Arcane Energy

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Castrella remains a habitable planet thanks to arcane energy abundant in the world. The study of biology, ecology, and the arcane are deeply entwined with each other, assisting its residents in carefully learning, exploring, & harnessing the capabilities of all things magical in Castrella. The ⁠Arcane Sciences Division primarily studies the arcane, its origins, and uses in every day life. Since science and magic are so tightly knit together and its involvement together explains how Castrella remains habitable, there is still plenty of information that its residents currently do not know about the source of magical energy. However, we do know a lot still, so here's what we can explain!

Aether

Aether is the source of all magic. It is the pure, organic form of the arcane. Aether is invisible and undetectable to the commonfolk. Only Elvaari are able to see traces of aether in the environment, and that heavily depends on their natural aspect, wisdom, and age. Some Elvaari may never be able to see aether, while others may be able to see multiple elements. It is entirely dependent on how much they dedicate themselves to aether studies.

Certain objects or experiences gained may disrupt an individual's Aether, and this disruption comes in the form of a Curse. These Curses are born from the perception of one's negative views that shape the way they interact with objects, other people and themselves. (For more information, please read the Curses page.)

Aether flows throughout the environment freely, but certain elements will nestle within environments that match. For example, earth aether is abundant in mountains and forests, and fire aether is abundant in volcanoes and deserts. Currently, we understand the source of aether generation to be from Lyrrh al Stahl. From recounts of the few dragons that have flown down willingly and retained their memories, they explained that a dragon from each element is in charge of maintaining natural wells of elemental aether that drain down to Solaurum, the main surface continent of Castrella. (For more information, please read Lyrrh al Stahl's page.)

Aspects

Every living individual on Castrella is born with an elemental aspect, including plants and animals. This means their body is attuned to one specific element and are inherently able to cast spells of that element with more ease than others. Most aspects are either genetic or from environmental exposure. If one's parents are both water-aspected, it is likely their child will be born with water. This isn't always the case. It is entirely possible for two parents aspected to the same element to produce offspring aspected to a different element if the environment allows.

Aspects do not necessarily mean the individual is able to only learn that element's magical spells.

Elemental Body Affinity

Aspects sequester themselves within the body dependent on the individual's element, and the element they're using. This is in large part due to that every element within this world represents a body part the element itself naturally attunes to. That is to say, where the aether naturally collects itself the most in order to enact spells somewhat safely within the body. Depending on placement is where most specialists are able to discern what element people control, as well as where this element dispels itself outside the body to come out.

The only exception to this is within the chaotic elements: Law, and Whimsy. Which specifically targets itself to collect within the entire body.

Aether Gland

The aether gland is small organ that sits right beside a sentient organism's brain (plants do not have an aether gland). The organ functions similarly to a dual-pump and faucet system. You are born with the aether gland generating aether of your natural birth aspect. In order to learn a second aspect, you must both submerge yourself in an area with that desired elemental aether, and physically force yourself to pull from aether in the environment. It is a muscle—you push it to its limit every so often, and eventually upon enough exposure, it will grow used to the new element's presence. Once enough exposure builds, the gland will activate a defense mode similar to how white blood cells and leukocytes behave in the human body. This defense mode starts crystallizing aether in minimal particles in your aether gland. As the aether gland proceeds to expand and retract like a muscle with exposure to this second elemental aether, the crystals will eventually crack and burst, flooding the unused pump system in the gland with that elemental aether. That full exposure will allow your aether gland to start generating that elemental aether naturally.

Learning a second aspect is a long and tedious process. It is harmless to the body, however, it does inflict you with mild aether sickness every time you push yourself. Headaches, nausea, and heavy exhaustion are common symptoms.

Aspect Limitations

An individual's aether gland can only hold two aspects. If you attempt to expose yourself to a third aspect to have your body generate it, it will not work. There is an immediate reaction caused by both the brain and aether gland that functions similarly to a sneeze. It detects that something is wrong and tries to expunge it right away. If you continue to disobey your body's natural reaction to this, a chain reaction will occur that will end in detonation. Quite literally, the aether gland will explode. It does not have the capacity to generate or hold a third elemental aether.

This does not mean you cannot learn spells of a third element. Aspects simply make it easier for you to cast those elementally-attuned spells. An individual is more than welcome to cast other-element spells aside from their aspects by pulling aether from the environment, just understand that this is much harder to do so. A reminder that most Elvaari, the race most capable of learning multiple elements, can really only learn basic spells from one or two other elements aside from their natural aspects.

Essence

There are some communities within Castrella attempting to recreate natural aether into more artificial forms. This is known as: Aether Essence. This can be found in a lot of magitech items in an attempt to draw less from the natural aether within this world. Aether Essence is not perfected, but fortunately it does appear to work in a similar nature to the true natural Aether. Essentially, Essence seems to be used for recurring daily life events within the world to make it more accessible to even those that are not magically attuned to natural aether. While Organic Aether is mostly conserved for spellcasting or similar.

Artificial Aether Essence can be used in a variety of things: gunpowder, paint, liquid juice to store seeds, batteries, and dust meant for swords, as well as much, much more.

This Essence, however, is also very hard to craft, and is incredibly limited due to it being a locked away resource, only appointed by high ranking groups thus far. This is also in part due to the fear of over distribution, and even over production potentially being disastrous, and hence, needs to be avoided (the destruction of both the environment, and lives essentially). However, there seems to be darker practices used to create similar ‘’essence’’. Rumors of using mass groups of lifeforms to directly extract aether informally, an aether extraction. According to ramblings from alleged back alley conversations.

Currently, most of the essence is located within the confines of the Guild and other areas.

Elements

Right now, the Arcane Sciences Division has confirmed the existence of nine total elements in the world, split into three categories: Basic, Harmonic, and Chaotic. Each element has traits associated with its aspect, a certain shape to its aether traces, and supposed personality traits. (These, of course, are just building blocks/suggestions to compliment your OC or start a foundation!)

This section probably better serves as a synopsis, while each arcane category and element can have their own page.

Difficulty Level

The elements have been categorized below in order of difficulty level regarding the learning curve of handling that element. Please take note of this when creating your character and finding an aspect that means something deeply to them. While some elements are labeled as easy, keep in mind that individuals who have never had more intermediate magic training will struggle to cast more than just simple spells with that element.

Basic Elements

The basic elements are all capable of offensive and restorative spellweaving. The basic elements include: fire, water, wind, earth, and ice.

Fire

  • Difficulty Level: Easy
  • Associated Traits: Mental Fortitude ꕀ Justice ꕀ Passion
  • Aetheric Traces/Notes: Highly potent aether that clusters together in high concentration. If an element coexists in a controlled environment with fire aether, the latter will overshadow the other. Many environments have an abundance of fire aether, especially in deserts, volcanic regions, and cities.
  • Usage & Handling: Fire aether take a resolute and bustling soul to control. It is one of the easier elements to handle, however, and is often introduced first in spellweaving studies. Its restorative spells involve engulfing a wound in warmth, and offensive spells involve enhancing weapons & shaping flames.
  • Aspected individuals tend to be...: Prideful of their arcane competency, happy about the small things in life, competitive.
  • Body Type Affinity: Heart & Blood.

Earth

  • Difficulty Level: Easy
  • Associated Traits: Sturdiness ꕀ Dedication ꕀ Guidance
  • Aetheric Traces/Notes: Earth aether is tightly packed like blocks & hangs low to the ground. Despite being heavily packed, earth aether is easy to pull from, & rivals fire in ease of use. Earth aether, like wind aether, can be found almost anywhere on Castrella. On the opposite end, it cannot be found in high elevations.
  • Usage & Handling: Earth is a very simple element to learn spellweaving with. Most adventurers are recommended to take courses on earth prior to their official registration if they are to be travelers. Its restorative powers involve harnessing energy from plants & applying a magical salve to wounds, & its offensive powers involve manipulating the ground to form shapes.
  • Aspected individuals tend to be...: tough on the outside, gentle on the inside, & good at winning arguments.
  • Body Type Affinity: Feet.

Wind

  • Difficulty Level: Intermediate
  • Associated Traits: Freedom ꕀ Dexterity ꕀ Carelessness
  • Aetheric Traces/Notes: Wind aether often appears and disappears inconsistently, making it difficult to pull from. Fortunately, wind spells do not require much aether to cast. It is very abundant much like fire aether, and can be located in almost any environment known on Castrella's surface. Wind aether does not exist underground.
  • Usage & Handling: Wind is the most flexible element, and supplements other elements rather well. It plays a fearsome support role rivaling water, & some wind spellweavers will dedicate their studies to enhancing other elements. Its restorative powers involve wrapping a wound in a constant gust of wind, & its offensive powers are rare - they mostly provide support.
  • Aspected individuals tend to be...: nonchalant, easily entertained, readily excited to learn new things.
  • Body Type Affinity: Ears, Wings, and Back.

Water

  • Difficulty Level: Advanced
  • Associated Traits: Balance ꕀ Relentlessness ꕀ Deep Focus
  • Aetheric Traces/Notes: Very subtle traces of aether that lingers in streams and threads. Sometimes, it can remain completely hidden and undetectable, and it takes high amounts of focus and meditation to be able to extract it correctly from its traces to cast spells. Water aether traces can be found near inland bodies of water, bogs & swamps, beaches, and farmland.
  • Usage & Handling: Water aether, as mentioned beforehand, requires a lot of concentration to keep a certain flow consistent. It is a mid-difficulty element to control, and is often only taught to or learned by individuals wanting to lean into environmentalism or battle support. Its restorative spells involve submerging a wound in sparkling water, and offensive spells are rare - most are there to enhance battle abilities.
  • Aspected individuals tend to be...: More thoughtful & perceptive of their surroundings, avoidant of the frontlines of battle, calm & collected.
  • Body Type Affinity: Mouth.

Ice

  • Difficulty Level: Highly Advanced
  • Associated Traits: Controlling ꕀ Stoicism ꕀ Unpredictability
  • Aetheric Traces/Notes: Ice aether did not exist originally in Castrella and was only discovered by the Guild a few centuries ago. It seems to be a mutation of water aether that formed under severe conditions. Its traces are sharp and pointed, scattered in the environment like glass shards. It is difficult to locate in most environments, but so far can be found in mountains and cave systems.
  • Usage & Handling: Ice aether is the most difficult element to handle. It is volatile & finicky, & inexperienced spellweavers can pose a danger to those around them. However, a master of ice should be feared and respected as their offensive abilities are second to none. Since its aether traces do not come in stable patterns, its spellweavers must take care to craft that stability. Its restorative powers involve channeling ice aether into one's hands to touch a wound and close it, & its offensive magic involves torrential assaults.
  • Aspected individuals tend to be...: egotistical & pompous, or humble & quiet.
  • Body Type Affinity: Nose.

Harmonic Elements

The two harmonic elements are Light and Dark. These two elements are required to be kept in perfect balance by their representative deities else Castrella may fall into temporary ruin. Similar to the chaotic elements, it is difficult to find an individual aspected to this element, but when discovered, they are often regarded highly. Too much aether leaning to one side of the harmonic elements' balance may cause severe repercussions to ensue, dependent on which element is more abundant. There exist only a few known and practiced light or dark element spells, and they are all taught in a high-level magic course provided by the Guild.

The harmonic elements are capable of mass destruction when incorrectly handled, with no notes of restorative capabilities.

Light

  • Difficulty Level: Superior
  • Associated Traits: Emptiness ꕀ Destruction ꕀ Beginnings
  • Aetheric Traces/Notes: Requiring a harmonious balance with dark aether in the natural environment, light aether is difficult to see and feel. Think of the harmonic aether as multilayered thread entwined together. They require a lot of effort to be pulled apart and added to, but Light more easily so. Some reports say that light aether is cold and that seems into an individual's veins.
  • Usage & Handling: Light aether can be used to destroy preexisting objects and matter without a trace. Courses to master light aether is only offered at the highest level of spellweavers registered in the Guild, and spells will have to be monitored due to the potential of imbalance.
  • While incredibly rare, aspected individuals tend to be...: Frugal, Obsessive, Irrational
  • Body Type Affinity: Eyes.

Dark

  • Difficulty Level: Superior
  • Associated Traits: Wholeness ꕀ Creation ꕀ Conclusions
  • Aetheric Traces/Notes: Requiring a harmonious balance with light aether in the natural environment, dark aether is a bit easier to notice within threads of harmonic aether. While these elements require a lot of effort to be pulled apart and added to, dark seems to be a bit "simpler," comparatively, to handle. Some reports say that dark aether is warm and inviting, but does not scratch further than the surface level of skin.
  • Usage & Handling: Dark aether can be used to fill a space with completely new matter. Courses to master dark aether is only offered at the highest level of spellweavers registered in the Guild, and spells will have to be monitored due to the potential of imbalance. It is currently the most difficult element to pick up. As of right now, there are no restorative magics associated with dark.
  • While incredibly rare, aspected individuals tend to be...: Conniving, Reclusive, Impartial to Biases
  • Body Type Affinity: Hands & Shadow.

Chaotic Elements

Don't be alarmed, as the Guild has everything under control! Due to extreme aetherical imbalances, certain areas on Castrella's map are corrupted with the chaotic elements of law or whimsy. Since chaotic aether is very successful at spreading into other regions, the Guild has managed to seclude these realms into containment zones, colloquially known as "bubbles," so they do not seep through to the environment and continue to corrupt our lands.

As the ⁠The Outerworld Division typically handles the research and control regarding these realms, employees that are often dispatched to the realms of law or whimsy wear heavy PPE gear and must consume supplements to increase their resistance to aether sickness.

Individuals with high exposure to these elements must often retreat into solitude for a certain amount of time, depending on its intensity, or else their aether can become corrupted. Individuals who experience aether corruption can manifest a number of unusual symptoms, both physical and mental. Often, they will develop an affinity for the chaotic element they were corrupted by, as if they were aspected to it. When a chaotic element is introduced to an individual's system, it slowly begins to eat at their aspects, starting with any learned aspect they may have before consuming their core aspect, until only the chaotic element remains.

Law & whimsy are unnatural, & a danger to the balance of aether within the environment. The chaotic elements are capable of mass destruction when incorrectly handled, with no notes of restorative capabilities.

Whimsy

  • Difficulty Level: Fluctuating (Mentality/feeling-based)
  • Associated Traits: Freedom ꕀ Release ꕀ Ignorance
  • Aetheric Traces/Notes: An opposing force to Law, this Aether takes its residence as a force of reality, creating pockets of Chaos & Unnatural Terrain. We are not currently sure of how this fully plays a role within the world, but it has a habit of spreading, so the Guild has taken the time to slow the corruption. Those within the area will find theirselves freed from rules & can even experience intense hallucinations.
  • Usage & Handling: Whimsy Aether is used in destroying rules bounding you, at a cost. This form of freedom serves to enable you to do things beyond your normal limits. There are currently no known ways it can be used to heal.
  • Aspected individuals tend to be...: Chaotic, Jovial, Impulsive
  • Body Type Affinity: Soul.

Law

  • Difficulty Level: Fluctuating (Spoken/confidence-based)
  • Associated Traits: Restriction ꕀ Understanding ꕀ Principle
  • Aetheric Traces/Notes: An opposing force to Whimsy, this Aether takes its residence as a force of reality, creating pockets of square & constructed surfaces. We are not currently sure of how this fully plays a role within the world, but it has a habit of spreading, so the Guild has taken the time to slow the corruption. Those within the area will find theirselves bound by rules & can even experience intense hallucinations.
  • Usage & Handling: Law Aether is used in establishing limitations both to yourself & others. One aspected to this will find an ability to create rules in exchange for temporary power. Its restorative power often comes with a price, however.
  • Aspected individuals tend to be...: Simple-Minded, Well Groomed, & Strict.
  • Body Type Affinity: Brain & Nerves.