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91
General Discussion / WIP - Magic System
« Last post by Kalshion on June 08, 2016, 11:59:00 AM »
Thought I posted this yesterday >_<

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====== Magic Systems ======

A magic system refers to the methodology, usage, and style of a mage's abilities and their usage of various devices. Three systems are known to exist in the universe: the Kor'don, Yukishe, and Man'deth Systems. Man'deth is subdivided into both Ancient and Modern, while Yukishe is subdivided into Ancient and Practical. Kor'don is not divided, although spells of this school are primarily utilitarian in nature. Each system of magic has its own characteristics, making it easy for one knowledgeable in the arcane arts to differentiate between the systems. Each magical system has its own method of spell classification; although some classifications are shared across all systems, each classification can have a different meaning, depending on the system that uses it.

===== Systems =====

The following lists details the systems of magic used within the known the universe.

==== Kordon ====

The Kordon system, also known as 'Rune Magic', is a prevalent magical system in the universe largely due to its utility - Kordon magic is not heavily combat related, favoring a more 'civilized' use of magic to help in normal everyday life. Kordon has a rather small portfolio of spells, but innovative mages are always discovering new ways to use this most civilized magic for creative uses.

The Kordon system differs from other magical systems with regard to its execution - while other spells may be cast 'on the fly' as the user wills it, Kordon spells must be prepared ahead of time via the inscription of runes. In essence, the mage is 'casting' the spells ahead of time into an inanimate object. These runic spells may be then activated at a later time by any sufficiently knowledgeable mage, triggering their initial effect.

While most Kordon spells are single-use runic spells, more powerful mages can invest more of their power into the runic script, allowing the effect to be reused multiple times or allowing the magic to constantly be active.

==== Man'deth ====

Man'deth is a widely reknowned, combat-oriented magical system which focuses primarily on medium to long range attacks. A person's element plays a huge part in which spells and abilities they have access to; this also means that an individual has restrictions with regard to spells of an opposing element. For example, a person whose main element is water would find great difficulty in using fire magic. A person's element is discovered through, essentially, trial and error - one must search deep within themselves to find the aspect of nature that they connect to most deeply.


Historically speaking, Man'deth is the most prominent magical system. Having been used by the Kash'len Federation, Man'deth was originally only used by their military - after their arrival on Terrene Enigma, the magic found itself split into both Modern and Ancient forms. Ancient Man'deth is a combat stlye more focused on direct attacks, while the Modern style developed a heavy emphasis on wide area attacks.

Man'deth has perhaps the largest, and most complex, array of spells at its disposal, having been in use since time immemorial.

==== Yukishe ====

Where Kordon is utilitarian, and Man'deth is ranged combat, Yukishe is the close-quarters, martial-arts-combat magic system. Yukishe focuses entirely on close quarters combat,  having no long or medium-ranged abilities of any kind, save for defensive spells to protect against such attacks. Instead, Yukishe focuses itself on the martial points of combat. Its spell list is rather simple compared to that of the Man'deth system.

Yukishe magic is different from Man'deth in that the magic used affects the entirety of the person's body, where Man'deth magic focuses on external effects. An individual's elemental alignment has significant effect on what manner of defensive or offensive abilities they have access to, and the effectiveness of the spells they can cast. A person with the Earth element, as an example, would be able to make their bodies more durable than someone with a water element - however, one using the water element would be able to freeze their enemies with but a single touch. In essence, you wish to use your element's strengths to your advantage.

===== Magical Intoxication =====

Magical Intoxication, colloquially known as 'Toxic Mana' or 'Dirty Ether', is the process by which a person's mana becomes contaminated through repeated uses of magic- the more a person casts spells in quick succession, the more 'polluted' their mana becomes. Over time, Magical Intoxication builds up in a person's mana stream and can, eventually, lead to loss of magical abilities - or, possibly, the inability to control their magic during practical use. Magical Intoxication can also lead to illness, as a person may become unable to function on their own until it passes.

Magical Intoxication is something that no mage is immune to; even the most experienced of mages, those who have spent years learning how to hone their craft, are susceptible. Magical Intoxication is more likely to occur if a person uses a more powerfull spell, as large-scale spells require a significantly higher expenditure of mana when compared to lesser spells. It is for this reason that mages are often told to use their magic only when its necessary, and to instead rely on magical devices which, although incapable of utilizing more powerful and more destructive spells, are still able to use lesser spells without drawing upon the mage's mana reserves directly.

===== Element Types =====

There are five basic elements: Fire, Wind, Lightning, Earth, and Water. Fire beats wind beats lightning beats earth beats water, and then repeat. Each element has its advantages and disadvantages, bearing uses unique to each element within society.

However, there is one additional element in the known universe, a 'neutral' element of modest power known as 'Astral'. Astral, unique amongst the five listed elements, pulls its power from the planes of the gods instead of from the energies of the physical world or from the user.

==== Fire ====

Fire magic is arguably the most destructive of the elements. Fire magic is very hard for an untrained individual to control, requiring a great deal of concentration and training in order to utilize it effectively without hurting oneself.

==== Wind ====

Wind magic is different from the other elements; instead of being used in a combat oriented role, wind magic is more commonplace in the transportation area of society. The element of wind is often used by Elementalists to power wind farms, propel airships and naval vessels, and other such applications.

Though it has several practical applications, the element of wind is not one to be underestimated. In combat, Wind magic has a variety of uses, such as making a person faster, or hindering an individual's movement. With regard to Martial Magic, the Wind element is among the most dangerous elements to face due to the ability to dodge and evade physical attacks more easily than others.

==== Lightning ====

Also known as the 'energy' element, Lightning is considered an oddball element in the elemental tree. This is because it governs the use of electrical forces found in nature and - unlike the other elements - is not entirely affected by the environment around the caster. Because of this, lightning is considered more 'neutral' when compared to the other basic elements.

==== Earth ====

The element of Earth embodies strength, and is used by practitioners of Martial Magic to empower their physical forms with the durability of stone itself, or strike their foes with the sheer force of a landslide. The element of Earth is exceptionally versatile in its uses, being useful to practitioners of both Yukishe and Man'deth alike.

==== Water ====

Last amongst the basic elements is the Element of Water. Water magic is the most commonplace in society due to the relatively little effort required to cast magic with the water element. Water magic allows people to move more quickly, aid others in the event of a natural disaster and other uses. It is a very strong element.

==== Astral ====

Astral is considered a purely neutral element; if it were to be part of the 'elemental tree', it would be in the centre of the five. Astral Energy is the energy found in all people, essentially forming a person's 'life force'. All people can access Astral Energy, whether they are aligned with an above element or not - however, Astral Energy has the draw back of pulling directly from an individuals life force to fuel Astral magic. This makes casting Astral spells both very powerful and potentially deadly at the same time.

Due to its rather unknown nature, Astral Energy has only ever been used in a combat oriented role; there is no known use for Astral magic out of combat-centric purposes.

==== Other Forms of Magic ====

Some sages have theorized the existence of other elements beyond these, such elements include, but are not limited to: blood magic, shadow magic, light, and dark magic.

===== How Magic Works ======

Magic in the T.E. Universe works on a completely different level than how magic would function in standard fantasy settings. Unlike how mages in other universe can just snap their fingers and cast a spell, in the T.E. Universe Mana is more constrained and requires the use of specialized devices in order to 'tap' into that store of energy. While low level spells that do not require much power can be easily used without a device, more complex or more powerful spells require the use of an arcane device to cast.

Spells in this universe are, essentially, a collection of computations whose end result is able to alter the physical world around the caster. This is why small spells can be cast without need for external devices - the caster's brain is capable of performing the computations manually. However, more complex or more powerful spells require the use of a more sophisticated computer in order to perform the necessary reality-altering calculations.

===== Mana =====

In a nutshell, Mana is the basic magical power that a person has in their bodies. In some dialects, this energy is known as 'Chi'. The amount of mana that a person has differs considerably on not only their age, but their place of birth, their health, and other external factors that a person may not be aware of.

In addition, mana occurs naturally in the environment. In a 'mana-rich' environment, a mage can easily cast a spell without much worry of their mana reserves being used. However, in a 'mana-poor' environment, a mage has to rely on their innate stores of mana to cast even the smallest of spells. Some areas of Terrene Enigma are naturally overflowing with mana, while others would be veritable mana-wastelands. Fortunately, the planet is in a state of constant flux, with the invisible flows of mana shifting, waxing, and waning as the years go by - just because an area is lacking in mana now does not mean that it will always remain so, and vice versa.

===== General Restrictions =====

Magic might be great in confronting everyday life, but it has quite a few restrictions placed upon it both due to the universe but also due to self-imposed limits by society.

1. Magic can only be used for a certain number of times before a person can become exhausted, this means that a mage can't use magic in a constant fashion; doing so can cause illness or even death.
2. Despite there being wind magic, flying remains exceptionally difficult for any mage due to the absence of mana in the upper atmosphere of the planet. This means that a mage can only fly for a very short distance, as flying magic isn't affected by either rich, or poor, mana areas.
3. Mana doesn't exist in 'Rift Space', thus magical spells can't be used there; however, magical based weaponry that draws upon an individual's mana stores 'can' be used. While engines that run on mana, and batteries that store it, will still be able to function, they will only be able to do so for a limited amount of time.
4. Some spells require a material component in order to be cast. While less powerful spells might only require a common ingredient found in nature, other, higher class spells, would require something more rare.

===== Accessibility =====

While magic can be accessed by anyone with the talent, most higher forms of magic or even higher forms of magical spells require the usage of outside devices in order to access. Depending on ideology, these devices may or may not be restricted amongst the different factions.

The devices can range from being small, wrist sized units; to being very large weapons and staves.
92
Setting Submissions / Re: WIP - Player Species - Auvokk
« Last post by Slaskia on June 07, 2016, 06:05:26 PM »
Change log

- added a note regarding what an Auvokk considers a grave insult.
- added a short paragraph regarding their aesthetic style.
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Setting Submissions / Re: MAAAAP!
« Last post by ExperimentAlpha on June 06, 2016, 09:11:26 PM »
Looking even better than the last one!! ^_^ Well done
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Setting Submissions / Re: WIP - Player Species - Auvokk
« Last post by Slaskia on June 02, 2016, 06:29:50 PM »
Change log

- Finished updated concept art (at least biology related.  Still haven't done a thing clothing/tech wise >.>  <.<)
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General Discussion / Re: (WIP) - Neshaten (Name will change)
« Last post by Kalshion on May 30, 2016, 12:31:43 AM »
This is the history I have thus far, please note that the name I am might change. After all, I like the Neshaten name so much I may end up just using it :p

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Hailing from somewhere in the western region of space, the Neshaten Junta came to the planet aboard a large colony vessel; this vessel, measuring at almost 800 meters long, had a crew one hundred and over eight thousand civilians onboard. The vessel was one of only a few that left their region of space, to search for distant planets to colonize. However, in the year of the Great Expansion, the vessel would end up caught within a mysterious gravity well that pulled it down into Terenne Enigma's surface where it would end crashing into a dense forest.

The Neshaten people realized almost instantly that they weren't going to be leaving the planet anytime soon, their ship was badly damaged, almost half of those who had been onboard were dead. Worse, the planet was teeming with wild life that seemed to have a thirst for blood. The survivors of the Junta struck out from the ship, taking what supplies they could carry and headed for a mountain that was close by where they later would set up a small town, the people choose to cast off the old political systems in exchange for a new one.

From this town the people sent out scouting parties to search the mountains because the Neshaten weren't just comprised of one species, but rather, three; two of which were nocturnal while one wasn't, this meant that the bulk of their group couldn't operate during the day and the people discovered that the days were rather long on this world. It took several weeks before a suitable spot would be found for the nocturnal species of the Neshaten, a large cave that ran from one end of the mountain to the other, but which opened up in the center to a chasm, a chasm large enough for the nocturnal species of the group to live in without fear of being killed by daywalkers. The town was turned over to the members of their group that lived in the day, although some of these daywalkers still choose to reside with the rest.

Initially the Neshaten kept to their town, to their mountain village, but it didn't take long for curiosity to surface and young explorers began to venture outward into the unknown, some never to return; others to come back with wild stories of strange beasts. One explorer, going by the name of Maistris Kui'shease, came back and told of large areas of wilderness plagued by wild beasts, swamp lands that were covered in thick poisonous clouds, and plains that were impassible due to mysterious barriers that blocked passage.

For nearly forty years the survivors lived this way, small groups of their people would break off to form villages in the surrounding areas; it wasn't long though before conflict began to rear its ugly head. One village would attack another for resources, then another would attack another, after awhile what should've been a people that were working together for mutual survival turned into a full blown civil war that would cost the lives of hundreds. The war lasted for only two years and ended when several of the younger generation realized that the constant fighting would do more to harm their chances of survival rather than help, dozens came together to form a new government, one that would rule from a central point yet still permit others to voice their concerns, this lead to the first town later becoming the 'capital' of this new people.

Eighty years after their arrival on Terenne, the Neshaten people started to work to expand their main city, the one they'd formed in the mountains. It was an arduous task, one that would end up taking the Neshaten people almost six hundred years, but through the rediscovery of some of their lost technology they were able to expand the inside's of the mountain, creating a vast and majestic city.

As the years past their numbers began to grow, villages that once housed only a few hundred now had several thousand living within; towns turned into cities. Commerce started to pop up between the cities, trade started to appear, although it was hard at first since the mountains that the Neshaten had called home for their capital mysteriously lacked any valuable ore, while other items like copper, iron, bronze, etc could be found in area's beyond.

In the year 810, eight hundred and ten years after their arrival on the planet, the Neshaten started to send out large groups of explorers accompanied by soldiers - to investigate the claims made by past explorers of strange happenings beyond their lands. It didn't take long though for these parties to discover that what the people thought was superstitious was in fact reality, swamps poisoned and killed some people while others found it impossible to navigate the western plains.

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96
Setting Submissions / Re: WIP - Player Species - Auvokk
« Last post by Slaskia on May 29, 2016, 02:33:29 PM »
Change Log

Added Communication/Language section to Biology (though I haven't thought out fully what they sound like)
Added some info to the Government and Society sections, the latter I need to expand on more.
Added a Culture section, with some relevant information.
97
General Discussion / (WIP) - Neshaten (Name will change)
« Last post by Kalshion on May 29, 2016, 12:17:09 PM »
As I plan on bringing the Neshaten over to this site, I also plan on changing their name. There are other changes I plan on making as well.

1. They will still have a monarch, but it will be more military centric than before.
2. Their arrival on the planet is one where they crashed in a forest on a colony ship that had over 8000 souls on board, half of which would've parished in the disaster. They would've lost most of their tech in the crash and due to being nocturnal, they'd have found shelter inside of a nearby mountain which is where their capital city will be located (and will still be expanding by the time the faction is ready)
3. Technology wise I'm still determining, but they won't have energy weapons like they do elsewhere.
4. Their architecture will remain the same.

I'll post more in time! :3
98
Setting Submissions / Re: WIP - Player Species - Auvokk
« Last post by Slaskia on May 27, 2016, 10:30:32 PM »
Change Log

-Added Reproduction and Diet in the Biology section.  That section is now pretty  much complete sans changes due to feedback.
99
Setting Submissions / Re: MAAAAP!
« Last post by Slaskia on May 27, 2016, 09:18:00 PM »
Replaced the old map with the new one.
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Setting Submissions / Re: WIP - Player Species - Auvokk
« Last post by Slaskia on May 27, 2016, 09:02:52 PM »
Change log

-added a large chuck of info to the biology section.  Still not complete, however (reproduction section still missing)
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