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The World of Aarn
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==Magitech== The inhabitants of Aarn view magic the same way we view electricity. If it makes sense to make a machine electronic in some way on Earth, it also makes sense to make the machine magical on Aarn. For instance, non-magical, intricate pocketwatches are more expensive than their lowly magical counterparts, as they are in the real world compared to electronic watches. Aarn's magic is also highly volatile, and magical items will explode horrifically if seriously damaged or improperly maintained. These minor cataclysms are tolerated in the same way we tolerate driving around in vehicles that all too often become fiery deathtraps. Aarn's technological advancement is analogous to our own, and in some cases, such as medical technology, Aarn's technology surpasses ours. Aarn is filled with clockwork vehicles, airships, hover platforms, and huge city-maintaining golems. ===Runecrafting=== As there are electrons in all things on Earth, there is magic in all things on Aarn, especially the nonmagical things. Runecrafting is the art of drawing magical runes which resonate with the magical auras all objects have. By using runes, a character can imbue themselves or objects with channeling effects that can neither be turned off nor controlled. If destroyed or improperly removed, a rune will seriously damage the object or person it's drawn on. This effect is why runes that are designed to create spell effects, like scrolls, are destroyed upon use.
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