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==Magic in Naracel== In the realms of Narius, there are 2 known types of magic: Ambient Magic, and Crystal Magic. Ambient magic is the layer of magic that is always all around us. A resistant blanket of power, it tends to gather around things of power, age, and prominence, and is heavilly influenced by that which is around it. From Ambient Magic springs specters, elementals, and the granting of power to items and places that hold a place within the psyche of those around it. Those familiar with the earth past-time of 'WH40K' might compare it to the warp in such respects, while more literate Terrans might remember the system of magic used in the 'Harry Dresden' novels, and many other Modern Fantasy settings. While ambient magic is the easiest to interact with, it is also the most difficult. While most any inhabitant of Narius knows a spell or two - a sailor might know one to tighten knots, or a miner one that casts a dim light - such easily available spells are very low-power, and do take a effort. More surface uses of ambient magic can also be acheived through small rituals, or performing certain patterns in the right place. In order to delve deeper into the realm of Ambient Magic, and to learn spells and rituals that have real power, one must undertake a considerable amount of training and learning, and even then few people are truly in tune enough with the power to use it effectively. The investment of ambient magic in a place or item also, as said before, lend certain supernatural characteristics to it. For example, one travelling along the Grand Roadway in the URA might be able to ride the Midnight Carriage, but only if their shoes are soaked, they're covered in mud, they've lost something important along the journey, and they're about to give up hope. Under such circumstances, an archaic carriage would come galloping from the mist with a silent driver, and if one were to board it, they would end up within their destination at exactly daybreak, no matter how far away they are. ===Crystal Magic=== Crystal Magic is, on the other hand, both a much simpler and much more complicated magic. Most Narians have the potential to manipulate the energy stored in Crystals, though only those who train as Magi and Angirs are able to do so with true skill. Crystal magic is mostly manipulated through small pulses of will, as well as the movements of specifically calibrated and engraved machinery or mechanisms, and almost always through use of Glyphs. Glyphs are the arcane language of Narius, and with them one may direct and manipulate crystals in a specific way, not unlike Terran computer programming. More complicated glyph structures are usually combined with machines and engines, working in tandem to complete a task. For example, the glyphs inscribed within the chamber of a Beam-Rifle would shape the way the energy is taken from the crystal, how it is formed, how it is shaped, where excess energy goes, etc. More complicated glyph structures require regular maintenance, so mechanisms that will go far from an Angir will typically integrate a warning system for when integrity is compromised Glyphs and Crystal Machinery are used almost everywhere in Narian society, from the engines of great ships, where Angirs toil to keep the system running smoothly, to the communications networks in large cities, to the simple Lattice Ball used to keep 'riggers' (Ships using only sails and simple crystal systems) aloft. While many regard Ambient magic and Crystal magic, there are many theories regarding how they might intertwine, the foremost of which postulating that Crystals are magic nodes, where Ambient magic gathers, and has gathered in the past. It is important to remember that there are many different types of crystals, from the common 'mud' crystal, which one might find on any beach, to the grand 'Rose' crystal, the only known example of which keeps the entire Freiport aloft. Each of these crystal types is better suited to different methods of manipulating magical energy, and outputting magical energy in different ways. Crystal nodes also can have a visible effect on their surrounding environment, not just uplifiting islands to amazing heights, but also, raising temperatures abstractly, altering colours, calling up storms at seemingly random intervals, and many other anomalies. While many Cel civilizations that have been found view magic in their own way, from shamanistic traditions to believing it's purely a matter of will and resolve, leading scholars hold that the Nar way of thinking always has been, and always will be right.
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