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Fantasy Freecasters: Lore and Worldbuilding

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AtlannianSpy

Alarmed and Strangerous
Setting
The world of Free Casters is known as Kyr, a world rife with magic, monsters and crude, arcane technology. Over a millennia ago almost the entire known world was conquered and unified under a single empire lead by Elisee, a human woman who claimed to be the God of Magic reborn in flesh. This claim was made markedly less ridiculous by the awe inspiring mastery of magic Elisee wielded and the well attested to 700 years during which she reigned over her vast empire. The Empire, as it was simply known, forged common laws, language and connections between the disparate cultures of the world but at the height of its power and majesty it's immortal ruler raised a massive army, larger than any she had commanded during any of her conquests, and lead it into the frozen, uninhabited North Pole. Neither the army, nor Elisee, were ever heard from again and in her absence the mighty empire rapidly fractured into civil war and chaos.

In modern times, the fledgling city states, kingdoms and theocracies that rose up in the Empire’s wake are beginning to grow larger, more sophisticated and powerful. Helped along by the common tongue that once belonged to the Empire, trade blossom’s and people travel from country to country with surprising ease.

Magic is practiced all over the world, sometimes by the high priests of ancient cults who trace their lineage back to pre imperial times, sometimes by enterprising street urchins looking to levitate valuables out of unguarded pockets. For those who lack the talent, or find themselves faced with a problem surpassing their own command of the arcane, there are the Freecaster Guilds, groups of experienced or not so experienced mages willing to hire out their services for the right price.

Free casters face different attitudes and laws in different regions of the world, but they are present anywhere there are enough people in some capacity. They hunt monsters, track down missing people, arrest bandits and other criminals. Freecasting is a life of uncertainty and danger but for any aspiring mage it’s the perfect way to hone one’s craft and make some coin on the side.


The world


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The world of Kyr is generally divided into twelve regions

The heartlands: so called because it was the starting point and later the heart of the vast empire that once ruled the world. The heartlands are a verdant, mostly temperate lush farmland and many settlements and larger cities though the forests become dense, wild and quite dangerous the further North one travels.The heartlands are predominantly occupied by heartlander humans and most of the governments are kingdoms or other feudal systems whose royal families claim legitimacy through dubious links to the bloodline of Elisee herself, despite her lack of documented heirs. Magitech originated in the Heartland kingdom of Morvanis, and its use is most well spread and adopted the closer one is to that country.

The Sunset Coast: To the Southwest of the Heartlands is a region generally known as the Sunset Coast, a long skinny section of coastline with an arid climate but many rivers, marshes and artificial irrigation projects to counter the desert harshness. Orcs migrated south from the Western Expanse and settled the Sunset Coast, at one point forming a powerful and wealthy empire called Shalladar that many consider to have been Elisee’s most challenging conquest. In modern times the Shalladar orc governments tend to be decentralised, with small, but wealthy states where powerful clans swear loyalty to a primary clan and its head but are afforded a great deal of influence on policy via rowdy debates.

The Bitter Rock Sea: North of the Heartlands is a frothing, wild sea dotted with bleak islands constantly battered by the sea. The primary inhabitants of the islands are the beastkin, tribal folk who appear as humans with animal features such as furry ears or tails. The climate is particularly harsh here and the Beastkin live in small tribes that in ages past mostly sustained themselves with a combination of fishing and raiding, the longships of the beastkin being feared all across the north shore of the mainland. In modern times the raiding is much less common, with new industries like fur trapping and the harvesting of leviathan oil taking their place. The beastkin tribes generally make do by disinheriting their younger children, who travel southwards to make something of themselves as mercenaries or sailors on the fairer southern seas, where their naval skills are always in demand. Tribal leaders are usually determined by trials of combat or other vital skills like hunting.

The Great Green: East of the Heartlands is a vast, rolling plain of grass, known for large herds of antelope and enormous monsters who hunt them. The Great Green is inhabited by elves, who live in small, nomadic tribes who ride the Great Deer native to the region and follow the migratory patterns of large herds of antelope. The Green Elves supplement their simple lifestyles by raiding into more “civilised” land on the east and west borders of the plain, often raiding from one side then trading it at the other side for essential supplies.

Narid Peninsula:
A long landmass covered almost entirely by dense, tropical jungle. The Narid Peninsula is theorised to be the original home of humans and it is still primarily occupied by humans, though Naridians tend to be darker skinned than their Heartlander cousins. Governments in the Peninsula tend to be theocratic and hierarchical, with priestly castes leading ordered societies with a collectivist bent, often using masses of organised laborers to tame the jungle with sturdy, stone walls and bridges or erect massive temples to venerate the heavens. Naridian culture places a great deal of importance on mastering one’s own place in life, so their craftsmanship is often considered the finest in the world, fostering profitable trade with dwarven ships from the golden islands.

The Western Expanse: West of the Heartlands, mirroring the open plains of the Great Green is a vast and dry land known as the Western Expanse. While the Great Green is grassland, the Western Expanse is an even harsher desert, dominated by rolling sand dunes with only a few scattered oases to support life. The Western Expanse is home to the Uzurak orcs, nomadic tribes who live similar lifestyles to the Green Elves in the East. The Uzuarak raid, hunt and skirmish with each other, generally moving on before the scarce natural resources are too depleted to recover by the next time they pass around. Like their cousins, the Shalladar, the Uzurak orcs place a high premium on prestige, but tend to derive it from displays of bravery or skill, rather than sophistication and prosperity.

The Golden Islands: South from the Heartlands are the Golden Islands, a rocky, sun drenched land sundered into hundreds of craggy islands and archipelagos. The Golden Islands are the homeland of the dwarves, who have organised themselves into wealthy city states that trade among themselves and send their advanced and sturdy ships to the ends of the known world in search of riches. Though the Golden cities have been known to form leagues to defend each other against outside threats for the most part they are quite independent, with most electing their own leaders through a sort of plutocratic democracy where the rich can purchase extra votes by donating money to the state that is used later to fund public works or build ships. Supposedly in pre Empire times the Dwarven cities were connected by a labyrinthine network of tunnels and mines that ran under the mountains, allowing the cities to be unified under a single King.

The Sunrise Coast: Just as the Western Expanse and the Great Green are mirrors in many ways, the Sunset Coast has its mirror in the Sunrise Coast. This long strip of mostly coastline is covered in dense, tropical jungle full of exotic animals and plants, broken up with smaller areas of civilisation where the warm, wet climate allows for year round food surpluses and populous cities. The inhabitants of this region are chiefly a variant of the elves known as Shadow Elves. The states of the Sunrise Coast are nominally theocratic, with a member of one of the dozens of monastic orders that hold great sway in the cities being chosen for the position through a series of elaborate rituals. These rulers are generally figureheads though, with real power divided informally among influential figures in the city: commanders of the guard; masters of the aforementioned monastic orders; crime bosses and wealthy business owners. These figures bicker and manoeuvre for power, employing espionage, assassination and blackmail to gather more influence for themselves and bring down their rivals. All of this is considered fair play within Shadow Elf society (although it's incredibly gauche to speak about it openly) and Shadow Elves are considered the finest assassins in the world by and large.The dense jungle is also home to a number of green elf tribes, who tend not to rely on mounts like their cousins in the Great Green, navigating the maze of trees and vine on foot with remarkable ease.

Empire of Shadows: Isolated by mountain ranges, rough seas and the inclinations of its rulers, lies a vast nation shrouded in myth and mystery. The Empire of Shadows somewhat resembles the Heartlands geographically, with a temperate, fertile south and a more rugged, colder North. Unlike the Heartlands, the Dragon Empire is a single, unified state, an ancient empire of shadow elves united since before the time of Elisee. Although the majority of the populace are Shadow Elves, the Empire is actually ruled by a variant of beastkin known as the Ryuuko. The Dragon empire is for the most part closed to outsiders, the vast land has everything it needs for the most part and considers outsiders more of a potential threat than an opportunity so those merchants or adventurers who brave the dangers to reach are generally turned away at the borders. A few of the easternmost Sunrise Coast cities have permission to send trade caravans to the Empire and the Green elf tribes along the border make raids into Imperial territory. Through these sources a slight trickle of Dragon Empire goods makes its way to the Heartlands where it attracts considerable attention. The exotic weapons and armor used by the Ryuuko are particularly sought after, some wealthy citizens obsessively collect such articles and have come to be known derisively as ‘Ryuuboos’

Windsong Islands: A collection of islands, scattered over a vast region of ocean. The Windsong Islands are scarcely populated, but rich in useful resources like exotic fruits and spices which make them attractive to traders from the Golden Islands. The Climate is incredibly pleasant, with balmy, tropical temperatures and beaches of flawless, white sand set against crystalline blue oceans. The main inhabitants of the Windsong islands are the Salt Dwarves. In addition to the many smaller islands, there is one much larger island, almost bordering on a continent in its own right. Mainland traders haven’t managed to make the journey yet and the Salt Dwarves who have traveled there describe it as an unrelentingly hostile place, covered by harsh desert, or swamps and jungles even harder to travel through then those of Narid and the Sunrise Coast. On top of that the wildlife is said to be exceedingly dangerous, with even seemingly adorable creatures possessing deadly venom and belligerent tempers. This ‘Terrible Southern Land’ as it is informally known, is therefore mostly unexplored.

Valora and its neighbours


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Valora
A land of green fields, stout walls and adequate mead, to outsiders it might not seem like much but there isn't a Valoran alive who doesn't have a soft spot in their heart for their little country. Valora is one of the many legacy kingdoms that sprung up after the fall of the Eliseeian empire. Originally a patchwork of warlord controlled fiefdoms, The Valoran region was eventually united by the King of Valosted which is now the capital of the entire country, since then Valora has maintained its independence through a combination of savvy diplomacy, balancing relations with the larger powers around it and a small army supplemented by freecaster guilds, who can be compelled to take the field in times of war in exchange for the right to freely practice their magic in exchange for payment during peace. This policy and Valora's crossroads position in the middle of several important trade routes makes the little country more cosmopolitan than you might thing and people of all races and backgrounds can be found in the larger cities like Merryvale.

Generally Valora is divided into three major provinces: The fertile and trade rich Riverlands; the more industrialized Arming lake region and the dense great forest region which produces timber and rare components from the ferocious monsters that inhabit it. The city of Merryvale straddles the border between the Riverlands and the Great Forest.

Morvanis

Morvanis was originally a small but fiercely militaristic kingdom but it grew in strength by exacting tribute from the wealthy but poorly defended city states around it. Eventually Morvanis incorporated its tributaries as subjects into a larger nation. Now fiercely militaristic and extremely wealthy Morvanis is rather formidable but frequently hampered by complicated internal politics. Its major cities all retain varying degrees of freedom and legal exemption and its not unheard of them to go to war with each other. Morvanis has attempted to invade Valora several times and even succeeded in occupying parts of it at times only for a combination of fierce local resistance and internal instability to force the larger nation to withdraw. Morvanis is probably the center of industrialization and its larger cities are home to booming factories and crystal powered locomotives. This has resulted in tremendous wealth but living conditions for the poor are even more abysmal than in most places. Seething class tension is just one more thorn in the side of the Empire.

Chesga

Chesga is a trade state, deriving its power from its control of the overland routes between the heartlands and the Shahin empire to the west. Most of this trade is done by sea but whenever the Dwarven free cities are feuding with the Shahin, which is frequently, trade is diverted overland, filling Chesga's coffers. This has lead to a reputation for trouble stirring or provocation for the Chesgans and its said two best friends who invite a Chesgan to dine with them will end up slitting each other's throats before the bill comes. Although the ruling class is human almost half of the population is Orcish and Orcish culture and cuisine has been very influential, especially their love of spice. An authentic Chesgan curry is so spicy that some Heartlander nations classify it as a kind of weapon.

Verillo

To the south of Valora is the country of Verillo and the free western most dwarven cities. The two share a contentious relationship, despite its mild climate Verillo has notoriously poor soil and its farmers tend to supplement their incomes with rampant banditry, their preferred target being the wealthy Dwarven cities. This income is obviously not taxable so the Verillosi crown is notoriously poor and in debt, it holds little sway outside the capital and power tends to rest in the hands of local crime lords. The free cities have several times tried to settle the answer the question of Verillosi banditry by invading but since the bandits simply melt into the wilds all they can really do is depose the reigning monarch and install a governor who fails to assert any kind of order for a few months until a suspiciously burly cook smuggles Chesgan curry into his meal and he dies, restarting the entire process.

The Three Cities

Juxtaposed with Verillo's poverty is the extreme wealth of the Dwarven three cities. Rather confusingly, while the term free cities refers to all dwarven cities the term three cities refers explicitly to Corva, Athos and Denas. Supposedly founded by a set of triplets, the cities are culturally intertwined and when not squabbling with each other tend to cooperate, making a formidable bloc. During peace time the cities are well placed to trade with the Shahin and their ships even travel as far as the Narid peninsula, funnelling incredible wealth into the city, if you like gold and towering architecture they are some of the most beautiful places on Kyr. Like Morvanis the cities are heavily industrialized, although the Dwarves value aesthetics a bit more and their factories tend to be intricate assemblies of brass and copper pipes rather than the brooding steel monoliths of Morvanis. The upper classes of Valora have a perpetual obsession with the three cities and luxuries or baubles from them are a mark of distinction in snootier circles. Those few willing to brave their way past the Verillosi bandits or pay hefty Chesgan road levies can make a good bit of coin in trade between the two destinations.

Bearon and Skahad

Valora might be something of a backwater but Bearon makes it look positively refined by comparison. Densely forested and known for harsh winters, Bearon breeds hard bitten folk who don't care much for outsiders. Bearon has long been affected by raids from the Beastkin of the Bitterock Sea, encouraging mutual distrust. The relationship is a bit more complex than pure hostility, Bearon also relies on trade with the Beastkin and hires large quantities of them as mercenaries to fend of Morvanisian aggression, until recently Bearon was home to a large minority population of Beastkin. This minority was subject to harsh laws and discrimination despite having nothing to do with raiders from the North, eventually the situation deteriorated into a civil war and with the help of Morvanisian backing the rebels established the new republic or Skahad. A small and poor nation reliant on Morvanis to maintain its independence. Bearon produces a lot of lumber and furs and is also well known for its stiff alcohol, which Bearonish consume in staggering amounts at any excuse, the Bearonish calendar has more holidays and celebrations than any other and they aren't considered a success until at least one house has been demolished by drunken brawling

Inhabitants
The realm of Kyr is a vast and diverse one. There are several intelligent species known to scholars, with each species noted to feature two variants who settled in different regions millenia ago and developed different appearances and cultures as a result. Although each race is native to a particular region, trade and cultural exchange has intermingled them to a great extent and it's possible to find individuals of any race in most cities.


Humans
By far the most widely spread race and, in some respects, the most successful. Humans can be found in almost every corner of Kyr. Though they originated in the harsh Western deserts of the Narid peninsula.

Heartlanders: Despite being an offshoot of Naridians, these days Heartlanders are more widespread and probably what most people picture when they think of humans. In appearance they are usually pale to lightly tanned, with lighter hair and eye colors on average. The Heartlanders once produced a vast, world spanning empire led by the prophet conqueror Elisee. Though long since collapsed the empire lasted long enough to establish trade routes all over the world and export the Heartland tongue as a trading language all over Kyr. To this day the Heartlands remain an important center of trade, wealth, people and new ideas flow into the region from all over the world, giving it a cosmopolitan melting pot vibe especially in the larger cities. Even the more rural towns and villages, which cling to more traditional ways of life usually boast a few non human members. Heartlanders tend to be hardworking, industrious and enthusiastic about new ideas. They can often seem chaotic or rushed to other races, especially in the booming, industrialized cities. Of course most of the human population is still rural and tends to be a bit more patient and set in their ways.

Naridians:
The Naridian humans are firm, philosophical people used to holding their own against larger neighbors. The harsh environment of their homeland strongly encourages cooperation and most Narid cultures have a strong collectivist bent, with more emphasis on doing the best job possible in one's allotted position rather than trying to improve it. Partially because of this attitude Naridian craftsmanship is highly prized all over the world and those who find their society restricting can usually find work almost anywhere. Naridians are on average darker of skin, hair and eye color than Heartlanders.


Elves
Typically more slender in build than humans and noted for their distinctive, triangular ears, Elves are often misunderstood in terms of their abilities and beliefs. Elves are a neighbor to heartland humans, who regard with equal fear and respect the skill with archery, horsemanship and survivalism they have cultivated. Though they have frequently fought with each other, the human and elvish relationship is also characterized by trade, cultural exchange and cooperation. Casual observers sometimes lump all elves together but the Elves themselves and a few well traveled outsiders note the existence of a more poorly known sub group.

Green: So called because they inhabit the Great Green, a vast land of grassy plains and plateaus they are more commonly known simply as Elves. The Great Green is not well suited to permanent settlements and its residents are almost all nomadic, spending much of their lives in the saddle hunting, warring and raiding. The ability Green Elves display to navigate the wilds and shoot accurately even from horseback is sometimes regarded as an almost mystical connection with nature but it is simply a matter of experience and necessity, those who cannot ride and hunt tend not to survive in the Great Green. There are smaller populations of Green elves in the dense forests of the northern Heartlands and the jungles of the Sunrise coast. In those places the less open terrain discourages riding, so these tribes lack the far ranging, mounted culture common to the Great Green, focusing instead on stealthy maneuvering on foot.

Shadow: Shadow elves are dark skinned, running through black to purple, blue and a more familiar brown or gold with lighter, often silvery hair. Shadow Elves are a good deal more urbane than green elves and culturally they favor circumspection or outright secrecy, with business being conducted behind closed doors and terms being only hinted at or implied. They are also the most literate people in the world, able to administrate the largest nation in the world, the Dragon Empire, while the smaller city states of the Sunrise Coast are no slouch either in terms of bureaucracy and literature. Shadow Elf culture puts little value in bravery or straightforwardness, a cunning shadow elf is a virtuous shadow elf and they aren’t shy about putting tools such as espionage and assassination to good use.


Dwarves
Stout, stocky folk, tending to be quite a bit shorter than the other races and noted for their extravagant beards. Originating in the Coastal lands and islands south of the Heartlands, Dwarves are perhaps the race humans get along with the most. Canny traders and debaters, Dwarves share a love of hard work and technology with Heartland humans as well as a fierce desire to protect what is their own.

Golden: The Dwarves of the free cities, famous for their trading, ships and obscene wealth, this is the more well known variety of dwarf. Golden Dwarves have a very strong notion of rights and property, their civilization having been built on trading and exchanging wealth, a certain amount of wealth is needed to be considered a citizen or even a functioning adult. They are not overly aggressive on the world stage but their strict notion of what is theirs by rights leads them into conflict not uncommonly. Golden Dwarves are fond of fabulous displays of wealth to cement their position in society and while dwarven crafts and art are appreciated and excellent in their own right they have a unique fascination with the foreign and exotic. Art, music, fashion and even cuisine, Golden Dwarves sample it all on their voyages and tend to bring back an appetite for it, the finest creators in the world flock to the Free Cities in hopes of being adopted by a wealthy patron. If you wish to taste and debate the finer things in life there are few better companions.

Salt: Dwarves of the WIndsong Islands, further south of the Golden Islands. These darkly skinned, typically curly haired dwarves are generally much more easy going than their cousins, living simple lives in tribes that vary in size from island to island. It is rare for one island to house multiple tribes, the Salt Dwarves prefer not to be driven to conflict over resources and they are phenomenal navigators, crossing the vast distances between islands with little more than simple boats and their knowledge of the stars and currents. Many of the WIndsong Islands are still unsettled, so these migratory tribes generally have little trouble finding a new home. More and more, trade ships from the Golden Islands have been making contact with these tribes, swapping new goods and technology for their bountiful natural resources. These trades are generally fair, though the Salt Dwarves are agreeable by nature, they are quite proficient at defending themselves when needed and more than willing to see off anyone who outstays their welcome by force.

Orcs
Perhaps one of the oldest civilizations on the planet, the Orcs have long inhabited the arid regions of the Western Expanse and Sunset Coast and have exerted considerable influence over their neighbors. Indeed many scholars believe it was an early incarnation of the Orcish, Shalladar Empire that sparked settlement of the Heartland region by transporting human slaves from the Naridian peninsula east to work farms in the more fertile region. When the empire entered a period of decline the slaves revolted and established independent settlements throughout the Heartlands. Tall, broad and generally some shade of green, with prominent fangs or tusks, the Orcs tend to make fearsome soldiers and are a frequent foe of humans both in the Heartlands and the Naridian Peninsula. Generally Orcs are divided into two distinct groups.

Shalladar: Primarily occupying the Sunset Coast, where the coastline and their extensive irrigation infrastructure allow the Shalladar to occupy large cities despite the arid climate. In appearance the Shalladar tend to be more vibrant shades of green with less prominent tusks and hair that is commonly oiled and arranged into very elaborate braids or other styles. The Shalladar have long been builders of civilization and empire, the Heartland script now spread across the world was originally derived from an ancient Shalladar script and their knowledge of disciplines such as mathematics and medicine are unrivaled. The Shallader highly value prestige, which they accrue through displays of prosperity and sophistication. Most serious community matters are settled via informal meetings of the most prestigious clan heads and those not invited must rely on a patron to represent them in exchange for service. This gives more prestigious orcs tremendous influence and they frequently go to lengths that others would consider absurd to preserve face and reputation.

Uzurak: Although the Western Expanse they occupy is much larger the Uzurak orcs are actually less populous than their cousins. The desert lands do not support a large population and those that dwell there share a similar lifestyle to the Green Elves, living as nomads to better hunt and raid. In appearance the Uzurak usually have darker, less green skin, sometimes being more grey or brown and their tusks are usually larger. While not quite as expert with the bow, the Uzurak equal Green Elf horsemanship and the larger size of themselves and their mounts makes a mounted Uzurak charge truly terrifying. The disparate Uzurak clans are rarely organized to do more than raid their neighbors but on a few occasions they have united under a single warlord, conquering vast swathes of territory. Like their cousins, the Uzurak value prestige and face, which true Uzurak know can only be earned through great feats in hunting and warfare. Only those who are sufficiently bloodied can call themselves a true Uzurak and demand their voice be heard.


Beastkin
Hailing originally from the freezing Bitterock sea, the beastkin are a hardy folk distinguished by the animal-like features they possess, usually ears and tails. Famously war-like and even more skilled sailors than the Dwarves, the beastkin's charming features belie considerable ferocity. Eons ago the Beastkin were effectively split in two by the Hand of WInter, the icy peninsula stretching down from the Arctic. This development has isolated two very different populations of Beastkin and they are perhaps more distinct from each other than any other racial subgroups.


Brigundish: Named for the large island on the western edge of the Bitterock Sea where the largest population of the Beastkin reside, the Brigundish are the beastkin most humans would be familiar with. Tending towards pale skin and fair hair and possessing features from cats, dogs and less commonly bears, the Brigundish have long been feared as vicious coastal raiders who pillaged up and down the bitter coast in nimble longships. The traditional Brigundish war helmet features triangular protectors to shield their upstanding ears without cramping them, so fearsome was their reputation that these were said to be the horns of demons. In modern times the Brigundish are less reliant on raiding, trade with Heartlanders has flourished as resources such as furs and leviathan oil have found an eager market and modern farming techniques have improved their yields somewhat. Cultural legacies from this more difficult time remain however, the Brigundish are highly individualist and self-reliant, small groups needed to be able to survive even after losing members so specialization was discarded in favor of everyone being able to do everything and doing without what they couldn't provide for themselves. Under Brigundish law only the eldest may inherit to prevent small plots of fertile land being divided too much to sustain anyone. Younger children often depart their homeland to seek their fortune elsewhere, often enough they make it down to the Southern Sea, crewing dwarven vessels and not infrequently turning to piracy.

Ryuuko: These beastkin originally settled on the fertile Ryuu archipelago where their numbers grew and they developed a more rigid, feudal culture than their tribal brethren centred around honor, martial prowess and clannish blood lines. In terms of coloration they trend more towards black and brown and orange, with slightly tanned or golden skin. Although there are cat and dog beastkin like the Brigundish, there are no bear Ryuuko; instead some of them display fox-like features instead, with bushy, orange tails and pointed ears.

When the Empire of Shadows was brought low by famine, plague and incompetent rulers the Ryuuko invaded and installed themselves as the new ruling dynasty. That being said, the Empire’s existing culture probably influenced the invaders more than the other way around. The Ryuuko were forced to leave the existing bureaucracy, a labyrinthine maze of officials and paperwork, entirely intact, many of these shadow elf bureaucrats in practice wield considerable power. The Ryuuko developed a taste for Shadow Elf philosophy, art and luxuries; further developing their culture around the notion of a civilised warrior, equally skilled with a blade or calligraphy brush.



Time Period & Technology

It is the age of progress, the underlying principles of magic and the natural world are starting to be uncovered and there is a general sense of optimism towards the future as mortals attempt to understand the universe. Religion, though still an important part of many people’s lives, is starting to be seen as a personal choice rather than something to fight or oppress over and the idea that people should broadly be treated as equals regardless of their race is becoming more widespread. Democratic governments are starting to emerge, though more traditional forms are still more common, particularly the further one travels from the Heartlands. Even so many monarchies or theocracies are starting to incorporate constitutional or democratic elements. Society is starting to transition away from traditional castes or professions, towards one where people are more free to gravitate towards the new kinds of jobs or opportunities available that suit them and move up through the class system, though the poor still face many disadvantages.


Magitech

The most significant technological innovation of the age has been magitech, a system that allows mana to be stored in crystals and used to power automated spells of a sort that have been encoded into crystal matrices. These automated spells are used to power machinery, luxuries and conveniences that were previously done by hand.

The most prominent uses of magitech are industrial, where it powers booming factories that produce goods much more quickly and cheaply than in the past, and transport, where it powers the majestic trains that link major cities all over the Heartlands. Personal, powered vehicles able to handle roads are not yet common, so most people take the trains and then cover areas with no rail lines on foot or in hired carriages. Ships powered by magitech are also becoming more common, making shipping and travel by sea more efficient.

Notably, Magitech has a much less prominent role in agriculture, as excessive exposure to arcane radiation can have a sickening effect on crops and soil, though some wealthier farmers make use of some machinery to expedite the harvesting process, but attempts to work magic or magitech directly into the growth cycles or fertilization of crops generally produces a bitter or even harmful end product.

Magitech also plays an important role in warfare. Currently the standard weapon for most soldiers is a shardrifle, a long barreled projectile weapon that propels bullets towards the enemy with explosive bursts of mana. Shardrifles are slow to reload and not exceedingly accurate, but when used in mass volleys the result is quite deadly. Larger versions of shard rifles, known as shard cannons, are used as artillery pieces and elite troops are sometimes equipped with expensive shard armor, which is embedded with crystals that generate barriers to improve the protectiveness of the armor.

One drawback of magitech is that it doesn’t interact very well with anyone who has powerful magic of their own. Mages beyond apprentice level will find that when they cast spells, it will tend to disrupt or scramble any magitech equipment they have, often causing it to self-destruct in a dangerous fashion. This phenomenon also makes casting spells too close to any piece of technology somewhat dangerous. In general while magitech is tremendously useful for equipping large groups with relatively little training, it tends to be more of a hindrance to those with real aptitude and training in magic, who can achieve more powerful, flexible results by relying on their own strength.


Principles of Mana and Magic(Warning: The below section is mostly additional fluff, its not necessary to enjoy the rp but may be of use for people looking to incorporate further detail into their posts. It's also kind of dense and nerdy.

Properties of Mana

Mana is sometimes described as substance without substance, it is weightless, invisible, odorless and has no qualities measurable by conventional means. Despite this nearly all of Kyr's sentient population are sensitive to mana and can detect and potentially manipulate it. Mages often describe sufficiently dense mana as having a particular appearance often a brightly coloured, unnatural light but this is not quite accurate, the eye and the visual cortex of the brain are not sensitive to mana at all. It is in fact the human soul that reacts to mana, just as mana is responsive to the soul, the soul reacts to sources of dense, potentially dangerous mana and subtly manipulates the visual cortex to display this information visually.

Generation

Mana is widely present all over the world though often in low density. constantly generated by millions of small processes that collectively result in the massive quantities present in the world. Mana is generated by plants, minerals and but the majority is created by animals who have probably evolved to unconsciously produce it thanks to its beneficial effects on the body. Humans in particular generate large quantities. Healthy ecosystems where many creatures are living and dying are usually very rich in airborne mana and pleasant to be in however some mana rich environments are very remote and devoid of life, it is suspected that mana from other places tends to drift towards these "loci" from elsewhere though the reason behind this is not fully understood.

Mana tends to naturally drift apart, spreading itself around the air and becoming thinner unless attracted by a locus or some other effect. Unnatural concentrations of mana such as those emitted by many organisms dying at once or a battle between powerful mages, tend to fade into the background after a few hours, making it possible to tell when such events occurred by judging the dispersal of the remaining mana.


Mana and the Human Body and Soul

Mages understand the human form as being a triple entity consisting of the physical body, the information and cognitive processes stored in the brain and the human soul, a source of energy or impetus sometimes characterized as 'the will to live'. Though theoretically a human should only need the brain and a functioning body every case of a body having its souls removed has resulted in death.

Soul waves

The soul remains tethered to the body and subtly influences it through a phenomenon known as soul waves. soul waves are subtly different for each person but they are always understood to direct the body in line with the instinctive desires of the souls, the soul usually wishes for survival so the wavelengths it emits enhance the body's functioning to ensure it survives. Because it is so reactive, mana takes on the shape of the waves emitted by the soul enhancing their effectiveness. This is the reason why the soul instinctively generates and cycles mana through the body, the passive levels of mana increase psychical performance across the board two or three times, or to describe in more vivid terms if someone were to have the mana currently in them removed by some means they would be two or three weaker in every aspect, not only would they be weaker, their reactions, brain activity and even passive functions such as the heartbeat and breathing would all be weaker. Being drained of mana in this way is actually quite dangerous, if combined with physical activity it can often result in unconsciousness and it greatly lowers resistance to disease and pre-existing conditions.

Perhaps more interestingly, while removing the mana from a human will weaken it, increasing the amount present in the body will have a corresponding increase in all sorts of areas. Reaction time, muscle power, cognition, recovery time, stamina even durability can all be improved by increasing the amount of mana present in one's system. There are however risks associated with this practice, matching or exceeding ones capacity for active mana can have deleterious effects on the body, damaging organs and vital areas of the body and in extreme cases producing thousands of tiny ruptures as excess mana forcefully bursts out of the body. This is known as mana sickness. The other risk is simply exhaustion. Just as they body is dependent on the soul, the soul draws energy from the body which it uses to produce mana and producing too much will drain it of its reserves, leaving the mage tired and vulnerable.


The Five Branches of Magic
Magic as a whole is divided into five categories, known as the Grand Schools. Each school focuses on a different area of magic and knowedge from one school doesn't tranlate to the others, forcing them to be studied seperately. A mage's level of skill with a particular Grand School is known as their affinity and governs how efficiently and quickly they can cast spells from that school. The Grand Schools are traditionally depicted as part of a pentagram, shown below. Some mages hold to the idea that certain personality types are more suited for particular grand schools however many others dismiss the idea as superstition.

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Each school is said to have a sympathetic relationship with the two schools next to it and an opposing relationship with the two opposite. Sympathetic schools can be more easily combined within a single spell, while effect from opposing schools tend to be more difficult. Furthermore those mages who associate personality traits with particular schools usually believe mages of sympathetic schools get along better with each other while those of opposing schools will tend to dislike each other.


Red Magic: The Red school governs energy such as fire, electricity, light, kinetic force and even more esoteric effects like magnetism or gravity. In general Red spells can be highly destructive and are difficult to match for raw power but can be difficult to use for defensive or utility purposes. Red Magic is associated with Aggression, spontaneity, creativity and recklessness.

Blue Magic: The Blue school governs information and holds sway over illusion, detection and mental abilities such as empathy, mind reading and even mind control at the highest levels. Blue spells tend to lack direct impact but excel at controlling the battlefield by gathering intelligence for allies and sowing confusion among enemies. Blue Magic is associated with flexibility, curiosity, deceptiveness and unreliability.

Green Magic: The Green school governs life able to manipulate, influence and even create life and organisms. Green spells are often potent in a support role, able to heal or enhance the bodies of allies however they can be used to transform and enhance the caster themselves to take a more front-line role. Green magic can also be used to create or manipulate plants and creatures for various purposes, allowing a wide variety of potential roles to be filled. Green magic is associated with empathy, savagery, extroversion and naivety

Black Magic: The Black school governs matter, solids, liquids or even gases of all sorts, allowing users to create and reshape them or even alter properties such as weight or durability. Black magic excels in a defensive role, allowing the creation of solid barriers to ward off all manner of attacks, however one should never underestimate the offensive potential of a solid object in motion. Black magic is associated with calmness, loyalty, stubbornness and conservatism.

White Magic: The white school governs all dealings with spirits and the a spirit world, a mysterious realm whose structure and denizens are composed entirely of mana. By offering their one's own mana in trade white spells can be used to speak with, seek aid from or even summon spirits to our world as temporary allies. Spirits can have all kinds of abilities so white magic has access to a variety of effects but they can also be fickle and treacherous making white magic somewhat unreliable potentially. White magic is associated with contemplation, shyness, mysticism and obtuseness.


Anatomy of a Spell

Magic is the principle of using the highly malleable entity known as mana to manifest some kind of notable change in the world. Though present all over the world mana is only about 1% of the population can detect it and a much smaller percentage of that 1% receive the necessary training to actually use it to cast spells.

A spell can be thought of as the process of shaping mana by applying information to it, mana is such a reactive substance that sufficiently precise and detailed thought alone is sufficient to cause it to take shape. This phenomenon means state of mind is of critical importance to a mage, uncertainty about the effects of the spell produce the uncertainties themselves, distraction or a lack of focus can cause dangerous malfunctions, in general a firm belief in the principles of magic is necessary to cast magic. The more one casts a particular spell, the easier it is to override any self doubt, making it more efficient and reliable to use.

Spells commonly fall under one of the five Grand Schools, but some, particularly more advanced spells, can combine the effects of two.

Each spell, from the simplest cantrip to the mightiest ritual requires three distinct steps, though they can appear in different forms.


Drawing

Drawing is the act of extracting or drawing out mana from the caster's body and preparing it for use in a spell. The more mana that must be drawn the longer this process will take. Drawn mana is easily visible as a bright, light the color of which matches the school of magic being used, a canny opponent can notice this and prepare an appropriate counter measure in some cases.


Incantation.

Once the mana is drawn out it must be shaped into a usable form, this is accomplished by incantations. Despite the name incantations can also be performed via physical movements or written symbols, technically any method of transferring information should be theoretically capable of being used to perform incantations as long as the caster is actively present and involved.

The incantation is essentially a system of thought that instructs the mana, telling it to form a certain shape or act in a certain way when certain parameters are met. However because mana has almost no structure to begin with and intense amount of information is required to properly shape it, leading to the primary limiter on spell power, incantation length.

Incantations are typically measured in tomes, a standard unit of measurement which describes an incantation written down in a large book. Even the most basic spells that are likely to be of use in combat, hurling a baseball sized fireball or summoning a normal bat to harass one's foe for example, usually require about one tome's worth of incantation and more advanced spells can require dozens of tomes' worth of incanting.

The greater one's affinity for the Grand school associated with a spell, the quicker they can complete the incantation, allowing the spell to be cast more quickly.

It's also important to note that the more pressure one is under the harder it is to perform incantations. Being involved in melee combat, or having to run around or avoid danger can greatly slow down incantation speed and its possible prevent an opponent from casting spells by pressuring them enough.


Execution

This is the simplest and most visible stage of a spell. During execution the spell is targeted and its effects play out, fireballs hurtle through the air, wounds heal, illusions appear. Some spells have active executions while others execute in a pre-set and unalterable way. Active executions have the advantage of precise control, but they make it more difficult to cast new spells while they are in effect, slowing down the caster's incantation speed until they are resolved.

Internal vs External effects

There exists a special category of spells known as "internal" spells. Internal spells are usually designed to be used on humans and are distinguished because the magic is willed into existence within the target. This has the advantage of circumventing the skin and muscles to directly target important organs, healing magic is very often Internal for example, as are some forms of illusion or communication magic that target the brain directly.

However Internal effects are very easy for the target to disrupt, simply by gathering mana in the targeted area of the body the magical processes can be interfered with, preventing the spell from taking effect. Internal spells can still be a useful part of any mage's arsenal but if targeting an opponent it is critical to wait for the right opportunity. Wear down the enemy's mana reserves over the course of a fight or wait for them to commit most of their mana to a powerful attack or spell.
 
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