to do. They can clearly navigate the future with ease.

Water Trial

Challenge : This takes place in a flooded room with artificial islands. Deep trenches separate them and enchantments send anybody attempting to cheat by swimming will be sent back to the beginning. Buttons of varying colors activate bridges created by Light magic. One must use trial and error to find their way across as certain colors flip on and off, depending on what switch is hit. If the solution isn’t found within two hours, the path to the Thunder Trial is opened.

Symbolism : As Water Oracles must traverse the mysteries of the mind, testees must have the patience to observe patterns and find solutions to difficult problems.

Thunder Trial

Challenge : A powerful ward stands between the testee and the Darkness Trial. The only way to move past the ward is to mix the correct herbs in the correct order and take the correct enchanted object. A Chatot offers the testee a riddle which contains the recipe and the object. The riddle can only be repeated thrice, however. If the mixture is wrong, then the testee may lose their life as many of the herbs in the wrong combination or amount can be lethal. If the testee suffers bad side effects from a wrong mixture without death, they’ll be taken away from the Rainbow Temple to recover and allowed to try again. Failing this Trial in this way is not a mark of shame as it can be difficult for non-Thunder users to get the correct portions and techniques.

Symbolism : Thunder users hold the lives of people past, present and future in their hands. While most healing knowledge is restricted to them, everyone in Oblivia needs to have at least some herblore knowledge.

Darkness Trial

Challenge : A stealth test. One must find their way through a maze of Claydol, making use of their surroundings and what they have at their disposal. If the Claydol spot them, they are teleported back to the beginning. They are granted six chances to pass and, should they fail all six times, the path to the Light Trial is opened.

Symbolism : As Darkness users must be able to master illusions, they must know when to use discretion.

Light Trial

Challenge : Traversing a balance beam maze over a deep pit.

Symbolism : This is one of the easiest in principle, but the most difficult in execution. The testee is allowed to see the multiple paths that lead to the exit, but they must have the balance in order to make it to the end.

This challenge showcases one’s ability to remain calm under pressure. The slightest mistake can lead to death.


Holidays

Like every culture, Oblivia observes its fair share of holidays. However, they have an interesting effect: many break down the usual barriers between castes and unite the Oblivians as a single people instead of enforcing the usual divisions. As holiday names are multiple words, most Oblivians shorten them.

 

Glatin Shuikal Idasel

Abbreviated Form: Glatinel

Translation: Black Day (literal: Divine Black Day)

Date: Water 2-31 (31.December)

Observance: Bringing forth the negativity of the past year in order to purge it to make way for positivity in the new year

Traditions: Preparations from this holiday begin very early in the morning. Before the sun rises, one owner of the household begins by preparing a fake, ceremonial tree by cleansing it through washing it with water and burning certain types of incense. They offer a prayer to Beventi for purification throughout the day. They also start preparing a male of special foods that will help purify themselves and their families. Though most businesses are closed through the day in order to cleanse themselves, but some are open in the wee hours of the morning if there are last-minute stragglers that didn't buy the appropriate foods or items during the previous day. They all close at 100L (6am), though, so that they can carry out their own cleansing rituals.

Throughout the day, families go to their local scribes and sit with them. The scribe reads them their dream journal and they pick out their six favorite, pleasant dreams and their six worst nightmares from that year. The scribe summarises the dreams on strips of paper which are taken back to the house and tied on the tree.

Families stay inside for basically the entire day, talking about all of the bad things that happened to them over the past year. It creates a very charged, negative atmosphere in the house, but it's all in the name of the following day. They also eat the foods that were prepared earlier at certain times. The foods are very bitter and unpleasant to eat, but they help cleanse the body of negativity and impurities.

At 654R (1154pm) that night, the families take down the nightmare strips and head out to a communal bonfire. They then sing a hymn to Beventi, asking for purification before tossing the strips onto the fire. They focus all of the accumulated negativity into the paper and watch as the smoke carries it away. They then go back to bed and sleep until 100L (6am) the next morning.

Glatin Shuikal Subinel

Abbreviated Form: Glashui

 

Translation: Purification Day (literal: Divine Purification Day)

 

Date: Water 3-1 (1.January)

 

Observance: Celebrating the positivity of the past year to purge the negativity from the previous day and create a clean slate for the new year

 

Traditions: After rising at 100L (6am), the purification rituals begin. The first part of the day (100L-100S [6am-12pm]) is spent purifying the mind, body, and soul. In order to balance out the previous day, the family sits around, talking about the hopes they have for the new year and good things that happened the previous year. It's spent laughing, singing, and dancing while they eat foods that help wash away the bitterness from the previous day.

From 100S to 100R (12pm to 6pm), the family cleans their home very thoroughly. Everything is dusted, washed, and rearranged in a way that lets go of the negativity that accumulated during the previous day.

At about 100R (6pm), the cleaning stops and everyone attends a three-hour religious service. More purification rituals are carried out so that they can be cleansed of any lingering negativity from the previous day. Lots of upbeat hymns help usher in more positivity and light.

At 400R (9pm), people return home and take the strips containing their pleasant dreams and attend another communal bonfire. They burn the strips as a symbolic way to fully close out the previous year and start with a clean slate for the new one. They can then return home and finish cleaning, go to bed, or hang around the fire and talk to friends. It's during this time that Nubehis comes down from Faldera and hands out the predictions he made from the latter half of the previous year.

 

Glatin Shuikal Idabal

Abbreviated Form: Glatibal

 

Translation: Earth Day (literal: Divine Earth Day)

 

Date: Water 4-6 (6.Feb)

 

Observance: Celebration of the Earth element by cleaning the region

 

Traditions: There aren't any super-deep traditions for this particular holiday. It's mostly a clean-up day around the region to make sure they can sustain their way of life. People sing hymns while working in order to appease Pereli and Arceus.

 

Duvagin Gulavol

Abbreviated Form: Duvagol

 

Translation: Festival of Remembrance (literal: Memory Festival)

 

Date: Water 5-20 (20.March)

 

Observance: Celebrating the lives of those that have passed.

 

Traditions: This is a favorite holiday among Oblivians due to its joyous and festive mood.

Preparations for this holiday begin very early in the morning, usually around 400V (3am) or 500V (4am). Both parents rise and one heads to the kitchen while the other begins decorating the house and creating dolls. It doesn't take long for the house to fill with the smell of baking bread, pastries, and other food which usually has the children out of bed by 100L (6am). After they rise, they begin helping with the cooking or decorating. If they're over the age of six, they're sent to the florist to pick up special orders that their parents put in for months ago and begin weaving the flowers into crowns for the entire family.

By about 300L (9am), preparations have concluded. The parents actually split apart to visit their extended families while many children under ten are cared for by eternal children.

Each person bears a couple of temporary dolls to represent those that they want to remember. Flower crowns comprised of the the deceased's favorite flower(s) adorn everyone's heads as the families parade through the streets, singing hymns of praise and well-wishes to those they're celebrating. They also bear the foods of the they cooked to a designated shrine and place them as offerings to the deceased so they can have their favorite foods freshly cooked.

These celebrations last basically all day until about 100R (6pm) when they head to the chapel for a special service. They all place their dolls in the sixth row of seats and retrieve them after the service. Following that, the families reconvene in their normal homes and eat a meal comprising of the leftovers from what was cooked that morning. They share their happy memories with their spouse and children of their departed one(s) for a couple of hours before retiring for the night.

 

Glatin Shuikal Idakal

Abbreviated Form: Glatikal

Translation: White Day (literal: Divine Water Day)

Date: Water 6-6 (6.April)

Observance: Predominantly exists to re-enchant the Rainbow Grail but also functions to renew the Temple Captains' vows of loyalty to their country and patron legendary

Traditions: This holiday is actually relatively unknown to the population as a whole due to the fact it involves only the Temple Captains. However, it's still one of the most important ceremonies for the religion as a whole.

The Temple Captains arrive on Deslia Island and relatively early in the morning at 100L (6am) and are greeted by the White Captain. They are then shown to the Rainbow Dais where the Rainbow Grail sits. A number of long rites are administered by the various legendaries to each individual Captain and the group as a whole. Overall, it takes about nine hours to complete which is why it's a holiday.

Glatin Shuikal Idatil

Abbreviated Form: Glatitil

Translation: Fire Day (literal: Divine Fire Day)

Date: Fire 1-1 (1.May)

Observance: A celebration of the element of Fire and life itself

Traditions: This used to be one of the most important holidays in Oblivia even before it was united under a single crown. Unfortunately, due to the Civil Flame, it's been cast aside and largely forgotten to all but Fire users. All they really use it for now is to listen to Nubehis speak and learn directly from him.

 

Gulavon Travol

Abbreviated Form: Gulavol

Translation: Sombrance (literal: Sad Memories)

Date: Fire 2-6 (6.June)

Observance: Mourning those that have passed before

Traditions: Sombrance is the counterpart to the Festival of Remembrance, but its traditions are far more downplayed.

The day starts off similarly to the Festival. People rise early to cook and bake offerings to those that have passed. Children go to the florist to retrieve special orders. The first marked difference, though, is that full wreaths are woven instead of crowns.

At 400L (9am), the family approached the shrine and places their offerings on it. They're dressed in red which is the customary color of mourning. The families stay for a little while, offering prayers and hymns to the deceased and to being the full mourning process.

The day is actually relatively normal as people go about their everyday lives. Few changes happen aside from almost everyone being clad in some form of red. The observance of everyday life today is actually symbolic on its own. By wearing red, everyone acknowledges those that have passed on, but by continuing their normal lives, they understand that the deceased would want them to continue living and not mourning everyday.

The main thing that marks Sombrance is the fact that the nation is essentially silent the entire day. Words are used sparingly in order to listen for those they're remembering. The spirits actively come from the afterlife to visit their relatives on this day and can interact with them without the need of priests/oracles acting on their behalf.

The silence breaks at that night's religious service where hymns of mourning are sung. All priests do a call/response service to basically give the people the signal they're allowed to speak normally again. After the service, families go home and eat, still being silent for the rest of the evening before retiring.

 

Glatin Shuikal Idagil

Abbreviated Form: Glatigil

Translation: Light Day (literal: Divine Light Day)

Date: Fire 2-21 (21.June)

Observance: A celebration of the Light element to ask for protection for the rest of the year

Traditions: This day is rather interesting because it's one of the few times non-priests can enter the Temples. The majority of the day is normal with people carrying out their everyday lives. When 100R (6pm) hits, though, everyone heads for the Temple nearest them. They then enter a large room with six ceremonial altars. Upon entry, people are given six sticks on incense that they place on each individual altar. They then offer a short prayer or hymn as the smoke rises, carrying their wishes up to the heavens so that Arceus and the other gods may hear their pleas and grant them.

 

Duvagin Idatil

Abbreviated Form: Duvagil

Translation: Fire Festival (literal: Fire Celebration)

Date: Fire 3-1 (2.July)

Observance: Midday of the year, receiving prophecies from Nubehis

Traditions: Like many other holidays, the majority of this day is relatively normal. Things only begin as the sun starts to set. Bonfires are lit and the people generally relax and talk with friends This changes only when Nubehis or Saveria approach the group and hand out small, sealed envelopes decorated with Nubehis' personal seal.

Through the first half of the year, people go to Faldera with strips of paper (written by scribes) and tie them to a few special trees that grow in the volcano's soil. These requests are for prophecies that will happen after Fire 3-2. Requests can range from how a marriage will proceed, childbirth, family, personal, or religious matters. Nubehis answers and and all requests he gets and they're rarely ever wrong.

The envelope contains the original paper the request was written on and another one that bears an enchantment. As most Oblivians are illiterate, they can't read what he wrote. However, Kabosul invented a spell that would allow even non-Oblivians to read the writing on certain documents. The words are read directly into the person's mind without them actually reading it.

 

Glatin Shuikal Idavol

Abbreviated Form: Glativol

Translation: Thunder Day (literal: Divine Thunder Day)

Date: Fire 4-6 (6.August)

Observance: Remember Nabiva, the discoverer of Thunder healing

Traditions: While this holiday is officially recognised, it means very little to the nation as a whole outside of Thunder users. This is the only time that Kabosul comes down from his roost and helps both sects of Thunder users in their training. He also recounts tales of Nabiva as he did help her deepen the field of Thunder healing.

 

Olarun Hilirul Saposel

Abbreviated Form: Olasel

Translation: New Moon Night (literal: Black Moon Night)

Date: Fire 5-22 (22.September)

Observance: Exorcising malevolent spirits that linger

Traditions: This is the most dreaded of all Oblivian holidays. Spirits often linger in Oblivia and they are usually benign, just wishing to watch after their family members or keep an eye on the country they loved so much. However, a small portion of these spirits are malevolent and wish harm on all living beings. There are ways to ward them off, but they are generally only exorcised on New Moon Night.

During this day, children are kept inside the Temples with strong wards to protect them. The adults begin preparing costumes and masks of terrifying appearance, then purify and prepare them for scaring the spirits. This occurs during the day and the adults don't emerge until about 400R (9pm) when the sun has set.

At that point, Martialist Thunder users (and medium Pacifists) usher all benign spirits into the Temples (which are safeguarded from malevolent spirits) where they'll be protected. They then begin directing the people to chase the spirits into the chapels. There, they're cornered by other priests and oracles and rites are carried out to exorcise and send them to the afterlife.

People can get possessed by evil spirits, but due to the masks and clothing, they're protected from that fate during this particular night. The greatest risk of possession is actually to that of Pokemon. Even human spirits can possess them if they're not careful, but they have their own ways of warding the spirits off.

 

Glatin Rebuval

Abbreviated Form: Glatival

Translation: Unification Day (literal: Single Day)

Date: Fire 6-16 (16.October)

Observance: The day Oblivia was unified under a single crown

Traditions: This holiday is basically one giant party. All people across the entire region pitch in to raise tents, provide food, entertainment, and other necessities for others. There aren't any serious traditions for this holiday other than basically partying the entire day away.

 

Glatin Shuikal Idanel

Abbreviated Form: Gladanel

Translation: Water Day (literal: Divine Water Day)

Date: Water 1-1 (1.November)

Observance: Beginning of the typhoon/rainy season

Traditions: This holiday isn't a huge deal to the general population. It's mostly a gathering of all Fire, Water, Thunder, and Light Priests and Oracles. They all go to the Rainbow Dais and perform ceremonies and rites, praying for protection for Oblivia. The rainy season is important for sustaining the nation, but the destructive typhoons can wreak havoc on the crops they need to survive.

 

Glatin Shuikal Idagil

Abbreviated Form: Glatigil

Translation: Darkness Day (literal: Divine Darkness Day)

Date: Water 2-21 (21.December)

Observance: Celebration of the Darkness element

Traditions: This is a very interesting holiday. On this day, Oblivians are encouraged to lie to just about everyone around them. This makes it exceptionally hard to trust anybody on this day, but this is the beginning of preparing to roll the new year in. This day in specific is to get out all the lies one's been holding in the entire year. Oblivians are honest by nature, so having a day to do nothing but lie is extremely liberating.


(Small note: In this next section there are some translations into the conlang I made for ancient Oblivia. These translations aren't complete.)

The Rainbow Grail Trials

These particular Trials were never part of Oblivian culture and created solely by Ravios and Beneven. After they sealed the Sky Fortress away, they hid the Rainbow Grail so it could be used should it be needed again.

They were created in away that even non-Oblivians would be able to access the Grail if it were needed again. The objectives of each can be figured out with no knowledge of Oblivian and enough time and tenacity. Instructions were provided, but as Ravios and Beneven feared their language would die out, they did their best to make trials that would transcend language, culture, and even time itself. They also feared that people in the future may want to steal the Grail, so they came up with an ingenious system to combat potential thieves.

At the beginning and end of each individual trial, there’s an altar with an enchanted stone attached to a strap. The prospective new hero must pick up the stone and carry it through each trial. The strap is provided so that they can secure it somewhere on their body without having to lose it. Once it is secured, it will not fall off. The stone itself connects to underlying paths that tell if the prospective hero has actually completed the trial or not. Some challenges can be bypassed easily as they’re in a single plot of land, but if one just picks the stone up and drops it on the second altar, the sealed door will not open.

As with the Rainbow Trials, there are six individual tests, embodying each of the Oblivian magical elements. However, it also tests the heart of a true hero.

 

Earth Trial

Challenge : The testee must pass through a simple maze to understand the mechanic involving the stone.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili | Sabios=tun uwoda=ba=ni-fonu=da ki=nituru=ba=ti=fana=da uivire-barip=vi-funo=da nabepi=ba=ni=fene=da falera=avi=bavabe | 

Translated Instructions : O New Hero, the path to peace is fraught with danger. If you are here, then Sabios’ fell creation has returned. Raheha Luseli will assist you should you prove yourself worthy of obtaining the Grail. Come and test your courage and prove yourself a true hero.

 

Fire Trial

Challenge : After the stone is taken, the room artificially darkens and an altar with an enchanted flame rises. The testee must carry a portion of the flame through the darkness and light six torches along the way. The flame slowly dims as they light the torches.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. Even as darkness closes around you, don’t lose hope. The light you spread to others will help light your path if you should lose your own light.

 

Water Trial

Challenge : The room is covered with seemingly shallow water. However, a wrong misstep will lead to the person being dropped into chest-deep water. They must navigate the hidden maze.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. No matter how many setbacks you face, you must pull yourself up and continue on.

 

Thunder Trial

Challenge : An illusory warrior wielding a sword is triggered after the stone is picked up. The testee must survive an onslaught of attacks for several minutes. If the sword passes through a kill point, the warrior will reset itself. Winning can only be accomplished through attacking and dodging at the correct times.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. A wise hero knows when to use force and when to yield. One must ebb and flow like the tide.

 

Darkness Trial

Challenge : Similar to the Darkness Trial in the Rainbow Trials, except the projections take the place of the Claydol.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. The enemy can strike at any time and you must learn to lie low at times.

 

Light Trial

Challenge : A seemingly endless void opens up in the room with a single panel of hard light hovering above the darkness. When the testee first steps onto it, an entire maze ripples before them for several seconds before disappearing. At a split in every path, the same thing happens. If the paths are stepped off of, the person is sent back to the beginning.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. Sometimes, you will be required to take a leap of faith. You may falter and slow down, but never give up. If you do, the enemy shall surely win.

 

The Final Trial

Challenge : Find a way to get the final stone off a collar around an Absol’s neck without harming it. The Absol waits in front of the sealed chest with the Rainbow Grail. The stone must be placed in a slot on the chest to open it.

Oblivian Instructions : Raetikune=ni=fana=pe=rini uofone=ni=funo=pe=rini gegooru=barati=vi=fina=da=riri kegiline=ti=fana=pe=rili lalera=avi=bavane=fanuki=fi=rifi ki=dianeseba=ni=da=rini aranovu=ba=funo=pe=rili |

Translated Instructions : O New Hero, the path to peace is fraught with danger. Before you lies a messenger of disaster, but do no harm them. The Grail is meant to be used by an agent of mercy, not a merchant of death.

Chapter 4: People and Culture

Chapter Text

People

 

Physical Characteristics

The people of Oblivia are just as colorful and varied as the tropical flowers that grow on the islands. Generally, they are dark skinned with skintones varying from the color of coffee with a lot of cream to a dark cocoa chocolate. They're not a very tall people with the average height of a woman being around 5'2” and the average man is about 5'5”. The land is abundant in fish and fruits, but with the limited land they can dedicate to agriculture, they can't grow too tall overall. Some outliers grow as tall as 5'11”, but they're few and far between. Hair colors range from pitch black to snow white and include blue, pink, yellow, and other extremely vibrant colors. There is some correlation between psychic abilities and hair color, but it's only very loose.

 

Clothing and Nudity

Due to the hot, humid climate, the people have an interesting relationship with it. In the lower castes, very little clothing is worn. Most people tend to wear little more than loincloths or skirts, so this means there's no taboo of biological females wearing no tops.

Generally, the higher the caste, the more clothing one is able to wear. The main exception to this is Light Oracles as they spend long, laborious hours training in the hot sun.

Most clothing worn in the higher castes is actually imported from Almia or Fiore. This is because it's a status symbol. Instead of having to wear clothing created in Oblivia, they have the money to afford expensive, imported cloths from abroad that are stylish while still being good in the Oblivian heat.

Traditional Oblivian clothing is made from kapa clothing and is quite light and breathable. Most people wear skirts of some form since there's freer movement with greater air circulation. Most tend not to wear shirts as they often cling when one sweats. If women do choose to wear shirts, they're usually little more than tube tops meant to keep their breasts in place. Underneath the skirts, they wear what are essentially boxer briefs so that nobody sees their genitals if the skirt falls off or the bend over.

For special religious rites and holidays, special feathered cloaks and capes are worn by the adults. From a young age, feathers are gathered and woven into a shawl. These take a lifetime to complete and are usually handed down through families since they do take so long to complete. The quality of the feathers is usually the indicator of status. Those in priestly castes generally have feathers of extremely high quality because they can approach Pokemon and ask for a donation of a couple of feathers. These are carefully removed and added to the shawl. Those in lower castes, however, generally just pick up feathers off the ground. This means their shawls degrade much faster over time and need to be kept up intensely.

 

Temple Belts

One curious quirk that an outsider will immediately notice upon enter mainland Oblivia is that people often wear belts. These belts are to show their standing in the priestly castes. Acolytes wear a belt that is simply the solid color of their element (brown for Earth, red for Fire, blue for Water, orange for Thunder, black for Darkness, yellow for Light). For those that have passed the Rainbow Trials and become Oracles, the belt gains an embroidered white stripe down the middle. For those that failed and became Priests, their belts gain a dark grey stripe down the middle. Temple Captains have a purple stripe down the middle. Rarely dual-colored belts can be seen which means that the person has access to two elements. Eternal children also wear the standard belt but they have a pink stripe down the middle to signify they failed to become an acolyte but retain their elemental abilities. For non-magic users in priestly castes, they wear a green belt their elemental stripe in the middle, then the grey or white above it to show where exactly they fall in society. Peasants wear no belts as they don't have a high enough standing in society to.

[insert image I can't post]

Hairstyles

Haristyles are another mark of status in Oblivian society. Generally, people of higher status have longer hair while lower people have shorter hair. This is because people of lower status can't afford much extra time to care for long hair. Some people in higher castes do have short hair because they lead busy lives due to bureaucracy, but most will wear it long to flaunt their status. There really are no traditional Oblivian hairstyles as most have been imported from Almia and Fiore. It's another way to flaunt wealth as it means one has the means to import expensive books of style from other nations.

 

Housing

Housing is rather interesting in Oblivia. There is no such thing as homelessness as every wed couple in the kingdom has a house all their own. This is because every couple is given a house when they marry to encourage procreation. Each house is small and follows the same floorplan. The main body of the house is a hexagonal room that holds the main family room and kitchen. Each wall that isn't the main entrance leads into a bedroom. The one directly opposite the entrance belongs to the wed couple. The bottom left room is the one that houses all children under ten. From there, in clockwise order, rooms are given to the children in birth order as they hit young adulthood. This means a couple can have up to four children, though the last room is usually left open in the eldest child's home for when their parents move in.

The reason everyone has a house in Oblivia is because of the tradition of __________________ which means “door passing.” When a couple is about the age of sixty, they leave their home and move in with their eldest child. Their home is then passed onto a new young couple so that they can have a place to raise their family. This means that new houses rarely ever need to be built and old ones only need be upkept for minimal cost.

 

Promises

One interesting quirk of Oblivian culture is that of promises. People place a lot of emphasis on promises and words in general. This is because of the promise the people made to Arceus after the Great Burning. From there on out, honesty became an almost inborne trait for Oblivians. While they're fully capable of lying, they generally don't since it's seen as a betrayal of trust. The worst people to lie to are those in your family. They're the people you grew up with and raised you and then you repay their kindness with lying to their face.

This also ties in with the fact spells must be used in order to make magic work. Words are inherently powerful as even a slight adjustment to them can cause big effects. Some people say the pen is mightier than the sword and that is very much true for ancient Oblivians.

 

Etiquette

Unsurprisingly, etiquette is a big part of Oblivian culture. The people are exceedingly polite to each other especially if they're of different castes. To breach established etiquette and politeness is to insult someone on the deepest level and can even be prosecuted in court.

 

Personal Space

Personal space is a bit of an interesting topic when it comes to Oblivia. With the lack of land in the kingdom, they don't have a lot of it. When going about daily life, people expect to brush elbows and bump into each other. Normally, touching somebody of a higher caste is seen as near blasphemous, but when going about everyday life, it's seen as necessary and no real thought is given to it. The main exceptions are the White Captain and their family, royalty, and legendaries. Touching any of them without permission in any setting can and often is prosecuted by the court unless the touched individual doesn't wish to press charges. Even then, the court can sometimes overrule them.

Where it gets involved is when two parties start speaking to each other.

How far one stands away from somebody else while speaking is determined by caste. Being within one foot of somebody means the two parties on roughly equal footing, either within the same caste or one or two above or below, or close family. Standing within two feet means the parties are within two castes of each other in either direction. Three or more feet means three or more castes of separation. Three feet is the minimum and acceptable even if there are large gaps (five or more castes) since it's a comfortable distance to hold conversations at.

The main exception is when it comes to the White Captain, royalty, and legendaries. Six to ten feet is seen as the acceptable distance when in their presence. Because of this, they usually have an attendant with them to to act as a runner to relay messages. It is highly cumbersome and inefficient, so the White Captain and basically all legendaries opt to ignore this rule of etiquette because they can afford to. Many of the royal family abide by it, though.

This also ties in with the fact those of lower status are expected to not approach someone higher than themselves. By this token, people are expected to be indirect in approaching people of higher castes. To do this can land somebody in hot water with the authorities with punishments ranging from a small fine to exile. Of course, there are times this can be breached.

The first one is if a servant is approaching their employer or a messenger is approaching a recipient of the message they're carrying.

The second is when an inter-caste pair are betrothed but not yet married.

The third is when one is approaching Sunivel.

The fourth and most major is when the person of higher caste approaches the lower one.

 

Gestures and Body Language

Anybody meeting an ancient Oblivian will see them as very strange while they speak. They can be either very restrained or animated depending on the individual. This is because of how they use their body when speaking.

Aside from the White Captain, royalty, and legendaries, nobody really uses their hands to speak. They favor all other parts of the body over them due to societal taboos. Priests and Oracles work with magic using gestures and it's considered very rude to to use one of these outside of magic. Of course, most people don't know these gestures, so they simply opt to not use their hands.

This mostly originates from the fact Priests and Oracles mainly use their hands to channel, shape, and work with magic. In doing so, the palm was considered extremely sacred and holy, so showing it to anybody is considered obscene. It's basically the equivalent of flipping the bird. For this reason, holding hands (especially between those in priestly castes) is seen as one of the most intimate actions one can perform and is only reserved for those lovers that are extremely close. It's seen as the greatest display of trust between two people.

The back of the hand can be used to gesture like the palm would be, but most don't want to risk showing their palm, so they use every other part of their body.

The exception for anybody is if they're using Oblivian Imperial Sign Language.

 

Introductions and Greetings

There are two distinct forms of introduction in Oblivia: formal and informal.

Informal introductions are used in everyday life are quite simple. One simply brushes their earrings to draw attention to their gender and pronouns, holding their belt out, bowing with their leg behind them, and closing their eyes before giving their name.

Formal introductions are much more involved. One is to brush their earrings, then take the ends of their belt in their hands, extend them out, incline their head down while closing their eyes, left heel to their right toes with the left foot angled out, and back straight. This is followed by sweeping the right foot out and behind oneself and bending at the waist before straightening up.

In terms of speech, one is to give their name, caste, career, gender, pronouns, and at least one interest. Even with as many of these are plainly evident, it is just a formality.

When greeting somebody familiar, one simply inclines their head slightly and closes their eyes while saying the appropriate greeting. The length of time depends on caste relation. The greater the gap, the longer the incline.

These introductions arose from the time when the Temple system was first implemented. The concept of the different genders had already existed, but the physical earrings had not. People also didn’t know the meanings behind the belts quite yet. By drawing attention to the two physical signs and explaining them, it made it easier for everyone to help ingrain them.

 

Caste-Specific Greetings

Due to the deeply divided nature of Oblivia’s society. There are certain greetings one must say when greeting someone. The only time this doesn’t apply is when one’s among family and bonds supersede society.

One greets an eternal child with “May your messages always find their recipient.” Since all eternal children that don’t leave are pressured by society to join the messenger cult, this works well as a blanket greeting. Of course, not all actively participate it, but since they’re part of it, it still works.

One greets a peasant with “May the skies always shine upon you.” Not all peasants are farmers, but many work outside, so weather often determines if somebody is paid well or poorly for the day.

One greets an Earth Priest with “May the soil always be soft.” Given they work alongside farmers, loamy or hard soil means the difference between an easy or hard day of work.

One greets a Fire Priest with “May the flames always burn brightly.” As fire is an integral part to many of the types of divination they use, they need bright, hot flames in order to carry out their divinations.

One greets a Water Priest with “may the seas always be calm.” As they work alongside fishermen, a stormy sea means the difference between working and not at all, as well as the whole region being fed or starving.

One greets a Thunder Pacifist Priest with “May your herbs always grow well.” With how much people depend on herbs as medicine, it can mean the difference between life and death for many people.

One greets a Thunder Martialist Priest with “May the spirits ever be calm.” This is to wish them protection against malevolent spirits that may cause them harm.

One greets Darkness Priest with “May the faith be as bountiful as the ocean.” Seeing as they fill the more traditional role of clergy, having bountiful faith is important. It also brings wishes they won’t find dissenters or heretics and need to report them to the proper court authorities.

One greets a Light Priest with “May the weather always be bright.” While they are the equivalent of first responders, weather severe enough to get them called in usually means bad news for the whole kingdom.

One greets an Earth Oracle with “May the stones ever stand strong.” Their job is to be stonecrafters and stones will eventually weather away, but the longer they last, the less they have to impact the Oblivian environment as a whole.

One greets a Fire Oracle with “May the omens burn brightly.” As they generally interpret more specific topics than Priests, they wish to have the best readings possible. Nobody wants to have a negative reading.

One greets a Water Oracle with “May your mind always be clear.” Few have any idea what being a Water Oracle entails other than having to do something with the mind. As such, the greeting is appropriately vague.

One greets a Thunder Pacifist Oracle with “May your patients be well.” While this would go for Priests as well, they do particularly sensitive work with the mind. Anything less than that means deeply unhappy people.

One greets a Thunder Martialist Oracle with “May Arceus’ divine light protect you.” As they channel spirits, spiritual and mental protection is an absolute must, lest they allows something malevolent in.

One greets a Darkness Oracle with “May your words ring true.” Outside of the Oracles themselves, nobody knows what they do, so the greeting is left appropriately vague just as with Water Oracles.

One greets a Light Oracle with “May your shields never falter.” As they’re sent into locate and protect survivors of disasters with their magic shields, failure means loss of life.

One greets Temple Captains with “May the light of Arceus guide us.” They’re seen as intermediaries between the people and the gods. One also adds the respective greeting based on element and rank afterward.

The exception is with the White Captain and their family who is greet with “Thank you for bestowing Arceus’ light upon us.” They are the only people below the royal family and are seen as semi-divine, one of Arceus’ chosen.

One greets royalty with “May our future be filled with Arceus’ light.”

One greets legendaries with “Thank you for guiding us, O [title and name].”


Culture

 

Family Structure, General Life Cycle

As with any society, the backbone of Oblivia is the family unit and they have their own ideas on what a family consists of.

The core of the Oblivian family is the married couple. For most, this does consist of male- and female-bodied individuals, but a small percentage of the population are in same-sex marriages This small percentage is not looked down on as nearly all of these marriages are arranged and treated just as any heterosexual couple is. As gender and sex hold little weight in Oblivian society, little distinction is made between these couples. The only time this is an issue is if someone from a powerful bloodline is attracted to the same sex and the family wants their name to be continued. In these cases, happiness is usually sacrificed for the sake of the family.

All married couples are also expected to rear at least one child, though three is the usual number. In the case of a same-sex couple, things are a bit more lenient, but the duty of raising illegitimate children falls to them. Because of the big emphasis on family and shared responsibility, the concept of orphans is basically foreign. All children are raised in a home with two parents.

With the way Oblivian society is structured, a curious quirk is that there is no concept of aunts, uncles, and in-laws; the only ones are parents, grandparents, siblings, and other relatives. The couple married couple is the core of the family. The couple has children whom are brothers and sisters to each other. When the children turn seventeen, they get married and move out, then the cycle repeats. Family is the pillar of Oblivian Society and the familial bonds are never forgotten after the children move out, but after that, they are more concerned with their own lives and families. Siblings usually remain close if they're in the same caste, but if they aren't, they often drift apart. The rigid dividing lines in society still exist within families and often tear apart even the closest ones. Not everyone will fall victim to this, but most do and the only time these dividing lines fade away is on certain holidays.

The lifecycle of an Oblivian looks like this:

From the ages of 0-3, a child is reared by one of the parents – usually the biological mother – but not always. From 3-6, a child is essentially placed in daycare and watched after by an eternal child. From priestly castes, from 6-10, they begin their formal education in the Temples. In the peasant castes, they help around the house. For priestly castes from ages 10-17, they continue their education and begin preparation for the Rainbow Trials. In the peasant caste, apprenticeships are started. Regardless of the caste, the day after their 17 th birthday is when they marry. The only way an Oblivian can be exempt from marriage is if they are in a priestly caste and take a vow of celibacy at age ten to dedicate themselves wholly to the Temple they serve.

From here, most Oblivians follow the same lifecycle, regardless of caste. Most have their first child by nineteen, their second by twenty-two, and their third by twenty-seven. Most couples don't have children after thirty because it's too much of a strain on society as a whole for having children that late in life. With how things fall, this means that most Oblivian couples have an empty house by the age of 47 at the latest. They have earned the right to enjoy middle age together without having the responsibility and burden of young children.

Between the ages of 60 and 75, most couples move in with their eldest child. Many health problems start manifesting and make people unable to continue their jobs or care for themselves. The eldest child now has a house and family of their own which means they can give back to the people that raised them in a very meaningful way.

[insert image I can't share]

Childhood

Childhood in Oblivia as in many other places is a wonderful time. Despite the deeply divided, oppressive society, children are somewhat shielded from the dividing lines so that they can have a largely carefree life.

 

Ages 0-3

These years are considered the most important as this is when a child bonds with their primary caregiver most strongly. One of the married couple will take three years off from their occupation in order to care for the child. If they're of the priestly castes, however, they dedicate Tuesdays and Fridays to returning to the Temple to continue their education for when they return after the children can be cared for by others. The parent also continues reading religious texts and studying what they can on the path they have in life.

 

Ages 3-6

After spending the first three years of their life with a primary caretaker, children of priestly castes are taken into the Temples and cared for by eternal children. During this period, they begin their education about basic aspects of Oblivian society. They can't be shielded entirely from the pressures and divisions that exist, but the education is focused around religion, manners, literacy, and the basics of magic. Starting at age five, the concept of gender is introduced as it is an important step in their next phase of life.

It's also during this period that psychic powers usually begin manifesting. The powers usually aren't strong, but the children aren't in control, so it makes for a very dangerous situation. This is why eternal children are employed in the Temples; they have enough education to keep things from getting too crazy.

 

The Day of Testing

The Day of Testing is the single-most important day in any Oblivian's life as it decides their ultimate fate and standing in society. It's on this day that a child is tested for psychic abilities. It's a rather rigorous, stressful day for the child as they endure quite a bit of mental duress. They're tested for each element's associated psychic abilities. This batter of tests is usually carried out on their sixth birthday, but if a child has abnormally strong abilities that manifest before this, an emergency test can be arranged so that they can be placed in the appropriate Temple.

 

Ages 6-10

This is the point where societal standards really begin playing a role in life. After a child is placed in the appropriate Temple for education, they are taught to adhere to those within the same caste and element. Family is still very important, but from now on, magic and caste take center stage as the child goes to live in the Temple.

One of the main things that happens during this period is that of gender determination. From the time they are born to the time they are ten or twelve (depending on the family's personal leanings), children are seen as inherently genderless. Biological sex is acknowledged in Oblivian society, but it's not seen as important. Children are referred to with the neuter pronoun until they enter this stage in their life. They are given the ability to explore each of the four genders that exists and make a determination for themselves how they identify. As such, there is no concept of transgender; people simply are what they identify as. This period of exploration can last from four to six years, depending on what the parents think is best for the child, though most lean toward four due to the fact young adulthood begins at ten.

 

Young Adulthood

Young adulthood is one of the most turbulent, stressful periods in life for an Oblivian especially in the priestly castes. It's full of changes and the full pressures of society truly kick in.

 

Acolyte Testing

For anybody in a priestly caste, the tenth birthday is perhaps the most important in their life—even moreso than the Day of Testing or Rainbow Trials. This is because this is the point of no return. They've spent the past four years in their base Temple learning the basics of the element they're supposed to learn. If they fail to pass the acolyte test this year, they're given two more chances on their eleventh and twelfth birthdays. Following those failures, they will be branded an eternal child and have their entire futures taken away from them. On the opposite end of things, should they pass, they'll be deemed an acolyte and allowed to continue their training so that they can prepare for the Rainbow Trials. They are awarded a belt that marks them as an official acolyte.

 

Ages 10-11

As most do pass the acolyte test, this is the Oblivian equivalent of a “gap year.” Basic education on magic and psychic abilities continues, but not much else is done.

 

Ages 11-17

This is the point in the standard priestly caste lifecycle where things really start to mount and accelerate. For this six-year period, the main focus for every acolyte is preparation for the Rainbow Trials. Their education into their primary element doesn't stop, but it's given a less prominent role for this duration.

The education cycle is the same for every acolyte in this period. They spend one year deeply entrenched in the basics of every element so that they be prepared for whatever the Rainbow Trials may throw at them. They begin with Earth, then move into Fire, then Water, Thunder, Darkness before ending with Light. When they cycle into their particular element, the teachers take the chance to further their education as much as they can (or is allowed by the established rules and dogma). It's a relief to the acolyte as well since it's information they already have a solid base for.

 

Marriage Arrangements and Sexuality

Like most other cultures, Oblivians recognise and acknowledge this period of life is one of great change physically, emotionally, and sexually. From age ten, they are seen as young adults, generally capable of making their own decisions, but the one thing they aren't entrusted to do is choose their life partner. Marriages are arranged during this period in their lives by their parents, usually by the age of fifteen but rarely ever before then.

This is because during this stage in their lives, they're allowed and actively encouraged to explore their sexuality. For this reason, Oblivians hold literally no notion of virginity or purity. In fact, those that don't have sex before marriage are seen as the weird ones. One of the main exceptions is that of the royal family. They're often so busy they don't have time to engage in this exploratory behavior and most citizens are to afraid to touch who they see as a divine human.

One reason this is allowed is because the parents do want their children to be happy with who they chose to be their partner. This often leads to same-sex marriages being arranged simply because the child is clearly happy with someone of the same sex. However, the need to continue a powerful family line or need to be higher in society often wins out, so a heterosexual marriage will be forced onto a decidedly homosexual person.

One would think that teenagers being allowed to have sex as they please would lead to a large number of children born out of wedlock but the opposite holds true. Because of magic, a number of contraceptive methods are readily available for anybody to purchase and use. They are given comprehensive sex education after age ten by either the Temples or their parents. Conception rates in this age group are almost nonexistent because of this, though sometimes mistakes do happen. When it does, the baby is carried to term and given to a same-sex couple to raise unless the acolyte is near enough the Rainbow Trials they'll marry and conceive the child after they're ordained.

Since most marriages are arranged by the age of fifteen, the betrothed acolytes are expected to be monogamous from that point forward. Before a marriage contract is struck, they're allowed to sleep with who they please, but after betrothal, it's considered adultery which is punishable by law. They are considered responsible for their actions after they turn fifteen and can be treated as adults in the court of law even though society doesn't quite see them as such yet.

Marriage itself, however, doesn't occur until after age seventeen.

 

Eternal Children

The eternal children are an unfortunate minority group that exist at the lowest possible level of Oblivian society. These are individuals that were once in the priestly castes but failed the acolyte test three times. Because they failed to meet the minimum acceptable standards of education, they were deemed too immature to be allowed to function in most of society. They have essentially the same rights as a child which means they have almost none. They can't enter most establishments without supervision, they can't hold jobs or take apprenticeships, and they can never marry or bear children of their own. For these reasons, many eternal children end up leaving Oblivia to become merchants. At least there they can earn money and not be treated like the scum of the earth by most they encounter.

The greatest irony in all of this is that Oblivian society actually needs them and their contributions as they fill two very critical roles. For those that don't leave, they have two options: they can care for children in the Temples or they can join the messenger cult run by Taerin and Narinda.

Childcare is very important from ages 3-6 because powers can often spiral out of control if left unchecked. Since eternal children have basic education on their own powers, they can help actual children get basic control and diffuse potentially dangerous situations before they get out of hand.

Those that enter the messenger cult are actually the lifeblood of the Oblivian bureaucracy. Most bureaucrats can't be bothered to actually run documents and messages themselves, so it falls to those in this cult. Hey deliver the messages from person to person or island to island and keep the internal affairs running smoothly. Without them, the kingdom would screech to a halt and potentially fall apart.

In exchange for both of these services, the eternal child is afforded a small paycheck that they can use for just about whatever they want.

When an eternal child becomes too old to carry out these duties, they go to live on Desila Island with the White Captain's family. There, they are cared for until they die and are given the respect and care they truly deserve and were denied for the rest of their lives.

 

Adulthood

When one reaches seventeen in Oblivia, they are considered a full adult and, with it come even more expectations. However, this is seen as a good thing as it means they can fully contribute to society now.

 

The Rainbow Trials

The Rainbow Trials are seen as the coming-of-age rite of passage for those in the priestly castes. Success or failure of the Trials will grant them their final standing in society. Should the pass four or more of the trials, they'll be ordained an Oracle. Failure of three or more will mean they are ordained a Priest. Most hope to be ordained Oracles, but given the complex difficulty of the Trials, most end up becoming Priests. Failure is not seen as a negative as they're still allowed to continue their education and are given a steady job and income to support their family.

 

Marriage and Family Life

The day following the completion of the Rainbow Trials is perhaps the biggest milestone in an Oblivian's life. This is because they're seen as full adults and are finally married to the person they've been betrothed to for the past several years. The marriage ceremony is held outside of one of the parents' home and then they're given their own own as a sign of goodwill, congratulations, and hopes that the marriage will prove fruitful with children.

From this point, couples are expected to raise at least one child, though the target number is three. Same-sex couples are definitely at a disadvantage here as they can't naturally produce children, but there are ways around it.

One way is to take in a child born out of wedlock. These children do not have a stigma attached to them so long as they're raised by a respectable family and are treated as such.

Another is to have a donor arrangement. This usually occurs between two couples where one consists of two biological females and the other is two biological males. The couples then go to a government official to tell them of the arrangement and register that they are doing this. As long as it's in government records, the couples cannot be prosecuted for adultery. The couples then decide who will go with who and partner switch for however long is needed until two children are conceived by the two women. One child goes to one couple and the other to the other. Their lineages are recorded for governmental genealogy records so that they can be careful to avoid incest in the future. However, couples do not have to go back to each other in the future for children they wish to conceive this way. Arrangements can also be made with a heterosexual couple but things usually go this way.

In the result one member of a couple is infertile, though, they don't have to raise children since they can contribute to society in other ways.

 

Divorce/Separation

Divorce and separation aren't that common in Oblivia because of how integral the married couple is to society as a whole. Marriage contracts are almost completely binding and going back on them would be seen as a betrayal of the highest degree.

However, there are some exceptions. One of the biggest ones is that of abuse. If abuse is found to be occurring, the pair will be physically separated and the abuser will not be allowed near the victim. The abuser will then be sentenced to mandated counseling sessions in an attempt to get to the root of the problem. If the issues cannot be resolved, the marriage will be terminated and the abuser exiled from Oblivia. Abuse is a very serious crime and is not tolerated in the slightest.

Another major exception is if a spouse turns rapist. If the rapist is convicted of their crime, they will be executed with extreme prejudice. Rape is seen as one of the worst crimes one can commit and is treated as such. Due to homosexuality being accepted in the society, it's seen as a genderless crime that anybody can commit.

The only other ways a marriage can be ended is in the death of a spouse or one has done something to be exiled or executed. Oblivians taken marriage with the utmost seriousness, so only extreme circumstances can part a couple.

In the event of a marriage termination, anybody under the age of 45 is expected to marry again within an allotted six-year time period. This is because most people under this age still have at least one child in their home that hasn't moved out yet. They're allotted a time period because they're actually allowed to choose who they marry this time. They can experiment sexually with other singles so they can see if they're compatible or not. If a child is born while they're single, though, the couple is expected to marry in order to bring the child up in a stable, married home. After they marry, they're expected to remain so until death unless one of the aforementioned extreme circumstances occurs.

 

Infidelity

Infidelity is another thing that can cause the separation of a couple. However, it carries steep penalties in relation to society as a whole than any of the other methods. Rape is seen as the failure and snapping of a single individual whereas infidelity is seen as a failure between both parties to some degree. More blame is placed on the adulterer than the one that isn't committing the act, but the unaware party is still having seen as failed somewhat.

This entire mentality leads to marriage counseling being mandatory by law when it happens. The counselor will do everything they can to get the marriage back on track. In the event the issues can't be resolved and they become embittered toward each other, they might be granted an annulment by the government, but this is exceedingly rare and most couples are forced to stay together regardless.

The aforementioned steep price is that of black marks brought against the adulterer and their family as a whole. Their family will carry the stigma for as long as the adulterer is alive. Finding marriage contracts for grandchildren and even great-grandchildren can be difficult. As long as the person's alive, the stigma remains attached to the family.

 

Illegitimate Children

Despite the stigma associated with infidelity, any child born out of wedlock carries none of it with them. Their lineage is recorded in government records so that they can cross-reference genealogy to ensure they don't marry anybody too closely related to them. But they carry none of the stigma because they are raised by a family that's unrelated to them. Oblivians believe children born out of wedlock should not have to suffer because of a mistake one of their biological parents made. Of course, it creates a double standard since sometimes up to three generations can be affected by the stigma even though they were born legitimately.

 

Dissent and “Reeducation”

This is perhaps the most disturbing and darkest part of Oblivian society.

Dissent is one of the biggest threats to Oblivian society as a whole. It is purely a theocracy, controlled by a single dogma, so anybody questioning it is seen as a traitor to society as a whole. Anybody questioning it should be reported to the proper authorities immediately so they can be taken to be re-educated. Of course, it can be difficult to catch thought crimes, but so there are a few ways that can be used.

The first is that of the family itself. At breakfast and dinner each day, the family sits together to eat. In the morning, they share any dreams they can remember from the previous night and how it made them feel. At night, they share experiences and how they made them feel. If they show any signs of wanting to know about the world outside of Oblivia or are questioning anything about the government or religion as a whole, the family begins guilting and shaming them away from those thoughts and feelings. These traditions started benevolently enough after the Great Burning with families ensuring everyone was okay at the beginning and ends of the days.

The second method is that of the dream journal. Everyone must visit a scribe whenever they've had a dream to be certain they're recorded for the holidays that call for the dreams. Even people that are able to write must visit a licensed scribe to ensure the accounts are objective. If the scribe learns that the person is dissenting too much, they'll report the person to the religious courts for heresy. Again, this practice started off rather benignly. It started to help those that suffered from PTSD after the Great Burning to cope with the various nightmares they suffered from.

The third and last method of catching heretics are the biweekly religious services. Darkness Priests are trained to use their psychic persuasion abilities to enter people's minds and see what's going on in their heads. As most Oblivians attend the same chapel with the same priest regularly, it's very easy for the priest to tell if someone is questioning the state ideologies. They will usually go to the family first and bring it to their attention to ensure they know what's going on. If they don't, then the family can begin shaming the person away from their thoughts. In the case the family method isn't working, then the priest will report the person to the authorities for heresy.

Despite the guilting these people face from their families, many dissenters end up fleeing Oblivia as they fear for themselves and their families. Families with confirmed heretics are treated poorly for many, many generations to the point some never truly recover from the shame. If they feel, then they can save their family that grief. It doesn't help anybody branded a heretic is almost entirely expunged from government records, barring genealogy.

However, for those convicted of heresy, they face one of two fates: exile or forced reeducation. Some people will choose to undergo reeducation of their own volition, though, when they realise they're dissenting. Regardless of choice, reeducation is a harrowing, traumatic experience.

Victims are kept inside a small room with very little to do. If they are literate, they are given holy texts and workbooks to work through to remind them of what they're trying to question. If they aren't, they're left with nothing to do except be alone with their thoughts. They have no access to a time piece, so they have no way of knowing what time it is. The only indication is the three meals they're given, but the times are adjusted slightly each day so that they can't know for sure what time it is.

Regardless of literacy, they have six half-hour sessions “counseling” sessions daily. Three are with a Darkness Oracle and three are with a Water Oracle. During these sessions, the Darkness Oracle will use their psychic persuasion to remind the person that the only thing that matters is Oblivia and the that the religion they follow is the only truth. The Water Oracle uses the mind dive in order to work with them in the deepest levels of their conscious and subconscious. All sessions are in one, three-hour block back to back. The victim doesn't know when the Oracles will come either, so it keeps them on their toes. They may come after a meal, in the middle of the day, or even the middle of the night while they're sleeping. It works to wear their mental faculties down even further.

As one can imagine, those undergoing this unwillingly will resist, so they are usually restrained at nearly all hours of the day. The only time they're not is when they're let go to use a chamber pot. Often, they must be knocked out with psychic powers to be put back into their restraints.

They can be kept at the Darkness Temple for periods ranging from a few days to up to a year. Of course, it doesn't work on everyone, so if it's deemed a failure, the person is exiled and sentenced to live in another region. Most Oblivians know that the reeducation process exists, but they don't know what it entails.

 

Time

The understanding of time Oblivians have is actually identical to that of the modern Pokemon world. They use the 24-hour, twelve-month, 365-day year system including leap years. This is because Pereli introduced the system to them. Rafesan and Ludeos wanted a predictable, easy-to-work-with system for the people (and themselves) to follow while creating the Temple system, so Pereli used the one from the modern Pokemon world. Of course, there are some minor modifications made to it so it better fit their own culture.

 

Clock

The way Oblivians tell time is rather interesting. Instead two, twelve-hour cycles, they split the day into four, six-hour cycles. Each segment is named after a legendary symbolically. Hours are written as hundreds and then ended off with the first letter of the legendary's name. So 945 AM would be 445R and, in ancient Oblivian, it would be read as huvohaker . Time is told using the addition method.

12:00 AM to 5:59 AM is named after Veshana because the darkest hours are fading toward light.

6:00 AM to 11:59 AM is named after Luseli because 6:00 AM sharp is the time the Rainbow Trials start.

12:00 PM to 5:59 PM is named after Saveria because it's the hottest part of the day.

6:00 PM to 11:59 PM is named after Rafesan because it's the darkening of the day and people are heading toward slumber which is when they're at their most vulnerable.

[insert table I can't post]

 

Calendar

The way they handle months is actually quite straightforward. Because they only have rainy and dry seasons, they split the year in half. The dry season is called “Fire” due to the heat while the rainy seasons is called “Water.” They then just number the months in numerical order. November to April is Water 1-6 while May to October is Fire 1-6. This had the odd effect of January being labeled Water 3, but it's been used for so long nobody thinks it's strange.

[again, insert table]

 

Dating System

Because of the system, the Oblivians have a unique way of dating things. If someone found a document from March 25 th of the 1075 th year of the Oblivian Imperial calendar, it would read Water 5-25 1075. If a timestamp of 9:25 PM was added, it would be 425R. The full stamp would be Water 5-25 1075 425R. In ancient Oblivian, it would be said as “word kebuva word fukave word buvinake word huvofaker.”

Chapter 5: Idioms

Summary:

By no means a complete list of all idioms. It's a work in progress.

Chapter Text

English: a hot potato

Oblivian: a merchant lost

General meaning: A hotly contested issue

Explanation: People leaving families instead of being exiled or treated badly in society leaves them in a strange state of limbo. They aren’t considered dead, but they are spoken of rarely and lightly on eggshells. Some people feel they shouldn’t be treated so badly, but they are anyway.

 

English: A penny for your thoughts/my two cents/food for thought

Oblivian: Entrance to the Temple

General meaning: Offering an opinion on a topic

Explanation: People generally consider the mind a bit of a holy place others shouldn’t enter without permission. Non-magic users must have permission to enter the Temples due to their sacred nature.

 

English: actions speak louder than words.

Oblivian: a forgotten borrow forever collects dust

General meaning: Intentions should be judged on what a person does rather than says.

Explanation: Oblivians place huge importance on promises and breaking them for trivial reasons is seen as betrayal. This saying captures the fact that a promise of borrowing something and forgetting to return it will cause an accumulation of dust, mirroring the accumulation of distrust that will follow a broken promise.

 

English: add insult to injury

Oblivian: an outsider on the mainland

General meaning: to worsen a bad situation

Explanation: Oblivians are quite xenophobic and don’t want outsiders on the three main islands. The only place outsiders are really allowed is Desila Island. That’s barely palatable for basically every Oblivian, but if an outsider is found on the mainland, it’s considered a mark against the society as a whole. It’s considered a worst-case scenario because they’re afraid outsiders might steal their major or other knowledge.

 

English: an arm and a leg

Oblivian: a run-away Fire

General meaning: very expensive or costly

Explanation: Plays on the fact that Fire users are the most likely to leave their families and become merchants. This leaves a black mark against the family in society, so it’s very costly to them.

 

English: at the drop of a hat

Oblivian: at the morning table

General meaning: to do something immediately, instantly

Explanation: Stems from the Oblivian tradition of sharing dreams first thing in the morning at breakfast. It’s generally the first thing done in the day, and it’s expected to be done right as the family is sitting down.

 

English: back to the drawing board

Oblivian: create a new Temple

General meaning: when something fails and it’s time to start over

Explanation: Obrevi society was nearly destroyed by war. After that, Arceus demanded a system that would prevent a war like that again. The Temple system was the result.

 

English: ball’s in your court

Oblivian: the next step in the darkness

General meaning: it’s up to you to make the next decision

Explanation: A reference to the Light Trial. You have to move carefully on the next decision you make. Otherwise, there might be some serious consequences.

 

English: barking up the wrong tree

Oblivian: yelling at the clouds

General meaning: accusing the wrong person and looking in the wrong place

Explanation: Getting angry at the clouds for causing storms is counterproductive to anything and wastes energy. Just move on and return to what you were doing before.

 

English: beat around the bush

Oblivian: spending a day in court/spending a day among peasants

General meaning: not getting to the issue at heart, being indirect

Explanation: This saying has two variations based on what class you are. Peasants see the upper class as frivolous and they always have to be indirect when dealing with them. The upper class see peasants as uneducated idiots that don’t know how to speak properly.

 

English: bite off more than you can chew

Oblivian: become a messenger

General meaning: to take on a task too big

Explanation: A reference to becoming an eternal child. Failing to become an acolyte is one of the absolute biggest blunder any Oblivian in the Temple system can make. Failing to do so results in them being treated like a child by society for the rest of their lives. Almost all join the messenger cult, hence the reference.

 

English: best of both worlds

Oblivian: return from Brakal

General meaning: having many advantages

Explanation: A reference to a rite of passage all Thunder Pacifists go through. In order to become as unbiased as possible due to being healers, they spend a year on the only island in Obrevia where foreigners are allowed. Returning means they have the advantage of understanding multiple points of view while remaining loyal to their kingdom. Many don’t return because they see the cracks in their home society and can’t stand it.

 

English: blessing in disguise

Oblivian: two Element user

General meaning: something good not recognised right away

Explanation: Most people only have access to one Element due to how psychic abilities determine what Element a person learns. Having two means a person can learn two. The downside is that many parents don’t know what to do with a child that has two powerful psychic abilities. After that stage, though, it’s seen as a blessing in disguise since it happens so rarely and brings such honor and prestige to said family.

 

English: burn the midnight oil

Oblivian: keep Rafesan company

General meaning: to work late into the night

Explanation: Rafesan is a Darkrai and, thus, a natural night owl. People working late are said to be keeping him company (even if he actually is asleep to walk through people’s dreams).

 

English: cross that bridge when you come to it

Oblivian: cause the Civil Flame

General meaning: putting off something until it becomes necessary, often with bad results

Explanation: In the past, there was a war where Fire users rebelled due to having their rights taken away bit by bit. Many feel that completely taking them away at once would have prevented that war.

 

English: cry over spilled milk

Oblivian: take an arrow to the back

General meaning: complaining over losses from the past

Explanation: A reference to Sunivel. During the Great Burning, he got shot with an arrow in the spine. It caused him permanent injury, but he doesn’t complain about it.

 

English: curiosity killed the cat

Oblivian: question the gods

General meaning: being inquisitive leads to bad outcomes

Explanation: People are actively discouraged from being curious about the outside world. Questioning the Temple system and everything upheld by it is to bring not just a black mark against yourself but also your family.

 

English: devil’s advocate

Oblivian: offer Pereli’s wisdom

General meaning: present a counterargument

Explanation: Pereli is able to travel through time and see innumerable possibilities. She can’t share her wisdom, but people know it’s there, and thus this saying.

 

English: don’t count your chickens before they hatch

Oblivian: don’t get armor polish

General meaning: don’t plan on something that might not happen

Explanation: All Oracles are given Oracle Armor for ceremonial purposes. This alludes to the fact some people are so confident in their ability to pass the Rainbow Trials they get armor polish. Many of these people end up failing.

 

English: drastic times call for drastic measures

Oblivian: visit the Water Temple

General meaning: being desperate enough to take drastic action

Explanation: This is a reference to be people being desperate enough to visit the Water Temple of their own volition to be reeducated. They want to adhere to society and its beliefs, but they’ve started questioning things to the point they feel they need to go through an extensive process of having the state teachings instilled in them through this method. It also alludes to the fact that the court doesn’t want to lose people to exile so they force people into reeducation so the population remains steady.

 

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