The Blame Game
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Elemental magic explained part 1.
From the whole population, about 1 of each 5 people have some magical aptitude. While this changes between races, the average holds true for most of them, with some races with fae ancestry going as high as 2 out of every 3. Of these, 4 in every 5 will have a single element. Three will have a "creational" elements (air, earth, fire, water) and the fourth will have a "transcendental" element, light or darkness. Most will be able to only use the lowest magics like lighting a candle, making a faint light, create a handful of water or blowing leaves.
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Spellcraft explained part 1.
There are two kinds of spells one can cast. Formulaic spells are carefully designed and always generate the same effect (with a small wiggle room for changes) whose intensity depends on the affinity level and skill of the caster. They require study to understand the formula and take time to mentally construct (the casting time). On the other hand, spontaneous or ad hoc spells are created by willpower and intent in directing the magic. Instead of pouring mana into a carefully built construct, one just wishes the effect and then releases the mana. It is faster but unreliable and prone to accidents.
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Risu ga nigeta!
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Elemental magic explained pt 2.
Dual elementalists are when a person has a great affinity to two elements. One in every 30 humans has a dual elemental affinity. Having an elemental affinity does not automatically mean the ability to cast spells, as mana affinity is equally important.
The known element combinations are
Dual-Elements (Concrete Elements):
Air Earth Fire Water Air -- -- -- -- Earth Sand -- -- -- Fire Sun Magma -- -- Water Mist / Rain Mud Steam -- Light [3] Lightning [1] Blaze Dew [2] Darkness [3] Dust Cavern Ash Abyss
[1] The combination of Earth and Light is forbidden by god's taboo. Some say that infusing Earth materials with high levels of energy could destroy the world.
[2] Dew is also called sometimes Glitter or Glamour. Some illusionists use this element.
[3] The combination of Light and Darkness is Ether, a power that degrades structured, energized mana into a more entropic stable form.
Tri-Elements: (Conceptual Elements)
Element #1 Element #2 Element #3 Combination Sublime #1 Sublime #2 Sublime #3 Light Darkness Fire Quintessence Void (+Air) Balance (+Water) ?? Light Darkness Air Thunder Void (+Fire) Thought (+Water) Gravity (+Earth) Light Darkness Water Force Balance (+Fire) Thought (+Air) ?? Light Fire Air Star (plasma) @Spicyice101 Void (+Darkness) Holy (+Water) Magnetism (+Earth) Light Fire Water Mirage Balance (+Darkness) Holy (+Air) Genesis (+Earth) Light Air Water Sky Thought (+Darkness) Holy (+Fire) Growth (+Earth) Darkness Fire Earth Underworld ?? Unholy (+Air) Death (+Water) Darkness Fire Air Shadow @SageBahamut Void (+Light) ?? Unholy (+Earth) Fire Earth Air Metal Magnetism (+Light) Unholy (+Darkness) Life (+Water) Fire Earth Water Blood Genesis (+Light) Death (+Darkness) Life (+Air) Fire Air Water Weather Holy (+Light) (+Darkness) LIfe (+Earth) Earth Air Water Plant Growth (+Light) Decay (+Darkness) Life (+Fire)
Quad-Elements: (Sublime Elements)
Element #1 Element #2 Element #3 Element #4 Combination Transcendental #1 Transcendental #2 Light Darkness Fire Water Balance Law (+Earth) Chaos (+Air) Light Darkness Fire Air Void Time (+Earth) Chaos (+Water) Light Darkness Fire Earth Emotion Law (+Water) Time (+Air) Light Darkness Water Air Thought Space (+Earth) Chaos (+Fire) Light Darkness Water Earth Matter Law (+Fire) Space (+Air) Light Darkness Air Earth Gravity Time (+Fire) Space (+Water) Light Fire Water Air Holy Creation (+Earth) Chaos (+Darkness) Light Fire Water Earth Genesis Creation (+Air) Law (+Darkness) Light Fire Air Earth Magnetism Creation (+Water) Time (+Darkness) Light Water Air Earth Growth Creation (+Fire) Space (+Darkness) Darkness Fire Water Air Corruption Chaos (+Light) Destruction (+Earth) Darkness Fire Water Earth Death Law (+Light) Destruction (+Air) Darkness Fire Air Earth Unholy TIme (+Light) Destruction (+Water) Darkness Water Air Earth Decay Space (+Light) Destruction (+FIre) Fire Water Air Earth Life Creation (+Light) Destruction (+Darkness)
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Spellcraft explained part 2.
Spells are recorded as magic diagrams, often circular in shape. Although other forms exist, most of them are geometric in nature. The runes and symbols that represent a spell (collectively called glyphs) are organized in order of abstraction, with the more concrete concepts inside and the more abstract ones outside. As the symbols fill the inner circles, more circles are drawn around the inner diagram to make room for the other glyphs. A spell's circle is the measure of how many circles are needed to write all its glyphs. For this reason, most spells take only one page on spellbooks (although to avoid ink seeping through the paper or parchment, the back of the diagram is left blank). When it doesn't, the extra pages are filled with notes and instructions on how to interpret the symbols. On the other hand, low circle spells' diagrams can be crammed on the same page.
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Wizardry part 1
Wizardry is the ability to cast spells. If spellcraft is the theoretical skill to understand magic, wizardry is the practical skill to manipulate mana. One can be inept in spellcraft, learning spells with great difficulty but a prodigy in wizardry, able to cast the few spells known with ease. On the other hand, there are some magic-users that cannot cast spells. They can still wield magic using wards, inscribed runes, and diagrams. These are called enchanters.
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Princess Summit
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Elemental magic part 3.
Mana affinity is the second half of the ability to cast spells. While elemental affinity without mana affinity means resistance to certain elemental forces and nothing else, mana affinity without elemental affinity means the person can only cast the most basic spells at a hideously high cost. The low chance of getting a combination of a high affinity with elements and mana at the same time is what limits the population of mages.
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Spellcraft part 3
The ability to understand and correlate glyphs is called spellcraft. A spellcraft expert can design their own spells and have an easier time learning new spells. Glyphs related to one's elemental affinities are always easier to learn, as the mage's intuition grants a natural understanding. A mage well versed in spellcraft and with a deep understanding of the elements have a better chance at casting spontaneous effects. When veteran mages use magic to spontaneously create minor effects around themselves, these effects are called cantrips.
In a battle of talent against expertise, expertise usually wins unless the talent is overwhelming.
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Wizardry part 2
High proficiency in wizardry allows a mage to cast spells faster, to change the spell's parameters further and to slightly reduce the mana cost of the spells. Aptitude, on the other hand, can also affect the casting speed but the greater effect of aptitude is in reducing the spell's mana cost.
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Dinner Party
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Elemental Magic part 4.
Triple-element and quad elemental affinities are very rare and seldom studied. The most famous tri and quad elements are the Sky (air, water, light), Underworld (fire, earth, darkness), Life (air, earth, fire, water) and Holy (fire, air, water, light). Some theorists believe the elements of the all-consuming Void (air, fire, darkness), Time (air, fire, light, darkness) and Space (water, earth, light, darkness) might also exist but no documented cases are known.
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Spellcraft part 4.
There are spells that belong to no element. They usually are called "general" spells and can be of any circle. The learning difficulty for them is high but it is mostly because mages usually rely too much on their affinities when it is time to learn and craft spells. Some spells can also be changed from one element to another. One example is the third circle air spell "Air Blast" that can knock a target backward and even deal damage. It can be cast using the elements of Sand, Steam, or Mist. The mage usually changes the runes when learning the spell to suit their own element.
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Wizardry part 3
There are tools to aid with the casting of spells, but they are only used in times where a few seconds of delay in getting a spell ready means life or death. These tools can become crutches if abused. Some mages that learn to cast only using tools can find their powers unavailable should they get disarmed.
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Costly Recruitment
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Hero summoning is a dangerous endeavor. While the benefits often surpass the risks, the one to suffer the brunt of the danger is the princess performing the summon. At worst she ends up dead. At best she ends up married to some stranger, an otherworlder with no notion of reality and power to level a country. Become a slave to a powerful man often with perverted intent or bent on building a harem of stupid girls. The varying degrees of success in the middle is even less enticing. There is a price to power, one I am not willing to pay.
Excerpt from Princess Lumina of Yutis' journal.
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Inside Job part 5: Memory
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The cases of Hero summoning gone wrong are awful. Sometimes the hero goes on a rampage right after the summon, crippling the princess and going on a self-righteous vengeful rampage destroying the country for no apparent reason and armed with an unnatural foresight. Sometimes the summon is discarded for being deemed worthless and was, in fact, a late bloomer, and it sides with the enemy causing ruin to the country. Or a whole group, or 'classroom' as they call themselves come and one guy, normally the bullied one, slips out, gets insanely powerful and overthrows the kingdom. Worse yet are the 'dreamers'. These heroes believe that the world is a game and they are the ones playing. They call everyone 'NPC' and show no regard for their status, health or belongings. They achieve a psychotic state hero scholars denominate 'murder hobo' and start rampaging and forcing girls to join their harem. In fact, the word 'harem' coming from an otherworlder is a sign of danger.
In all situations, when things go pear-shaped regarding hero summoning, the blame is always, always, always the princess' burden. Eww. And people ask me why I'll never summon anyone.
Excerpt from Princess Lumina of Yutis' journal.
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Moving In
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The 'royal privilege' is the foremost unwritten rule of this world. It can be summed as 'don't mess with royals unless you are one, trying to become one or don't value your life'. No royal will forgive or grant quarters to a commoner or a noble that offended another royal. Even wars will be suspended to make sure the royal privilege stands. To be a royal is to be at the top of this world, and one can be damn sure we will do our best to stay there.
Excerpt from Crown Princess Pearl of Gohar's journal.
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Pearly Whites
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Trapped between several mountain chains in a huge valley, the kingdom of Yutis is a new one. Founded two centuries ago it focus on culture, knowledge and rural activities in the rich valley soil. Its population is most human but immigrants of all races found their way there and stayed because of the lack of prejudice. Yutis' has several elite mercenary companies for hire. The prowess of its knights-for-hire work as a deterrent for greedy neighbors. The strongest unit is led by none other than the crown prince, Lucien.
The difficult access to and from Yutis makes it hard for invaders, but also for traders.
Excerpt from A primer on the world's nations vol 2.
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Ritualistic Duality
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The term 'Dark Magic' is a misnomer. There is no good magic or evil magic as it is but a tool. The morality hangs to the caster. Of course the throng of the ignorant and those that benefit from denouncing magic beg to differ. As we delve into this matter a pattern can be seen. The more a person can understand magic the easier they can see it as the tool it is. Setting apart magic that has no harmful effects like healing magic, and it does if anyone wondered, a fire spell is a staple of this end of the spectrum. Nobody would classify a fireball as an universally evil magic. Even if they can't understand how it was cast, everyone knows what fire is and what it is supposed to do. Go to the other side and look at mind magic and soul magic. These are the classic evil magics. The mundane has no idea how it works and it terrifies them.
All in all, the enemy of magic is ignorance.
Excerpt from the Yutis Royal Academy inauguration speech given by Archmage Astromelicus, headmaster.
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Waking up
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I weep for the princesses of this world. The ones with great magical talent will be locked in a gilded cage, a threat to all other nations that she can summon otherworlders. The others will be given as bargaining chips to the highest bidder, usually a royal of another country or a major noble. And even among princesses, the bickering is intense. Always doublespeak, always trying to get the upper hand against one another. I am also guilty of playing this game, I have caused many a royal maiden to go almost bald. This is how I stop them from stomping on me. I stomp on them first. But it is tiresome.
When a royal house has more than one princess, the summoning ritual is strictly taught to only one of them. This is to avoid abuses with the summons. A 'You summon yours, I summon mine. We die. What about we don't do that? Let's be friends.' kind of thing. Being the only daughter of my father, of course, the 'honor' is mine. But I will never perform that wretched ritual or be given in marriage to some stupid stuck up prince from elsewhere.
I'd rather die.
My only hope is to prove my valor before that day comes.
Excerpt from Princess Lumina of Yutis' journal.
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Trope Trampling
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Although there is no evil magic, some spells have to be classified as 'forbidden'. They are just too powerful or their application can only bring harm. Spells that create widespread pestilence, raze cities, raise the stronger types of undead, or those that deal with harming and modifying souls are some examples. This doesn't mean no mage knows them. There is a good use for every tool. Erasing all knowledge of such spells is never complete and makes us vulnerable to future uses of these spells. Therefore I suggest that every archmage at this assembly should have a copy of these spells safeguarded with their most valued treasures. While I don't trust some of the esteemed archmages present not to misuse them, I trust this assembly to hunt down and enforce our rules.
Excerpt of Archmage Astromelicus speech at the magi assembly..
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Perverts
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Some magic theorists claim that all of the 'universal' non-elemental spells we know actually belong to undiscovered tri, quad or Penta-elemental combinations. They also claim that while nobody has an affinity with them or can't discover their elements by analysis of the diagrams is no reason these elements don't exist. It is almost impossible to prove the existence of an element without someone with an affinity to that element, and there are only less than a hundred quad-affinity mages in the entire world. And no known record of a Penta-element one in millennia of known history.
Excerpt from A Practical Guide to Spellcraft, vol 1. Published by the Royal Academy of Yutis.
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Departure
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Magical contracts are scrolls of parchment blessed and enchanted by the priests of Sancus. They can hold a contract and if witnessed and ceremonially signed with the mana signature of a priest, the contract is binding for both parties. Breaking such a contract can incur divine punishment. This punishment, however, is not immediate like a bolt of lightning striking the offending party. It is a subtle one, like losing livestock or incurring heavy losses when gambling. It also can affect the accuracy of one's weapon strikes, or even make you trip every time you take a walk. These effects' severity and duration depend on the importance of the contract.
When a contract is fulfilled, the main signer - the person that bought or brought the parchment scroll earns a 'mark of trust' on that contract. Some merchants use scrolls with hundreds of marks on important transactions.
Excerpt from A primer of the twelve gods, vol 2.
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Dungeon & Delving
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Some mages can enter a contract with a magical beast called the familiar contract. It is extremely difficult as the beast must be willing to enter such contract and most of them regard such thing as slavery. However this contract is a mutual partnership with benefits for both parties. The beast gains a mana supply from the caster, an extended lifespan and the ability to grow in power while the mage lives. The mage gains one or several abilities based on the creature type.
A creature can have only one master during its life. It is impossible to bind someone else's familiar to another mage.
Excerpt from Mage Familiar Binding Guide.
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I was extremely lucky to bond with Skippy. The tiny dragon gave me increased longevity, magic sight and a tenfold increase in fire resistance. It was hard to burn myself with my own magic before because of my affinity but now it is impossible. Other fire sources can still affect me but to a lesser degree. One thing I can't live without is the magic sight. To see magic, to see spells as they are being cast or are active is a priceless boon.
If you spot this narrative on Amazon, know that it has been stolen. Report the violation.
The biggest boon in the end was to have my two unwavering companions. To know I can fully trust them to the bitter end is what keeps me sane even during all this chaos regarding the princess.
Excerpt from Aidan's journal.
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Slippery Slope
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Sometimes I think this whole 'scion of the godlsayer' thing is a useless, heavy burden. I didn't ask for it, but people have expectations. Like I am going to set out on a journey to save the world or something. Hell, given my elements it is more like I am going to conquer the world instead. I can assure you I have no interest in either path. I just want to study my magic and live my life on my own terms.
Excerpt from Aidan's journal.
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Requiem for a hero
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Beastkin are a curious bunch of races. They are proud of their animal origins and their ears and tails while at the same time bashful and enraged when compared to the base animals they get their characteristics from. There is no worse way to get mauled by a bear-kin than calling him 'a bear'. Their tails have a special significance. Never grab a beastkin's tail. Depending on the relationship between you and the beastkin this act can be interpreted as a marriage proposal or a challenge to a duel to the death. One can never be sure it will be the former and not the latter. Keep away from their tails.
Excerpt from the Great Compendium of the Races, vol 4.
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Resurfacing
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We have summoned otherworlders for over two millennia now. For some reason, they seem to come from the same era in their world and almost all of them come from the same country, Japan. We have no idea why, but the Japanese are most receptive to being summoned.Otherworlders from other countries are a big risk. The gods forbid their technology or their crops from growing in our world. And, given the destructive power some of the weapons of their world are reported to do, we are glad for it.
These otherworlders seem to have the ability to come and go to several worlds. They gather in hundreds or thousands and dive into these other worlds for glory and gold. Tales told by the summoned tell of epic raids against Lich Kings in frozen castles, of rescuing elves that delved into demonic magic, of attaining power unimaginable, of countless hours of 'grind' - their term for hardcore training - in those worlds. Some report even paying for the right of fighting in other worlds.
It is no wonder they are so powerful.
Excerpt from On Otherworlders and their Homeland.
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Once again on the run
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Slavery is a plague the central kingdoms try to avoid like... the plague. Getting cheap labor is always good, but the amount of grief, death and destruction slave harvest causes greatly offsets the benefits in the long run. That only the slavers have control over the slave collars and it is never in control of the realm is another strong point against allowing slavery. If a master orders a slave to kill the King, either slave or ruler will be dead by the end of the day. Not a chance I am willing to take.
Excerpt from King Helios of Yutis' journal.
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Improbable knight
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Some spells are flexible enough to allow several related elements to use it. The staple 'bolt' spell, for example, is just an incomplete first circle diagram that is taught incompletely to apprentices. Uses on its own it just releases a weak bolt of pure mana that does little damage, as it passes without much opposition through living creatures and most materials. But a budding mage first exercise in manipulating spell glyphs is exactly that, filling the blanks in the 'mana bolt' diagram with their own elemental glyphs, thus making an elemental bolt. Duo or Tri elemental mages have it even harder. They are required to make three or six elemental bolts respectively, one for each element they control. Later on, they are required to change the glyphs in the incomplete mana bolt diagram to change the intensity, size, and range of the spell. After all these basic exercises are mastered, the apprentice is considered a first circle mage and can be taught more complex spells.
Excerpt from An introductory guide to spellcraft, vol 1.
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The godslayer (di) lemma
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In the central continent, humans are the predominant race. But only when you compare them to the other races. Humans don't amount to the majority of the population as some claim. The other racial groups of note are, in order of representativity, dwarves, lizardfolk, beastkin, gnomes, and half-breed humans. The latter group includes the progeny of humans with other compatible races like elves, orcs, demons, and the elemental races. Beastkin also represents all the different tribes. Feline-kin and Canine-kin are the majority, followed by bear-kin, rabbit-kin, and rat-kin.
Excerpt from the Great Compendium of the Races, vol 1.
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Teamwork
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It is an old custom that royal families name their members after a single theme. For Yutis it is the Light element all of them share, for Gohar the gemstones that are the cornerstone of their economy, and for Calanthe and their elven ancestry, flowers.
Excerpt from A primer on the world's nations vol 2.
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On hearts, dead, alive, and in between
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The technical difference between sentient monsters and people sums up to two characteristics. First and foremost is the ability to condense a core. Cores are organs made of crystallized mana that can store energy and power the monster's magical abilities. People races like humans, elves, beast-kin, or dwarves can never create a core of their own while retaining their race. The second characteristic is the ability to evolve into a stronger, better mutation of the monster's race. The lowly goblin for example, can evolve into a hobgoblin, goblin shaman, goblin champion, goblin lord, or even a goblin king. The difference in strength and power between an ordinary goblin and a goblin king are bigger than between a housecat and a tiger.
Excerpt from the Great Compendium of the Races, vol 1.
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Tunnels & troubles
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Elven development doesn't follow the same progression as other races. From one to five years of age, elves develop at the same rate as humans. Then their bodies' growth slows down significantly, aging one apparent year for on average every four years until they reach a physical age of ten or eleven. Theirs suffer a final growth spur where they once again age at the same rate as humans for six to eight years until they reach the final adult form after around four decades. From there an adult elf stops aging almost entirely, remaining youthful and changing only slightly for centuries. A thousand years old elf can look like a man at his early forties. It is unknown how old can an elf really live. Very old elves just disappear without a trace.
Excerpt from the Great Compendium of the Races, vol 3
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Lumina the Terrible
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Our affinity rating system was created after three centuries studying the 'appraisal' ability displayed by otherworlders with the combined efforts from the archmages of the Magi Assembly. With 8 categories, going from G to S, it allows magical education institutions to tailor the curriculum for the student's capabilities. In-depth analysis can also show fluctuations in a rating. They are usually called upper tier, middle tier and high tier inside a rating. Even the very letter classification was adapted from testimonials given by otherworlders. Although very difficult, one's affinities can be developed, or 'attuned' with effort and training. Changes up to four tiers are documented.
Ratings G, F, and E in elemental affinity are too weak to handle spells above the first circle unless paired with an exceptional mana affinity. Below a D in mana affinity will also compromise the fledgling mage but can be compensated by study and by relying on using monster cores as mana batteries. The path of the artificer is also a viable option. A low mana affinity is not as detrimental as a low elemental affinity. Scoring a D in both elemental and mana affinities are considered the bare minimum for a full-fledged mage but even so the person might be turned down by tutors unless they possess a rare element. From C through A are what we look for in pupils and apprentices, able to cast high-circle spells and given enough training and personal ambition, reach the status of archmage.
The eight categories, the controversial "S" rating is unattainable by our people through normal means. It is often reserved to classify magic-oriented otherworlders that display absurd elemental affinities or amount of mana. Since they do pop from time to time and there were enough problems with measuring devices exploding when an unsuspecting otherworlder was tested, the new generation of testing devices is properly calibrated to handle this kind of reading.
Excerpt from the Magic affinity measurement guide, Yutis Royal Academy.
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Polishing Gems
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Dragons are not classified as monsters. True Dragons do not condense cores or evolve into new sub-species of their kind, despite their ability to grow indefinitely. They are not to be confused with the dragon-kin like wyverns or hydras that can and do have cores and also the ability to evolve. They could be classified as people, but most dragons take offense as being thought of as the same as the lowly mortal sentient races. Dragons have elemental affinities but their mana affinity is limitless. A dragon naturally collects and stores mana in its whole body at a speed that depends on the available ambient mana. Some species also have the power to suck mana from a target with their mouths. There is no limit to the amount of mana a dragon can store but they grow lethargic after a certain limit. The dragon uses this mana to foster their growth and to power their innate draconic abilities. Some dragons can learn to understand written language and cast spells.
Excerpt from the Great Compendium of the Races, vol 6
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Moment of truth, part 1
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Despite the power of mages, wars are won by soldiers. Mages are excellent at wiping out lots of unprotected enemies but they are fragile, expensive to train and run out of mana too soon to matter. Troop training must include anti-area spells maneuvers and countermeasures. Furthermore, no army is foolish enough to go to field without their own mages. Usually it becomes a game of tag between the opposite casters while the soldiers do the real fighting on the ground. There are exceptions however. When the magic power of a side is too overwhelming, enough to push past the enemy mages and damage the troops, the best strategy is an organized retreat.
Excerpt from the Military Tactics and Strategies guide, vol 2
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Moment of truth, part 2
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Dwarves are a very interesting race. They can see in complete darkness without irradiating mana like other denizens of the depth and can live their entire lives underground. A dwarf's diet in his cavernous home consists of fungi, some plants that thrive near thermal vents and magma flows and the meat of monsters and animals of the depths. Although they can digest and gain nutrition rock and gemstones, they are not lithovores and cannot subsist only on rocks. Their short stature and stable, sturdy legs are proof of their adaptation to the tunnels and rocky terrain of the underground. The constant threat from underground monsters and the cramped living conditions fostered in the minds of the dwarves a tight-knit sense of community. Their loyalty to their kin, kingdom and the few they consider as friends are unshakable.
Excerpt from the Great Compendium of the Races, vol 3
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Roadblock
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The three main domesticated beasts used to pull carts and wagons are horses, rhinorses, and oxen. Horses are the fastest while rhinorses are the strongest. A rhinorse-drawn cart can take double the time but the beast can pull almost six times as much as a horse and eats just as much as a single horse. Oxen sit in between these two. They are slower than the horses but also stronger and they can be easily sold for their meat if the cart is going to do the return trip lighter than it came.
Excerpt from The Merchant's Guild Manual
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Bridging gaps
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The greatest strength of ancient mages was also their greatest weakness. Magic tools like staves and wands, foci for casting spells were ubiquitous and every mage depended on those tools. They greatly increased their casting speed and reduced the mana consumption, but these advantages came with a price. They lost the ability to cast spells without these tools. Like a muscle without use, their wizardry whithered. Without their tools, they were just ordinary people. Mundane. Modern wizardry skills were born twelve centuries ago to solve these problems. Mages today only use magic tools when going to war or when adventuring and even so sparingly. A high enough proficiency in wizardry can do the same thing the tools can without crippling the mage.
Excerpt from A Comprehensive History of Magic, vol 2
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Acting the part
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Surrounded by mountains, one would think the kingdom of Yutis would have no rivers whatsoever or would flood until it became a lake. The truth is far from that. In the middle of this valley lays a bottomless saltwater lake a few kilometers in size in a roughly circular shape that is said to connect to every ocean underground. Lake Abyss it is properly called. The rivers that begin in the mountains all around run down across Yutis into this lake on whose shores the water rise and fall with the tides like any ocean. Fish and aquatic monsters from every ocean can be found here if one is lucky or unlucky enough. The dangers of monster attacks greatly reduce the economic value of the lake. Navigation is not recommended or required as one can do a full lap around the lake in a single day using a fast horse. 'Go drown in the Abyss' is a common insult in Yutis.
Excerpt from A primer on the world's nations vol 2.
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Lofty Feelings
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And thus the demon god was poised to swallow the world in darkness. All of his plans falling in place, his enemies all but defeated. The nations of the world sprawled at his feet. The other gods, dead or fallen so far they were powerless to stop him. One person struggled against evil, a solitary candle burning in the eternal dark night. To this day nobody knows their gender. Was it a dashing man, sculpted muscle and keen mind tearing their enemies? Or a gorgeous and elegant lady, gracefully evading her enemies and sharp wits predicting their every move? Who knows? I don't. Through cunning and sheer stubbornness, the candle refused to be blown. In that pitch black darkness, it was the faintest and brightest light. Many times did that person fight against the demon god, all ending in defeat. But they refused to stay down. They refused to back down.
Body, Spirit, Mind, Heart. A body that cannot wield a sword won't defeat adversity. A spirit that cannot cast a spell won't reach enlightenment. A mind that cannot withstand torment won't see the path. And a heart that doesn't beat will achieve a hollow victory. Those four tenets kept that person moving forward. And in the end, when all hope was lost, the body defeated adversity. The spirit achieved enlightenment. The mind saw the path. And the heart persevered.
The invincible demon god was defeated by its own creation. That person resurrected the gods and brought back the light of the sun to the world. No longer the land would be dead, no longer the world would rot away in the empty void. Life, Hope, Wisdom, and Love. The body defended our Life. The spirit rekindled our Hope. The mind unveiled our Wisdom. And the heart showered us with Love.
Godslayer was how this nameless person passed into history's annals. Instead of ruling over us they vanished back into the darkness, to selflessly fight evil to this day. Our first and last hope.
Excerpt from The Eulogy of the Godslayer, popular bard's tale, unknown author.
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Human Weakness
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Power. Greed. Ambition. Jealousy. Prejudice.
In a world where we are surrounded by enemies in all sides, where dark forces plot at every corner to enslave and vanquish us, sometimes our finest doesn't even get a chance to nick at their forces. They fall down to infighting, killed by their own brethren. Monsters, demons, unspeakable eldritch abominations imperil our existence, evil powers of immeasurable strength and wickedness. Even though they powers abound, were we to present a united front, they would not withstand our might.
Instead, petty nobles murder Kings so they can ascend. Merchants starve entire populations so they can profit. Royalty sends thousands to die so they can own another boring plains. People slaughter their peers just because they have one nice thing we don't. We detract our fellow sentient because one has too much fur on their tails or too many scales on their skin. Or too little hairs on their limbs.
In dire trouble, they only look up to a hero, as if it was anyone's duty to shoulder the burden of everyone. A single person can fail. A group of people can fail. There will come a moment where a hero will fail and evil will triumph. For the world to exist it must be saved every time a threat arises. For it to be destroyed, it requires only one successful villain.
Such is the tragedy of mankind. A bright, peaceful future where all of us are happy is impossible. We are doomed to live in a filthy, dark, callous, uncouth, and treacherous world of our own making that is shaped just like our hearts.
If anyone asks why I abandoned this world, read the words above to them.
The inscription found in the Obelisk of the Dead God. Left behind by the original God-Slayer.
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Back to School
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After two millennia of interaction with summoned heroes, various elements of their culture seeped into ours. Although their seeds can't grow in our soil and their modern technology can't work in this world because the gods forbid them, pieces of their knowledge and culture were passed down throughout the ages. Weapon designs, clothing, behavior, some idioms and a few of their values were preserved by otherworlder hero enthusiasts. This knowledge has facilitated our interactions with the heroes. This is especially important for the princesses that will perform the summoning ritual and become their liaisons and chaperons in their travels.
Excerpt from Understanding Otherworlders and their Impact on Society.
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Forbidden Magic
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The goddess of Fertility and Life is Ceres. She rules over the Life element, and to her, we owe our bountiful harvest and prolific offspring. She reigns over marriage and land laws. Her taboo is blighting farmland and to avoid siring children. Divine smite will fall on any mage using a contraceptive spell or herb. Blessings come to those that protect children, usually in the form of bountiful harvest or even more children.
Excerpt from The Twelve Gods.
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Remnants of the Past
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Vulcan is the god of fire, metal, and smiths. He rules over the Metal, Magma, and Fire elements. He reigns over smithies and all things made of metal. His taboo is marital infidelity and destroying knowledge of metallurgy. Blessings come to those that discover new metals, new alloys, or new metalsmith techniques in the form of a small increase in stamina, fire resistance or further inspiration.
Excerpt from The Twelve Gods.
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Remnants of the Past
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Elements and the concept surrounding them increase in complexity as they get combined. One good example is one of the paths for the formation of the Death element. These chains are better understood with the nursery rhymes passed throughout the millennia.
> Darkness alone is dark.
>
> Darkness (in the) deeper Earth is Cavern, eerie and stark.
>
> A Cavern on Fire is Underworld, the undead whack.
>
> Underworld under Water is Death, (at the) afterlife you disembark.
Excerpt from On the Formation of Elements, vol 1.
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Mixed Signals
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Hecate is the goddess of magic, secrets, and the night. She rules over all elements not under the domain of the other eleven gods. She reigns over spells and magical items. Her taboo is faking one's affinities or destroying important magic. Blessings come to those that unveil secrets or further the field of magic, crafting new spells or discovering new elements in the form of enhanced understanding of spellcraft and wizardry or inspiration for even more magic.
Excerpt from The Twelve Gods.
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Event horizon
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When you stand on the summit of the tallest mountain, the world is beneath you. Your gaze reaches far and wide in a cloudless day and your outstretched hand touches all. The feeling is exhilarating. The place where you belong. Lofty, exalted, all eyes look up to meet yours yet they fail. With a wave of your hand, you can send an avalanche to crush the lowly ones. Being on the summit of the tallest mountain, wearing the Crown, is where I belong.
But I wasn't told that at the summit, nobody will be by your side. There I am alone. Everyone will aim and plot to get your place. And you will forever be assailed by a flesh-rending, bone-chilling wind. It hurts.
I should leave my heart behind if I want to keep my sanity. You betrayed me anyway...
Excerpt from Princess Lumina of Yutis' journal.
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Girl issues
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Mars is the god of war, valor and soldiers. He rules over the no element, for magic is not his domain. He reigns over battlefieds, barracks, and border forts. His taboo is betraying one's values in combat, not one's commanders as many think. He smites none, for as long as one is faithful to oneself anything is valid in warfare. Blessings come to those that show valor in combat, in the form of strength and endurance as long as one keeps on fighting.
Excerpt from The Twelve Gods.
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Afternoon shopping
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Apollo is the god of Sun, music and healing. He rules over the Light and Sun elements. He reigns over the day, hospitals, and places of music and poetry. His taboo is spreading plagues, destroying music and torture. Blessings come to those that perform great works of art or musical performances in the form of artistic inspiration and health.
Excerpt from The Twelve Gods.
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Non-linear relationships
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A monster's core is attuned to the magic Element the monster uses. When the core is applied with the same element, there is no need of any further preparation. Most of the time, it is not the case. Core bleaching is an arduous process where a mage circulates raw, untyped mana through a core until the elemental affintiy of the monster is completely wiped out. The core can then be charged with type-specific mana for any number of applications.
Excerpt from Practical Spellcraft and Enchanting, vol 1
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The Rings of the Lords
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Magic is wasteful. While mana cannot be destroyed, only converted, the energized mana a magician uses is not entirely converted into power for the spell. No. For a novice and low-affinity mages, the efficiency rating can be lower than 1%. As one's wizardry proficiency increases, this efficiency rating increases, meaning the mage needs less and less mana to activate the same spell. This has the visible effect of lessening the drain on the mage's mana pool. Coupled with high affinities, the spell might even cost less than what the mage recovered during the time to cast the spell.
The efficiency rating of a graduate mage should be above 20%. To become an archmage, one must prove efficiency above 50%. A high efficiency, however, does not translate into the ability to spend more mana on the same casting of the spell. But with high efficiency also increases the chance of keeping the spell diagram live in the mage's mindscape so he can cast the same spell again without going through the construction phase of spellcasting, the same effect as wielding a primed staff.
Excerpt from A Practical Guide to Wizardry, vol 3. Published by the Royal Academy of Yutis.
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Elementally part 1
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The Elements are grouped into six categories according to their complexity. The first category, the six Single-Element Elements are called "primordial" Elements. Moving one step further we have the "concrete" Elements. These are ones that exist in reality or are very close to them. Cavern, Ash, Dew, Lightning, Mud are all things we can see and interact. The third category goes beyond the real world. Those are the "conceptual" Elements. They represent lofty locations or concepts that go beyond mere objects of phenomena. Sky, Underworld, and Mirage. A few of them are still in the realm of reality like Shadow, Weather, or Blood but they encompass ideas. Blood, for example, is not just the red fluid flowing in our veins. It represents lifeforce and the bonds of family and duty. One step further and we are in the realm of the legendary heroes. The "sublime" Elements are further removed from our reality and represent ideas. Holy, Death, Life, and Thought are prime examples. There are many others we don't know.
The other two steps are beyond our comprehension, as no mage in recorded history has ever wielded five affinities. Maybe the original God-Slayer if you believe him to be a mage as some claim. But theoretical research point as to what some of these "transcendental" Elements could be and in fact point at existing only six of them. Creation, Destruction, Law, Chaos, Time, and Space. These were only named after a lot of research and discussion regarding some effects we can measure but not reproduce. These seem to be the pinnacle of mortal magic if it were not for the fabled root of all magic. The "supreme" Element. Some scholars call this the "Rainbow Element" or the "Root of All Magic". This author disagrees about the name but given that the six primordial Elements all are assigned to one color of the rainbow that's the name that is most used.
Excerpt from Elemental Theory and Legends.
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Elementally part 2
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'Teleportation, Metamorphosis and the Raising of the Dead. Those are the three impossibilities of modern magic. Archmages tried for centuries to develop these three effects but failed every single time. Their search was not in vain and we discovered several new spells as a side effect of that failed research. What puzzles scholars to this day is that these effects are rare but not unheard of. Some monsters and otherworlder abilities can do these three things. The question then becomes not one of how can we reproduce these effects but why can't we. Is there a flaw in our spellcraft that can't put into glyphs these effects? Is it a limitation on our magic circle theories? If it is not impossible and not a god's taboo, why can't we do it with our magic?
I present this to you, dear reader, not in the spirit of disheartening or as a cautionary tale. But as a challenge. Will you be the one to break through one of these barriers? I hope so.
Preface from A Practical Guide to Spellcraft, vol 1. Published by the Royal Academy of Yutis.
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Tools of Power Play
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Divine tools are cheap. Anyone can go to a temple of Sancus, god of trade and purchase a Contract Scroll for two silver coins. Making an enchanted item that makes the same thing as that piece of paper you bought for only two silver would drain an empire's coffers. So why are they so cheap? They help spread belief and give power to the deity. Every time a Contract Scroll is used Sancus grows in power or at least solidifies his standing.
Excerpt from A primer of the twelve gods, vol 1.
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