is depicted by Bargiss, Meliahn and Pleathany in the novel Awakenings. Spellweavers use the Rainbow Braid to tie one, some or even all of the seven different colored strands together,
in order to receive a desired magical result. At the climax of the War of the Gods, Treggalythori's broken,
divine form was cast down to the surface of the new world by Rydenna, the goddess of Decay. As Treggalythori's limp
body plumetted down to the planet, the trail of colors left in her wake became permanently embedded in the world.
The impact jump started the new world's axial rotation. Treggalythori's divine body was destroyed, her magical
essence released and Reality became irradiated. Before the War of the Gods, magic was selectively distributed by
Treggalythori, every creature born into Reality since her demise has the inherent ability to use magic within
them. As the Rainbow Braid spins the planet's axis, smaller threads of magcial colors peel away and travel
around the globe until they are used or absorbed.Red: Jagged and sharp, the Red Braid is difficult to manage though
it is the most effective and efficient form of offensive magic. Orange: Dense and thick, the Orange Braid is used primarily to fashion temporary equipment
such as armor, weapons and tools. Yellow: Radiant in nature, the Yellow
is most often absorbed and channeled through the spellweaver, most effective for healing. Green:
Long, tense and sinewy, the Green is mose effectively used for traveling, range and communication. Blue: Vibrates and corkscrews along a bouncy path,
the Blue is used for temporary enhancement and mental invasion/domination. Indigo: Moderate in length, the Indigo Braid is firm yet malleable
and easy to manipulate for mischievous spellweavers. Violet: Long and silky, the Violet is often knotted, though it is used to bridge dimensional gaps
and control denizens born of other realms.
is performed by Raek, Brylor and Brinn in the novel Awakenings. Individuals in harmony
with nature learn from the world around them. By performing rituals to fashion Aspects of Nature, shamans can alter
their shape, enhance themselves or their allies, and hinder their enemies. A ritualistic shaman often relies heavily on
their 'masks', which are the Aspects of Nature that grant them the ability to alter shape. Two notable evolutions of ritualistic
shamanism are Elementalism and Druidism. Elemental shamans are capable of creating masks that allow shamans
to transform into elementals, while druidic shamans are so intuned with their shamanistic masks that they
can transform into their animal forms without the need to prepare Aspects of Nature. Aspects of Nature - small
items which grow inside a shaman's medicine bag - are created during rituals. Aspects of Nature often grow
in the form of small skins, nuts, and berries or tufts of fur, squishy eyeballs and crystallized elements.
The second path of shamanism is performed on-the-spot, without the preparation required of ritualistic shamans. Sacramental
shamans sing to nature and plead for immediate results. Results which can linger for as long as the shaman
is capable of maintaining their songs. Sacramental shamans are able to manipulate weather, the elements and their surrounding
terrains as they perform. It is written within the Archon that long before the War of the
Gods, the angel Rylvorin visited Bastion to show the elves that Elavarion approved of them. During his stay,
the angel fell in love with an elven princes named Diste'Treece. Furious, Elavarion banished Rylvorin from the
Greater Realm of Preservation and severed his ability to traverse the realms. The first elven separation occured
when they allowed Rylvorin to remain among the elves. Rylvorin provided a gift to those elves that accepted
a fallen angel into their homes. He taught them the rituals and sacraments that would circumvent the gods.
Shamanism came into being and the elves learned to love nature, without the need to worship their god.
Druidism is in the second tier of the evolution of Shamanism.
as exercised by
Bargiss and Crindol in the novel Awakenings is discovered by observent readers of the Archon. As the gods vie for the prayers of their pious, and even those new to
the craft, the gods themselves only deliver answered prayers to the most devout of their followers. Each god therefore, employs demons, angels or other denizens of their realms
to carry out the more menial tasks, such as answers to the prayers of lesser theologians. Much like a well
structured business, there is a difinitive rank structure with each god's immortal and mortal following which is based on
the divine favor. Many of the gods answer to several names.
After the War of the Gods the humans of Citadel became more integrated into Reality and they altered many of
the gods' names for ease of reference. Those names are indicated in parenthesis below. The gods of Reality God | Greater Realm | Titles | | Ravina Estarra (Ravista) | Stragos | Timewarden, Mistress of the
Stars, Starmother | | Kargonis (Kragon) | Diemah | The Vengeful
Brother, The Hated, Lifeshadow | | Elavarion (Rendaris) | Preservation | The Creator,
Father Nature, Preserver | | D'Aryasia (Aryasia) | Preservation | The Healer, The
Protector, Great Lady | | Herteus'Cel Eres (Archadian) | Rychol/Preservation | The
Warrior, The Gift, Son of Life | | Braykelis'Thash (Breckenthrash) | Rychol | The Destroyer,
The Damned | | Seechricht | Rychol/Diemah | The Deceiver, The
Poisoner, The Vile |
is employed by Princess and Dezrak in the novel Awakenings. Discovered by dwarves shortly after the War of the Gods, this form of magic became known as Heraldry
because of its unique symbols and pictographs. Unnatural elements found deep in the core of the world called runes,
led the dwarves in their search for the divine language. After 1,000 years of digging, searching and
studying, the dwarves separated runes into three categories: Brands,
Symbols and Crests. Brands are runes that are used on flesh. A body can be permanently enhanced
with runes, though there is a limit to the amount of enhancement a body can absorb. Many dwarves were lost to excessive
branding, though their fate is a secret the dwarves hold very close. Symbols are runes that are shaped into the air, which yield instant results. In
general, Symbols are slow
to use in comparison to Spellweaving spells, or Shamanism sacraments, and they cause an enormous drain on the Herald,
but they are durable, long-lasting and far more reliable. Crests are runes that are used on inanimate objects. Dwarves have protected
their underground homes from collapses, cave-ins and dangerous underground creatures with Crests. Runic weapons, trinkets, armors and other miscellaneous runic
objects have been seen and even sought out by treasure hunters, adventurers and collectors throughout the world. Back to top
is utilized by Brohm, Bargiss and Geist in the novel Awakenings. Alchemy represents
the ability to combine ingredients to create potions,
powders and pastes. Serious alchemists must be rigorous mathematicians as the formulas will often require complex
equations to create the perfect concoctions. Potions are designed for consumption, and are generally watery. There are several varieties of healers,
poisons, and enhancement type potions. Pastes are applicators. Typically
they are smeared onto objects such as thick poisons for dipping arrows or daggers, flame-retardant paste, and the like.
Through pastes, Alchemists have become sought after around the world for the ability to improve weapons, armor and even small
trinkets with non-sentient magical abilities. Most common pastes do not apply permanent effects. However some
of the more exotic (and expensive) pastes, created
with rare ingredients, can imbue weapons or armor with permanent alterations. Powders are typically biological weapons or aids which spread quickly in the air, and/or they dissolve quickly
in liquid. Powders are often less expensive than potions or pastes
and made from cheaper ingredients which makes them, generally, the least potent alchemical creations.
 combines the mining and gem cutting skills to reach into a precious
stone and discover the raw magic available within. Precious stones are separated into two categories; Powerstones and
Powergems. Powerstones are heavily laden with raw magic due to their naturally porous state. Over time, Powerstones
draw in massive amounts of magic as threads from the Rainbow Braid pass through them. Unfortunately, once cut by a gem
cutter or once they become saturated with magic, Powerstones become sealed in that they can no longer absorb ambient magic.
When Powerstones are used they will never recover the magical energy. When the magic is drained from Powerstones,
they crumble into a multi-colored dust known as Pixie Dust (useful to alchemists). The second category of precious stones
are known as Powergems. Powergems absorb much less ambient magic into them, however, they are able to regenerate used
magic. Powergems are less commonly found than Powerstones and they tend to be far more valuable to those who use magic.
Alone, Powerstones regenerate used magic slowly, though when placed in contact with the flesh of a being who is able to regenerate
magic naturally, Powergems have been known to draw more magic into them through osmosis. A few examples of Powerstones might be: sand dollar, amethyst, chalcedony, and specific types of quartz. A few examples of Powergems would be: ruby, saphire, diamond, garnet, and topaz.
 |
 |
|
|
When Rydenna cast down Treggalythori, the Rainbow Braid was created in her wake... see
Spellweaving Circumventing divine power, the natural elements give and take from those willing to bargain...
see Shamanism Vying for power, desperate for the souls of mortals, the gods are in unrest... see Theology Upon Vik'Torr's valiant sacrifice during the merging of worlds, the language of the
gods was released in the form of runes... see Heraldry Combine natural and unnatural ingredients together in exact proportions to create potions, powders and
pastes with... Alchemy Find and use precious stones known as Powergems and Powerstones, saturated with raw magical energy with... Mineralogy
|
MORE ON SHAMANISM During casual conversation, Shamans generally
refer to each other as singers or dancers. This is a quick, light-hearted way to express their preference within the
ancient art, though what they are truly referring to is Sacramental or Ritualistic style of shamanism respectively.
Sacramental shamans, are able to create effects instantly by singing the sounds of nature. In essence, the shamans plead with
their environment for assistance, and in return they provide the environment with magical energy from within themselves.
Those shamans with low magical aptitude will typically not choose Ritualistic Shamanism for that reason alone, though they
will often understand the rites and possess knowledge of a few sacraments for use in urgent situations. Ritualistic
shamans perform dance rituals which helps to offset the magical energy required of sacraments by spending several hours dancing
to the rhythms nature provides. Each ritual provides the shaman with what is known as an Aspect or Gift
of Nature. Gifts of Nature come in the form of clothing, accessories or even armor that appears on the shamans body
at the completion of the ritual. Most Gifts of Nature possess concealed pouches which are used to store their Aspects
of Nature when summoned. Shamans always begin as ritualistic types due to the fact they must first locate
their totem, often the most difficult task an upcoming shaman must perform. To locate a totem a shaman must spend countless
hours searching their surroundings until their heart and the will of all that is natural becomes balanced with the shamans magical
aptitude. It is a strenuous trial which often frightens off potential shamans. After that, when a shaman listens
to the sounds of nature and feel the way the world moves around them, they will learn new rituals or sacraments which grow
into their totems.
A THEOLOGY LESSON Theologians are a special breed of individual
that has devoted their souls to their gods in exchange for supernatural powers. In order to use the powers
afforded them, the theologian must make a prayer to their god, though there is a catch: the prayer must be specific as designed
by the god. As theologians pray, they gain respect in the eyes of their god, a type of faction, which
slowly builds as they continue to pray. Theologians must study the Archon, a book fashioned only ten years after the War of the Gods and published by the mysterious traveller Tyvonis. As an atheist, Tyvonis took it upon himself to gather the theologians in highest favor among their gods and have them
each write of the great deeds of their gods, the powers apparent, and the great rewards promised to their disciples upon their
physical death. After each chapter was completed, Tyvonis
then allowed the other theologians to read the chapters written by the others, and share their thoughts, beliefs and arguments
to the first testimonies. The result was a confusing, yet powerful manuscript which was riddled with secret passages
and hidden notes to the devout of certain gods, even within the chapters of opposing gods. The prayers of the most powerful
theologians of the time, were secretly stashed within the pages of the Archon. 1,500 years after the War of the Gods millions of copies of the Archon exist, all in the same common language used after the War of the Gods. Theologians still seek the secrets
within the mystical tomb as they seek to improve their faction with their chosen god. A strange phenomenon occurs frequently
in theologians however; often a good person will worship a diabolical deity, or vice versa. Because of free will, the
theologian may use their divine powers however they choose, regardless of their god's position in the heavens.
Heraldry Revisited Dwarf societies cherish
Heralds as if they were nobility, in fact, most Heralds quickly become notable figures in dwarven cities.
Those cities that have raised Master Heralds often produce runic items (called relics) as export trade. As a result,
relics have become alsmost commonplace amongst the wealthy, or those skilled enough to kill the wealthy and take their
relics. Other races have only begun learning the divine language, and are at a severe disadvantage to the dwarves because
of the thousand years of secrecy. As Heraldry has evolved into a more powerful, defined magic, it has been discovered
that relics possess sentience. Once created, a relic will begin to record its own history. The relic will learn
from those who wield it, and begin to have preferences as it is passed from owner to owner. As more runes are etched
up on it, or as a signifigant amount of time passes, relics grow sentient enough to resist the will of their owners.
Experienced Heralds have an advantage over relics in that they can use their skill to bypass the sentience of a relic, and
dig straight to the core powers of the item. However, the living sentience within each relic grows. As time passes,
and relics learn more from their own recorded histories, they begin to evolve magical attunements that were not etched onto
their surfaces with runes.
The Family of Jewels The Realm of Reality is enormous, and as such, most continental societies have evolved differently. On
Talonus (the primary continent dsicovered in Awakenings), Spellweaving and Theology are the primary means of magic use, though
Shamanism and Heraldry are becoming strong contenders. On the smaller, and distant continent of Dyrefoll, a different
magic has developed. The nomadic, human barbarians of desert tribes have traded gems their entire lives, and in keeping
them so close, they have discoverd hidden powers within Powergems and Powerstones. From Mineralogy, three families of
magic have evolved: Stonemancery, Prismantics and Cryshallis. Stonemancery takes Mineralogy one step further, allowing
the mineralogist the ability to discern particular powers associted with each specific Powergem or Powerstone. A stonemancer
who practices Prismantics is able to "sew" a Powergem into their flesh. This allows
the stonemancer to always have access to a Powergem's innate powers, though there is often a heavy cost. Such practices
can cause death of the stonemancers who get too greedy with Powergem powers and sew too many. Others still become infected with the
stone rot disease, a far worse fate than death. Through Cryshallis, a stonemancer is capable of "hatching"
Powergems which become pixies, or familiars to that stonemancer. Pixies offer a wide variety of useful tools, magical
abilities and talents to their stonemancer, which depends upon what type of Powerstones are hatched.
 |