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Author Topic: Antherea, a World Building/Game Project  (Read 5790 times)

xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #45 on: June 05, 2015, 11:12:55 pm »

The Fundamentals of Magic: Part 4, "Necromancy"

one of the most discussed fields inside the whole arcane community, Necromancy studies the theories and aplications of magic in regards to the very sentient soul and its potential implications on the concepts of inmortality and life beyond what the biological cycle dictates.

as it is known, the first person to study these concepts was the one and only Nar'sel Althazad. despite his eventual turning into an evil pressence, the master of the undead was the first to create the fundamental postulations and methods for necromancy. necromancy never was a popular field due to the heavy social and historical background of it. being a practice banned by practically all the nations worldwide, except for one.

after the last crusade, the isle of Helgard was declared a quarintine zone, the final enclosure for the remaining undead population. despite the horrible implications,queen Joan, ruler of Helgard and holy watcher of the non-living, declared necromancy as an open practice in the island. the helgardians needed to keep up with their ever dwindling numbers, and necromancy was the only way to mantain their population "alive".

its is no surprise that, after the declaration, massive illegal fleets of amateur necromancers and other death obsessed scholars came to the island looking for applying their moraly questionable practices in the service of society. Helgard was known in the following centuries for making the first advancements in the studies of medicine, with the practicants being able to actually dissect their patients in order to study the inner workings of the body, their patients were dead already after all. the most potent medicines and poisons were created by the newly founded Helgardian Society of Plague Doctors. a group that, in the past, was the fundamental part in the destruction of the original undead forces.

due to the popularity of the place, the international organisms decided to lift the regulations on the island, as long as the citizens were responsible with their practices. undead were given free pass into the international agenda and received the same treatment as any other living civilian, but they had to keep in check for any kind of potential infection onto the living.

in the modern era, Necromancy has received mixed responses by the global society. in one hand, many enthusiasts dream with the idea of beating death and living as inmortals. while the most religious societies and high moral arcanologists declared it a crime against the normal cycle of the soul. whatever the belief, necromancy is oficialized as a legal aplication, as long as it follows a set of regulations of the local government and the consent of those implicated on it.

the main postulates of necromancy dictate all the functionalities from which necromancy derives and are the following:

postulate A: "each soul is dependant on its original body", Althazad was capable of fooling the authorities after his mortal death because he put a part of itself in a philactery, the philactery acted as vessel to its inmortal soul and was capable of controlling the mind of the people that hosted it. outside from philacteries, no soul can be put on the body of other person or creature, if a soul looses its original body, it will soon fade back into the Onirion, however, a philactery can serve as a control and host of the person's soul, as long as it keeps a part of the original body. athe philactery channels the soul back from the Onirion using a shard of the original and as long as it exist the owner cannot die. having several philacteries ensure your soul is never gone, it merely changes the vessel in which it is contained. but if all philacteries are destroyed, your soul is obligued to return into the Onirion.

postulate B: "bodies are independent of the soul once dead", many of the horrific creations of Althazad's forces were actually empty corpses. as postulate A dictates that each soul cannot be kept on the material plane without its original body, and having a patchwork monster composed of several souls would prove complicated to control (both due to the potential danger of autonomy and magical requirements to keep the channel), the monstrosities used in the third crusade were patchwork bodies reanimated by magic but controled by the mind of the necromancy. in a manner similar to a puppet or mannequinn. at its fundamental, a soul requires a body in order to reanimate a person, and a body can be reanimated completelly empty but it will require "manual" control by the necromancer.

postulate C: "undeath is not forever", the reanimated can live for incredibly long periods of unlife, but the body eventually will crumble due to biological degradation, the rate at which the body decomposes depends heavily in the climatic conditions, most of the oldest citizen in helgard date back to the original infected, but its because the island is located practically on the north pole. due to this, it is recommended for the undead that go to warmer climates to keep enbalming equipment or use magic to keep their bodies at criogenic temperatures in order to mitigate cellular degradation. in the long run however, the body will crumble to its fundamental elements and the soul will be freed. biological degradation isnt the only limitant in this case, each time the undead is killed and reanimated, the soul degradates into the Onirion, up to a point when the soul basically fades into the inmaterial plane returning to the natural cycle, even if its a sentient soul.

postulate D: "souls are not transmutable", souls can be transplanted or summoned from the inmaterial plane, but they cannot be absorbed, or used to create other souls. a fragment of them can be used to be channeled into a vessel later, but they cannot be bissected and joined with another to creater a more powerfull soul. a soul can be summoned for a reduced time but will not stay permanently unless its put into a vessel. ghosts are not technically undead, and are more of an anomaly, a projection of a soul that its still in process of passing to the inmaterial plane.

postulate E: "each undeath is different in its conception", the way the individual died and the hability of the necromancer have a heavy influence on the reanimation's result. someone that died due to age has its body severely crippled due to being already in the process of degradation and will require augmentation but its easy to reanimate, someone that drowned or died to suffocation will require to compensate the damaged lungs or nervious system. beheaded undead are tricky, the head or the body alone arent of much use, it usually requires to join both. people that died by inmolation is practically impossible to reanimate because their bodies are usually reduced to ashes, which cannot be used as vessels.

postulate F: "reanimation is not a perfect art", necromancy is severely dependant in the caster's mental prowess and concentration, one mistake and the result can affect the output of the process, an unstable reanimation can lead from not reviving anything, to only one parte being reanimated. or worse, a mindless berserking zombie which will basically feed on anything that moves, including its creator.

postulate G: "necromancy must never be applied unless the subject is dead", many intents have been made to use necromancy to extend the life of someone that is already alive, the result vary, but all of them end with severe consequences, necromancy manipulates the inner connections of the soul and the body. using necromancy on a living being causes it to suffer either a quick death, or a horrible process of rotting due to the soul overcharging the body. in either cases the subject is dead beyond reanimation, or is recipient of the following situation:


necromancy and the dilemma of vampirism:

vampirism is a side effect and a subdivision of study in necromancy. long ago, during the auge of necromancy in the renaissance, a group of scholars tried to achieve the ordeal of creating a better undead, one that could subvert the issues of the typical reanimated, with bodies that could not degradate and instead were capable of keeping themselves working as if they were still living. the casters involved in the process tried something that wasnt never made before and which was basically what caused the creation of the postulate G in the first place. using a group of selected individuals the scholars tried to extend the life of the individuals using necromancy while they were still living. the channeling process required the power of all the implicated up to the point that the spell started to suck out the life essence of the casters, as the casters saw, the living started to suffer a large array of mutations, however, the spell was being too much for them and the channeling was becoming too unstable. the arcane flux released by the ritual caused a massive explosion in the place, killing not only the responsibles but also the subjects.

when the local authorities went to explore the remains of the ritual, they found the bodies turned into ash. however, someone seemed to have survived. no trace of the survivor were found, until two weeks later, when reports of dead cattle and human attacks were reported in the fields. most reports talked about a human male, aparently on its twenties and of Balkanian origin, more specifically of the northern regions. the autopsies detected markings of bites in the neck, with what seemed to be the total extraction of the blood from the body. it took the autorities at least 3 months to finally catch the responsible. by the time the guy had been interrogated, many people related to the circe of scholars had been infected with the effects of the recluse, vampirism extended all around the old world and soon the cities were sprawlin with blood hungry maniacs. Helgardian autorities had to put foot on the matter, they captured or killed the remaining vampires and tried to find a cure for the disease.

however, many innocents had fallen to the infection, victims of vampirism were sent to Helgard against their will in order to evade a pandemia. the helgardian government had to cope out with the dietary requirements of the newcomers, practically making the base of the modern blood banks.

a cure for vampirism hasnt been found to this day yet. and with the freedom of migration given by the international organism, the number of vampires has sure increased, measures have had to be taken by all the governments in the planet to ensure the disease is kept at bay, usually providing feeding services to the infected and capturing or executing those that actually promote the disease.

at its most basic symptons, vampirism causes the subject to die instantly and reanimate after a time, the necromancer spell extends to its biological functions, allowing the cells to keep working as if alive and in a rapid state of regeneration. the downside is that requires to feed on blood to keep working, the blood of the living contain traces of arcane essence, the same that composes the soul. feeding on blood helps to keep the process working. due to the original spell being done during the night, it causes the subject to suffer heavily to sunlight of any kind, extended exposure to it causes debilitation and if not taken care of, death. not feeding of blood causes the subject to degrade rapidly up to the point of biological death too.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #46 on: June 06, 2015, 01:31:55 pm »

The Fundamentals of Magic: Part 5, "Soul Magics"

in the past, the magical field was divided into nature magic, elemental magic, necromancy, light and dark magic. however, with the coming of the new metaphysical theories know is known that what used to be light and dark are actually part of a same type of magic. soul magic or "daemonial magic" as it is called sometimes, consist in the use of the caster's very own soul in order to channel power out of the inmaterial plane. Soul Magic is one of the most hard types of magic to learn due to the constant need of keeping balance in both mind and body, as the raw power unleashed from the channeling can prove dangerous to the caster.

the uses of soul magic are very dependant on the use they are given but all of them require that the caster's channel up energy directly using their soul and body as vessels in order to achieve it.

the first division of Soul Magics is Word Casting, the name was coined around all the magics that are called by the simple use of the voice, as the caster focuses the power contained inside it and release it into a word that follows the function it was meant to be used. many monks and priests have used these powers along the ages. those warriors of legend which could destroy a wall merely by howling are another example. in the most modern term, Word Casting is used mainly for protection of oneself and the others around, but this doesnt stop of using offensive words in order to repel evil or danger.

the second division of Soul Magic is Spirit Bending, by using the power of the soul the caster is capable of channeling power from the Onirion, and use it on the souls of others. it can be as usefull as healing someone or as dangerous as tapping life energy and/or the mental power of others.

the third division and the most dangerous of Soul Magic is Daemonology, daemonology consists on the manipulation of the powers of the Onirion and their aplication on the material plane using the casters body and mind as a vessel. part of the reason of the need to have a balance in order to learn this field is that the purity of the soul influences the power obtained. the more pure the soul, the more benign the effects will be. the more corrupt the more dangerous.

daemonology can make the caster call upon the forces of order and chaos, it can be used to purify or corrupt others, to call upong massive healing capabilities or provoke horrible effects of foes, if the caster has enough will, it can even summon beings out from the inmaterial plane, the creatures that give the name to the field, the Daemons, which are usually either benign or malign depending on what the caster needs.

due to the dualism of Soul Magics, the arcane autorities have a mixed response in regards to its use. while not being inherently evil, nor inherently good, the bad use that any person would give to it could prove catastrophic in many situations. thus it is mostly banned to all the public, unless they follow a hard training and keep their souls balanced.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #47 on: January 01, 2016, 11:56:05 pm »

time has passed so much i forgot i had a thread about this here, i had to post the most recent workings i had on it several months ago. sorry, but its a needed necro.

a new part inside the project.

Groups of Interest: Part 1, "Ministerium Archanicus"

founded shortly after the third crusade. the Ministerium Archanicus is the main organization in regards to anything magic related in the planet. created in order to finance, investigate and monitor magical development at an intenrational level, the Ministerium is the final word in any case from the creation of new fields on arcanology to the development of arcanotechnic devices and international conflicts where magic is directly or indirectly implicated.

in terms of control, the Ministerium gathers members of all races and nations as long as they meet the requirements, many of the spells used by the organization can only be used by the most gifted individuals which usually have to train heavily in mind and body in order to use them at least with "average" precision. depending on the talents of each adept they are usually organized in certain division inside the organization, ascending to higher charges as they get merit for their works both inside and outside of the organization.

as its name implies the Ministerium is controlled by a group of ministers, each one of them being the highest ranked individual in its respective division. these "Scions" are elected democractically from inside the division, Scions act as representatives and enforcers of the law and orders inside and outside the organization.

the divisions of the Ministerium are the following ones:

1. Lupinus: known as "the wolves", they Lupine division is in charge of law enforcement and military display whenever the organization needs it. due to the military training and regulations the wolves are usually the most physically adept for combat, however, as magic is the main focus of the organization, good mental power is more required than brute force. many of the members inside Lupinus use biomancy and some of the highest ranking officials are capable of intermediate transformation.

2. Ofidius: known as "the snakes", the Ofidian division is in charge of alchemy, both in research, development and regulation regarding alchemical compounds and products. the snakes are very strict in their methods due to the dangerous work in which they are put, almost on the same level of danger on which the wolves are put. due to the influences of medicine and chemistry on the modern world, the snakes make use of the typical laboratory environment, equipment and safety methods.

3. Araneae: known as "the spiders", the Araneid division is in charge of intelligence, while the wolves are the mainstay of the frontline work, the spiders work as spies, informants and even asassins if the Ministerium sees it required. the spiders like most spies are adept not only at magic, but also on diplomacy, self defense and can make use of many deadly weapons or spells. however, they follow a code of conduct, going rogue or double agent for the organization without consent of the Ministerium is practically suicidal.

4. Corvus: known as "the crows", the Corvid division is in charge of hazardous operations, this can range from side effects of a pretty common fire spell to potential undeath outbreaks. the crows are mainly charged to protect and rescue the population in case of magic related disasters, necromancy being one of their main concerns, and keeping watch over potentially hazardous locations. such as the island of Helgard.

5. Mandragorae: known as well, "the mandragoras", this division is in charge of environmental magics, its potential use on terraforming, biosphere protection and recover in case of disaster. they are in charge of the organization ecodomes and greenhouses, usually producing many of the materials used by the other division. they are also interested in genetical manipulation which is part of biomantics.

6. Daedalus:
also known as "the inventors", this division is in charge of the research, development and regulation of arcanotechnic devices, from the small sized information crystals to the gigantic spaceships used by some of the most magic based nations. the Dedalus division makes most of the technology used by the Ministerium and many of their creations can only be used by them, and are sometimes banned for the countries, usually being contracted and used under permission of the organization itself.

7. Strigiformus: divided in two subdivision, Titonidae "the barn-owls" and Strigidae "the owls", the division at a whole is in charge of diplomatic and administration both inside (the owls) and outside (the barn-owls). they are the ones in charge of the organization's library and make the accounting for everything in the storages used by all the divisions.

at its core the main concern of the organization is to ensure magic is teached and used for the benefit of the global population, this include making sure it doesnt provokes havok on the planet itself or causes political warfare between two factions. the Ministerium Archanicus is one of the many global organizations which are in charge to keep the international agenda clean of any issue.
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xaritscin

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Re: Antherea, a World Building/Game Project
« Reply #48 on: January 01, 2016, 11:57:15 pm »

Groups of Interest: Part 2, "The Curators"

deep within the western part of Nordalia lies one of the most ancient contructs known to history. a remarkable location both by its past and its potential future. towering around most of the more recente buildings in its vicinity, the so called "Relicarion" contains the accumulated knowledge of eras now past.

the cyclopean construct was built initialy by the Aescen, serving as a central library to their whole society, all their conserved writing, historical records, inventions, artworks and discoveries safeguarded in a single impenetrable place. built as a mainstay in the case of a global breakdown in society, the Aescen guarded the place with almost religious behavior.

however, the purpose of the Relicarion would change with the times. when the Aescenian-Tartarian war broke out, the Relicarion was repurposed as a potential HQ in case of planetary invasion. a library no more, it was expanded inside to house laboratories, small scale factories, storage, databases and even the main structure was transformed onto a bunker. however, the technological power of the Aescen and the uncovered tactics of the Grakans proved to be enough for taking down the Tartarian intents of system domination.

knowing that they had to take on the chase of the Tartari, the Aescen refurbished again the Relicarion to its original purpose, with most of its formerly warfaring facilites used to maintain the internal security in the building. part of it being one of the most important developments ever made by the Aescen in their last hundred years.

back when nearing the end of the war, the Aescenians had studied onto the intrincacies of terraforming. having trascended their biological constraints, the process of planetary adecuation was easy, althought very slow.  in order to speed up the game, the Aescenian developed the Genesis Engine, a self working machine capable of modifying the workings of a planet in order to make it habitable in a few years compared to the hundreds(if not thousands of years required to make it).

the importance of this technology was higher than even warp or jump drive technology. and its use was never trully tested in the end. after the use of a reverse system in order to strip Cea of its life harboring capabilities. the Genesis Engine was safeguarded inside the Relicarion under a top secret entrance that was given only to two personel, the leaders of the Aescenian Directorate, and to leader of the Grakan Rebellion.  knowing that it may get lost to the ages, the passcard was made of a very durable alloy, allowing it to be used when the time was right, no matter how much time would be have to be waited.

the Grakans took on the task of watching over the facility until the return of the Aescen, all the leaders of the tribes were tasked onto passing the knowledge of the place onto their descendants and would be chiefs. even when the race as a whole was split up unto Nuhaks, Valiokans and Orgruins the legend about the ancienty vault was kept.

those who stayed in Nordalia and watched over the Relicarion were known to history as "The Curators". this organization, the most ancient on the new era; has been safeguarding the place and its key with the same religiously fervor as the ancient Aescen. supported by the Grakan descended nations, the Curators had made sure the facilities are kept tightly sealed from any intrusion.

in the recent years however, and onto the discovery of space travel technology, the Curators have decided to open the vault for the first time in history. knowing that the building's selfdefense mechanisms will take care of any unwanted intruder. the Curators make a pass for scientists and scholars looking to unveil onto the Titan Knowledge, if they can of course, traduce the codexes.

in the end, the main reason to open the vault was so scientists could help with the so called "Genesis Project". the most ambitious undertake in the history of humanoid kind, the Genesis Project consist on using a spaceship to transport the Genesis Engine to Cea. and use it to reoriginate the planets to its former self before the war.

the reward for the implicated is of course, a complete planet in almost virgin condition. not barring the initial settlement of colonization and the few ruins that could be used as future cities. for the descendants of the Grakans however, it meas to return home.
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