Divided Lore

The lore of the world that Divided takes place in. Some of this also references the modern day as this story is technically a prequel to modern, archived stories I wrote. The modern day lore will potentially become relevant in my upcoming story Imago, a revamp of one of the modern-day magic stories.

- Some of this is taken from The Sims Wiki and The Sims Medieval game.
- Some of this is inspired by Dungeons and Dragons and Pathfinder as well as other numerous fantasy video games.

UPDATED: 20/09/25: Additions and revisions.

Contents
- The Watcher
- Peteran faith
- Jacoban faith
- The basics of magic
- Lunar Magic
- True Witches and Bloodline Casters
- Bloodmoon Resistance
- Werewolves
- Vampires
- Moon Goddess Lore - This is on a separate page due to potential spoilers. I suggest not reading the Moon Goddess lore until you've at least read up to Act 3 Chapter 11.
- Well-known Magical Bloodline Families 
- details about House Viridis, House Charm and House Annorin.


Lore notes

  • The point that Divided is set in is based on / inspired by many points of real-life history, mainly by the events / fashions of the 1600s-1800s. It is not intended to be accurate to real-life history entirely.
  • Mischief magic at this point in history is something close to a closed practice, and is mostly practiced in countries far from Henford. It isn't specific to any one culture or identity, though. There are Mischief-magic communities from many different backgrounds and ethnicities.

  • Bloodline casters having representative animals (and sometimes being a bit too obsessed with their symbolism) is inspired by the Song of Ice and Fire series. Many other elements of the lore are inspired by (and sometimes lifted from) Skyrim, Final Fantasy, Dungeons and Dragons or Pathfinder.

  • The Magic Realm has not been created yet in Divided, and won't be until the end of the story. Ascended casters also aren't a thing yet, and they won't be for another 250 years - but the Rite of Dissolution comes up on occasion.

The Watcher

The Watcher is a deity figure that many people believed in, though belief in the Watcher is rarer in the modern day. It is also typically more 'vague' and less considered a religion of any sort in the modern day. The ancient Selvadoran Omiscans were believed to be the first in recorded history to believe in a higher power guiding and even controlling everyone's actions. They thought that the Sun and the Moon were the eyes of the Watcher. Though the Omiscans are long dead even by the time Divided begins, the belief in the Watcher continues across the world. Two mainline religions that carry on this belief are the Peteran and Jacoban faiths, a common belief system in Henford and the surrounding country.

There is great variation in how the Watcher is portrayed in writings and artwork. One such portrayal is as a beautiful androgynous figure cloaked in some kind of ornate robe, with the Sun and the Moon on either side (often attributed to the Peteran faith). Another such portrayal is a monstrous mass covered in eyes, often with many hands. From these hands are strings attached to the humans below, a pair of hands for every living human being. Another is an unimaginably-massive serpent-like creature whose body wraps around the vastness of space itself, a creature with thousands of heads. The more monstrous portrayals are attributed to Jacoban religious texts. Some see the Watcher as benevolent, some see Them as neutral, and others see Them as a force to be feared.
 
Both the Jacoban and Peteran faiths contain similarities to the ancient Omiscans' writings of the 'Watcher' and are likely based upon them. They too believed the Sun and Moon were the Watcher's eyes.
 

Peteran faith

The Peteran faith is a religion that was thought to have been established over 1500 years ago, supposedly named after the man who founded it. He is said to have owned a legendary sword named the Angel's Talon, 'given to him by the Watcher'. Many consider this sword to have been some kind of phallic symbolism; in very early Peteran texts, masculinity and manhood were considered a blessing, and men swore an oath to the Watcher to not misuse this blessing. It was a Peteran man's duty to protect, look after and respect women. Whilst the roles are somewhat more equal in later times, many Peteran men still see it as their duty to do so. 
 
They believe in The Watcher as their creator, and as their guide. They do not believe The Watcher controls all that happens to people, believing that no being, no matter how deified, could ever control fate. They believe that the Watcher is loving and kind, and always wanting the best for people. What is best for people may not necessarily mean an easy journey, however.

They try to be like the Watcher, being caring and spreading joy wherever and however they can. Their sermons are less about trying to convert people to Peterism, and more about trying to spread life lessons and hope to others. Their sermons are often very informal. Any donations they collect during sermons and events mostly go back to the community, often feeding and housing the poor and teaching literacy and numeracy. Peteran priors and abbots/abbesses can also be called upon for counsel, listening to others' worries and either trying to soothe them or offer them advice. This is all done in complete confidentiality.

Peterans are relied upon for their wisdom, and Peteran priests have passed down hundreds of years worth of knowledge in heavy tomes. Each Peteran monastery has a library full of books on the Watcher and Their wisdom, as well as other educational material. They also speak with and 'write with' the Watcher to gain insight, answers, or to help write new religious texts. Each Peteran monastery often has its own religious text, written by each Abbot or Abbess. Peterans generally live very simple lives, with little in the way of luxury. Many Peterans think luxury can be a path to vanity and selfishness, or often feel guilty that they have luxuries that other people may not have.

Unlike the Jacobans, who have a single authority, Peterans are independently run and each monastery goes about its faith in different ways. The Peteran monastery's head is the Abbot or Abbess, and then the Prior or Prioress. Regular practitioners of the faith are Brothers or Sisters. The Abbot or Abbess is usually referred to as Father or Mother.
 
Historically, the Jacoban faith have been at war with them for years. The Peterans used to have their own army, the Peteran Underground, but many monasteries have sworn an oath of non-violence and will not fight back, instead focusing entirely on defense. These days, the Jacobans are nonviolent unless absolutely necessary to protect their people. Many modern Jacobans are more keen on trying to convert Peterans to Jacobism, but there is more or less nothing violent between the two groups.

Jacoban faith

It is a constant argument of scholars over which came first- Jacoban or Peteran. the Jacoban faith believes in the Watcher as a god in the same way Peterans do, but they believe the Watcher is vengeful, and people must fear Them or face Their wrath. They have a very strict code that they live by. Traditional Yacothian Jacobism demands people use this as a guide and do good at all times to avoid the Watcher's anger. Jacobans who follow the 'true Yacothian' path of Jacobism use the fear of the Watcher to empower them to always do good things even when no-one is looking. Others use it for power, control or plain fear of a deity's true power.  To many a Jacoban priest, it is unfortunately about power and control. Their sermons are designed to drive fear into the hearts of men. Whilst Peterans are generally quite forgiving, Jacobans will shame people into thinking the only way to apologise to the Watcher for what any wrongdoings is to become Jacoban. Public shaming of people who have 'upset the Watcher' is common. Even in those who are not Jacoban, or who hate them, their influence is strong with them, and many fear the power of a deity they claim they do not believe in.

The Jacoban's attire is much more luxurious than that of the Peterans, adorned with the Eye of Jacob, and also as a symbol of the Watcher's constant eye on people. No-one is entirely sure where the Jacoban donations go, though their lavish cathedrals might be a hint as to where.

The faith is traced back to about 1500 years ago, to a man named Jacob, born in the distant ancient city of Yacothia. It is believed he spoke for the Watcher, and many scholars believe that the Jacoban faith came before the Peteran. In fact, some see the Peteran faith as a response to the Jacoban faith's ideas. Journeys to the modern city where Yacothia was are common, and are undertaken at least once in a lifetime by most Jacobans. It is said to be a time where people go to confess all their ill-doings to the Watcher, and it is the one time the Watcher will forgive them to start afresh. They make a promise to The Watcher of what they will do to make up for their wrongdoings.

The Jacoban church is run from the modern city where Yacothia once was, and the Jacoban Proxy lives there- the highest power in the Jacoban community who is elected into the role. The Proxy is said to speak for both Jacob and the Watcher. There are also 'Great Convincers' who help to bring in new members of the community, and almost every Jacoban cathedral has one. In the days of old, it had its own army, Jacob's Sword, who protect the modern city from those who seek to undermine the Jacoban faith and act with violence upon them. There are also the Justicers, who go after the worst of those who have defied the Watcher. Some Jacobans want to bring back the Justicers to deal with the absolute worst of humanity- but of course, in such power, there is a risk of corruption.

As rankings go, the highest rank within a cathedral is the Eye of Jacob, though they are referred to with the title of Shepherd or Shepherdess. Below the Eye of Jacob is the High Shepherd or Shepherdess, and then below them are the regular Shepherds/Shepherdesses. To rise in the rank, one must behave in a way that is acceptable within Jacoban society and show that they are charismatic and able to drive fear into the hearts of others. The low-ranking Shepherds help to pen religious documents, cleaning and attending to higher-ranking members. 
 
There is an artifact stored under tight security where Yacothia used to be called the Mask of Jacob. Wearing this mask was said to allow one to have the Watcher speak through them. Having the Watcher speak through someone can happen during sermons, though whether this is true or a means of control is anyone's guess.

Throughout history, the Jacobans have been at war with the Peterans, considering their comparative lenience a deviation from the Watcher's true wishes. Violence between the two groups is no longer common, though Jacobans still do not like the Peteran faith very much. Many refuse to try and understand one another. 
 

The basics of magic

The art of spellcasting is defined by the manipulation of both the veil of magic, and the magic within one's own body, to bend the world to their will in some way or form.
 
To simplify the capabilities of magic to the early spellcasters who had no idea how to use their magic, their witch peers decided to classify all of the most commonly-known spells into three different 'schools' of magic. Each school was given a sigil- one rudimentary enough to not attract the attention of anyone except the magic-users who understood its meaning. They were etched on cave entrances and old shacks to signal safe havens for spellcasters, where makeshift magic schools were being run by the early versions of the Sages.
 
 
 
Each symbol is representative of its magic in a vague, archaic-looking way. 
Practical is meant to be the Wolf, Mischief is meant to be the Cat, and Untamed (historically known as Wild Magic) is meant to be the Dragon.

Practical magic 

Practical magic is represented by the wolf- a wise, level-headed leader. Practical magic is used to make the mundanities of life simpler, from conjuring the perfect meal, to growing crops, to teleportation. In history, Practical magic was used to feed the poor, to assist plentiful harvests and to aid those with various illnesses and disorders. For this, many Practical casters were killed for trying to give a chance to those who were denied a chance by the circumstances they were born or put into. Many Practical casters shun Wild magic as being unnecessary, irresponsible, and ultimately deadly.

Mischief magic

Mischief magic is represented by the cat- a rather cheeky and unpredictable animal. Mischief magic, in the past, was often used as a non-lethal method of self-defence. Mischief magic at the time of Divided is akin to a closed practice. It's practiced within small pocket communities across the world across different demographics, and isn't taught to anyone outside of those communities due to the dangers of mind-altering magic. Most of the basic Mischief spells are meant to be used as non-violent self-defence or relatiation, and most Mischief casters are pacifists with many tricks up their sleeves.

Untamed (Wild) magic 

Wild magic is represented by the dragon- a relentless and mysterious force of nature. The draw of Wild magic is in its name- controlling that which is deemed by many to be out of one's control. Some consider  it to be the most dangerous form of magic. It is the kind of magic most tied to true witches. It is primal and unpredictable, rather like its dedicated casters. Wild magic spells focus on controlling forces of nature such as fire and ice, and higher-level spells can even raise the dead or control the actions of others to an extent, but amongst witches meddling with the dead is a massive taboo, so much so that most witches wouldn't dare except the darkly-curious. Some people of faith consider it especially terrible given it is a manipulation of what they consider to be their deity's will; it is part of what drives the Jacoban anti-witch mentality, despite the fact that most witches would never try to raise the dead.

Alchemy

Represented by a scientific beaker, the school of alchemy is dedicated to the crafting of potions as well as sometimes being a term that includes herbal medicines. It can be used to create mood-lifting potions, curse-cleansing potions, even aphrodisiacs. Some of the old witches had a secret formula for a potion that extended one's life, though it is lost to time. Potion crafting is much more difficult than cooking- a slight deviation from the recipe could completely change the effect of a potion. Potions often use a blend of ground crystals, fruits, vegetables, frogs and fish. Many are known to have an awful taste, as adding something to the mixture to improve the flavour will likely completely alter the potion.
 
Many alchemical texts are deliberately written in strange and confusing ways, both to dissuade and confound potential thieves of alchemical recipes, and also to not draw the attention of those without magic. Some of them are written in metaphors often involving celestial bodies or animals or mythical creatures, and as such soem of them have been interpreted from a spiritual rather than scientific or arcane perspective. Alchemical remedies typically require magic as a catalyst for certain effects on the ingredients, and the spell Katharis (Scruberoo in the modern day) is used to remove impurities from the concoctions.

What is a spell? 

A spell is an incantation that often involves a somatic and verbal action to be performed. A spell is performed by concentrating one's inner magic in a specific way, or sometimes by manipulating the veil of magic that is all around them. Many spells are thought to exist, most lost to time. Some can only be cast with the inner magic power of a true witch, so descendants / bloodlines wouldn't be able to. Spellcasters can eventually cast spells without any need to speak an incantation.
 
Spells can be powered up when a spellcaster is 'charged' with magical energy. However, increased charge can lead to increased spell failure, and the loss of control over one's own magical power can lead to curses. Overcharge of one's own magical energy can be potentially fatal. An experienced spellcaster can learn to cast spells without needing to say any incantations. Many spells also have a 'ritual' form- a version that takes longer to cast and often requires many material components like flowers, crystals, frogs or fish. Ritual spells often have stronger effects than their baseline requirement- for example, an Inferniate ritual can create a much larger blaze.

There is also 'raw magic'- the magic from the spellcaster's blood that is not cast in a way that produces any particular spell. It is often what is used in friendly duels.  Under certain circumstances, usually a spellcaster's lack of required skill or overcharge- spells can fail. This can lead to disastrous results.

Wands

Wands are long, thin instruments used to focus one's inner magic better, and in a more precise way. Wands are made from any material that is a good conductor for magic. Sylvanwood (from the trees of the Sylvan Glade) is the main cheap option for a wand. More expensive options for wands include glass, gold or marble wands, often with a thin core of precious stone. Some believe wands are easier for beginners because of the more concentrated 'stream' of magic on the tip of the wand, and it is why many young bloodline casters and witches use them, but not all. The nature of the concentrated stream of magic is also something that can be used as an assistive measure for disabled casters, or casters who otherwise have issues with their magic. Historically, this is typically how they were used as well as in ritual purposes.

Rite of Dissolution

The Rite of Dissolution can be performed on anyone who no longer wants to be a spellcaster, and some witches and bloodline casters gave up their powers to live safely without their magic. The Rite of Dissolution removes all magic energy from the body. Due to the way that magic bonds itself with a magic user's blood, it is more often than not fatal, either immediately or in the longer-term. Some who grow tired of their magic powers, or want to distance themselves from witchcraft, simply choose to not use them.

Charge and Overcharge 

Magical charge is a measure of how amplified one's own inner magic is. Upon casting spells, and sometimes brought on by extreme changes in mood, a spellcaster's body may begin to crackle with magic. At low levels of charge, it can increase the power and 'potency' of spells cast. Increased magical charge often gives the caster a sense of euphoria. When magical charge becomes too amplified, spells are more likely to fail- some with gory and fatal consequences- and one is more likely to be susceptible to cursing oneself as their inner magic mutates. 

Overcharge is when a spellcaster's inner magic becomes out of control. Symptoms of dangerous levels of overcharge include, but are not limited to: nausea, bleeding from the nose, eyes or mouth, blackouts, unconsciousness, auditory/olfactory/visual hallucinations, excruciating pain, loss of senses, breathing difficulty. It can also lead to the body trembling, mild loss of muscular control and frothing at the mouth. Another way overcharge can kill a spellcaster is by disturbing the functions of the heart and brain, leading to death. Although very rare, one's inner magic can explode in a supernova, leading to an inevitable gory result...although this has only ever been written about three times in recorded history.

Sometimes, a small 'jolt' of modern magic can resuscitate a person who has collapsed from overcharge, but it often does not always work. Long-term constant spellcasting or overcharges can lead to an illness that often causes some or all of these symptoms: pale-coloured skin, nosebleeds, dizziness and fatigue, and also makes it easier for casters to become overcharged.

Whilst it is possible to discharge excess magic, the issue is in that heightened overcharge causes feelings of euphoria, described by some as feeling almost godlike. Someone at the height of overcharge is too euphoric to consider offsetting that feeling. Casters who suffer heightened overcharge issues often find themselves feeling low and sometimes depressed when they 'come down' from the emotional high of it.

'True Witches' and Bloodline Casters

The witches of old are considered 'true witches', in that almost all their entire bloodline has been witches. Their magic is the most powerful and they are able to cast a greater amount of different spells given the potency and power of the magic within them. The fact that 'true witches' doesn't seem terribly polite bearing bloodline casters in mind and making it sound like they're 'fake' casters isn't something that's ever been considered in-universe.

Bloodline casters, or simply known as 'bloodlines' to most since they tend to publicly dissassociate themselves from magic - are descendants of those witches, but whose lineages have also been mostly non-magic as well. They still have magic in their blood, but it is not as powerful, and they are unable to cast certain spells available to a 'true witch'.
 
Many bloodline families use their magic on the quiet to get ahead in different ways, and are often very rich given their skills allow them to excel further in their fields than others might. A lot of bloodline families dedicate themselves to magic in the modern day, and less openly historically-speaking. Many distance themselves from the witch-hunts and publicly from magic to save their own skins, enraging the witches. Many also do it because they consider their own families and often-successful businesses too important to give up in the name of publicly supporting witches.
 
Well-known bloodlines include the Viridis family, represented by the lion and the sun, a family originating from a Mischief magic community; the Charm family, represented by the mare, a fairly-quiet family that live in Glimmerbrook;  and also the Annorin family, represented by the gryphon, a well-feared mega-rich family of physicians. 

It is possible even for two witch / bloodline parents to give birth to a child who does not have magic. A lot of bloodline families have a habit of greatly sidelining these children and more or less considering them useless to their lineage or business. The chances of a child not having magic are greater depending on the 'strength' of the magical bloodline, if we're putting it in game terms. 

Lunar Magic

Lunar magic is considered a branch of Wild Magic (known as Untamed in the modern day), although unlike most Wild magic, it is mostly used defensively and for healing (but not exclusively). Mooncasters have their origin within Champs les Sims.
 
The symbol for lunar magic is supposed to represent the crescent moon and the owl. Whilst the moon's 'radiated' magic affects all with magic in their blood, its effect is much more powerful on lunar witches. The power of the moon can affect the emotions of a lunar witch depending on multiple factors including the phase. Some report feeling angrier, more energetic, or more lustful under certain phases. Many worship the Moon as a deity figure. Whilst it is moreso associated with women, men can also be lunar witches. Lunar magic is a bit different to the magic that allows one to cast the other three schools of magic. It's a very specific kind of magic and has to be passed down through parents, so lunar casters can't cast anything typically considered Practical, Mischief, or Untamed.

Lunar Magic can only be used when the moon is visible to some degree, as the magic is radiated in its light. It is more powerful depending on which phase it is in. It is most powerful during a gibbous moon and of course the full moon. It can be used to heal physical wounds and to create magic 'shields' to defend oneself or others. Lunar witches also attract the attention of nocturnal animals, and they can sometimes communicate with them to some extent and ask them to do their bidding in return for food, shelter, or something else the animal may want. Some of the most powerful lunar magic spells, however, are utterly devastating, though most lunar witches are pacifists and wouldn't dream of using them...however, they might be tempted by the full moon's rage. 

Mooncasters can speak with wolves telepathically, though the wolves' 'speech' is limited. Mooncasters' own language is based upon that of the wolves' own language, and is a pidgin language with Champs les Simlish and heavily based upon it. Its written glyphs are represented by icons of the moon, often in different phases.

Warmer climates have solar witches, and solar magic is similar in that it both heals and harms in equal quantities.

Werewolves

Otherwise known as lycanthropes, werewolves are people who transform into wolf-like monsters under a full moon's light or when sufficiently enraged. Depending on their bloodline, these transformations can look very different, and the 'ratio' of human to man has changed over the generations and can be different depending on the 'strength' of werewolf blood. The werewolves of old turned into larger-than-normal 'normal' wolves. Many of the old writings about werewolves hail from Champs les Sims, where they are known as the Lunvinchenaîné (lun-von-shen-ay), the 'moon-shackled'.

Whilst an anger-turned werewolf can snap out of it and eventually turn back into a human when calmed, under a full moon, a werewolf will not transform back into a human until the sun rises. Unlike the ability to use lunar magic, whether or not the full moon is visible does not make a difference and a human will still turn into a werewolf. 
 
Many werewolves don't remember what they did as a werewolf. Many think it is due to the thoughts of a wolf being 'simplified' compared to a human and thus not making sense to the human brain. In reality, it is moreso because the transformation is under sufficient rage, and the lunar magic's effect on the brain is what causes this dissociation or amnesia. A werewolf will still remember core relationships- their allies and enemies- whilst in wolf form most of the time.

Werewolves were one of the earlier victims of the witch-hunts alongside the vampires, and the two were allied under a pact they called the 'Bloodmoon'. They swore to protect each other no matter what and fought together against any that would try to cull them. Sadly, their efforts were futile, and their numbers have dwindled greatly in the time that Divided comes around.

Vampires

Vampires are the descendants of the Bloodcasters of old. Bloodcaster magic was unique in that it drew entirely from the life force within the blood as opposed to any kind of 'actual' magic (think similar to Dragon Age blood mages). The bloodcasters were killed off long ago, and the vampires are all that remain of this once-feared bloodline.
 
Vampires are immortal in terms of aging. However, they can be killed in other ways: 'starvation' through not ingesting blood, being impaled through the heart, or by being under sunlight for a certain amount of time (for some). Some vampires can also eat normal food as well as blood, and some vampires can be out in the sun with no ill effects. Whether or not a vampire can do any of these things is luck-of-the-draw upon birth or their turning. 
 
Vampires have increased physical strength and agility (though not to the amount you usually see in other media with them in) and can also turn into bats at will. Unlike TS4, they do not have any abilities that can daze or otherwise control a human or affect how their mind works, though plenty of vampires can achieve such a thing through charisma, fear and manipulation alone. Whilst vampires do sleep, they do not need to do it as often as regular humans do. To keep their strength up, they must drink blood, and even a vampire who can eat normal food has to live off of blood as well. Not feeding off blood for a long time can cause all sorts of issues, the biggest being that 'bloodlust' is incredibly difficult to control. It is not uncommon for vampires to feed off of people out of desperation alone, and some feel incredibly guilty for it. Many have some form of obsessive-compulsion that develops in an attempt to distract from bloodlust, and many who are 'guilty drinkers' get intrusive thoughts about feeding off of loved ones.
 
Vampires can of course turn people, but the reason that there are not tons of them running around is because of vampire culture itself. In vampire culture, your 'spawn' is a huge, important responsibility. You as the sire are expected to train them, teach them how to be this new creature they have become, look after them and have their back. Vampires can and have just turned people and left them to fend for themselves, but it is incredibly taboo in vampire culture to the point that people would not wish such a thing even on their worst enemies. To be alone and confused for hundreds of years is a horrific experience many vampires would never consider. Relationships between sires and their 'children' are very mixed. Some just help each other out, others fall in love, some become like parent and child.
 
There is such a thing as drinking too much blood, which can also cause vampires to become frenzied, much similar to the effect of the full moon on mooncasters. There are bloodfruits which are chemically very similar to blood. These only grow natively in the dark town of Nebelstadt, but many vampires much prefer normal blood to bloodfruits, and the bloodfruit can only withhold the bloodlust for so long.

Bloodmoon Resistance

'Bloodmoon' refers to two different things: A long-drawn-out conflict between witchfinders and vampires and werewolves, who have always been strong allies - and the pact the two occults made to always stick by one another no matter what. The witch-hunts weren't always just about witches, and vampires and werewolves fought alongside each other to protect themselves and witches. Sadly, the witches turned on many of them to save their own skins. This and the conflict led to the great decline of vampires and werewolves, and werewolves are now considered almost-extinct.
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