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Overview
Zeagni
Lots of magic here.
A dynamic world with magic flowing through everything within it. The sapient races, more diverse than anything seen on earth, know how to manipulate the magic to accomplish impossible things. Dragons can make fire sprout from their claw-tips. Chimerae are excellent shapeshifters. Basilisks have mastered manipulation of the minds of other living creatures. Humans, felixians, and fuirmoki are all reowned for their leaps and bounds in the sciences of witchery and enchanting.
Fantasy
History
The origins of the world itself remain shrouded in mystery, only ever ambiguously explained by the thousands of myths featuring powerful deities, demons, spirits, and forces of nature. The history of its people is plagued by violence. Its most settled continent is fractured into four nations with relations ranging from tense to explosively violent.
Important historical events include:
Sky Dragons being chased into the inhospitible mountains by the people of Tray in the very early history (515-615) of the settled continent Haverunt, where they came to found their own nation called Dracran.
Tray launching exploration by sea beginning in 1020. They make contact with Arandar and Ter Felix.
Tray and Ter Felix going to war over the fertile land under the control of the Felixians in 1045. The war ends in 1048 when Felixians finally call on Arandar for aid. Peace negotiations included a healthy trading system that keeps war between the three countries at bay for hundreds of years.
Foundation of Mopo in 1052, a trade outpost within the Arch of Oppurtunity that allows for safe(ish) overland trading between Tray and the southern nations Arandar and Ter Felix.
Invention/discovery of familiars, intelligent animals who came to replace chattel slavery on other peoples in Tray, leaving Ter Felix and Arandar as the only nations actively participating in the slave trade.
Sky Dragons declaring war on Tray in 1214, several hundred years after their banishment from Tray.
The end of the Dracran-Trayan war in 1237. Their newfound peace with one-another is fickle, although dragons are once again allowed to enter Tray as immigrants and traders.
Rules
The magic system is primal and poorly understood. Most Zeagnian scholars split it into the following categories:
Elements-
Covers the manipulation of elements outside of the caster's mind and body. This includes all -mancy (pyromancy, aquamancy, etc.), bending of light to cast visual illusions, etc. etc. Enchanting, in which the caster marks an item with carved or written symbols called runes in order to impose his will on the object to make it behave in ways contrary to its normal behavior, also lies in this category. Imagine sailing ships that fly and identical mirrors that act as windows to each other.
Mind-
Any magic that influences the mind's perception or performance. This does not include direct mind control, which is thus far known to be impossible. It does include casting wards to protect the mind from negative influences or from being read. Mind-reading magic is extremely limited; mind readers can normally only pick up very powerful thoughts and emotions, and protection wards are much easier to cast than reading spells, making the magic simple to counteract. Likewise, mind-manipulation, which relies on deceiving the target's perception of their surroundings, can be easily resisted by healthy individuals. Basilisks are regarded as masters of mind magic, combining the relatively weak mind-reading and manipulation magic with natural tactics (like glowing lures that draw fish) to hunt and fight.
Body-
Body magic relates to anything that alters or enhances the body. The most common types of body magic include healing and shapeshifting. This type of magic should be used with utmost caution. While elemental magic can be made to draw energy from external sources and mind magic is only mentally tiring less risky, body magic saps the user's physical energy in massive amounts. Overuse can lead to severe fatigue, complete immobilization, and death. Although the risk is low for an experienced caster, rookies must learn to be careful quickly.
For all types of magic, an exchange of energy is (obviously) required. All spells require constant focus throughout their casting; a lapse in concentration can and will cause them to go awry.
Although the world is, for the most part, entombed in its medieval ages, Zeagni's magic allows for technological advancements beyond what the land's archaic fortresses and expansive swaths of untouched wilderness suggest are possible. From enchanted mirrors used for communication, to long-lasting or infinite fires contained in glass globes, the world is full of surprises.
Laws of physics align roughly with the standards of reality, unless magic intervenes.
Notes
1 book in progress
No books complete
No books published
Overview
Details about this universe's overview
Zeagni
Lots of magic here.
A dynamic world with magic flowing through everything within it. The sapient races, more diverse than anything seen on earth, know how to manipulate the magic to accomplish impossible things. Dragons can make fire sprout from their claw-tips. Chimerae are excellent shapeshifters. Basilisks have mastered manipulation of the minds of other living creatures. Humans, felixians, and fuirmoki are all reowned for their leaps and bounds in the sciences of witchery and enchanting.
Fantasy
History
Details about this universe's history
The origins of the world itself remain shrouded in mystery, only ever ambiguously explained by the thousands of myths featuring powerful deities, demons, spirits, and forces of nature. The history of its people is plagued by violence. Its most settled continent is fractured into four nations with relations ranging from tense to explosively violent.
Important historical events include:
Sky Dragons being chased into the inhospitible mountains by the people of Tray in the very early history (515-615) of the settled continent Haverunt, where they came to found their own nation called Dracran.
Tray launching exploration by sea beginning in 1020. They make contact with Arandar and Ter Felix.
Tray and Ter Felix going to war over the fertile land under the control of the Felixians in 1045. The war ends in 1048 when Felixians finally call on Arandar for aid. Peace negotiations included a healthy trading system that keeps war between the three countries at bay for hundreds of years.
Foundation of Mopo in 1052, a trade outpost within the Arch of Oppurtunity that allows for safe(ish) overland trading between Tray and the southern nations Arandar and Ter Felix.
Invention/discovery of familiars, intelligent animals who came to replace chattel slavery on other peoples in Tray, leaving Ter Felix and Arandar as the only nations actively participating in the slave trade.
Sky Dragons declaring war on Tray in 1214, several hundred years after their banishment from Tray.
The end of the Dracran-Trayan war in 1237. Their newfound peace with one-another is fickle, although dragons are once again allowed to enter Tray as immigrants and traders.
Rules
Details about this universe's rules
The magic system is primal and poorly understood. Most Zeagnian scholars split it into the following categories:
Elements-
Covers the manipulation of elements outside of the caster's mind and body. This includes all -mancy (pyromancy, aquamancy, etc.), bending of light to cast visual illusions, etc. etc. Enchanting, in which the caster marks an item with carved or written symbols called runes in order to impose his will on the object to make it behave in ways contrary to its normal behavior, also lies in this category. Imagine sailing ships that fly and identical mirrors that act as windows to each other.
Mind-
Any magic that influences the mind's perception or performance. This does not include direct mind control, which is thus far known to be impossible. It does include casting wards to protect the mind from negative influences or from being read. Mind-reading magic is extremely limited; mind readers can normally only pick up very powerful thoughts and emotions, and protection wards are much easier to cast than reading spells, making the magic simple to counteract. Likewise, mind-manipulation, which relies on deceiving the target's perception of their surroundings, can be easily resisted by healthy individuals. Basilisks are regarded as masters of mind magic, combining the relatively weak mind-reading and manipulation magic with natural tactics (like glowing lures that draw fish) to hunt and fight.
Body-
Body magic relates to anything that alters or enhances the body. The most common types of body magic include healing and shapeshifting. This type of magic should be used with utmost caution. While elemental magic can be made to draw energy from external sources and mind magic is only mentally tiring less risky, body magic saps the user's physical energy in massive amounts. Overuse can lead to severe fatigue, complete immobilization, and death. Although the risk is low for an experienced caster, rookies must learn to be careful quickly.
For all types of magic, an exchange of energy is (obviously) required. All spells require constant focus throughout their casting; a lapse in concentration can and will cause them to go awry.
Although the world is, for the most part, entombed in its medieval ages, Zeagni's magic allows for technological advancements beyond what the land's archaic fortresses and expansive swaths of untouched wilderness suggest are possible. From enchanted mirrors used for communication, to long-lasting or infinite fires contained in glass globes, the world is full of surprises.
Laws of physics align roughly with the standards of reality, unless magic intervenes.
Notes
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1 book in progress
No books complete
No books published
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