Universe proposal

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TUFFGUY
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Universe proposal

Post by TUFFGUY »

My latest project, inspired by varied steam punk and fantasy settings. The crossings (working title at the moment) is an atempt to create a somewhat original blend of standard fantasy and high magic with more down to earth topics... and a healty dose of fantastic and outrageous steam and tesla based technology. In this universe human explorers and gnomish merchants mix with elven warriors and dwarf technologists, dark sorcerers make deals with eldricht demons and mighty knights wage war carryíng the magical swords of there forefathers.

Overview
In the world of the crossings an industrial revolution is sweeping across the lands, heralded by the creation of the Hutchinson Steam Engine. Increased scientific knowledge in agriculture, chemistry, medicine and physics have both improved the living conditions of many and brought the two fields of magic and alchemy out of obscure mysticism. Many fell threatened by these swift changes, seeing there livelihood or status slowly eroding away.

Peoples like the orcs and ogres, traditionally feared and kept segregated and suppressed by the other races, are pushing for further rights. Meanwhile the spirits of the land and earth are shocked and angered at what the racing quest for resources to fuel the growing industry I doing to there lands.

Still there are things that never change, the ever-present threat of the never ending conflicts and wars of the alternate realms spilling over into the material universe, rogue and untrained sorcerers dabbling in black arts and wild magic and the eldritch combination of daemon and man which form the vampire and werewolves.
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TUFFGUY
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Re: Universe proposal

Post by TUFFGUY »

And so the first article

Basics of Magic
Magic is in its essence a supernatural event causing vibration in the physical world and thus creating a hopefully beneficial effect for the practitioner. Exactly when civilized peoples began using magic is lost to the distant past, but cave paintings and arceological finds points to around 50 000 years ago. What is known is that magic have been in use for the last ten-thousand years and present day magic, while its practises has waxed and waned over the millennia, is highly explored and codified part of existing science.

All effects of magic is derived from a separate realm, divided but still tied to our own by the walls of space-time. This realm (known to most as the outside) unlike our own contains no physical matter but is rather a seething cauldron of energy, energy which can be brought over to our own if certain parameters is meet. It is through this energy, susceptible to sentient control, that magic is manifested and brought into place by the user.

Magic has no theoretical limits to it, but practical matters such as the amount and focus of the etheric energy a mage can summon puts an limit on what most mortal can achieve. While a prominent mage for example can warp time and space to a limited degree, the energy to completely stop or reverse the flow of time would burn out the mage before any notable effects could be achieved. This is one of the reasons for the existence of magical foci, an instrument meant to help the mage summon and direct more power than he could wield by himself. Such instruments commonly take the form of a staff, rod or wand but there is no direct limitation on the form such an item could take. Many mage-knights of old for example utilized there swords to cast magi, while bards and other musical performers have routinely wielded a wide variety of magical instruments.

The practice of magic is not an innate trait. Any individual with time and patience can theoretically become a great magician, and a diverse number of magical schools sprang up over the millennia, some enduring and other forgotten as times progressed. Most people at least knows a little magic, but most have neither the inclination or need to practice higher magic and leaves it in the hands of educated practitioners. This have only become more usual with the rise of Herii technological products, but magic remains a firm part of the weave of the crossings and will likely endure for the perceivable future.

Spells
A spell is essentially a ritual meant to gather and focus magical energy from the outside and ultimately conjure a magical effect. Most spells are composed of a number of vocal and kinaesthetic effects which have been found the most effective in making the right magical event manifest. There is by no means a requirement that a spell used for a certain effect is similar between the different magic schools or even individual practitioners as language, culture and mindset shapes the traditions of each magical user. Usual however is that the spell wrought by mages of a common school or tutelage will more or less be similar. For example a wizard from Pelmerene will commonly utilize spells spoken in the language of the birds, while a dwarven warlock will utilize runic shapes and words of power in the dwarven language for his spell work.

An important part of commercial magic is also the imbuement of spells into an object, the most usual being a spell scroll which can be easily activated. It is this kind of magic that most common peoples associate with at a regular basis.


Blood magic
Even the early peoples of man knew of the power contained in blood, a divine and deeply spiritual font of power which goes beyond the mere function within the body. Blood both represents to totality of the beings essence and acts as a river within the body, connecting the spiritual fonts of the being.

This is best seen in the ritual drawing of blood common amongst practitioners, most notably those of the dark necromantic arts but also a number of tribal and shamanistic circles. Many warrior societies practice the act of drawing power from ingesting the blood of there enemy, taking there lifeblood and therefore there power to an extent. Similarly a shaman often utilize the blood of those they wish to enchant, binding a lesser spell or curse to the target and making it easier for it to take hold.

Necromancers commonly utilize blood, both there own and such taken from others, for there spells and rituals. The mingling of a victim’s blood with that of the sorcerer is a common way to raise or animate the dead, the cursed blood drawing power from the enchanter and binding the creatures to his will.

Another form of blood magic is that of forming ritual bonds between two individuals by the mingling of there blood. Such acts where very common during the heroic first age, where great warriors, rulers and magicians normally would seal there companionships and peace treaties by becoming blood brothers or two lovers would mix there blood in a vow of eternal love. In such cases the magic of the mingling would cause the both to share each others power and vitality and an act of malice or betrayal would be akin to striking against oneself. Such bonds can however be very powerful, extending up to and even beyond death.

Summoning
One of the oldest remembered forms of ritual magic; summoning is the act of conjuring forth a spirit or other such entities with the intent of gaining aid or service. Many sorcerers in the early days after the disaster relied on the services of demonic entities which crossed the weakening spiritual walls separating the realms. As wild and untamed magical energies crossed into the world, such bargains where seen as much safer than the then temperamental natural magic. The greatest of the so called sorcerer kings commanded entire host of demons and natural spirits, but such great assemblies are extremely rare in the modern day, the latest being the army of the Sagacious Raven (gathered during the 556th year of the First age and later defeated at the battle of Brodii Gorge three years later)

Calling demons are the easiest way to practise summoning, the fell and otherworldly denizens of the planes beyond our own always eager to pass into the realms where they can seep in magic power and gorge themselves on living essence. It can however also be extremely dangerous if the practitioner summons a demon of greater strength than he can control, his soul becoming a funnel for the demon to fully manifest. Greater demons posses at least human level sentience however, and are bound by a highly complex social order set by the shadowy and unknown ruler of there native realms. With the right phrasing and coercive methods a skilled and knowledgeable practitioner can enter into contracts with such a demon, having there command done in exchange for a price of appropriate value. Some sorcerers have actually bound greater demons to there service through arcane spell casting, but such occurrences are equally uncommon as they are dangerous.

More complex is the summoning of Djinns and other such entities of the spirit realms, which is neither bound by demonic laws nor susceptible to common ritual magic. Most of the typically spirits used for magical purposes are instead summoned by a burst of wild magic, which the summoning sorcerer may have stored for weeks or months in certain cases, and then offered a gift appropriate to there native likings or needs. Djinns for example is highly vain and self-absorbed creatures in most cases, happily accepting such items as precious clothing, jewellery or rare gems which together with a high amount of flattery might gain the sorcerer there service for a limited time. Other types of spirits will of course require other gifts of extremely varying nature, the spirit of a forest glade perhaps only requiring a gift of clear water. Due to this lesser elemental spirits such as Ifrits or Marids, whom have very small demands, are commonly found in service to fairly accomplished wizards.

In some cases spirits have been bound to objects, such as rings, lamps or mirrors, and forced by magic coercion to grant there user services, often in the shape of commands spoken as wishes. While some spirits accepts the circumstances of there imprisonment, even coming to enjoy it to some degree, most are actively trying to escape there bonds and will try to pervert the intentions and meaning of the wishes as far as they are able.

Elemental Magic
Magic based on the alchemical principles are known as elemental magic, which in effect means that the mage can create and control effects based on the seven elements. Most mages are familiar with this kind of magic in at least one of its incarnations since it’s based on known principles and scientific ideas and are widely used as a means for both peaceful and belligerent magic.

The basic form such magic is simple control over already existing sources, such as fire from a hearth or water from a flowing creep, and harnessing it for once purpose. Next comes bending it to ones purpose, for example kindling a flame, creating a dugout to get protection from the weather or conjuring a gust of wind to aid a becalmed ship. Most common mages reach at least this stage in there training, it requiring more and more effort to cajole the elements to ones bidding making this the point where many would be tempted to turn to summoning to further there understanding and power.

More focused mages continue there studies, reaching levels of understanding where they can manipulate both the element in itself and its underlying philosophical or spiritual foundation of effect. Such mages can use this knowledge to get many effects in there casting, ranging from advanced healing and craftsmanship to incredibly dangerous and destructive spells for combat.

Fire
The element of fire represents both destruction and vitality, the energy flowing through the wizard and aiding his metabolism, stamina and senses, which unsurprisingly makes it a popular magical form amongst warriors and athletes. Control over it is also a coveted ability amongst smiths and metalworkers which can utilize it combined with mercurial magic to create works of extreme beauty and intricacy.

As mentioned fire also has a destructive side, making it amongst the easiest forms to master for magical combat. A fire sorcerer can conjure walls and bursts of fire to cast upon his enemies, and true masters may be able to create the two deadly spells known as Balefire and black fire which are both manifestations of pure entropy and destruction intrinsic in wild fire.

Water
The element of water represents calmness, growth and slow destruction, water both flowing down the path of least resistance and aiding all things living in its path but also unyieldingly eroding down the materials it flows through. Its attributes of growth makes it a powerful tool in healing, the body being made up of water to a large part, making many healers being proficient in the arts. Water applied to destruction is also amongst the most deadly arts but also the hardest to master, since it requires one to find an inner calm and balance before any appropriate effects can manifest.

Earth
Representing stability and strength, earth magic is many times used in architecture and siege craft, with spells intended to fortify and weaken structures. Since all things grow in earth it is also, together with water, a symbolic part of agriculture. Earth magic turned to battle tends to have the weakest but most wide reaching effects in terms of pure destruction. One of the most powerful spells in earth magic is the ability to fold the earth, known as Tay-al-Ard.

Wind
Wind is both bright and dark, being both refreshing and destructive and many of its spells influencing human thought and behaviour. Dark winds are the manifestation of gloom, mist and darkness and can seep into human thoughts and fog or cloud them whereas bright winds can blow away worries and doubt (which have unfortunately made a wide business of pleasure magic appear in many cities). Shadow magic is traditionally put under wind.

Wind sorcerers are highly coveted also for there application in the navy and growing sky forces of many nations, making it possible for traditional ships to sail even when they are becalmed.

Mercury and Sulphur
The two manifestations of metallic elements, the first representing purity and malleability while the other is considered both for combustibility and stability. All fundamental metallic elements are considered to, at least philosophically, hail from these two. This makes it possible for a mage to bend and twist metal, for example hardening his sword for a strike, turn the armour of his enemy brittle or make bullets harmless. The greatest can manipulate metal from a long distance away, making field guns crack and force open gates.

Combined with fire magic, these two magic forms also take an important part in magic forging.
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Dakarne
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Re: Universe proposal

Post by Dakarne »

All right then... where to begin. Firstly, the premise isn't quite as original as you might think. Steampunk/teslapunk high fantasy has been done before, a lot. Hell, I skirted around that area myself with Essence & Descent before settling on something that's a little more magitek.

As for the general setting, I can't say much about it... it's typical fantasy given a steampunk makeover. I know I don't have much room to talk on that front (none, in fact), but there isn't much to this setting than what you've just written down there. All I know is what's in your OP (not much) and how people do magic.
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'For the moment, mortal, they find the thought of killing me more desirable than that of killing you.'
'And what are their chances?'
'The answer to that is evident in how long they've been hesitating, wouldn't you think, mortal?'

-Anomander Rake and Ganoes Paran in Gardens of the Moon by Steven Erikson
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TUFFGUY
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Re: Universe proposal

Post by TUFFGUY »

Well those would be some of the inspirational sources ;) ... Perhaps original is not the proper word, with my own take on many of the tropes within those universes being a better description. More on the internal workings of this universe is comming.
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TUFFGUY
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Re: Universe proposal

Post by TUFFGUY »

Vampires
A type of pseudo-demon created from the mixing of human blood with that of a demon. This new creature is a supernatural predator, whose demonic blood bestows the power of increased strength, speed and stamina as well as sharpened senses. This comes at the cost however, as the vampire is forever cursed to long for the blood of the true living, requiring it to fuel its existence and keep the demonic blood diluted or suffer a lingering death as it consumes the energy of the mortal flesh. Unlike what is commonly believed a true vampire is neither a dead nor immortal being, but since many undead creatures and human sorcerers consume blood for its power many such acts are mistakenly blamed on vampires.

The first vampires where brutish beings, lesser conjurers and sorcerers longing for power whom made deals with the highest lords of the demon kind. Loosing much of there humanity and senses, these first born where little more than beasts. With each subsequent generation, the vampire bred truer and truer eventually siring the High borne. As devious and clever as there human cousins, it was these vampires whom assembled the Grey court, enthralling both lesser vampires and human subjects. Waging a war of enslavement upon the Jade lands, these beings where eventually defeated by an alliance of the elves and dwarves. The few survivors that survived the subsequent massacre fled into the mountains where they would be reasonably safe.

In modern times the threat of the vampire is reasonably suppressed in the whole of Arrant, with most of the vampire society having formed accords with the mortal races to refrain from drinking human blood in exchange for amnesty and peace. There are those whom refrain from following these agreements due to various reasons, and these are hunted without mercy by both humans and vampire alike. This is more common in the mountains where there are still vampire holds dominating the small villages and towns, and constant warfare between vampire hunters and vampiric thrall soldiers are sadly a common occurrence.

High borne
The noble strain of vampire, these beings are able to suppress the bloodlust and bestial hunger of there lesser brethren and can thus function within a civilized society. They are mostly pale and gaunt, there most striking feature being enlarged molars and very dark eyes. Like there lesser vampire brethren they have increased resilience and stamina, and most high borne have an innate ability to perform certain kinds of magic, especially the kind concerning the manipulation of minds and creation of illusions. With most of the lesser strains wiped out by vampire hunters and sometimes there own action, the high borne is now the most common of the vampires.

Lesser vampires
There are several lesser strains of vampire, most being predatory beings living outside society or enthralled to one of the few remaining vampire holds. Most are quite dim, but there superior physique and senses allow them to successfully hunt prey. Many of the wild strains have been wiped out by vampire hunters, but there are still packs eking out an existence in the deepest forests or amongst the slums and severs of the larger cities.
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