Everything that is is divided into three realms; The Celestial Kingdom, The Infernal Kingdom and the Mortal Realm. They are, or will be, enemies of each other. Eventually apocolypse will come and one will destroy the other two in a great war.
While many mortals believe the celestials are the rulers of both the celestial and mortal world and all things good, this is not actually true. Good and evil are purely mortal concepts. The celestial are instead agents of light, order, restraint and selflessness.
Order, discipline and law are important aspects of the celestial kingdom. There is a strict hierarchy and series of rules for every tier of management. Disobedience is severely punished.
Known by many names, the divine being is the ultimate source and ruler of all things celestial. They have no sex or physical form, usually preferring to send messengers to communicate with lower beings.
The Seraphim and Cherubim are the highest celestial beings below the divine being. They are the direct servants of the Celestial Being as well as lords and enforcers of the celestial kingdom. They almost never enter the mortal realm.
Seraphim physical form tends to involve three pairs of wings and multiple sets of floating eyes or hands. The cherubim form features four pairs of wings and multiple animal heads. It is quietly suspected that the cherubim are embarrassed by their child-like depictions by mortal artists.
While far less powerful than upper classes of celestials, archangels are still held in high regard as some of the highest beings that most celestials will ever get to meet. There are seven known archangels, one of each of the holy virtues. They can take many forms but often choose to take humanoid form, occasionally with wings, halos or extra eyes and hands. Some have also been known to wear armour and carry various tools or weapons to symbolise their power and purpose.
Directly below each archangel are several greater angels. They are the middle managers and captains of the Celestial Kingdom. Like their respective archangel, each greater angel will have an assigned virtue they specialise in. They tend to take humanoid form with traits highlighting their virtue.
See Playable Races
Under each greater angel, are scores of lesser angels. Lesser angels are the most common but least powerful celestials. They can spend as much time in the mortal world as the celestial. Their main purposes are to encourage their respective virtues among mortals and to be foot soldiers in conflicts with the infernals.
Holy water is a celestial weapon against infernals. The souls of virtuous mortals are used to create holy water. The more sinless souls claimed by the celestials, the more powerful the celestial kingdom becomes.
Many mortals believe they can produce holy water themselves, they can't. When a mortal performs a ritual to produce holy water, usually they fail or an observing celestial takes pity and quietly makes the holy water for them. Some celestial champions can make holy water (i.e. those with Sanctuary Magic).
The infernals are dark and passionate beings often associated with evil and corruption by mortalkind, this is untrue, well mostly untrue. Good and evil are purely mortal concepts. The infernal are instead agents of the night, individualism, creativity, indulgence and pleasure.
Due to their nature, the infernals are not as organised or disciplined as the celestial, but are perfectly capable of fulfilling their goals with brutal efficiency. Underlings are usually kept in check through desire or fear.
The Infernal Being is the source off, and ruler of, the infernal kingdom. Like the divine being, the infernal being has no physical form, however they do frequently send an avatar as a visual representation of themselves to converse with lower beings. This avatar takes many forms of differing size, shape and sex.
By some rumours the infernal being was a sibling of the divine being. By some others, the two were once one being that split due to internal conflict. Regardless, the infernal being represents everything the divine does not; indulgence, passion and selfishness.
Fiend is sometimes used as a blanket term for all infernal creatures but it technically refers to a specific class of demon, those who have no master, besides the Infernal Being. They are not necessarily superior or lesser to other infernals. Fiends rarely venture into the mortal world, preferring to stay in the darkest depths of the infernal kingdom. Those that do enter the mortal world often enter legend and myth as great monsters and eldritch horrors.
Archdemons are the closet thing the infernal kingdom has to nobility or royalty, besides the Infernal Being themselves. Most of the kingdom handles social hierarchies through strength, favours and fear rather than titles. There are seven known archdemons, one for each sin.
Under the archdemons, more by fear than order, are greater demons.
See Playable Races
Under the greater demons are lesser demons. They are practically minions or slaves.
Hellfire is one of the infernal kingdom's strongest weapons against celestials. It is a cold, green flame that does not require oxygen or traditional fuels to burn. Some mortals believe hellfire is used to torture the souls of dammed. This is technically true, just not in the way they think. Souls aren't simply exposed to the hellfire they are the fuel for it. The more mortals tempted into a life of sin, the more fuel the infernals have for hellfire and the more powerful they become.
Though arguably weaker, mortalkind outnumbers both the celestial and infernal kingdoms combined, and by a considerable amount. Where there are thousands of celestials and infernals, there are just under a billion humans and countless other mortal organisms.
The mortals have no single government or ruler, but are instead composed of countless tribes nations and faiths, each with their own rulers.
Most mortals have an uncanny ability to rationalise any irrational things they witness, often incorrectly. If a mortal sees something that does not conform to their understanding of the world, such as an atheist seeing an angel or demon, their brains may simply project some other reality onto their memory. It was just a trick of the light, a dream or perhaps they drank too much.
Some mortals, for whatever reason, do not posses this power and, upon witnessing something beyond their understanding, will subconsciously choose one of two paths. They can embrace the new reality and change their world view, perhaps even befriend these otherworldly entities. Or they can simply go mad and quickly find themselves in a straight jacket or on a pyre.
If a player chooses to play a human or a champion they will likely be one of those who see through the veil and have accepted the celestial and infernal worlds.
Some mortals will make such an impression on celestials or infernals that they may enter some form of pact, blessing or curse. These mortals, often called champions, are imbued will some level or celestial or infernal power, allowing them to see through the veil, live longer and manifest various forms of magic. They use these powers to further the virtues and sins of the celestial or infernal they make their pact with. The powers, altered appearances and deeds of these champions has often led to many folk tales about their nature.
Celestial champions tend to be notable rulers, preachers and soldiers. Many have been known as paladins, exorcists, witch hunters, healers and more. Most champions began their lives as humans, though on rare occasions, other animals have been chosen. Horses, birds and dogs are particular favourites of celestials.
Infernal champions tend to be notable warlords, artists and warriors. Many have been known as witches, warlocks, vampires, werewolves, revenants, and more. Most champions began their lives as humans, though on rare occasions, other animals have been chosen. Wolves, serpents and cats are particular favourites of infernals.
With power, comes danger. Champions often become the targets of persecution or other champions. For each vampire, there is often a vampire hunter. Despite their theoretically unlimited lifespan, most champions do not last more a than a couple centuries.
if a champion violates their pact or offends their patron, they can be stripped of their powers. Most champions undergoing this process will become mortal again and die shortly after. Some might survive and continue lives as mortals, or even be recruited by the other side, becoming a champion again. Some unlucky souls become exiles, rejected from all three realms but still living, barely.
Unlike celestials and infernals, mortals have souls. Most mortal souls fade away after death but particularly virtuous or sinful souls are instead snatched up by the celestial or infernal kingdoms respectively. There they fraternise with other souls and serve as power sources for magic, notably that which is used to produce holy water and hellfire. For this reason, mortal souls are a very valuable resource for both celestials and infernals.
Mortals are vulnerable to poison. Remarkably, most poisons were invented and created by mortals themselves. This habit of mortals creating the instruments of their own destruction has always baffled celestials and infernals.
The four horsemen are the harbinger's of suffering and destruction. They are neither celestial nor infernal. The horsemen usually ride alone but when they ride together, apocalypse begins.
Each of the four personifies a particular domain of suffering. While they naturally bring their respective suffering wherever they go, they are not the sole source of it. For example, war can exist even when War themselves is somewhere else entirely. This implies that if they were somehow killed or imprisoned, suffering might reduce but would not wholly end.
Pestilence is suffering caused by diseases, poisons and curses. They ride the white horse and wear a dark leather mask.
Famine is suffering caused by absence of sustenance, primarily food and water. They ride the black horse and carries a set of unbalanced scales.
War is suffering caused by violence and destruction. They ride the red horse and carries a large sword, often depicted as flaming.
Death is the separation of body and soul. They ride the pale horse and often appears skeletal.
Death holds a special place even among the four. Not so much as a leader or master but more as the one who always has the final word and always deals the final blow. The others can be seen as only existing to precede Death and pave the way for them. The, admittedly cryptic, prophecy also implies that Death is the only one of the four who will remain after the apocalypse as the others will be destroyed.