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Once one has landed in the dimension beyond the Veil, the experience differs greatly from dimension to dimension, and exactly where a Veilwalker might have entered. While most Veilwalkers try to land in familiar locations, this cannot always be guaranteed, and subtle differences in celestial object orbit or even errors in spell weaving can result in the Veilwalker landing at the wrong location. Each dimension has places with high concentrations of Demons and expanded wilderness, but the wilderness is hardly safe to be in, either. Each dimension has distinct societies and cultures within it, and even some entities that would pass for wild life and plant life in the mortal world. | Once one has landed in the dimension beyond the Veil, the experience differs greatly from dimension to dimension, and exactly where a Veilwalker might have entered. While most Veilwalkers try to land in familiar locations, this cannot always be guaranteed, and subtle differences in celestial object orbit or even errors in spell weaving can result in the Veilwalker landing at the wrong location. Each dimension has places with high concentrations of Demons and expanded wilderness, but the wilderness is hardly safe to be in, either. Each dimension has distinct societies and cultures within it, and even some entities that would pass for wild life and plant life in the mortal world. | ||
====The Abyss==== | ====The Abyss==== | ||
The Abyss is described as an endless desert of red sand, where the sky is always a maelstrom of bright red and black, with floating obsidian obelisks and multiple black suns on the horizon that rapidly orbit. The vast wasteland expanse is occasionally interrupted by tower-cities inhabited by Demons, though unlike Alorian cities with functional societies, these tower-cities act more like huge taverns or pubs where thousands of patrons engage in whatever activity they seek satisfaction in. Demon Dukes lord over the population from the tips of these spires and make wars across the skies and the red sands with other Demon lords for their egos and selfish desires. One unique aspect of the Abyss is Kemet, a vast city-state that resides in the western portion of the desert that is the perfect resemblance of the Dewamenet capital caught moments before the Elves wove their spells that ended the | The Abyss is described as an endless desert of red sand, where the sky is always a maelstrom of bright red and black, with floating obsidian obelisks and multiple black suns on the horizon that rapidly orbit. The vast wasteland expanse is occasionally interrupted by tower-cities inhabited by Demons, though unlike Alorian cities with functional societies, these tower-cities act more like huge taverns or pubs where thousands of patrons engage in whatever activity they seek satisfaction in. Demon Dukes lord over the population from the tips of these spires and make wars across the skies and the red sands with other Demon lords for their egos and selfish desires. One unique aspect of the Abyss is Kemet, a vast city-state that resides in the western portion of the desert that is the perfect resemblance of the Dewamenet capital caught moments before the Elves wove their spells that ended the Dewamenet Empire. It is almost exclusively inhabited by Kemet Demons, Dewamenet Asha who were trapped in the Abyss when Gahan transported it in. Kemet is both a safe place for Veilwalkers and an exceptionally dangerous one. Because the city is caught in a permanent loop of the last day of the Dewamenet Empire, and because the Dewamenet Empire was a melting pot of cultures, Veilwalkers can generally safely navigate the city and partake in city life as it was in the Dewamenet era without being noticed. However, it is also exceptionally dangerous because the Demon Dukes of Kemet are the most hostile of all Abyss Demons to Veilwalkers, and always seek to capture them so they can use their bodies as vehicles to escape the Abyss. | ||
====The Eidolon==== | ====The Eidolon==== | ||
The Eidolon is described as a pristine world that is entirely flat, like a neverending slab of white marble upon which everything else is imposed. Instead of forests, there are perfectly arranged crystal spires in geometric placement so that optical illusions of repeated patterns are seen across all angles. The sky is filled with lines and circular shapes that intersect with the golden ratio, and everything is always bright and well-lit, despite a lack of light sources in the world. The Eidolon does not have conventional cities or structures. Rather, the Demons that reside within it follow eternal processions with their Demon Duke at the head, and lesser Demons following in what can best be described as a solemn and spiritual promenade. These beings levitate across the smooth and clear surface of the world in a long line with banners that seem to stretch for hundreds of feet, each participant dressed in finery and jewelry that gently dances. It is exceedingly dangerous for Veilwalkers to approach these processions while they are on the move because they are at once an expression of demonic culture and watchdog for the perfection of the world they inhabit. If they witness a Veilwalker approaching, this is considered an affront to the ordained perfection of the world, and they will try to violently remove it. The only times when Veilwalkers have succeeded in approaching processions, was during rest periods, where they halt their motion, the Demon Duke enters a state of contemplative trance, and all other Demons arrange themselves in circular rings around the Demon Duke descending by importance and rank. During this time, the Eidolon Demons are less hostile to intrusions, and will even show kindness to Veilwalkers. On average, Eidolon Demons seem far less interested in possessing Veilwalkers while they exist in the Eidolon, more motivated by removing imperfect intrusions. | The Eidolon is described as a pristine world that is entirely flat, like a neverending slab of white marble upon which everything else is imposed. Instead of forests, there are perfectly arranged crystal spires in geometric placement so that optical illusions of repeated patterns are seen across all angles. The sky is filled with lines and circular shapes that intersect with the golden ratio, and everything is always bright and well-lit, despite a lack of light sources in the world. The Eidolon does not have conventional cities or structures. Rather, the Demons that reside within it follow eternal processions with their Demon Duke at the head, and lesser Demons following in what can best be described as a solemn and spiritual promenade. These beings levitate across the smooth and clear surface of the world in a long line with banners that seem to stretch for hundreds of feet, each participant dressed in finery and jewelry that gently dances. It is exceedingly dangerous for Veilwalkers to approach these processions while they are on the move because they are at once an expression of demonic culture and watchdog for the perfection of the world they inhabit. If they witness a Veilwalker approaching, this is considered an affront to the ordained perfection of the world, and they will try to violently remove it. The only times when Veilwalkers have succeeded in approaching processions, was during rest periods, where they halt their motion, the Demon Duke enters a state of contemplative trance, and all other Demons arrange themselves in circular rings around the Demon Duke descending by importance and rank. During this time, the Eidolon Demons are less hostile to intrusions, and will even show kindness to Veilwalkers. On average, Eidolon Demons seem far less interested in possessing Veilwalkers while they exist in the Eidolon, more motivated by removing imperfect intrusions. | ||
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==Legality of Veilwalking== | ==Legality of Veilwalking== | ||
Veilwalking as a concept is about as legal as general Magic is in Regalia, which is to say, legal in the comfort of one's home, but illegal in public. It is legal to teach others, though the State has a very strong ban on taking anything out of a dimension back into Aloria. Objects, people, Demons, and entities found in these dimensions often have a high amount of magical energy on them that is corrosive to the world of Aloria no matter how much venting is performed to try and drain the errant Magic. This is also why mortals native to the Anima, for example, are not welcome in Regalia because they have been in the Anima for so long that they behave like Demons, even if they are mortal and do not have demonic powers. They are so deeply touched by Magic that they are part of it and cause several problems in a mostly mundane world. Veilwalking can be done with other people in Regalia, but it is generally advised to remain quiet about it because purists have an increased problem with Veilwalkers, and are likely to put extra effort into hunting them down if one were to advertise services. The Regalian state also doesn't care about those lost in the Veil or the dimensions. Anyone careless enough to get in trouble while engaging in Veilwalking is essentially abandoned. | Veilwalking as a concept is about as legal as general Magic is in Regalia, which is to say, legal in the comfort of one's home, but illegal in public. It is legal to teach others, though the State has a very strong ban on taking anything out of a dimension back into Aloria. Objects, people, Demons, and entities found in these dimensions often have a high amount of magical energy on them that is corrosive to the world of Aloria no matter how much venting is performed to try and drain the errant Magic. This is also why mortals native to the Anima, for example, are not welcome in Regalia because they have been in the Anima for so long that they behave like Demons, even if they are mortal and do not have demonic powers. They are so deeply touched by Magic that they are part of it and cause several problems in a mostly mundane world. Veilwalking can be done with other people in Regalia, but it is generally advised to remain quiet about it because purists have an increased problem with Veilwalkers, and are likely to put extra effort into hunting them down if one were to advertise services. The Regalian state also doesn't care about those lost in the Veil or the dimensions. Anyone careless enough to get in trouble while engaging in Veilwalking is essentially abandoned. | ||
==Veilborn== | |||
There exists a concept called Veilborn in which mortals from Aloria were either born in a specific dimensional city in which mortals lived, or transported beyond the Veil as a passenger and spent most of their time growing up beyond the Veil. It is not possible to play a mortal who was born beyond the Veil to a family that has lived there for generations, because the experience of that culture and personality would just be too alien, but a person who has tangible connections to Aloria is still capable of being strange but normal enough to play reasonably playable in Regalia. If you want to play a Veilborn, there are a couple of things to keep in mind: | |||
* Veilborn is not special in the sense that those born beyond the Veil do not get any special Mechanics or heritage traits. It is purely a backstory vehicle that makes a person weird, or gives them unique experiences beyond the Veil that contrast strangely to the mortal world. It should also be a sizeable part of a Character's backstory to explain a lot about their personality, not just something tacked on. | |||
* Those born beyond the Veil, or having spent much time beyond the Veil are mistrusted due to their rubbing shoulders with Demons and potentially being possessed with one. Having spent a lot of time beyond the Veil is generally not something to be proud of, as it means one's parent's sold their child to a Demon, or that such a person is native to a Demonic dimension, and liable to purist intervention. | |||
* People who are born, or spend most of their formative years beyond the Veil, probably have behavioral quirks and habits that conform to that realm simply because that is all they have known. Someone having lived in the Abyss may have trouble with inhibitions in Aloria, and someone who was born in the Eidolon might have trouble with the chaotic and disorganized nature of Alorian life, needing habits and structure. | |||
* It is not possible to be Godborn or Arkenborn or any type of Affliction or Affinity while being born beyond the Veil. One must in such instances have been born in Aloria, though it is not unthinkable that a parent might have lost a child to a Demon in a bargain. Demons do not always possess children, they might choose to raise them beyond the Veil as a pet or prestige object. | |||
* Veilborn are never Veilwalkers, meaning to have such a story make sense, they would need to have been broken out back to Aloria by a third party. This can be an off-screen Mage or some kind of person who bargained with a Demon and won the freedom of the individual back, but it is impossible for a person who has no experience veil walking from Aloria to a Demonic realm, to do so in reverse, as they would have no concept of Aloria. | |||
* Being Veilborn does not automatically give one Magic, nor does it make one a Veilwalker. It is theoretically possible to be taught Veilwalking while beyond the Veil, but one could never practice their first try while not on Aloria. Magic and other skills can be taught to Veilborn, but only from the dimension and nature of the plane they exist in, for example the Hollow lacks water, so Elemental Magic cannot be taught to teach water spells. | |||
Existence in Aloria is restricting and strange to those who once lived beyond the Veil. For example, the Hollow has no liquids, which makes one worry about dehydration. In the Hollow however, time does not pass linearly, and even mortals within do not need to sleep, drink, or eat. Similarly, thoughts in the Dictat are not contained within one's mind, sometimes flashes of thoughts or ideas can appear as visual flashes outside of the person who is thinking them. There are fundamental laws of existence between these realms and Aloria that feel suffocating or giving too much freedom to someone who has only had a limited experience. In general, while realms like the Abyss may make eating food unnecessary and purely an act of pleasing gluttony, the idea that one needs to eat healthy and regularly to stay alive in Aloria might feel tedious and exhausting. Still, those who have spent most of their formative years beyond the Veil should experience Aloria as a much "fuller" world with richer experiences, because ultimately Demon realms lack the full scale of all experiences in the unifying existence that is the mortal world. Veilborn lore is complicated and portraying one is not recommended for new players due to the difficult lore that one should be familiar with that is needed to express a Veilborn correctly. If you still have questions about Veilborn as a concept, or how to play one, we strongly suggest you make a ticket to avoid complications in Roleplay. |
Latest revision as of 00:37, 13 March 2025



Veilwalking is when one crosses the Veil, reaching into the other dimensions and physically transporting one's body and mind into those realms to wander freely as if it were Aloria. Veilwalking cannot be done on the server because we don't have cross-dimensional builds, but it is something your character can do and adds to their backstory. This page explains how to become a Veilwalker, how Veilwalking is done, and the potential risks and benefits of Veilwalking. This page is part of the wider Magic page, so navigate back to that page for more information.
Becoming a Veilwalker
Every Veilwalker is a mage, but not every mage is a Veilwalker. Veilwalking is generally dangerous, so most mages do not consider it worth the risk. Whatever the assessment, it is necessary to be a mage before one can consider Veilwalking. A Veilwalker can only transport themselves to the realms they are aligned to; see Magic Dimensions for more information. If a mage is aligned to the Eidolon and Anima, for example, this means they can Veilwalk into these dimensions but not any others. Veilwalking is a skill taught from mage to mage; a Veilwalker can always teach another mage how to Veilwalk and they do not necessarily need to be connected to the same dimensions to do so. Once someone completes their first Veilwalk and enters another dimension, they officially become a Veilwalker. Note that there is a distinct difference between a person who chooses to enter a dimension on their own accord, called a Veilwalker, and a person who is forced into another dimension by a third-party force or entity called a Veilpassenger.
Veilwalking Risks
The risks of Veilwalking are vast, so few mages ever invest in the skill. Any kind of interaction with other dimensions is dangerous, as is well described on the Magic page. Any mage may be subject to possession by a Demon if they are careless, and energies from other realms often act as corrosive substances on a mortal body, making the forces involved dangerous, as well. Outside of the usual problems caused by Magic, such as the need to vent and the risk of residual mutation, Veilwalking has specific dangers:
- While mages are subject to demonic possession, Veilwalkers have that risk twofold. Mages are often the only mortal bodies Demons can possess because of their strong connections to the home dimensions of the Demons, but Veilwalkers are far more tempting specifically because of their ability to enter and leave dimensions at will. Demons are unable to cross the Veil without outside help either from Aloria or from a greater power, so if a Demon were to possess or dominate a Veilwalker, they can cross the Veil at will at any time.
- Veilwalkers are considered vessels of prestige among Demons and entities who reside exclusively in their native dimensions. Having a Veilwalker pet (even while not possessing them) as a powerful Abyss Demon Duke is considered prestigious among Demons, and useful as Veilwalkers speak the languages of the mortal world and can inform those who reside exclusively beyond the Veil what the mortal world is like. At any given time, dozens of Veilwalkers live in a captive state in the dimensions, praying to one day break free, though few ever do without outside help.
- Veilwalkers can become trapped in the dimension they have Veilwalked into for a variety of reasons. Mortals are always exotic beings beyond the Veil, and even non-sentient Demonic entities or forces might be attracted to their presence. The Anima is known to be such an alluringly beautiful world that the enrapturing vistas and views are enough to ensnare a Veilwalker into not wanting to leave. The longer a Veilwalker stays in another dimension, the more aspects they take on from that dimension in their mind and body, even if they never fully become Demons.
- A rare risk of Veilwalking is becoming trapped in the Veil itself and not finding the way out. The Veil is an immaterial place with no clear beginning or end, no light, and no darkness. When Veilwalkers prepare to cross the Veil, they must go through an intensive ritual to plan their trajectory, beginning point and end point, and their return journey. If all works well, the jump into another dimension is near-instantaneous, like stepping through a mirror. If they fail, they are forever falling into a shapeless vortex from which few could ever escape without Draconic intervention.
Preparing a Veil Crossing
Even the most skilled Veilwalkers cannot instantly cross the boundary at will. It is entirely impractical to try and slip into the Abyss in the middle of a fight as strenuous preparations must be made. The first stage of Veilwalking is to align the position of the celestial bodies and stars, as the Veil can roughly be mapped on the starry night sky, with each dimension having a fixed location corresponding to a series of celestial objects. It is possible to Veilwalk during the day, but most Veilwalkers do it at night to improve successfully landing in the right location. Secondly, is to prepare a safe place from which to commune with the Veil to open the connection. This is not too dissimilar from casting Magic, but instead of casting Magic one leaves the veil open for a time to get used to the feeling, to allow a quick transition. Thirdly, the Veilwalker must weave Veil protection hiding wards on themselves. If they have no protections beyond the Veil, Demons will hunt them, tracing them like they are a bright beacon of light wherever they go. These wards ensure that the Demons cannot smell them out from miles away and that most lesser Demons cannot even see them. Lastly, they cast the spell to open the gateway, which can form on solid objects like mirrors or walls, or be summoned in mid-air in front of the Veilwalker, for them and potentially one other person to step through. Obviously, if other people are involved, wards also must be placed on their bodies, though non-Mage Veilpassengers tend to not attract as much Demonic attention. In most cases, a Veilwalker will enter the realm and return in the same location–that is after all the safest way to do it. In an emergency, a Veilwalker may try to eject from the realm they have entered in the case a Demon has started chasing them, in which they may not be able to return exactly where they came from and appear somewhere else randomly. This can be dangerous, as a Veilwalker might get stuck in a locked storage room, or be dumped in the middle of the ocean in Aloria after emergency ejecting. In essence, Veilwalking cannot be used as a way to bridge distances in Aloria. Return trips are not reliable enough when done outside of returning exactly where one left off.
The Veilwalker Experience
Once one has landed in the dimension beyond the Veil, the experience differs greatly from dimension to dimension, and exactly where a Veilwalker might have entered. While most Veilwalkers try to land in familiar locations, this cannot always be guaranteed, and subtle differences in celestial object orbit or even errors in spell weaving can result in the Veilwalker landing at the wrong location. Each dimension has places with high concentrations of Demons and expanded wilderness, but the wilderness is hardly safe to be in, either. Each dimension has distinct societies and cultures within it, and even some entities that would pass for wild life and plant life in the mortal world.
The Abyss
The Abyss is described as an endless desert of red sand, where the sky is always a maelstrom of bright red and black, with floating obsidian obelisks and multiple black suns on the horizon that rapidly orbit. The vast wasteland expanse is occasionally interrupted by tower-cities inhabited by Demons, though unlike Alorian cities with functional societies, these tower-cities act more like huge taverns or pubs where thousands of patrons engage in whatever activity they seek satisfaction in. Demon Dukes lord over the population from the tips of these spires and make wars across the skies and the red sands with other Demon lords for their egos and selfish desires. One unique aspect of the Abyss is Kemet, a vast city-state that resides in the western portion of the desert that is the perfect resemblance of the Dewamenet capital caught moments before the Elves wove their spells that ended the Dewamenet Empire. It is almost exclusively inhabited by Kemet Demons, Dewamenet Asha who were trapped in the Abyss when Gahan transported it in. Kemet is both a safe place for Veilwalkers and an exceptionally dangerous one. Because the city is caught in a permanent loop of the last day of the Dewamenet Empire, and because the Dewamenet Empire was a melting pot of cultures, Veilwalkers can generally safely navigate the city and partake in city life as it was in the Dewamenet era without being noticed. However, it is also exceptionally dangerous because the Demon Dukes of Kemet are the most hostile of all Abyss Demons to Veilwalkers, and always seek to capture them so they can use their bodies as vehicles to escape the Abyss.
The Eidolon
The Eidolon is described as a pristine world that is entirely flat, like a neverending slab of white marble upon which everything else is imposed. Instead of forests, there are perfectly arranged crystal spires in geometric placement so that optical illusions of repeated patterns are seen across all angles. The sky is filled with lines and circular shapes that intersect with the golden ratio, and everything is always bright and well-lit, despite a lack of light sources in the world. The Eidolon does not have conventional cities or structures. Rather, the Demons that reside within it follow eternal processions with their Demon Duke at the head, and lesser Demons following in what can best be described as a solemn and spiritual promenade. These beings levitate across the smooth and clear surface of the world in a long line with banners that seem to stretch for hundreds of feet, each participant dressed in finery and jewelry that gently dances. It is exceedingly dangerous for Veilwalkers to approach these processions while they are on the move because they are at once an expression of demonic culture and watchdog for the perfection of the world they inhabit. If they witness a Veilwalker approaching, this is considered an affront to the ordained perfection of the world, and they will try to violently remove it. The only times when Veilwalkers have succeeded in approaching processions, was during rest periods, where they halt their motion, the Demon Duke enters a state of contemplative trance, and all other Demons arrange themselves in circular rings around the Demon Duke descending by importance and rank. During this time, the Eidolon Demons are less hostile to intrusions, and will even show kindness to Veilwalkers. On average, Eidolon Demons seem far less interested in possessing Veilwalkers while they exist in the Eidolon, more motivated by removing imperfect intrusions.
The Anima
The Anima is the most difficult realm to describe for a Veilwalker because it is varied. It is equally endless like all other dimensions but has clear cardinal wind directions of north, east, south, and west, and distinct environments and cultures within them. The Anima is the most Aloria-like, in that it has climates, cities, seas, mountains, deserts, forests, and so on. It not only has palaces inhabited by Anima Fae Demons, but vast cities inhabited by mortals transported from all manner of timelines and realities, even some alternate timeline versions of the same person. Unlike many of the other realms, Anima Demons are small in number, while the majority of the Anima is inhabited by so-called Moxy Demons, which are like Fae Demons but not strictly sentient or intelligent, acting more like animals. The Fae Demons themselves are capricious towards mortals and Veilwalkers. Sometimes they are extremely hostile and enjoy tormenting them, and other times they will actively help them avoid capture by other Fae Demons. The nature of the Fae is that they are arbitrary but generally like mortals for the entertainment they can offer. The Anima is usually more dangerous because of the aforementioned Moxy Fae, which resemble small, harmless critters in Aloria, but can become monstrous and large in the Anima itself. One envisions horned frogs that prey on people, lethal rabbits with rainbow-colored wings, and flying snakes that spew rainclouds. Generally, the wildlife of the Anima outside of the cities of mortals is dangerous.
Because the Anima is diverse and vastly different from the other realms, there is more to be told. The realm is ruled by a powerful Demon called the Arch-Anima, or Eldrican, as the Fae Demons refer to it. However, Eldrican has feigned sleep in the Fae Halls since mortals arrived in the Anima. The Fae Halls once functioned like a parliament for the Fae Demons to do their business with one another, but it was abandoned in favor of the war that the Fae wage on one another, making the Anima an accurate comparison to a nation perpetually caught in a civil war. This war rages between the four Cardinal factions or palaces: the north, which is called the Halls of Frostfall, the east, called the Valleys of Springherald, the south, known as the Plains of Summermore, and the west, called the Bogs of Fairyfall. Each of these cardinal factions has a leader, or a Fae Prince, a capricious Demon who is second only to Eldrican but stronger than Demon Dukes and should be avoided. Ayanoëlla rules in the ice palaces of the north, Springbokkar rules in the flowery vales of the east, Embressat Reliqon the Third rules in the vast cavern cities of the south, and Puck the Last rules in the sunken castle of the west.
These Fae Princes also have their own constituent Fae Lords, who rule over the lesser Fae Demons and the mortal cities that reside in their domains. In the north are several lords like the Lady Iskendra, the Lord Zephion, and the Lady Eisenvayle. In the east are lords like the Lady Tirhin Lavender, the Lady Plum-rose Verblose, and the Lord Lilarond. In the south are Lady Embrialla, Lord Eshmari, and Lord Dunemaris the Shimmering Dragonlord penultimate the fifth (with no relation to Dragons). And finally, in the west are Lord Boggotron the Destroyer, Lady Thrixbane of the Drowned, and Lord Jubbalisk the Swampy Jester. These Princes are cruel tricksters but generally do not try to kill or possess Veilwalkers or mortals. They would prefer to add them to their growing subject populations and armies to use in wars against the other cardinal factions. There are few Lower Demons among these armies and are often treated as officers in the armies of mortals who serve them, as there are numerically very few Anima Demons. They also look very humanoid to Veilwalkers or mortals living in these realms, with a humanoid body in proportion but always wearing some kind of porcelain mask with a happy or sad-contorted expression to hide their face.
The cities in the Fae lands are otherworldly experiences for Veilwalkers to enter because they resemble vast metropolises that contain within them peoples, heritages, and cultures from all walks of life and periods in time. Demons in the Anima are not so invested in possessing mortals from Aloria as much as they want to recruit them to live forever in these cities and add to the domains of their lords and ladies through trickster deals. It is possible to enter one of these cities and to encounter late Meraic-Empire Maraya, early Sendrassian Allar, pre-extinction Drovv, Avarr with their physical bodies intact, and even some proto-Urlan. These meetings are curiosities for Alorian Veilwalkers, but not so interesting for the locals. More often than not have these people lived in the Anima for generations, immersed fully in the culture and political systems that thrive there. They have no concept of history, culture, or time in Aloria, and have no homesickness to it, with exceptions to those who were not born in the Anima and still remember Aloria from their lifetime.
The Hollow
The Hollow is considered by some to be the easiest to Veilwalk into geography-wise because its world is a perfect reflection of Aloria, only dead. Its skies are blackened, with all green and the color of life sucked out of the flora, replaced with bone-white dead mass. All bodies of water are gone, and no living being seems to wander the empty streets of a decaying and collapsing Regalia. That is where the danger lies. The denizens of the Hollow hide from the living but prowl all the same seeking to extend the gift of unlife to anything living that trespasses. Why this world looks identical to Aloria is unclear, though scholars have speculated that it does not look like Aloria, but that the perception of the living projects an understanding of this world from their memory. This would explain why the Hollow version always looks current and never like a fixed moment in time. The Hollow is highly populated by both Hollow Demons and Shades, remnants of dead living souls that are subjugated to the Demons therein, but they often try to hide from Veilwalkers or are more incomprehensible. Massive entities roam the landscape, such as the death-kite, massive jellyfish, and manta ray crossovers that have long tendrils dragging through the streets searching for anything trespassing between the ruins of decaying houses and palaces. Being in the Hollow seems to invoke a certain miasma, a sickly unpleasant feeling that requires extra wards to hold at bay. Some Veilwalkers have succumbed to the numbing and nihilistic feelings of this world, and have seemingly given up on life. Wherever they fell, cryptblooms sprung to unlife, creating deadly gardens spewing forth toxic pollen that nonetheless resemble small patches of living plants in an otherwise dead world.
Shades require some extra information as they are a unique pseudo-demonic entity in the Hollow that does not exist in any of the other realms. By default, the Hollow Demons are all unliving beings, born of the Hollow itself with barely a concept of what it feels like to be alive. These Demons attempt to break into the mortal world of the living not necessarily to kill (though this may sometimes happen by happenstance), but to turn the living into undead, or at the very least remove the concept of being alive in whatever creative way this can be done. One byproduct of this is that sometimes, they drag souls with them into the Hollow. Souls that enter the Hollow without the safety of Veilwalking or being a Veilpassenger are violently ripped from their bodies and turned into pseudo-Demons. They are referred to as pseudo-Demons because while they function like Demons in terms of summoning, banishing, and their mechanical existence in the world of Aloria and/or the Hollow, they are natively born to Aloria and remember what being alive was like. These Shades are not entirely the same person as they once were in Aloria. The longer they exist in the Hollow, the more a sense of dread and melancholy makes way for sorrow and defeatism. Shades cannot by themselves travel back to Aloria and even if they did, they would not be accepted by the living. While Hollow Demons see the living identity of Veilwalkers as a threat to their existence and something to end, Shades are quite helpful. Shades are invigorated when exposed to living beings near them, and there are countless stories of Shades having helped Veilwalkers escape Demons in pursuit, or even several Shades fighting a Demon to give a Veilwalker the means to escape. Unfortunately, this is often the best Shades can do in the Hollow. If they are summoned by Demon Summoners in Aloria, they are often immediately sent back because Shades are much less powerful than proper Demons, and are thought of as worthless to bind.
Kur also bears some acknowledgment, even if it has a page for itself. Kur is a city of the living, made by Eronidas who broke into the Hollow for religious reasons and built a city there to guard the gates into the Hollow, a portal that connects the Hollow and Aloria through the Veil. It is technically possible for Veilwalkers to reach Kur in the Hollow, and use the portal inside Kur to return to the mortal world of Aloria, which sets the Hollow apart as the only dimension that has an alternative way back to Aloria. However, the approach to Kur is risky, as its high bastion walls hide a highly militarized city of Draconists and other like-minded allies who may not look kindly on Veilwalkers tempting fate by wandering the Hollow. Veilwalkers would also need to convince the gate guards that they are not Demons, and likely cross battlefields or permanent warzones as the Hollow Demons send chained Shades to assail the bastion walls daily.
The Vortex
The Vortex is a mass of undulating landscapes and ever-changing geography and climates, a bright vortex landscape never the same and even moving but a few meters can cause the whole landscape to shift. The Vortex is considered exceptionally dangerous to navigate because the landscape constantly changes and is never familiar. The only fixed point of navigation is the massive vortex cities, built in the shape of an inverted tornado with rotating rings and shifting streets. The cities are always found in a fixed location, even if buildings and locations within the city constantly shift up and down the levels or in different orientations. The cities are bustling with life, and all manner of possible creatures manifested through Demons wander the streets, more often than not completely ignoring Veilwalkers. It is mostly the non-conformity police that Veilwalkers have to be careful of, Demons who seek out those who are too stagnant and force change on them. Veilwalkers who enter the vortex often invest in Body School Magic to learn how to shapeshift and constantly change their appearance every few minutes to avoid the attention of the non-conformity police. Not changing shapes, or staying stagnant and the same results in non-conformity. Essentially, this involves Demons forcing all manner of potentially harmful mutations on a Veilwalker to make sure they never look the same when they leave, as when they entered.
The Eternum
The Eternum is a quiet and peaceful place, an inverted reflection of the Vortex in that nothing ever changes. All celestial bodies are positioned motionless in the sky, and even the clouds never seem to move. The landscape is always extremely familiar, and denizens of this realm can always be found exactly in the same spot, meaning that there is a whole Veilwalker industry in Aloria involving the creation of maps to plot safe routes around the domains of dangerous Demons, and marking safe Demons neatly on the map. The Eternum is generally considered a very peaceful domain because of the fate-bound distinction of its Demons within. Some Demons consider it their fate to slay Veilwalkers, but other Demons consider it their fate to only possess or slay a specific Veilwalker. This means that Veilwalkers play a lottery each time they run into a Demon, which more often than not is not attuned to their fate. However, they know that somewhere in the Eternum is a Demon who will possess or kill them if they meet, and that no wards can protect them against the completion of that prophecy, thus always adding a tinge of extra risk to entering the Eternum for the next time. The Eternum does not have cities or large populations. Most Demons within it live solitary lives in caves, temples, and ruins that dot the landscape from all manner of civilization, architectural style and culture. The land itself is blanketed in soft bright beige sand, with vast rock outcroppings of dark brown and red stone, caught in a permanent twilight. It is the oracle temples that can be used as navigational tools, their light towers seen from far away both drawing in Veilwalkers interested in hearing prophecy and warding them away for the dark secrets they might learn and never be able to forget.
The Dictat
Unlike the other dimensions which, in the mortal understanding, somewhat resemble an open world with a clear distinction between sky and surface ground, the Dictat lacks this clear distinction. It is a library with a clear ceiling and floor, walls, pillars, and endless rows of book cases and display cases and lecture halls. The whole of the realm is vast, not separated by rooms but by pillars and tall book structures. Massive Dictat Demons roam between the endless rows of book cases, organizing, indexing, categorizing, and reading. Some areas have large lecture halls where Demons drone on about subjects that have no purpose and meaning, but Veilwalkers can safely participate. It is said that Dictat Demons who are busy with some form of learning or pre-learning do not pay attention to Veilwalkers. Only certain Demons that appear like large, black owls with the faces of mortals are dangerous to encounter. They are the Ectolectors, Demons who seek to understand the mind and bodies of the living. When they sense the presence of a Veilwalker nearby, their body transforms into that of a giant centipede and they chase the Veilwalker with the speed of a big predator cat. If caught, the Veilwalker's body will be disassembled on a molecular level over and over while their mind remains intact, until that too is drawn out by the centipede's many legs into a long string of soul essence. Few Veilwalkers can survive this Ectolection, and if they do, even fewer of them remain sane enough to tell the tale, with their whole essence being extrapolated into a long thin strand of substance and mind, before being put back together. It is even said that the Ectolectors are more attracted to Veilwalkers who enter the Dictat looking for a lot of knowledge and information, so Veilwalkers often practice mindfulness and meditation to clear and focus their mind so that no wandering curiosity or interest in knowledge can attract the Ectolectors.
The Silence
It is hard to explain the Silence as anything a Veilwalker would want to visit. It is an endless ocean, only occasionally interrupted by rocky islands of no noteworthy appearance with no plants or animals or people living on it. The ocean is caught in a permanent twilight of a burning horizon and a night sky, and the whole realm is blanketed in a permanent silence. No waves can be heard, the wind is completely absent, and even the steps of a Veilwalker produce no sound. The ocean is dotted by vast, black granite obelisks, each of them representing a piece of information, a story, a piece of knowledge, or a memory that was removed from the world of Aloria and left to die in the Silence by a Demon. These obelisks are empty, with no text upon them that would detail what had once been on them, though many Veilwalkers have tried through the millennia to figure out whether any information could be extracted. Unfortunately, only the Demons native to this realm are willing to share, and never in equivalent exchange. However, to make matters worse, the Silence Demons have no love for the living or those who can remember, and Silence Demons are nearly always hostile to Veilwalkers, making the Silence an all-around difficult place to be.
Veiltouched
The Veiltouched are a barely understood, non-playable entity created via Veilwalking. Through a usually well-hidden method, a Veilwalker can steal a piece of a Demon Duke (or other similarly important beings) to gain power for themselves. This is often a result of incredible luck and rarely predetermined skill. As a result, Veiltouched are something between mortal and Demon and must spend time in both connected dimensions. If they spend too long in Aloria, they will lose their power and be killed. If they spend too long in their connected realm, they will lose their soul and become a Demon. Veiltouched are generally less powerful and, as such, less feared than Arken or Demon Dukes, but are still stronger than any mage and oftentimes distinctly self-serving. In this sense, becoming Veiltouched is something only the detached can truly aspire to, as embracing these powers often leads to one being thoroughly alone.
Legality of Veilwalking
Veilwalking as a concept is about as legal as general Magic is in Regalia, which is to say, legal in the comfort of one's home, but illegal in public. It is legal to teach others, though the State has a very strong ban on taking anything out of a dimension back into Aloria. Objects, people, Demons, and entities found in these dimensions often have a high amount of magical energy on them that is corrosive to the world of Aloria no matter how much venting is performed to try and drain the errant Magic. This is also why mortals native to the Anima, for example, are not welcome in Regalia because they have been in the Anima for so long that they behave like Demons, even if they are mortal and do not have demonic powers. They are so deeply touched by Magic that they are part of it and cause several problems in a mostly mundane world. Veilwalking can be done with other people in Regalia, but it is generally advised to remain quiet about it because purists have an increased problem with Veilwalkers, and are likely to put extra effort into hunting them down if one were to advertise services. The Regalian state also doesn't care about those lost in the Veil or the dimensions. Anyone careless enough to get in trouble while engaging in Veilwalking is essentially abandoned.
Veilborn
There exists a concept called Veilborn in which mortals from Aloria were either born in a specific dimensional city in which mortals lived, or transported beyond the Veil as a passenger and spent most of their time growing up beyond the Veil. It is not possible to play a mortal who was born beyond the Veil to a family that has lived there for generations, because the experience of that culture and personality would just be too alien, but a person who has tangible connections to Aloria is still capable of being strange but normal enough to play reasonably playable in Regalia. If you want to play a Veilborn, there are a couple of things to keep in mind:
- Veilborn is not special in the sense that those born beyond the Veil do not get any special Mechanics or heritage traits. It is purely a backstory vehicle that makes a person weird, or gives them unique experiences beyond the Veil that contrast strangely to the mortal world. It should also be a sizeable part of a Character's backstory to explain a lot about their personality, not just something tacked on.
- Those born beyond the Veil, or having spent much time beyond the Veil are mistrusted due to their rubbing shoulders with Demons and potentially being possessed with one. Having spent a lot of time beyond the Veil is generally not something to be proud of, as it means one's parent's sold their child to a Demon, or that such a person is native to a Demonic dimension, and liable to purist intervention.
- People who are born, or spend most of their formative years beyond the Veil, probably have behavioral quirks and habits that conform to that realm simply because that is all they have known. Someone having lived in the Abyss may have trouble with inhibitions in Aloria, and someone who was born in the Eidolon might have trouble with the chaotic and disorganized nature of Alorian life, needing habits and structure.
- It is not possible to be Godborn or Arkenborn or any type of Affliction or Affinity while being born beyond the Veil. One must in such instances have been born in Aloria, though it is not unthinkable that a parent might have lost a child to a Demon in a bargain. Demons do not always possess children, they might choose to raise them beyond the Veil as a pet or prestige object.
- Veilborn are never Veilwalkers, meaning to have such a story make sense, they would need to have been broken out back to Aloria by a third party. This can be an off-screen Mage or some kind of person who bargained with a Demon and won the freedom of the individual back, but it is impossible for a person who has no experience veil walking from Aloria to a Demonic realm, to do so in reverse, as they would have no concept of Aloria.
- Being Veilborn does not automatically give one Magic, nor does it make one a Veilwalker. It is theoretically possible to be taught Veilwalking while beyond the Veil, but one could never practice their first try while not on Aloria. Magic and other skills can be taught to Veilborn, but only from the dimension and nature of the plane they exist in, for example the Hollow lacks water, so Elemental Magic cannot be taught to teach water spells.
Existence in Aloria is restricting and strange to those who once lived beyond the Veil. For example, the Hollow has no liquids, which makes one worry about dehydration. In the Hollow however, time does not pass linearly, and even mortals within do not need to sleep, drink, or eat. Similarly, thoughts in the Dictat are not contained within one's mind, sometimes flashes of thoughts or ideas can appear as visual flashes outside of the person who is thinking them. There are fundamental laws of existence between these realms and Aloria that feel suffocating or giving too much freedom to someone who has only had a limited experience. In general, while realms like the Abyss may make eating food unnecessary and purely an act of pleasing gluttony, the idea that one needs to eat healthy and regularly to stay alive in Aloria might feel tedious and exhausting. Still, those who have spent most of their formative years beyond the Veil should experience Aloria as a much "fuller" world with richer experiences, because ultimately Demon realms lack the full scale of all experiences in the unifying existence that is the mortal world. Veilborn lore is complicated and portraying one is not recommended for new players due to the difficult lore that one should be familiar with that is needed to express a Veilborn correctly. If you still have questions about Veilborn as a concept, or how to play one, we strongly suggest you make a ticket to avoid complications in Roleplay.