Entry tags:
Minoa
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Magic | |
Magic is a type of power that is innate to most non-human creatures. In fact, humans aren't born with any natural ability to use magic (unlike Witches) and therefore they rely on the use of Incantations or Runes to perform any mystical arts. Incantations were first discovered by the holy Saint, Joan. Bestowed with holy words that could vanquish evil by the Divine, she developed the foundations for Holy magic. Alchemists studied these words excessively and discovered that they could apply mathematical formulas to the words and create equation-like symbols known as Runes to manipulate the natural energies of the world. Runes were then used by engineers and scientists to further advances in technology. Most technology is rune-based and fuelled by natural energies in the air, but this principle has also been applied by some alchemists and engineers to create Homunculi and Golems. | |
Types of Magic | |
Elemental magic is divided into four types (earth, water, wind, fire). It was originally created by fairy and spirit-type creatures, but has become usable to humans thanks to Incantations which use words with magical properties to summon forth the elements. These Incantations can also be inscribed down on talismans to seal the element inside so that it may be summoned forth immediately, but this is usually restricted to lower-class spells. While using all the elements is possible, most people choose to specialize in just one. Consisting of hexes and curses, it is a magic developed entirely by Witches and used almost exclusively by them. It is also performed entirely in song. When used by Witches all but the most powerful spells can be cast instantly without an Incantation. In rare cases humans with Witch blood in their lineage have been able to use some spells, but without constant training and teaching normally the skill goes undeveloped. Demons who have become Familiars to Witches, or who have consumed them may also use this branch of magic to a certain degree. Another branch of magic that utilizes a form of Runes that are considerably more complex and serve only to mark out the contract between the summoner and spirits/demons. The Runes in this case form the contract and keep the pact functioning. Many summoners tend to choose spirits over demons because they are generally more friendly and benign. Demons are much more powerful, but harder to control. In order to be able to summon anything the caster must first coerce or subdue their subject. The Runes must also be inscribed on the summoner’s body. Elves, Half-elves and Witches are an exception. Elves and Half-elves are chosen by spirits at birth if they live near an area pure enough to have them. Witches venture to Turia and engage in a blood-exchanging ritual with Demons while speaking words which belong to the Old Gods. |
First utilized by Saint Joan, this magic also uses Incantations to summon forth the power of the Gods to purify and exorcise evil. It also allows devout followers the power to heal, but this is a separate class from those who use it offensively. Many who train in this offence-type magic become "Keepers of Light", a special elite force used by the Church to combat evil forces. They are also sent off into the Kingdom to purify areas afflicted with Demons and harmful spirits. Those especially adept at this branch of magic can even use it to summon forth Angels to fight alongside them. Devised by Alchemists, Runes use the natural energy and life force in the air to bring to life artificial beings such as Golems or Homunculi. Golems are more technology-based, usually made out of stone or strong material for defence and combat. Homunculi are more magic-based and serve many different functions. The purpose of each of these beings depends on the creator. Technology has become very advanced thanks to Runes and still continues to grow. A forbidden magic, it is normally only used by those with wicked intentions. It was first invented by the Dark Sorcerer Ashur and the secrets to its use written down in the infamous Book of the Dead which was sealed away until its theft several centuries later. There have been a total of eight Necromancers recorded in history. Though normally not a very convenient magic, if the caster is near a graveyard or a place where the deceased are held they can become significantly more powerful. The most common form of minions are skeletons, but these are very weak. Because using Necromancy requires the use of one's soul to lure out the dead it is the most-used method because of the lower risk associated with it. It is a very dangerous magic and many an aspiring Necromancer has been eaten alive by its summons. One of the key things about this type of magic is that most spells must be accompanied by piano-like hand motions. The fundamentals of necromancy include rhythm and precision copied from the lyrical forms of Black Magic used by Witches. |
Races of Ediacara | |
☆ | ☆ | ☆ | ☆ | ☆ | ☆ By far the most numerous race, they dwell mostly in cities, farms and villages. They have no innate magical ability and thus have to rely on Incantations to cast any form of magic. Much of their technology is Rune-based, fuelled by natural energy and very capable. They are run by a monarchy in the Imperial Capital which is also the central hub of the Magic Research Institute. The Imperial Labs are some of the most advanced in terms of Homunculi and magic's application to math and science, but those specializing in Golems tend to gather around the industrial city of Mactech near the center of the region. They number about 1,000,000 across the continent. ☆ Both are man-made beings that have no souls. Golems are usually made from hard materials like metal and stone and serve as sentries for major cities. They're also used in transportation and in lifting heavy objects. The average Golem is about 10ft tall. Most of them are built and reside in Mactech. Unlike Golems, Homunculi are provided with an "artificial soul", usually by inscribing it with special Runes. They vary in size and appearance, from humanoid to something entirely random. Their purpose and function depends on the creator, who they remain loyal to. ☆ | ☆ | ☆ | ☆ | ☆ Magical beings that live in harmony with nature, the only thing that marks them from being different than a human is their pointed ears and lively purple (or green, in the case of half-elves) eyes. While many choose to live in forests alongside spirits, some have been known to make their home in Human cities. They can be at odds with humans, but usually they try to remain on peaceful terms and often teach in the Research Institute as an act of goodwill. They live the longest of the mortal races. They maintain a predominantly vegetarian diet, though they will eat fish and certain types of beetles from time to time. As a culture they are very egalitarian and community-based, and regardless of race if one adapts their ways and contributes to the tree-family they are considered part of it. Though a Half-elf may only be half, should a spirit choose them at birth they are considered to be as full-blooded as any other in the community. A council of elders will usually watch over each tree-city though any elf of age is allowed to speak their mind and considered equal in stance. Elves number approximately 300,000 and Half-elves number at about 14,000. ☆ Immortal beings that prefer to live in solitude away from people, they only emerge from their lairs to feed when necessary. They have generally little interest in the affairs of mortals and prefer to keep to themselves. They like privacy, and can live forever if they drink blood. They cannot come out during the day, but it does not kill them. Only Holy Runes and Incantations have any effect on them. Typically there are considered to be fewer than 100 vampires across Ediacara. This does not account for their Familairs (typically rodents) or Thralls (those they have bitten and control via their blood). ☆ | ☆ | ☆ Humanoid beings that usually have some form of animal part on them (i.e. tails, ears, etc); this replaces any humanoid version of that part and these parts will only mimic mamamls. They are almost completely similar to Humans in physiology, though they have heightened senses and better agility. It's about the only difference. They live in harmony with humans in their cities but they tend to like the villages and farms on the outskirt better than the Imperial City since they love nature. Some possess a gift for magic and attend the Institute. Before settling they lived a predominantly nomadic lifestyle. They are approximately 500,000 in number. ☆ | ☆ | ☆ In general, half-breeds (save half-elves) are not thought highly of and are considered "mixed blood". Half-Demons are the result of union between Stagnant Demons and either Humans or Witches. Half-demons from a Human are sometimes deformed and must learn to adapt a human form. They carry traits of their parents and can continue to reproduce with any race they so desire, save Welwynn. Generally they have the lowest lifespan of all the races due to the incompatibility between the two biologies and stillborns or early deaths are common. Half-demons especially are not trusted in Human society so many choose to live away from cities or in the Dome region. They number less than 150 across the continent. Half-demons born of Witches tend to turn out more like incubi or succubi, and are therefore thought poorly of in Witch society. If an incubi or succubi is not killed immediately they are sent to live in Human society where they will starve from a lack of Witch/Demon to feast upon. They are the rarest of any race, numbering less than 20 across the continent. |
☆ | ☆ | ☆ Beings that look human, but in fact have a different biological make-up that includes magic infused in their blood so that they are able to use many types of magic without the need for Incantations. They were created by the Old Gods after demons, and specialize in hexes and curses which they use to cause mischief. More accurately, they are humanoid imps who love to play tricks on unsuspecting victims. They live a shorter lifespan than demons, but they can still live to be centuries old due to the magic in their blood. Witches mostly dwell within the cursed forests of Fuggum where few creatures tend to enter. Their society is a fairly structured one due to the need for restraint when using black magic. Witches outnumber their male counterparts, Warlocks, by a large number and it is therefore incredibly rare to see a Warlock outside of Fuggum. While they tolerate Elves and Welwynn, they are hostile towards humans and rarely interact with them. They do not tolerate Grower Demons or the undead at all, and will kill either if they come across them. They are closest to Stagnant Demons and can form blood pacts, referred to as familiar bonds. Witch blood can also increase a Demon's power when consumed, and the offspring of a Witch and Demon is an incubus or succubus. Unaffected by the curses on Fuggum, Witches are very in tune with their homeland and actively work to keep the forests as untouched as possible. Their homes are created from hollowed out giant mushrooms and they have great skill in creating potions from the native fauna. They number in the 120,000 range. ☆ | ☆ | ☆ | ☆ | ☆ | ☆ ☆ | ☆ | ☆ Growers are the physical manifestation of humans' belief of what Demons are. These demons are parasites, living off the life energy of sentient beings, animals, and plants. When they become strong enough they can devour souls and minds to become smarter, eventually gaining the ability to maintain a humanoid form. The start off as mere shadows and live much shorter lives than Stagnants. They possess no ability to reproduce and must work to gain human form. They like to eat routinely. Stagnants are the actual demons native to Ediacara. They lived long before Humans were even born in the world & are the descendants/off-shoots of the Old Gods that originally laid claim to Ediacara and shaped the world. They can live into the tens of thousands, rarely need to eat, and have no desire to feast upon souls. Usually. Generally they are born able to maintain a humanoid form and possess the ability to reproduce with Witches and Humans. They are fiercely territorial beings who are often more animal than "human." Stagnants look down on Growers and will kill them whenever the chance arises. Generally the strongest Stagnant in Ashvara will become a dictator and gain the title of "King" or "Queen"--but there is no real demon society or monarchy. It is simply a claim to the most populated grounds. Half-demons are thought of as unfortunate children and often pushed around, roughed up or bullied for fun due to their mixed blood. They are not hated but they are certainly not respected or thought of as powerful. As Demons and Witches are both constructs/descendants of Old God magic, they are compatible with one another in another way: they are able to form pacts that enlist the demon as a Familiar, lending their power and lifespan to a Witch while she supplies them with her energy. The exact number of Growers and Stagnants is currently unknown. Beings that spend most of their time in forests, they have very little to do with any race but that of the Elves. If you see them in a forest it means it is very healthy forest and contains magic. They don't speak any discernible language but they are generally kind-hearted and will help out lost travellers. Most of their powers revolve around the elements and helpful magic, so they make good companions for summoners. Fairies, nymphs and forest sprites are all considered spirits. Every spirit has a unique "name" that only their chosen Elven summoners will ever learn. Depending on the strength of the spirit there will be multiple syllables, and each time their bond becomes stronger their counterpart learns another. Spirit bonds with Elves are lifelong and can never be broken. Generally an Elf's first word will be the first syllable of their Spirits' name. ☆ | ☆ Bones of these great behemoths are scattered throughout the continent, most notably the southern island off the west coast of Southern Turia. It had been a greatly disputed what these monstrous creatures were like, but it is commonly agreed that they died out centuries ago. They were the largest mortal creatures on Ediacara after the Old Gods themselves. How and why they died out is still a mystery. |
Lifespans | |
Original Inhabitants Old Gods: Immortal Demigods: Immortal (sans death) Spirits: Constantly renew, technically immortal; corruptible Stagnants: ~1000 (cat demons are an exception thanks to the Old God Phoenix, Yhi) Witches: 300-600 (their lifespan will adjust to suit their demon's) Elves: ~500 |
Post-Human: Holy Host: Immortal (Angels) Vampires: Immortal (can be killed by special means) Growers: Ageless (lifespan depends on host) Welwynn: 90-120 Humans: 60-70, 80-90 if Holy Half-Elves: ~200 Half-Demons: Stillborn-50 Half-Witches: 200-300 (their lifespan will adjust to suit their demon's) |
Regions & Major Cities | ☆ | |
☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ Kyrie: The City in the Sky The Imperial Capital, Perpetia The Imperial Capital resides in this region. Great for farming, it consists of some forest and much farmland. There are several open plains as well as lakes and rivers, and many roads/bridges have been built in the area for easier trade routes. In the southern part of the region the religious capital of Kyrie resides in a permanently-suspended city in the sky. The only way to and from it is to use teleporters inscribed with special Runes. Perpetia is mainly inhabited by Humans, Half-elves and Welwynn. It is home to the Midia Magical Institute and Science Centre as well as the palace. The Church of Matryn also resides there, as well as many other guilds chapters and organizations. Rumour has it that the King passed away recently as his Daughter, Princess Nadine will ascend to the throne. ☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ The Industrial City-State, Mactech The Library-City, Volume Mactech resides in this mountainous region. It contains many hills and thick forests, but the roads are well-established and several hot springs have been formed naturally on the mountain. Mactech resides within a basin created by natural weathering and as such is protected on all sides by mountain ranges. All sorts of races reside in this region, and it's rumoured that there is even a series of tombs deep within the mountains where ancient demons sleep. Most of its inhabitants are either alchemists or engineers and it is a central hub to many races. Most who wish to escape the pressure of royal rule live here with relative autonomy, although most of the research there is funded by the Imperial Capital. It is also the main headquarters of most guilds on Ediacara. The city itself boasts steam power & electricity supplied by coal in the finer districts of the city. The only firearms on the continent are also in development here. ☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ Fundi, the Elf forest-capital The forest-filled region in which Elves tend to live, it is full of magical plants and fauna. Many types of spirits can be found here and it supports many healthy forests. The air there is moist and many rivers flow throughout the area. Many wild animals also reside there, and as well it is home to the only trees Elves can make their cities from. These are often several miles wide and many more high. Tree boarding is a common form of recreation among the Elven youth. Known tree-cities include the capital Fundi, Bellim and Ymiron. Fundi itself is actually built into a large, magical tree that brings forth natural life. Because of this exposure to so much magic it's only natural that Elves wound up as magical beings. The city is home to mainly Elves and Spirits, but some Half-Elves and Welwynn make their home there as well. They do not use technology and instead rely on nature to supply basic necessities. Because it shares a border with Fuggum it is not uncommon for Elves and Witches to interact with one another from time to time, but generally they remain on neutral terms. The two races share a deep love and respect for the land as well a dislike for Humans. Witches also tend to help by gathering Demon Familiars in their southern forests that would otherwise cause trouble. They trade often. |
☆ | ☆ | ☆ | ☆ | ☆ | ☆ | ☆ The Witch-City, Metaphor A region made almost entirely out of mushroom forests, Witches and Warlocks choose to live here because of the magical properties inside the spores. Humans are not allowed in the forest under any circumstances and many curses and hexes have been put in place to disorient and lose them. The Witches' city is also located here within a section of the forest that supports more thorny and bramble-like bushes than fungi. Demons have been known to make their homes near the Witch forest, but in the more friendly parts of the region there tend to be Nymphs and other plant-type creatures. It is a very moist environment where the air is always cool despite the sunlight. Metaphor is home to most of the Witches and resides deep within a cursed and magical forest. Very few humans have ever been there, and many who find their way into the dark forest become lost and eventually turn into Lost Ones. The city itself is run by a council of elders. ☆ | ☆ Ashvara, the Demon Citadel The desert wasteland in which the Demon capital resides, the sands are enchanted to trap and mislead travellers away from the area. There is almost no water in the region, and it is made up of mostly sand. There are some rock formations and dry plants. It is also the only place that Sand Worms reside; impossibly large beasts that eat the few nutrients in the sand. It hardly ever rains there and is agreed to be the most difficult environment to live in. The ancient ruins of a once-thriving society have been covered by shifting sands; many Stagnant Demons live underground within them. The only ruins that remain above ground reside in Ashvara. The area's harsh environment prevents all but the most determined from entering it. The city itself is made of an unknown material which has been proven to be stronger than diamond. It is ruled by the "king" of demons. |
Old Gods & Demigods | |
Not much is known about these beings. In fact, more of the races aren't even aware they exist. Belief and worship of them is resigned mostly to Witches and Demons for they're the only races old enough to remember them. Their existence predates Humans and anything made by them by hundreds of thousands of years, and it's said that together they created the world of Minoa and shaped the continent of Ediacara. They immortal, undying beings who exist so long as the world around them exists. They are however not omniscient even if they can expand their awareness depending on what "element" they watch over. One such example is Cerberus, an Old God that watches over the dead. Though he does not collect the souls of the dead himself his many Familiars (psychopomps) work for him and through them he can see their deeds. The only Old God that is capable of death is the Phoenix Yhi, who reincarnates routinely to re-enter the mortal world and live among the creatures and world whose life she protects. All Old Gods have many forms; generally, in order to strength, they go: animalistic form (resembling a normal animal), massive animalistic (think the Colossi in Shadow of the Colossus), humanesque, Lovecraftian eldritch. The last is considered the true forms of the Old Gods, and are incomprehensible to all other organisms. In best case scenarios viewing Old Gods in their true forms causes recurring nightmares. In worst case scenarios, insanity and death. Old Gods have their own language, written and spoken. Both are incredibly difficult to learn, though not impossible. However, it is only possible for non-Old Gods to understand spoken, not speak it themselves. Written is in the form of elaborate symbols that require the writer to know the entirety of what they want to say. Like their Stagnant creations, Old Gods can be very territorial and often entire landscapes can change over disputes. |
Like many creatures, Old Gods are capable of procreation. However it is not a physical experience and their offsrping are nowhere near as powerful. They may have lifespans many tens of thousands years old but they can be killed by mortal hands. Often they are interpreted as mythical creatures by the younger races. Demigods known to humans include Unicorns, which are said only to appear to those who have lost themselves. They have a natural connection to the world just like their parents and have phenomenal powers far beyond any mortal race. The youngest Demigod in existence is a Foxbird named Nirel, the offspring of Cerberus and Yhi. He is still considered a pup at 10,000 years old. |
Her domain is over fire and life, giving her command over life. She can give it and take it away. Reviving is within her power but costs her her own, requiring her to reincarnate again, and also requires Cerberus' assistance. She has hair like this. She was the queen of all demons, referred to as Queen Alida, before being killed 600 years ago by the current "King" of Demons. She gave cat demons nine lives. She also created the sun from a portion of herself, so she could always be with Cerberus. This means that she is the most 'mortal' of all the Old Gods. She experiences a mortal death, and afterwards her ashes return to the sun where she is reborn. Whenever she reincarnates she runs off without telling Cerberus and hides, flustered that he won't like her new appearance. She also overpowered the Lamia when she went on a rampage, causing her to reincarnate into an air-headed, more human-like form. She has a son with Cerberus, named Nirel. |
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Humans & "Belief" | |
"Belief" is an innate ability unique to full-blooded humans. No other race or half-breed can use it, and no singular individual can exploit it's power. Belief is a collective ability that requires at least 60% of the total population to come into effect. When this occurs whatever that "Belief" is will be formed and become a permanent part of the mortal world. This ability has not only changed the world but in fact created several of the races on Ediacara. Holy Magic, Angels, Incantations, Runes, Growers, Vampires, and Welwynn have all been created by Humans in the past. Even Necromancy was a product of Belief. Even though this great power has brought many creatures and powers into the world it's existence is almost entirely unknown even to some of the Old Gods. Very few individuals in history have become of its awareness; even the beings brought forth by it have no understanding or realization of it's power. Limits to Belief include the inability to shape landscapes, to make something "real" disappear, and to "change" things. Belief can only create; it cannot affect elements already in play and it cannot be used to destroy. However, if enough were to believe in an entirely new world that swallowed the old one...well, that'd be something wouldn't it? | |
Witches, Demons & Bonding | |
History of Ediacara | |
Necromancy is a forbidden magic first created by its infamous founder and first user, Ashur Virtus over 4000 years ago. Although saying he created it is just a technicality--he discovered the method. The real creation was done by the humans of Minoa who possess the power of "Belief": when enough of them collectively believe in something it becomes real. Upon discovering this fact Ashur exploited it and used it to create the founding of Necromancy. It took many horrible, horrible experiments and mass-deception but eventually he managed to find the foothold he needed--a belief that the dead can return--and thus his horrible dream became reality. With an unshaped belief at his to mold and deform Ashur began his spellwork and delved deep into the forbidden. He did everything he could to give himself power: seeking out relics, stealing knowledge from prominent minds of his time, even approaching the Old Gods. His ultimate goal was to gain immortality and hoard all the power and knowledge he needs to bridge the gap between the magic of Humans and Gods, and from there manipulate Belief to recreate the world. Luckily he never got that far. Sometime in his forties he encountered the Saint, Joan: Paladin of the Light Keepers and the Holy Order. Commanding another Belief-seated power she used her Light to tear apart the undead armies he had unleashed upon the kingdom. Dome and Micah were both ravage by his assault but when the final battle came, it was Joan who severed his head from his body and ended his twisted vision. Mostly. In secret Ashur had been preparing and planning for his eventual death and to reach his goal of immortality. He had done everything from buffet his own soul to consuming the flesh of elves, Witches, and mermaids; the most magical of the races. It left him a patchwork of magics and a empty void that drew in everything around it. There was no way to sustain his body. So to combat this he sealed everything he knew, everything he had worked on and the key to all of his power in one Book of the Dead. And then he sowed the seeds of his soul within it, so that even when Joan bested him and his body was wiped from existence the parts of him secreted away within the book could fester and grow; magnetizing the soul departed from his dead body back to the book hidden within the Witches' Forest in Fuggum. There it lay in wait, growing and preparing itself until the most unlikely and unfortunate of hosts wandered into its midst and provided an ample supply of life from which to feed and grow stronger: Adel. |
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Misc Info | |
Very rarely do the hair and eye colours of Ediacara differentiate from what would be considered "normal." Red hair is considered and extreme rarity and albinism even more so. White hair is generally only seen among the elderly. Typical hair colours range from black to blonde and eye colour normally stays either brown, blue, green, etc. Full-blooded and half elves are the only exception to this rule: as a race, elves will always have purple eyes. Half-elves will always have green, though rare cases have seen blue or grey-coloured eyes. It is likely a genetic abnormality. Abnormal hair colours such as pink, blue, green, etc do not exist outside dyeing one's hair. The only exception is in the case of necromancy, which generally drains the vitality from one's body and can bleach hair. Magic typical of this brand turns the pupils violet-red and in large doses can permanently alter eye colour. Heterochromia is a very uncommon genetic trait, among all races save for feline-type Welwynn. Hald-demons are the most likely to carry this trait due to incompatible genes. |
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