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Winter's Bounty

Magic, the World & Miscellaneous

a part of “Winter's Bounty”, a fictional universe by The Adversary.

There are treasures in the world, some grander than gold and silver. To seek these prizes is to invite grave peril upon yourself. If only pirates weren't accustomed to such stakes as it were...

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This conversation is an Out Of Character (OOC) part of the roleplay, “Winter's Bounty”.
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Magic, the World & Miscellaneous

Tips: 0.00 INK Postby The Adversary on Thu Aug 20, 2015 3:52 pm

Magic

Magic is an invocation of the hidden and natural forces present in the world. These magicks are inherent in all things, permeating reality like an invisible soup. Ordinarily they are effectively inert, serving a basic path as was established with the formation of the universe. However, there is a method that may be employed to unlock and even harness these potentials and their energies. Scholars, scientists and mages alike have sought the answers to magic's mysteries, with varying results throughout the ages, and to a motley of reactions.

  • Etchings: The method of exploiting magickal energies is via the system known as 'etching'. The worker inscribes these eponymous markings onto the surface of whatever implement is being imbued with arcane forces. There exists a wide range of engravings, for a plethora of purposes. The most basic etchings are used to perform specific tasks, such as lighting a fire. Others are a bit more complex, and serve to enhance the fundamental impressions. So, to make the aforementioned fire burn hotter, or to abate its heat. As this technique would suggest, etchers are artists in their own right. More complex spells require all the more intricate etchings, with all of the varying layers of the spell being accounted for. Superior etchings are masterpieces where even the most minute of details are accounted for.
  • Magickal Artifices: All of the world's firearms are magickal tools. The barrels are layered with these visual incants, which are ultimately and intentionally broken. By depressing the trigger, one completes the etching, thus the shot within is magickally propelled out of the gun and toward its intended recipient. More complex firearms are imbued with other magicks, even explosive rounds. Etchings 'store' energy, and are not an infinite font of magick. Once that well has been emptied, the implement must be given sufficient time to recoup. Depending on the nature of the spell, and the detail of the etching, an artifice might have many uses before requiring convalescence, or only one. Firearms typically expend most, if not all of their energy after a single use, and must be given a short time before they can be fired again. Other common recipients include staves and wands. The latter are usually confined to a single spell due to their size, whereas staves permits larger and more intricate etchings. While wands are not able to exert their influence at great distances, the most powerful staves tend to operate with the same range as a firearm.
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Imperial Waltz made me do it.

"Okay, look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us.. for science.. you monster." ~ GLaDOS, Portal 2

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Re: Magic, the World & Miscellaneous

Tips: 0.00 INK Postby The Adversary on Fri Aug 21, 2015 9:02 pm

Icebreakers


The inner and outer working of the icebreaker itself, and parts of the hull, are crisscrossed with ornately detailed and hugely complex etchings. Truthfully, however, these act as little more than conduits. The real source of power is a metal sphere, roughly twenty five centimeters in diameter. It is composed of many different internal layers, sheets of metal blanketed with ornate inscriptions. When this phere is placed into an aperture at the bow of the ship it triggers an entire system of etchings, heating the bow and affected regions of the hull. These spheres can last for a month before they require rest, but once spent they must have at least three weeks to regain their full charge.

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Re: Magic, the World & Miscellaneous

Tips: 0.00 INK Postby The Adversary on Sat Sep 05, 2015 12:15 am

The Human Purges & the March of the Spears

Prior to human expansionism, Valiesa was inhabited and dominated by three separate states collectively known as Joadón Erii. When humanity first arrived on the continent the elves maintained a strict policy of isolationism, viewing the interlopers as savages not to be interacted with. The settlement that was to be Batheon sat outside of elven territory, and so they were paid little attention. This policy slowly evolved as more humans arrived on the continent, and the elves began to fear their culture may be tainted by foreign influences. Following almost a year of intense debate between multiple parties, it was decided that the optimal method of removing this problem was by annihilating it in full. Due to propaganda that depicted humans as little more than animals, the general populace was largely in agreement. The bloody campaigns that followed were mostly successful, killing off thousands of human settlers. One of the largest pockets of opposition was Sédali, who believed the purges were utterly senseless. Their outcries went ignored, and the bloodshed continued unabated. It would not be until much later when their advances were halted by the efforts of a few united pockets of resistance.

Humanity made great strides during the Battle of the Purple Fields and the Battle of the Náse River. Human fleets managed to thwart their elven counterparts, allowing them to send troops upriver, outflanking their enemy and reinforcing beleaguered human forces. With the successful pincer strike, the elven armies were torn apart. Following this crushing defeat, the elven state of Sédali broke away, choosing to side with their enemy in the hopes of securing their safety in what they saw as a losing war. Following their gains, the ancestors of the Spears utilized the Náse River and its subsidiaries to punch straight into the heart of the elven empire. This offensive culminated in the Siege of Sienjia – which the elves know as the Night of Silver Flames. Human forces mounted a month long attack on the elven capital of Sienjia, ultimately burning it to the ground through the application of a new weapon. One which blanketed the city in silvery fire. With the Seat of Three Crowns in ashes, the remaining elven forces surrendered.

The term “March of the Spears” found its origin during the height of the seventeen year conflict. An elven poet observed a human force marching in cadence across a field flanked by the mountains known as the Spears. He said it appeared as if the Spears themselves had sent out their warriors in retaliation for the sins of the elves. The name gained popularity, and the people of Batheon have been known by that title ever since.

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Re: Magic, the World & Miscellaneous

Tips: 0.00 INK Postby The Adversary on Tue Sep 08, 2015 6:32 pm

Alga Vitter


Literally “Ocean Company”, the Alga Vitter is an independent extension of both the Portish Armada and Commerce Guilds. The company possesses quasi-governmental powers, having the authority to wage wars, negotiate treaties, strike their own coins, establish colonies, and imprison and execute convicts. The entirety of the Commoth Arsenal – seated in Folden – is a private enterprise of the Vitter, where the company constructs their own ships and fabricates both weapons and armor. It is also home to training yards for sailors and soldiers alike. It operates its own army and navy, and has established several island fortresses in the sea between Gliesa and Valiesa. Most notably is Stormwatch, the most northerly Portish colony and a headquarters for operations in Valiesa. Its presiding feature is a towering fortification overlooking a company town and a large port that serves as berth for the Alga Vitter Seventh and Fourth Fleets, greatly extending the reach of Portland's naval projection.

By decree of the state, the Vitter holds a monopoly over intercontinental trade in Portland, and they have made plays to effectively extend this status to other countries as well. By securing exclusivity deals with Idara, and a number of lucrative trade agreements with Batheon, they have cornered many formerly dominant Gliesan families and enterprises, and forced a few into bankruptcy. Despite their origins as an offshoot of two older groups, the Vitter has quickly become larger and even more powerful than both in many respects. Its wealth outshines the Guilds, and their fleets are nearly as large as the Armada's. They employ not only Ports, but citizens of other nations in almost just as many numbers. The success of the Vitter has proven to be quite an appealing charm, greatly bolstering their work force. Understandably this has polarized political camps in Portland. Some view the Vitter as a boon to the Kingdom that operates in the best interest of the Ports and have brought in enormous revenue through their operations. Others are not so optimistic, and fear they might soon gain enough power to begin dictating policies at home.

A number of coins have been issued by the Vitter, most prominently the silver 'shield' and the gold 'guilder'. These are widely traded throughout their colonies and business ventures alongside the crown. The Vitter is also notable for their printing of fiat paper notes known simply as credits, which is largely utilized within the Vitter and rarely traded with foreign states. These notes are technically valued based on exchange rates of gold and silver, but can not be converted.

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