( Before and after Nightfall, and around the other side of the world )
Here is a collection of them: ( In the snow, under the stars of eternal night... )
( The Three Stars, the Sun War and the Fall of Night )
That is a rough outline of Nightlands pre-history, how they really came to exist, and the part the Three Sisters had in it. Most common folk, both Human and Middle Elven, don't know this story. Nightfall is so far back (probably about ten thousand years before Current Era) that the events have become legend and myth. Some vague idea does remain in the stories of ancient magical wars, or Moon Goddess verses Sun God, but they have drifted far off the truth. The High Elves remember, as do the Queens of the two Fae Courts, but in the case of all those groups, they tend to keep the truth to themselves.
I don't have names for all the players involved either, and those I do have tend to be cribbed straight from LotR and RB-verse, as is language, with the Quendár language taking straight from Quenya and Kessír more from Sindarin.
So anyway, I'm dumping this one here so I can, hopefully, put it to rest. Sometimes writing something out does that.
( Do an ancient ritual wrong and you never know what you will unleash )
( Alternate: Harry the Avatar of Magic )
The basic idea is of a society that has, at some point in it's past, a divine war that resulted in all the gods being thrown out of the divine planes, and relegated to living as mortals, reincarnating over and over again.
The first and biggest effect of this is that any demi-god child and their descendants for several generations have a measure of divine ability - more commonly known as magic. Their magic also tends to follow what their divine ancestor is patron of - a water god will spawn water mages, a fire god will spawn fire mages, etc.
There are exceptions, but they are very rare. Magic pre-existed the divine war, but it was rare for humans to be able to channel it, with most magic-using being more people using magical objects or priests and clerics receiving divine aid.
However there has always been a goddess of magic, and her descendants can defy common patterns of reducing magical ability, with a mage being born four or more generations after the goddess but having demi-god strength. Descendants of the goddess of magic also have no perceptible alignment in their magic, potentially being able to cast anything and everything.
The second issue is that some of the gods can cause trouble when they become aware of their divine nature. This more than the issue of parenting mages has given rise to an order of Watchers who have taken up the task of keeping track of the gods when they incarnate, and if they start to cause trouble for normal people, kill them.
Some gods incarnate in certain family lines - usually the more reliable and predictable ones. Some have a tendency to incarnate in certain areas - a forest god gets born near a forest, a sea god is born in a coastal or island village, even a god of Justice tends to be born in a city because that is where law courts and universities that teach law are located. These gods are slightly more difficult to track, but often can be found before they reach puberty.
But the ones the Watchers are most concerned with are the ones with less definite patterns - random parentage, random location of birth.
Some Watchers have become so prejudiced about the gods they would prefer to kill them on sight and will find any excuse to get rid of them.
Meanwhile there are some gods who want to live unassuming lives, playing at being mortal, and then there are some who are vicious, violent, or scheming plotters who inevitably want to grab power and rule as tyrants. The former get misunderstood by prejudiced Watchers, when something drives them to defend themselves - like loggers trying to log the forest that is home to a forest deity and the deity trying to stop them - while often Watchers cite the latter as reason why all of the gods are dangerous, all of the time.
( And now for PLOT! )
In the mind of not losing track of Wishes-verse scenes, I have decide to set up a new post for it.( The Captain, the Ex-Slaveand his Lucky Rock )
Here's a couple of other pieces - an independent piece and the start of a new 'verse.
***( The Captain, the Stoneand the Arcane Smith )
I will say this: this is old canon for Caroline Task, like, way back even before I made her one of my Space Police on the Base. This is back from the self-insert advantures I thought up when I was 14, so if the story is a bit daft, blame it on my age when I created it. I refuse to dump it from canon however, because even as daft as it is, it's so much a part of Carol, and is the only story I have for her fragments/soul-sisters, particularly Rachel. Never mind that Rachel has got new canon, that new canon works with the old anyway.
Anyhow, the Tolsaral is a very magic-steeped world that has all sorts of magically-caused weirdness in it. One of those things is the near-legendary Cave of Souls, which is reputed to hold a crystal for each and every living soul in the Tolsaral. Carol and her close friends (including my own avatar) decided to go looking for it, just for shits and giggles. Carol was young at the time, she was up for shits and giggles.
They found it.
The ones in the group who were Tolsaral natives went looking for their crystals and Carol found hers and started acting like a complete berk with it.
She dropped it. It shattered.
No, I make no excuses, Carol was an idiot about it.
Anyway, Carol was knocked into a coma, but the unexpected thing about it was the creation of dozens of "fragments" from it - people who represented parts of Carol's soul/spirit/personality who were linked to one of the pieces of the broken crystal. Rachel was the second largest piece (the largest was Carol herself).
Rachel at the start was not exactly sensible - the fracturing was a very traumatic experience even for the Fragments - and she thought Carol was dead, or as near to as to make no difference, and she was Carol's replacement. She wouldn't listen to anyone who said anything otherwise. They transported the comatose Carol back to Unicorn Valley, and Rachel takes over Carol's day-to-day duties, still convinced Carol is never coming back.
Carol wakes up.
This knocks Rachel for a loop and she goes a bit crazy and ends up running away. In the aftermath, Carol works out issues left behind by Rachel, and the other fragments (there's only a few that have names, Hagara Dracorine, a green dragon, Cyi-Alla Meharni, a telepathic cat, and a few others I don't recall off-hand).
Rachel is not seen for several years, until one day she turns up again, practically out of the blue. She's been off living somewhere, with folk who helped her come to terms with herself and work out who she is, instead of just thinking herself to be Carol 2.0. She settles into Valley life, find a place for herself, and she and Carol worj out how they relate to each other and become something like sisters, even refering to each other as such (at least up until they salt themselves into Earth-space society, where they set up their back-history to show themselves as first cousins).