LORE

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SETTING

Ounspux is the country the main characters of Sweven live in. Ounspux was previously under a monarchy and had been growing through colonization, in its current state it has shrunk back down as land was returned. Despite being close neighbors with Mueeth, the two countries as a whole (among other neighbors) did not interact with each other until recently (also they're really not as close as I made them on the map oops) - as Ounspux cut itself off from parts of the world more advanced than it during generations of royal rule.

"Hell zones" are places that have become inhabitable through abnormal (supernatural) means. The only dead zones marked on most maps are Spleen, Dead Land and a spot near Saint-Abel - nicknamed The Eye. The first spot was once an important city, the second is considered the most dangerous, and the third has ties to religious practices.

(the royals were psychics and this world's version of basically global warming or something equivalent is ghosts and meat monsters everywhere; it's also tied to emotions)

sweven climate map

MONSTERS

Flesh Walls

It is a type of supernatural mold that absorbs everything around it. Usually appears in already abandoned buildings, rarely forms in houses while people are living in them – but it can happen. It's attracted to negative energy and smells of raw meat.

Main methods of removal: Burning the entire building, eating it (very dangerous, don’t do that), having a psychic dissolve it, try very hard to clean it like normal mold (not very effective if it's spread around the house), just leave (lazy)

Subset of Flesh Wall -- Sweetbread

Takes the appearance of red meat and hides inside objects (small/medium sized). Unlike a normal flesh wall, sweetbread can bleed and is more similar to raw meat than flesh.

Normal Flesh Walls are usually only filled with pus, fat, water and jelly. But when they get older, they start to eat living things in addition to absorbing objects; giving themselves bones, eyes and organs as well as hair. They are even more dangerous like this. They may detach from the walls and become mobile eventually in this 'active' state (having bones etc) but usually will not leave the original area. It is unknown if they can become sentient. Lately, there has been an increasing issue of people unknowingly moving into homes that have Flesh Walls in them. Sometimes shady landlords and house sellers come across these abandoned places, then sell them for cheap without cleaning up. This puts children, animals, and those who live alone in harm's way. Sweetbread is considered safer as it can not become 'active', however, it causes more mess and is easier to accidentally consume.

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Ghosts

Spirits of the deceased, their abilities (appearance, visibility, physicality) vary greatly.

They are affected by:

  • Culture of the area
  • Beliefs of the departed person(s) and their emotions
  • Cause of death, memories of that death
  • Rumors
  • Main methods of removal: Traditional exorcism (forceful, successfulness varies), "physical" destruction (not recommended, the spirit may harm/kill someone on their way out (parts of the spirit may also linger)), helping them move on themselves

    Vampires (and vampire-like beings)

    Vampires are rare, especially "western" varieties. Dhampirs no longer exist and many vampires don't live very long nowadays

    They are affected by:

  • Culture of the area
  • Type of vampire that turned them (or ritual)
  • Mental state (not uncommon for them to lose their minds over time or right after they're turned)
  • Rumors
  • Weaknesses: sunlight, silver, holy objects
  • Consistent abilities: Superhuman strength, regeneration, immortality, flight, feeding off of humans

    Main methods of removal: Traditional exorcism (forceful, successfulness varies), "physical" destruction (not recommended, the spirit may harm/kill someone on their way out (parts of the spirit may also linger)), helping them move on themselves

    Curses

    Spirits with negative energy that come from negative emotions, unfulfilled desires, and fears. Many feed off the same type of energies they came from and cause misfortune, physical or mental deterioration, or outright death. They have varying levels of danger and can affect both living beings and spirits of the deceased. They can take the form of humanoid figures or even a physical space.

    Main methods of removal: Exorcism/cleansing, having a psychic dissolve it, being eaten by a another supernatural being

    Subset of Curses -- Rumors

    They are curses created by stories of monsters or dangers. Rumors can be the most lethal kind of curse next to deliberately crafted curses (these can also overlap). Rumors grow as more people talk about them. They become more dangerous if the rumors being spread also twist to become more violent. They are harder to get rid of than normal curses, as they can come back when people keep talking about them. Rumors can possess ghosts and make them malicious.

    Love House/ House Caramel

    House Caramel is a small mansion in the middle of nowhere where couples go to test their love. The House is massive on the inside and distorts the longer the couples are there, they can not leave until someone wins the prize.

    The House is alive.

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    Cursed Space

    Areas that are affected by the supernatural (most commonly ghosts). These places warp around and can seem to stretch forever. They can be as small as a single room or as big as a mansion or school, the larger/more powerful ones form pocket dimensions. It is rumored that they can even be entire towns. Some may have 'floor masters' or 'owners' who put trapped people through tasks in order to leave (sometimes the floor masters just kill people though). Floor masters/owners are usually the spirits who initially warped the area. There can be more than one, some are there against their wills. The most common type are looping hallways.

    Living House

    They are considered different from cursed spaces, though there can be overlap. These are houses filled with Flesh Walls and Sweetbread to the point of being virtually uncleanable. It is rumored that these houses can get up and move.

    TECHNOLOGIES

    List of basic tech things that exist in the world of Sweven:

  • Electricity and plumbing
  • Refrigerators (but not microwaves in Ounspux)
  • Motor vehicles (uncommon; very few people drive motorbikes, even less drive motorcars)
  • Trains
  • Steamboats
  • Telephones (landline, rare)
  • Radios and tape recorders, along with various music making and recording technologies
  • Television (incredibly rare, no one knows who's even currently making the shows. many places have the superstition that tvs attract the supernatural)
  • *Rarity is based on their availability/presence in Ounspux, though some also apply to other countries.

    Sweven doesn't take place in the contexts of real world time periods. Originally it was meant to be "medieval-but-not-really" but now it just exists in its own made-up time period.

    Tech specific to Sweven:

    Living weapons – Unconventional weapons and armor with strange abilities and inconvenient side effects. (usually uncommon, but they're popular among monster hunters).Living weapons are not necessarily sentient. They can be created using monsters (commonly Flesh Walls) or come into being on their own through circumstance. Preexisting objects are needed for them to exist. They are used for their unique powers, though it is possible for a living weapon to essentially “work” the same as a normal one. In those cases, they are still preferred for their potential to resonate with the user in combat. It is possible for the skills of specific weapons to change or strengthen when being used by the same person for a long time, and for those skills to only apply to that person.

    Blessed weapons – Normal weapons that have been blessed or given a charm, allowing them to be effective against multiple types of undead. Hunters often get them as a precaution, back up, or safer alternative to living weapons. Their power is considered average, so their users must be skilled in fighting to make up for it.

    Telepathy headphones -- Spy gear that allows average people to use telepathy and record thoughts. It sticks out like a sore thumb when you wear it. (immensely expensive). Most people who have real ones are already telepaths; they use them for precision and control. Other people tend to get scammed. Most models are uncomfortable too. They can also be used as noise-cancellers.

    telepath headphones