Disclaimer: Views are of the blogger's own and does not (necessarily) reflect actual common-sense.

Wednesday 2 January 2019

A Crucible's Lore: Magic and affinity

Okay, this is John L'Otter spending his New Year's Eve in the comfort of his den. Unlike most Singaporeans, you won't see him at MBS. Unlike most Americans, John isn't interested in spending such a day at NYC. Like the typical writer, he's more comfortable typing out stuff. Maybe that's why he's a sea otter instead of a river otter or beaver.
Dated-31 Dec 2018

Note: This post is the official retcon to any previous post dealing with magic.
Dated-9 Aug 2020

Magic:
Those who do not know magic call it an art, but those who use it call it power. Art cannot save lives but power can. Art cannot destroy but power can. There is nothing soothing about the latter, for destruction is never a form of beauty unless in the eyes of the demented. As for the former, every life saved means at least another life lost as a result.

Magic is classified into three categories; Thaumaturgy, metallurgy, and traits. Thaumaturgy is the usage of magic without physical boundaries. Metallurgy, on the other hand, is magic used within a physical form. Because the craftsman is never the same as his craft, magic is merely a non-living thing used by the living. Hence, there is a wall separating either from crossing over to the other. The living cannot be sustained by what is not, the non-living cannot be given life by what is alive, and the wielder cannot be subjugated by what is wielded lest he is corrupted. In fact, rumours have it that the Age of Renown was ended due to one such person.

Thaumaturgy:
Thaumaturgy is a power subjugating the laws of nature and expressing the resultant change in the form of visible power. It is imagination overcoming logic, a supernatural force capable of severing lives and binding the living. There are five runes in total, one for each Circle. Namely, Order, Chaos, Life, Dearth, and Speech. To use thaumaturgy, two runes are needed together with what the user desires to happen. One rune as the bridge between the wielder and that waiting to be used, the other rune shaping further the resultant force. Below is the list of what the respective runes do when thaumaturgy is triggered:
Order represents the justification of organising. Therefore the rune Nem is synonymous with stability and strengthening from the outside.

Chaos represents the justification of what cannot be controlled. Therefore the rune Lug is synonymous with power overflowing from one end to the other.

Life represents the justification of being alive. Therefore the rune Aen is synonymous with power and strength coursing inside.

Dearth represents the justification of demise. Therefore the rune Mor is synonymous with loss occurred.

Speech represents the justification of connection. Therefore the rune Bri is the only constant whenever magic is used.

Metallurgy:
Metallurgy is magic worked in the reverse direction. Instead of subjugating the laws of nature, power is used to reinforce. Instead of expressing itself through what is visible, change expresses itself through what is invisible. Unlike thaumaturgy, it does not overcome logic but rather works with it. Like thaumaturgy, it begets the severing of lives and the binding of the living. Unlike thaumaturgy, only one rune is needed: Bri. Like thaumaturgy, there must be something shaping further the resultant force. Namely, the user's elemental affinity. If the rune Bri is a tree, the elemental affinity is its root and the Circle of that affinity is the soil.

Elemental affinity:
Individuals during an era defined, prospered, and ended by magic were able to use it, each one's elemental affinity deciding the nature of manifestation. Elemental affinity is not what binds the individual to the supernatural force of magic, for in this current age not all are able to use it. Rather, elemental affinity will only trigger upon the individual experiencing what it means to command magic. Each person can only have one elemental affinity with the freedom of choice giving way to a game of random chance. Below is the list of properties of all elemental affinities:
Spring: Magic and steel beget burgeoning life, for spring is the season where life arrives in the most vibrant way. Thus, let what is wielded invigorate with every swing and every hit. The Age of Renown's term for spring would be Earr.

Summer: Magic and steel beget a burning surge, for summer is the season of passion and power. Thus, let what is wielded consume with every swing and every hit. The Age of Renown's term for summer would be Samh.

Autumn: Magic and steel beget fortitude at a cost, for autumn is the season of preparing for what lies ahead. Thus, let what is wielded give strength in proportion to what is lost when power flows. The Age of Renown's term for autumn would be Fomh.

Winter: Magic and steel beget determination indomitable, for winter is the season to survive. Thus, let what is wielded fortify resolve when power flows. The Age of Renown's term for winter would be Geim.

Physical affinity:
Physical affinity refers to the individual's inclination when it comes to weapon mastery. While it's possible to be a learner of all trades, this is not something which intuition and reasoning can agree with each other. To be a master of none requires intellect and nothing else. To be a master of something, the mind must be understood as a union of rationality and instinct. To reach the peak, the mind must bring out the best in the body while the physical must ensure the effectiveness of the mental. Otherwise, no fire can ever be sustained without wood. Below is a list of examples of physical affinity:
Sword: The mind decides where to slash, when to thrust, and how to parry. The body decides how deep the blade bites and how stable the footing.

Dagger: The mind decides when to flick, where to pierce, and how to bait. The body decides when to stand, when to advance, and when to fall back.

Arrow: The mind decides where to let loose, who to aim, and when to run. The body decides how much ground can be covered in the shortest time possible.

Spear: The mind decides when to attack, how to guard, and how far the distance. The body decides how fast and forceful every move is.

Tome: The mind decides what the situation is, how to exploit it, and when to destroy. The body decides how far the mind can go.

The Unchanged:
There are two forms of living proof pointing to the past when the Age of Renown was truly alive. Even though an age defined by magic in both its rise and fall was already over, reminders do exist in the form of non-living pieces and living beings. The Reverted and Unchanged belong to the latter, those whose lives are deeply rooted in the past instead of moving unfettered towards the future.

The Unchanged are literally living objects of the past, for the Age of Renown was one defined by the political power wielded by the Homm'Nua and Homm'Eot. The former refers to the elves while the latter refers to the dwarves. Despite the ability to use both thaumaturgy and metallurgy, the elves are of Chaos while the dwarves are of Order. This results in an expression of power known as a Testimony.  Magical expression from the elven race is able to overflow, its name the Testimony of Flood. The same force from the dwarven folk is hard to overcome, its name the Testimony of Rock. Perhaps this is a key reason why the Homm'Nua are wary of the Relentless Ones albeit the Homm'Eot are more accommodating in comparison. Below is the list of Unchanged races and what to expect from each:
Homm'Nua: Commonly known as elves to the vulgar races, they are native to the Isle of Mists where the kingdom of D'Armur is. Ruling from D'Argatem with a number of their brethren seen beyond the boundaries of their motherland, the destruction of the Age of Renown was unable to compromise their ability to perform magic.

Homm'Eot: Commonly known as dwarves to the humble races, they are native to the Islands of Crags where the kingdom of Eisenstein holds absolute rule. Adopting a non-interference policy unless force is needed, there are those who nevertheless ply their metal crafting trade within mainland Causacea and the island city-state of Histalonia. If there is a way to anger an otherwise composed dwarf, using the word Frankensteiner as a way of addressing would be it. Some speculate this is due to a misplaced understanding of their ability, for Eisenstein is a nation rich in metal ore. Most laugh it off for the same reason.

Half-blood: Individuals of either dwarven blood or elven lineage, they belong to neither parent entirely. But because magic is in the blood of both the Homm'Nua and Homm'Eot, half-elves and half-dwarves alike possess whatever magic ability inherited from the powerful half of their parentage. Despite what some scholars may say, the half-bloods are nowhere inferior to their pure-blooded kindred. A fact which is a constant source of chagrin to the Homm'Nua and amusement to the Homm'Eot.

Relentless Ones: Conceived from a decision made by their founder Eijon de Morte, the Relentless Ones possess both Testimonies. At the same time, they are also called Monsters of the Gods by the locals of Gastony, the very place they call home. The elves look down on them, the dwarves respect them, and the rest fear them. This is a race where power and instability converge.

The Reverted:
The Reverted, on the other hand, are individuals whose ability to use magic is awakened through personal trauma. But because traumatic events would lead to a mental shutdown, those unable to do so are a rarity, perhaps even an unnatural occurrence. Mentally defective or not, the Reverted are neither elves nor dwarves, let alone the Relentless Ones. As a result, their supernatural capabilities are expressed in the form of traits, something which the Unchanged also possess. The Reverted are scattered all over the world, be it Causacea, the Southlands, or the Furthest East. However, the underground city of Deis does have a considerable number of them although the Holy Quintet Church's intention is a question only the decision-makers know.

Traits:
Traits are another form of magic, but not like thaumaturgy and metallurgy. Rather it is a manifestation thereof. For the Unchanged, it can be racial and individual. For the Reverted, it is always about the individual. As a result, while the Unchanged do have more options in the event of a fight, the Reverted do boast of the element of surprise. At the same time, a hypothetical conflict between two users of magic would be further complicated by the fact that a Reverted and an Unchanged can match each other when it comes to raw power. No matter what, it is fortunate to know that such wars will never happen for a good reason: The existence of demons.

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