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    (n.) - a five-pointed star, drawn using a series of straight lines, used classically by Warlocks to indicate the five elements
    (n.) - a collection of information on a topic
    (n.) - an official list of items
    Please Note
    This thread is not for posting in unless otherwise requested. If you have interest in this, please either PM me or post on the Sign-Ups.

    • location
      (n.) - a particular place or area

      There are three known worlds linked by the Rupture containing intelligent life.
      The following articles detail information about the worlds and locations therein.

      The Rupture

    • magic
      (n.) - the practice of utilising the soul to construct or manipulate baryonic matter and/or energy

      Magic is often considered an art. There are three methods with which it can be used by sapient life; Thaumaturgy, the creation of constructs; Sorcery, the manipulation of existing matter; and Trickery (sometimes known as digital magecraft), the most recent form of magic based around using artificial tools to warp space.

      The following articles detail magic and magical theory.

      AMC Field (also known as soul or sakoula)
      Bauer-West Level system
    • history
      (n.) - a record of past events

      These articles detail the events leading up to, during, and resulting from the foundation of Trigon.

      Goliath Incident
      Rupture War
      Over-Nine Incident and the 2026 Trigon Riot
      Angel War
    • race
      (n.) - major division of sapient life

      There are several species classified as races by biologists, each hailing from their own world. These articles detail these races and their characteristics.

      High Elf
      Wood Elf
      Dark Elf

    #1 Random, Apr 2, 2015
    Last edited by a moderator: Mar 6, 2016
  2. Gaia
    (n.) - a planet connected to the Rupture

    Gaia, or less frequently, Earth, is one of the worlds joined by the Rupture, along with Sephyria and Apex.​

    It currently holds a population of 6.8 billion, although this number is rapidly fluctuating, as with the other worlds, due to the Rupture's accessibility. Its central government is known as the United Nations and is a collection of leaders of nations around the world. Compared to the other worlds, it is heavily industrialised using mundane systems, running primarily using pre-existing fossil fuels. As a result, its natural biosphere is highly polluted with gases such as sulphur dioxide. However, the energy sources of the world are rapidly changing over to magical power, with magic already supplying 41% of the world's energy after a mere eleven years.

    Gaia boasts the highest biodiversity out of all the three worlds, having what is estimated to be 13 million species of life. Ironically, however, humans are the only officially recognised sapient species as of 2037.

    Gaia currently has produced no naturally arcane species. However, the humans indigenous to there are responsible for the advent of both magitech and Trickery.
    #2 Random, Apr 2, 2015
    Last edited: Aug 3, 2015
  3. Trigon
    (n.) - a city built using the Rupture as a basis for a social hub
    Trigon is the name of the city that links the three worlds. It is shaped like a triangle, and each side resides in a different world. The northernmost side resides on Apex, the westernmost side lies on Gaia, and the easternmost side lies on Sephyria. The city is an artificial island, built in the form of a megafloat sized approximately 11150 square miles, marking the multi-world record for largest floating structure, built using an astounding combination of magic and engineering.

    The city is split into 26 districts, which are each numbered as such, although many have nicknames. Each district is also shaped like a triangle, as it makes them easier to define, as well as all taking up equal space in the city. There is also an empty gap in the center of the city with enough space to fit exactly four districts, but this area was supposedly taken out of the megafloat to reduce construction costs. During the Over-Nine incident, it was revealed that these districts were actually in place, hidden in a pocket universe inside the Rupture, in which the city had been secretly governed from a single terminal with absolute access to Trigon's system network. This terminal was later deactivated, but the Zero Districts are still not open to the public.

    Trigon's purpose is threefold, as the name and shape imply. Primarily, it is a social hub for the three worlds, where many from each can meet and visit one another, and so it is a very expensive but wholly worthwhile tourist destination. However, it is also considered a floating laboratory, where breakthroughs are made almost every day in the fields of both technology and magology. The city is full of experimental magical technology which is being tested sometimes as far as the entire city. Thirdly, the city contains the best educational facilities for mages of all kinds due to it being a social and informational center of the known universe. Many young mages make for Trigon every day, coming either alone or with their families to learn how to fully control their destructive talent and put it to good use.

    Due to the vast amount of students in Trigon, smoking in the street is illegal, and roads and highways are integrated as part of the street as automobiles are almost entirely in possession of the security forces or the government, with a magitech tram system getting everybody from A to B. In addition, due to the vast but dangerous potential for mages, all residents are registered in Trigon's network, with their name, age, school or workplace, magic type, Level, known spells and a photograph of them all being recorded on their file, among other things.


    Residential districts have primarily have apartments; shops of almost every type (except firearms, because why would a energy-spewing, physics-breaking apocalypse in human form need a gun?); and recreational facilities, like arcades, leisure centres, and parks.

    Laboratory districts, true to the name, primarily have research and scientific facilities, usually to test applications and the inner workings of magic.

    Industrial districts tend to have factories and warehouses to make and store equipment and goods for either shipping or use elsewhere in the city.

    Finally, educational districts mostly have schools, universities and academies, and always have a small amount of scientific facilities to analyse data taken from the schools.

    A district is 430 square miles, and despite its core purpose, you will more often than not find elements of other areas in a district, since even though one could take the tram, it would hardly be practical to travel 800 miles to school or work every day.

    The districts are as follows:

    1. "Alpha District" - In the northwest corner of Trigon lies District 1. Many harbours and airports reside here and this will often be the first district visitors from Gaia will set foot in.

    2. "Gearworks" - This area can be considered the industrial district: anything that is mass-produced has a factory here, and there are also "freezer warehouses" where large amounts of food are stored.

    3. "The Sandbox" - District 3 is currently being put to use as an experimental area to test new applications for magitech, which is also designed here. Most people that work here can be classed as "theoretical magologists". Most of the area is closed off, as it's both a workplace and a dangerous area,
    but some of the district is used for exhibitions.

    4. Laboratory area.

    5. Industrial area.

    6. Educational/residential area.

    7. Laboratory area.

    8. "Silicon City" - Most of the administration and scientific data passes through the vast computer network here. While there are a few labs, there are next to no living areas, and it's generally off-limits to students and mundane residents. Also famous here is the site of highly-protected, apartment-sized Arcasys (Arcane System), the first magitech supercomputer in existence, which is kept in a skyscraper nicknamed "The Computer Tower". Arcasys is used to automatically manage the entire city, from weather forecasts, to traffic control on the tram system, to storing the master copies of the data for every student in Trigon. While it has been publicly announced that there are redundancies in place to keep the city running if Arcasys was to ever crash, everybody knows that daily life would not run nearly as smoothly without the help of the supercomputer. What many do not know is that before the Over-Nine Incident, the computer was actually a living person, wired up to the mainframe and forced to manage Trigon. It has since been rebuilt as an actual computer.

    9. Educational area.

    10. "Blind Alley" - Nicknamed for a satirical play on the phrase "blind eye", most of the crime in Trigon accumulates here, but contrary to the name, the Witch Hunt is making an active effort to try to get it back under control. However, this is proving difficult, as vandalism has made the district mostly rundown and beyond repair, including surveillance equipment. Being mostly blocked off from the general public, and a heavily guarded barricade with even more fortified gates surrounding the district are proving so-far to be a successful attempt to contain the malfeasance.

    11. Residential area.

    12. Industrial area.

    13. "Beta District" - Lying in the northeast corner of the city, this is the place that will first see new Sephyrian arrivals.

    14. Industrial area.

    15. Residential area.

    16. Laboratory area.

    17. "Ivory Study" - The district that is more or less the face of Trigon, this is the area where most of the experiments on magic are actually done, but this is also the place that the already-esteemed Birougé Academy of Magecraft was relocated to once construction was completed. According to rumours, two of the Level 9s used to attend the Higher Studies there. Because of the sheer amount of people who need to be here, apartment blocks have also been built here to accommodate them. This is also the location of the Witch Hunt Office No. 7301, where the Witch Hunters known as Abbadon Squad are assigned.

    18. Laboratory area.

    19. Educational area.

    20. "Colour Palette" - Another of the residential areas in the city, this district is unique in its architecture, which is inspired by that of Paris.

    21. Residential area.

    22. "Dance Garden" - Named for the abundance of facilities that exclusively teach Sorcery to students. As a result, it's mostly populated by Apexites, and there are a lot of parks, hence the "garden".

    23. "The Railyard" - Due to the enormity of Trigon, a high-speed above-ground magitech tram system has been established, which runs all through the city. This system converges in the residential area named District 23, and this simple fact gave it the nickname "The Railyard", probably because there isn't really much of interest else here.

    24. "Gamma District" - At the southernmost point of Trigon, the Gamma District can be found accepting Apexite incomers.
    #3 Random, Apr 2, 2015
    Last edited: Aug 3, 2015
  4. Sephyria
    (n.) - a planet connected to the Rupture

    Sephyria, poetically known as Looking Glass, is one of the worlds joined by the Rupture, along with Gaia and Apex.

    It currently holds a population of 2.4 billion, although this number is rapidly fluctuating, as with the other worlds, due to the Rupture's accessibility. Its central government is named Promethean White, which is a senate containing exactly one representative for every square mile of inhabited land, called a Crown, as well as four High Crowns, who represent each race as a whole.
    The current High Crowns are listed as follows:
    • Victor Lee (Oprostatis VI) - Humans (arcane and mundane)
    • Ryitha Vastoriel (former Oprostatis III candidate) - High Elves
    • "V" (former Oprostatis V candidate) - Dark Elves and Demons
    • Ouránia, Avatress of the Winged Seven - Chaotics
    Sephyria has the lowest landmass surface area of all the Rupture-joined worlds, but this does not take into account the massive icecaps that it boasts. The southern cap, also known as Kálymotios, was the primary battleground in the Angel War, and is, according to official reports, inhabited by "small, non-aggressive indigenous life" named Hypernoteans, which can weigh as much as 500 metric tonnes, are almost totally indestructible, and spend their lifetimes killing each other.

    Due to the lack of landmass, waste energy emissions, greenhouse gas emissions, population, and other factors, the climate for Sephyria is dry, cold, and windy compared to Gaia and Apex.

    Arcane races originally from Sephyria include arcane humans, Chaotics (and by extension, Wraiths), High Elves, Dark Elves, and Demons.
    #4 Random, Apr 3, 2015
    Last edited: Aug 3, 2015
  5. Is this a roleplay or worldbuilding? If it is a roleplay you need to state as much, and maybe a blog would fair better for further details?
  6. This is a collection of information to be used for a roleplay, but I wanted all the major details for players to be accessible before opening it, since there is a lot.* Naturally, littler details such as Lich Theory and the Blood War shall be explained only if enquired about.

    It will also serve as a log of events and a utility for quick access to CSs and player-made spells, the latter being a fundamental part of the RP, since most combat in it will generally be, if played right, a game of Xanatos Speed Chess. The Sign-Up will be a separate thread when it opens.

    So, both?

    *By a lot, I mean really a lot.
  7. You may want to put some in tabs, just a suggestion
  8. There are some in the OP. Thanks, though.
  9. Apex
    (n.) - a planet connected to the Rupture

    Apex, referenced in Sephyrian historical documents as The Apex, is one of the worlds joined by the Rupture, along with Gaia and Sephyria.

    It currently holds a population of 4.6 billion, although this number is rapidly fluctuating, as with the other worlds, due to the Rupture's accessibility. Its central government is the Infinite Council, which, despite the grandiose name, has a total of six members. It is consistently made of the most powerful six mages on the planet, as both an acknowledgement of divine favour and a measure to ensure that a mage's overall dangerousness is decided by their power, and not their influence.

    Apex has the highest landmass surface area of all the Rupture-joined worlds, and most of this is rainforest due to its climate. Despite this, it is the least dense and smallest world.

    Interestingly, Apex is featured in Sephyrian ancient legends and manuscripts as a paradise created by a union of Oprostatis II and Tokatas, Goddess of Chaos. It was apparently created as a haven for Chaotics who had been at odds with the other races of Sephyria for a long time. It is agreed by most historians that this actually happened, and it is theorised that this lack of Chaotics are responsible for the magic-based Dark Age that lasted 2000 years afterwards. However, it is also noted that if the Chaotics had not departed, the Chaotics would have remained the most magically apt race in the known universe, as elvenkind and humanity would have had little opportunity to develop.

    Arcane races originally from Apex include Wood Elves, Sprites, and Fey. Interestingly, there are no mundane races, but the Apexites do not like to admit that this is because any mundane born of Apexite blood will be stoned to death once they're certain to not be a "late bloomer".
    #9 Random, Apr 8, 2015
    Last edited: Aug 4, 2015
  10. rupture
    (v) to pierce or breach

    The Rupture was not a welcomed existence once its true form became apparent.

    It was initially theorised to be a tiny fold into a parallel universe by mages, and exploited to create Apex far away from Sephyria. The only evidence of its existence to Gaia was the everpresent notion things occasionally vanishing, like a person, a pen, perhaps some military equipment.

    Come the Goliath Incident in 2016, it was revealed to be an increasingly active three-way wormhole to different parts of the universe, unique in not only its three branches, but in that its presence was extraordinarily vague. Its exact location at any given time seemed to be spread across a wide area, and thus one could stumble through it without ever even knowing it was there.

    The Rupture was eventually harnessed with a combination of magic and Gaian technology, and contained by forcing the phenomenon to only manifest in certain areas. These areas were eventually the basis for the construction of Trigon.

    It was discovered in 2029 that the Rupture had been "weakened" by the constant passage through it, and another similar phenomenon, known as YGGDRASIL, spawned from this disturbance in the southern-most areas of Sephyria, allowing passage to another level of reality. The result was the Angel War.

    The Rupture has been demonstrated to be capable of creating "pocket universes", which as of yet do not have a determined position in the existing universe. The implications and consequences of this have yet to be seen.
    #10 Random, Apr 12, 2015
    Last edited: Aug 3, 2015
  11. arcane
    (adj.) - capable of interacting with amitrons
    (n.) - a person who is arcane, usually with an AMC field

    Arcanes come in many varieties. By far the most notable kind is a mage, who are arcanes capable of using magic. As such, Magicians are typically not regarded as true mages.

    The next most notable kind of arcane is a Contractor. Contractors are people, originally arcane or otherwise, who have formed a pact with an arcane, which usually consists of the Contractor swearing obedience and servitude, and in return, gaining magical power of some kind. The most common Contractor people refer to by the name is a technically known as a "Servant of Chaos", who are Contractors that form pacts with Chaotics (especially Chaos Lords) to gain power, frequently so much that it robs the Chaotic of an animated form and reduces them to an inanimate object that cannot be taken from the Contractor's person. This is most often done by the Chaotic so that it does not have to consume other beings' souls in order to act.

    The other kind of Contractor is a Familiar. Familiars are Contractors that have been given an enchantment, usually by a Warlock, that binds them to whoever they are the Familiar of and gives them extra abilities. In the past, Familiars were more often not animals, but in the modern age, this has been mostly abolished, with Familial Contracts being a legally-affected and consensual affair between a mage and a mundane.
    Familiars must make physical contact with whatever they interface with, and the enchantment is stored in a particular place in the body.
    The most effective Familial enchantments are as follows:
    • Höntyr (left hand) - Höntyr are gifted with the ability to manipulate any weapon. However, given that there is not a universal standard for "weapon" written into physical laws, it will affect anything that the Höntyr perceives as a weapon. The weapon is not as flimsy as it may otherwise be in the face of magic, since the enchantment will protect it and restructure it to better serve its purpose, while magically enhancing it at the same time. For instance, a ceremonial sword may gain perfect balance and sharpen itself upon being touched by a Höntyr who wishes to wield it.
    • Hönfreyju (right hand) - Hönfreyju are Familiars who have the ability to communicate with and, to a certain extent, control non-sapient beings. Like a Höntyr, Hönfreyju giving orders to a creature can enhance it for that purpose with magic, allowing even the most capable predators to become better at hunting and fighting. Their enchantment also functions as a translator.
    • Sálvör (head) - A Sálvör is capable of deciphering amitron plexuses. This allows them to enchant objects expertly, use magical tools perfectly, and discern the true nature of anything arcane. They do this by being able to replicate the plexus in their own soul, allowing them to simulate it in their minds. They are also capable of rebuilding enchantments from the ground up if necessary in order to make it more efficient.
    • Hjarteir (heart) - A Hjarteir is possibly the sole most simple enchantment, allowing them to build Willpower reserves from the very reality they exist in. The enchantment is entirely empirical, but it is known that they are capable of gaining ludicrous amounts of energy to transfer to their arcane master in mere seconds.
      If an average mage has 100 Willpower, Hjarteir generate up to 50 Willpower every second.
      However, Hjarteir do not have any other special ability besides this, so they are often the first target in a duel.
    In addition, Witch Hunters can be technically regarded as arcane, even though they are incapable of using any magic (except for Trickery, which can be used by the weaker Hunters). The Witch Hunt initiative was a project by Gaia during the Rupture War to augment pubescent children, whose bodies were susceptible to change and minds were susceptible to indoctrination, into demi-arcane super-soldiers who, despite possessing no magecraft ability, could also take some magic head-on without instantly dying. The project had a total of 300 subjects, and was shut down after its first generation for a multitude of reasons, chiefly being that the Rupture War was over. They are currently being used as a peacekeeping force in Trigon.
    #11 Random, Apr 16, 2015
    Last edited: Aug 3, 2015
  12. Thaumaturgy
    (n.) - magic system based around prepared constructs

    The system of Thaumaturgy is thought to be the oldest system of magic.

    Those who practise Thaumaturgy are known as Warlocks, and in terms of raw yield, are almost always powerful than every other kind of mage.

    Warlocks employ the elemental system to create spells, which are mathematical formulae with allow them to construct things. However, in spite of requiring pre-created spells to do anything with magic at all, the power of creation is a versatile one, even more so when elements are combined, which is something only Warlocks have managed to achieve.

    Many Warlocks create their magnus opus, otherwise called a Meridian Rule, at around 15 years of age, which is a signature spell that is often not made public. This spell is often edited and improved by the Warlock over their lifetime, and is often versatile enough that a mage can rely almost entirely on their Meridian Rule and suffer next to no setbacks from a lack of variety.

    Theoretically, Warlocks cap at Level 10, but this has only happened once (never officially), and Level 9 has been estimated to be achieved around 45 times in all of history, which is a far cry from the preceding Level 8's 1.5 million.
    #12 Random, Apr 16, 2015
    Last edited: May 31, 2015
  13. Sorcery
    (n.) - system of magic that involves manipulating existing matter

    Sorcery is a style of magic most frequently practised by Apexites. It involves using amitron "signals" to objects, feeding them kinetic energy in patterns to allow for highly sophisticated movements. Due to differences in the states of matter, however, it is subject to the elemental system.

    Sorcerers are thought to have originated in the multitude of Contracts with Chaotics formed in the Sephyrian Golden Age (roughly 4000 years ago). Contractors who are mundane when making a pact with a Chaotic will be found wielding Sorcery, although they are not technically considered Sorcerers, since the power is not their own.

    After the creation of Apex and the Great Exodus, Sorcery more or less died out on Sephyria, as Thaumaturgy was turned to as the main form of magic. On the other hand, the opposite phenomenon occurred on Apex, as Thaumaturgy lay forgotten outside the form of enchantments and the Chaotics bred with other races and corrupted their previously pure bloodline.

    Unlike Warlocks, Sorcerers do not need to worry about calculating their magic in advance, and thus are not limited in their patterns that they can use. However, while this makes them far more versatile, their simpler magic cannot produce many complex effects, and thus Sorcery is considered to cap at Level 4.
    #13 Random, Apr 25, 2015
    Last edited: Aug 3, 2015
  14. Trickery
    (n.) - modern, artificial magic system that utilises magitech to warp space

    Trickery is a relatively new breed of magic, with most of its development credited to one Dr Alice Frey, who conceived it and directed its creation whilst working under the anti-arcane terrorist group ODIN. It focuses on warping space by manipulating stored amitrons using technology, and those who utilise it are known as Magical Technicians, which is frequently shortened to "Magicians".

    Trickery first was revealed in 2029, when a landing craft entered Trigon midway through the Angel War. On the aforementioned landing craft was an invasion force outfitted with magitech weaponry which emulated the magic that the angels had been using unopposed. Since this meant that at the time, there was no hard counter to this magic, the force overwhelmed Trigon's already thinned forces easily.

    Trickery is a very complex system. Programs function like normal spells, but there is no need to aim, as the PCA (Personal Casting Assistant) has an internal computer, which automatically locks onto targets, and there is no recoil due to a lack of tangible emissions. Instead, as any program used must first be coded, Trickery relies very heavily on the programming skill and intelligence of the user.

    However, the computers used in PCAs are not fully capable of environmental-analytical gymnastics, so the user must specify their target. This is not a problem, as the targeting system will lock to an acceptable target if there is one in the vicinity, but this means that in order to target multiple entities, an "area-of-effect" must be created.

    In addition, a PCA has a certain amount of cores which can do a given amount of calculations. Any cores which are not busy will spend their idle processes loading a random program from memory. Programs that are ready are stored in the cache, but this can only store a limited amount of items, and therefore once it is full, the programs in the cache will be deleted systematically to make room for newly prepared ones. For the sake of increasing efficiency further, programs are deleted from memory once used. This frees up space, allowing items later in the queue to load faster as the load on the system decreases.

    Other programs are stored in RAM for random access (because that's what RAM means). The look-up process selects random programs, since it is more efficient that way, rather than having to look up programs individually. However, Magicians can choose to place a specific item in the queue to load, but finding said item will often cause the loading speed to halve. Subroutines can also be placed in the PCA can load up certain programs into the cache upon startup, as well as placing certain types of program first.

    In addition to standard programs, there is a specific category of them named Hexes. Hexes are digital spells that are programmed to directly interfere with the functions of a PCA. Due to security measures, a Hex cannot be used to force a cast and therefore cannot be used to delete spells from anywhere but the cache, but it can interfere with casting as well as data storage.
    Furthermore, there has been a recent development in Hexes, known as Trap Hexes, shortened to "Tricks". A Trick will activate under certain conditions, usually when another entity uses magic, but it needs user approval to activate (fortunately for Magicians, this is more or less instant). Some Tricks have been rumoured to interfere with the construction of Thaumaturgic spells as well as digital ones, but these have not been confirmed one way or another.

    More recent PCA models take into account that some Hexes will corrupt information, and so all spells that fail to execute are recorded and placed in an "AFR" (Application Failure Registry), nicknamed a Crypt. This stems from a programming joke, insofar as everything there has been encrypted. This is because Magicians tend to like to think they are funny.

    AMC fields have been found to interfere with the stored amitrons inside the devices, and therefore preventing the programs from executing properly. As such, Magicians must by definition be mundane, and are thus incompatible with the Bauer-West Level system.
    #14 Random, Apr 25, 2015
    Last edited: Aug 4, 2015
  15. alternative matter conversion field
    (n.) quantum field produced by arcane objects as defence mechanism

    An alternative matter conversion field, otherwise known as an AMC field, AMCF, or colloquially, sakoula or soul, is a field comprised of amitrons in much the same way that electromagnetic fields are comprised of electrons. It is theorised to be capable of performing magic by converting matter and/or energy back and forth from baryonic form.

    AMC fields, for a thus far unknown reason, form around arcane objects, including living ones. Circumstances have proven that arcanes that are separated from their AMC fields act much in the same way that a mundane would having their nervous system and brain removed, insofar as they die more or less instantly, thus the coining of the term "soul" to describe it.

    AMC fields have a bearing on the Bauer-West Level system, and on average, an arcane will have a field that expands as far from the body in millimetres as their Level has judged to be. The largest recorded soul spread 9.8mm from its bearer's body.

    The AMC field seems to have evolved as a type of biological-magical defence system, with force and energy over a certain limit being absorbed with, on average, 99.48% efficiency, theorised to be enough to be exposed to the full force of the Hiroshima bombing all at once and walk away with first-degree burns. The point of activation seems to be achieved when the force or power that is absorbed would otherwise be harmful.

    The AMC field seems to have this function as the simplest of its procedures, which appear to be based around preserving ideal conditions for the one inside it. Because of this, sickness and hostile conditions are all but unknown to arcanes, old age isn't an issue for at least 200 years, and those who have not been on the receiving end of hostile magic have more likely than not have never so much have sustained an injury. In fact, it is estimated that 68% of arcanes have never felt pain in their lives.

    On a similar note, due to the AMC field's treatment of kinetic energy, Newton's Third Law operates in very strange ways when applied to an arcane body. If, for instance, an arcane had been pushed towards a wall at high speed, instead of slowing down and coming to a halt at the wall as one may expect, the "equal reaction" cannot be reached due to absorption of energy, and so the arcane will simply keep moving right through it. However, this can also be utilised in a more constructive way: since souls offer a nigh-instantaneous reaction time, this allows an arcane to be classed as superhuman, able to scaling buildings by jumping, carrying objects in a single hand that would be completely out of the question for mundanes, and traversing sometimes as much as 40 metres in the blink of a mundane eye.

    Lastly, an auxiliary function found long ago by mages is that arcanes can use their AMC fields to store an indefinite number of objects and withdraw them at any time. It is unknown how this works, but studies have linked having more objects stored in the field with similar effects to lack of sleep.
    #15 Random, Apr 28, 2015
    Last edited: May 31, 2015
  16. mundane
    (adj.) - lacking in influence over amitrons except through gravity
    (n.) - a person who is mundane

    "Mundane" is the commonly viewed as the most politically correct way of describing those without magic.

    The phrase "there is no history of arcane-mundane tension here" has been confirmed to be a lie, no matter where on any world the speaker says it. Arcanes on Sephyria established a culture in which arcanes were viewed as above mundanes, entirely by accident. Arcanes, who were far more productive in more ways than one, were far more useful to the economy, and as a result, generally had a far higher income than a mundane. In addition, due to a mundane's lack of an effective counter to magic, arcanes were often the ones who were conscripted into the military, and thus knighthood on Sephyria was more or less restricted to mages only. As a combination of these and many less notable factors, arcane families eventually ended up owning large expanses of land as well as titles of nobility, and in turn, the mundanes who lived on the land ended up working for them.

    After the Great Exodus occurred and many arcanes made their way to Apex, mundanes were shunned entirely, with the Apexites employing a kind of "artificial selection" in which a child born a mundane would be killed before they could reproduce.

    When Gaia was discovered just before the Rupture War broke out, many were sceptical about the possibility of a fully mundane world, with many citing that if the weak were killed off by the strong, then a world without arcanes, if not mages, was by definition impossible. While the War raged, many Apexites sat back in smugness at their superiority, seeing having worlds of the two extremes as entirely reasonable, but Sephyrian forces would make a contingency plan for every move, on the off-chance that Gaia's mages were "just hiding".

    Many Gaian organisations have formed under the banner of Mundane Rights Groups, but for the most part, these have been outright ignored by everyone other than Gaia itself. The term "Mundane Rights Group", however, is thought to stem from the anti-mage terrorist group ODIN, which is thought to be a big reason why these MRGs are swept under the rug by arcane governments.​
    #16 Random, Apr 29, 2015
    Last edited: Jul 17, 2015
  17. Bauer-West Level System
    (n.) - most widely-used method of measuring magical ability

    The Bauer-West Level System is the official measuring system of Trigon for its magic-using residents. It was developed in a collaboration between magologists Loretta Bauer and Claudia West.
    A mage's Level is determined by numerous factors. Until all of the factors required to advance a Level have been met, a mage is considered to have not achieved it. However, by default, the mage will always be considered the highest Level that they meet the criteria for.

    Criteria for achievement{/td}


    • Being mundane
    Base Level for mages. Considered the bare minimum, and are often labelled lost causes due to low development rates. The maximum energy output for Level 1s, on average, is 3 gigajoules/second and 53 gigajoules before being too exhausted to continue.{/td}
    • Capability to manipulate amitrons for basic magic
    Often employed as magic-based manual labourers if employed in anyway to do with magic at all. Considered about the same as low-ability citizens, regardless of qualifications. The level of control and the sophistication of a Level 2's magic often makes it inapplicable to everyday life and work.{/td}
    • Capable of outputting 108 gigajoules before total exhaustion, and 6 gigajoules per second.
    • AMC field expands at least 2mm from top layer of skin
    Exhibits a reasonable degree of control over magic, but intricacy is low and possible applications are simple.{/td}
    • Capable of producing 14GJ/s and 250 before total exhaustion
    • Accuracy of projected magic is over 45% at 10m
    Is proficient enough with a single element to adapt to another using techniques from the first. Limit for Sorcerers.{/td}
    • Can produce 24GJ/s and 456 total
    • Capable of using two elements singularly
    • Accuracy of projected magic is over 75% at 10m
    Can combine elements into a new product. Spells also may have effects that alter the properties of things they have created. Average Warlock.{/td}
    • Can produce 38GJ/s and 731 total
    • Can use multiple elements in the same spell
    • Has a designated Meridian Rule
    • Can produce an effect with magic besides raw force (e.g. accelerated cellular regeneration)
    • 100% accuracy at 10m
    Capable of creating "areas-of-effect" with magic or affecting multiple targets.{/td}
    • Can produce 54GJ/s and 1067 total
    • Capable of altering field conditions
    • Capable of assigning multiple targets for spells
    • Has a designated Meridian Rule
    • 100% accuracy at 10m
    Capable of more complex effects with magic, as well as being able to include variables in spells.{/td}
    • Can produce 74GJ/s and 1488 total
    • Capable of assigning more than one process to a spell
    • Capable of altering parts of a spell to affect the result
    • Has a designated Meridian Rule
    • 100% accuracy at 10m
    Capable of achieving high complexity in spells and can create “absolute effects” insofar as the spell itself will have a certain effect on its target regardless of
    the energy required to do so. Can affect large areas.{/td}
    • Can produce at least 96GJ/s and 1992 total
    • Can alter environmental conditions in a field of at least 20m
    • Capable of producing absolutions
    • Capable of using multiple variables to a spell
    • Has a designated Meridian Rule
    • 100% accuracy at 10m
    While Level 9 has specifically defined limits, they are often surpassed massively. Often have apparently limitless reserves of amitrons and can produce as much energy as is needed. Meridian Rules often have nigh-absolute offensive and defensive capability in combat. Level 9s are said to be capable of “killing gods”.{/td}
    • Capable of producing at least 122GJ/s and 2552 total.
    • Can alter fundamental properties of a target
    • Can use magic in a way that prevents undesired physical contact with any given object, up to and including the ground
    • Can assign up to four variables to a spell
    • Can affect a target regardless of whether it is accessible or not
    • Has a designated Meridian Rule
    • 100% accuracy at 10m
    Level 10 is a theoretical ceiling, stated to be in the position it is, because, according to West, “anything this powerful cannot, by definition, be measured accurately”. If a Level 9 meets even one of the criteria specified, they are considered a Level 10.{/td}
    • Can create or destroy indefinite amounts of energy
    • Can affect targets on a conceptual level
    • Capable of bypassing or ignoring causality
    • Can use values of infinity in spells
    #17 Random, Apr 30, 2015
    Last edited: Jun 1, 2015
  18. element
    (n.) - classification of magic based on structure of interactive particles

    Not to be confused with attribute, a characteristic, part, or property of a spell.

    Elements are descriptive identifiers in magic, which are used to describe the type of particle structure a given magic can create or manipulate. There are six confirmed elements, five of which can be manipulated with modern magic, save for, of course, Trickery.

    Air (aero-)
    Air is widely regarded to be the simplest and easiest magic. As the name implies, it specialises in manipulating individual molecules rather than large, fortified groups of them. As such, while it is difficult to structure, it can be used to excellent effect at range or in combination with other elements. Due to air being almost omnipresent in atmospheres by definition, its usage is often considered the most versatile form of Sorcery. For Warlocks, however, a common complaint is that while extremely precise and the cost low, the energy output leaves something to be desired.

    Earth (geo-)
    Earth magic is considered by those who don't use it as "clunky", since it specialises in manipulating large fortified groups of molecules. As such, however, it is also considered the easiest form of magic to utilise effectively, as no specific shapes are usually necessary. Earth-users often specialise in physical barriers as well as effects on time delays. Earth is most commonly used in conjunction with Air and/or Fire, in the forms of metal or glass. However, it is also extremely costly to use, and hence why many Earth-users build their barriers to last.

    Fire (pyro-)
    Fire magic is almost exclusively utilised for two purposes. Either in combination with another element to create a useful new product, or by itself for raw, uninhibited destruction. Fire is a very narrowly-defined element: it specialises in creating great amounts of heat, often enough to ignite even the air itself. Energy used constructively from Fire usually comes from electricity, the unusual union between itself and Air. As far as helpful, non-destructive uses for the element of Fire go, they are usually best achieved in combination with another element, but in combat, Fire is indisputably the best offensive element... provided the user likes to fight at short range. Fortunately, Fire-users are often more than proficient in affecting wide areas.

    Water (hydro-)
    Water magic is considered the most constructive element. It specialises in manipulating groups of molecules that are not rigidly bound. Given the importance of liquids in medicine, it sees a great deal of use in the health industry, as well as in hospitals and such, and Water-based healing spells are more common than any other kind. However, it can be used in the sport of arcane duelling as well, and a great many duellists call Water a stable, easy-to-use element at mid-range, even if a little lacking in force, since its cost is lower than Earth, but range is higher than Fire and power is higher than Air.

    Chaos (akyro-)
    Chaos-users have been discriminated against a lot through history, and it comes as no surprise. Chaos is by far the rarest and most difficult element to use, to the point where Sorcery is outright incompatible with it. The cost to use it is almost as high as Earth, and while Chaos spells will often reach where they are supposed to go, they will often take a great many other paths in the process. In short, Chaos is overly complex, imprecise, costly, and suffers greatly from its abysmally low output. However, as more powerful Akyromancers can attest, Chaos is capable of harnessing its great complexity to create hugely advanced magical effects on its environment, and it can be combined with other elements to significantly improve its performance.​
    #18 Random, May 30, 2015
    Last edited: Jun 1, 2015
  19. magitech
    (n.) - Gaian-inspired technology that incorporates magic into its design

    After the advent of Trigon, a certain trend among engineering firms began to arise. As mages became more and more involved with Gaian companies, the partnership, in turn, birthed new technologies that functioned much like that of Gaia, but far more advanced, as enchantments greatly expanded possibilities.

    With magitech, everything from curing cancer to supercomputers became very possible. Agriculture became a breeze, and so many third world countries found themselves showered with food and water. Energy became a free resource, as every appliance now could power itself. Not to mention, of course, the advent of Trickery. Magitech comes in a great many varieties, but it is safe to say that more than 85% of all technology in Trigon is magitech.

    New magitech often uses Trigon, city of science that it is, as a testing ground for it, setting Trigon almost five decades ahead of anywhere else, from a technological standpoint.
  20. Goliath Incident
    New York City, United States, Gaia
    23 July 2016
    Text box:
    One of the Goliath memorials in Brooklyn, New York. This particular monument records the names of those who were killed within the first 45 seconds of the event.

    The Goliath Incident is the official term used to refer to the passage of the Rupture to Gaia by five Warlocks.

    The passage was almost completely ignored by the mages, who simply continued their duel with one another, decimating the entirety of Queens and causing approximately 1.9 million casualties, as well as 450,000 deaths.

    The mages were later identified, one of which was Ouránia, who was leading an assault by her and the other three against a Fifth Oprostatis candidate, going by the alias of Ruin.

    The event lasted for 2 minutes and 39 seconds, before the mages passed back through the Rupture again.

    The results of this incident included the foundation of the Witch Hunt Initiative by the United Nations, as well as introducing the previously isolated worlds to the fact that they were not alone in the universe after all. It is also thought that this incident aided in the enlarging of the Rupture into the wormhole network active today.​
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