The Arbvar is just the base, the land they live upon. I had all these questions about how life might be different, how the physics might be altered, how culture could be effected…
Would these inhabitants have the same views? Simply put no. Even slight alterations and changes can effect something so vastly. We can observe these sorts of notions from history.
Everything has rules. Or at least follows some sort of path or notion that itself abides by some kind of law. In our society, we have social norms and official laws that put a lid on anti social behaviour, or at least what we consider anti social, this differs to interpretations cross culturally. In world building the Arbvar, i had and still have to consider many factors and rules. Social norms, physics, culture and other rules. Things need limitations or else they can run wild and unchecked, causing many devastating problems…
One challenge to tackle was Magic in Arbvar, as the story, location and premise is Fantasy based, i decided that to justify extraordinary abilities there would be a kind of ‘Magic’. This Magic comes with its own set of rules and laws that users and the natural law must abide by, willingly or not. But how would this ‘Magic’ come about? Would it be a learned skill? Would people be born with the affinity? Would it stem from some magical source or object?
I knew that i wanted the inhabitants of Arbvar to be born with a mark, a sort of brand. This is in relation to the history and supposed creation and development of Arbvar. This mark, takes on many forms and is as unpredictable as the changing winds. I already had an idea for my main protagonist and that was that he would have a whole blue crystalline eye. [Although originally it was a mechanical eye with the old steam punk idea back in the day.] This would be his ‘Magos Mark’, the name of the brand. I wanted these marks to have flare and be a bit of a characters traits, even relating or virtually representing their personality with its size, location or shape. This could lead to a diversity of effects and be used as a tool to emphasise character personality and ego. However, i wanted the mark to serve more than just an aesthetic and so i made it the source of a users ‘Magic’ in Arbvar. Below is an extract relating to how it works.
“Within Arbvar, magic is an inherited gift, or at least, the ability to manipulate matter is. A genetic heredity, Magos marks are said to be a reminder of the sins committed by Esterm’s ancestors and in particular, their pillaging of the sacramental grounds of Esterm’s Eden. These marks have been passed on to condemn their offspring in an apparent never ending cycle. By eating the heart seeds, marks surfaced, a permanent brand of the act committed. Although condemned to be stalked by Hyjinxes, the consumption of these seeds is said to have given its bearers a part of the Arbvar’s power to manipulate matter and life. Although a lottery of luck, it is clear that there are some who are born with an exceptional prowess, falling into a number of unique categories…and those without are referred to as having Husks marks.These categories for marks each come with their own traits and characteristics with their possible bestowments.”
With Magic and brilliant prowess – comes rules. Although everyone in Arbvar [except Hyjinxes] are born with a mark – not everyone receives these powers. If everyone did, there would be a ton of unchecked criminals spewing flames or war running ragged. In terms of percentages, 70% of marks are ‘Husk’ marks, meaning no extraordinary ability. 30% of those therefore have the potential for a type of ‘Magic’. The range of Magic too is creative. What do you exactly consider a power? The ability to control water? Although that isn't to say some of the 30% of users can’t do that, there is plenty of room for creative powers to think of. But for those with powerful abilities, there again, needs to be some rules. What is stopping some tyrant from taking over the world with his mind controlling ability?
“A being’s mark is their most precious thing. Magos marks are the crystal gate that divides the boundary of living and dying. These marks grow and nurture themselves as their host does, each providing the yin to each other’s yang. Magos marks come in a variety of forms such as blue scars or whole limbs. Magos marks are of an enigmatic nature, and their existence has been disputed for as far back as people can remember. It is said, these marks are blessings bestowed to life by the very Arbvar itself, that they are seeds of power to nudge life along. Regardless, the nature of Magos marks is unchanged, as are its unwritten rules. Without a mark one cannot live the luxury of free life.”
Not only is everyone [except Hyjinxes] born with this mark – it is their connection or anchor to life. Acting almost as a umbilical cord does to an infant, the mark keeps a person generally speaking – alive. So what happens if it is damaged? The person suffers, mostly psychologically, but physically too. I want the Magos mark to inflict and impact a person’s psyche most with the biggest sufferers going crazy if there marks are beyond repair. Severment or maiming of a mark almost always leads to death either instantly or slowly depending on the mark type and time taken to sever. In cases were the person doe snot die – they become completely vegetable, primal or a ‘Husk’ of their former self. So remember that mind controlling person? If some guy was to get a stray arrow in that mark of his he’s dead, or for worse, now psychotic, or completely insane if he already was kinda crazy.
Suddenly there is a whole new level of danger in the game. This part of you, this crystal blue mark, limb or tatoo is now your lifeline. How would you react to that? Would you cradle it at every step? Would you be bold in battle – flashy and showy or hide it beneath layers of impenetrable armour? This Magos mark, the inhabitants of Arbvar have learned to except it. Just as we except some external forces we do not control, or have yet to explain, although not fully understood, Magos marks are accepted for what they are and do. This is mostly due to the immediate evidence if someone’s mark is damaged – they die or turn pretty nuts. But although this does does level the playing field a bit, there isn't enough variety, not enough shaking up to truly make it believable…
‘Magic’ still needs a bit of spice, further refinement…
“The bending of matter and altering of reality branches mostly into Paean marks. Paeanists therefore are lucky to be born with this affinity but they must remember that their mark is just the start. A good deal of training and refinement is needed to discipline the practise of using their mark for productive practises.
Often the inexperienced, young and untrained can still manifest ‘magic’, although in random and unpredictable ways. This is usually in moments of extreme stress. Sometimes some Paeanists, like all other mark bearers, can potentially not find out their ability or just be, on the rare occasion, late bloomers. So some remain mundane all their lives…”
Above is more elaboration onto Magos Marks. So again, more categories, this time breaking down Mark themselves. Marks have ‘classes’ or categories, relating to their power or bestowal. Almost like labels, some user powers are categorised into a particular field. This has the potential for political and cultural conflict too – but that’s for another insight. Below are some of the proposed categories…
| Type |
| Husk – The most basic form of Magos mark. These Marks keep their host alive – yet offer nothing else. These marks are the most common form and on average make up 70% of all marks in existence. It is often found that some marks are simply dormant and their user has not tapped into the underlying power available. Husk marks are often duller in colour than more active magos marks. |
| Tether – A highly rare type of occurrence in which the user is born as two entities rather than one. These two beings are as close as the two sides of a coin and literally account for half of themselves to their whole. This rare and bizarre phenomenon can occur in accounts of twin births where it is believed the magos mark splits to give life to the pair. Even in these circumstances – the marks are not identical and it has been known for the marks to be in completely different places. The Tether category has also been applied to other occurrences where an entity is attached to another and shares a mutual magos bond such as a familiar bond where the Magos Mark detaches itself to form into another creature often in the form of a animal native to the place of birth. |
| Amplex – Amplex marks are more often than not whole limb marks. These marks improve a natural ability of its user. Common examples of this are eyes, hands and feet. These marks are not restricted to certain limbs – and come in many variations, but more often than not aid the host in one way or another. A user could find themselves with keener eyesight, fingers of acute dexterity or highly sensitive hearing. |
| Influx – Influx marks are the most sensitive of marks. These marks have a fickly temperament and change depending on the environment of the user. This could be anything from the temperature, the weather or even the ground beneath your feet. It is believed these marks are like data cups and are filled with the ‘feeling’ of what is around the user. Generally, those with these marks tend not to travel, unknowing of the tide the mark will turn with. However, refined users who study their mark can find a more stable platform of control. |
| Biount – The most integrated of marks that is as dominant as skin. Bionut marks are so attached to their host that the Biount’s host can commonly manipulate their mark to encase their body, lengthen their limb or change their entire anatomy. In many cases, ‘cells’ of a hosts mark flow in the current of blood and are able to interfere with the normal mechanisms of the body such as heart rate, hormones and blood pressure. The nature of the Biount mark means that hosts are able to change the appearance of their mark to suit their need; most hosts keep it on standby, such as an important limb attachment. |
| Zeal –An uncommon occurrence, Zeal marks are known for their enthusiastic control over energy. Zeal hosts transmute their own metabolic energy as a fuel for their Zeal marks use – making the Zeal mark a personal stamina stamp. Some Zeal hosts are also able to absorb quantities of energy they find and channel it into various other alternate sources of energy like heat, light or even electricity. The notorious Zeal Ripper when once at large – ruthlessly hunted down many to tear their marks and absorb them. This horrific event has left some sceptical over possibility of mark misuse. |
| Paean – A magos mark which relies on the expression of both vocal chants and mental processes. The language of a Paeanist is said to be the direct language of the coding of magos marks. Hosts of this type of mark can find that they can manipulate the magos in living things such as in plants or the soil of the earth. Unlike other marks, the Paean mark requires vocal commands for the mark to take effect. A Paean wielder has to have insight into their mark and the way it is so closely bonded to other marks around it. For a Paean host to be acutely associated with their mark, a host must be properly trained. There are several guilds specifically tutored for Paean hosts as well as smaller school clusters. Paean marks are well highly regarded for their usefulness and adaptability, wielders can find such a mark can be used helpfully in cultivating and farming or further research into the nature of Paean marks. |
These are the ‘main’ categories, and not the only categories. Most powers are proposed into these categories in one way or another but there is likely those which break the boundaries. Any phenomenal ‘Magic’ such as a common ‘spell’ would require guidance and tutoring. These types of users would have a ‘Paean’ mark. They would require a sort of chant from a language they would learn in education and then have the mental projection of their intended action to be vivid in their mind, with both accounting on the other’s support. So suddenly – this mind controlling man, what type of mark would or could he have here? Maybe it is an Amplex mark that taps into the undiscovered potential of the mind? Therefore he needs concentration to think clearly. Or maybe he is a Peanist and suddenly he could potentially be clever, intelligent and have to know this language to enact his mind controlling spell. I’ll settle with him as a Peanist.
So Paenists suddenly have a bigger pallet to work with compared to the other marks – how could that be balanced? Perhaps it can be channelled down even further or limited not just to knowledge and speech but something more…
“Paeanists
What exactly comes with the package of being a Paeanist? A lot of hard work that’s for sure. Paeanists study marks and understand how things are made up – they understand the building blocks of life and the foundations for living. The incantations they use are verbal commands of the programming of life. Experienced Paeanists can use some spells without words, just by focusing within their mind or by using pre-rendered Sigil Strings.
This language though, is an ancient tongue. It is the breakdown of life into a verbal form. Paeanists are bending reality and telling it to change or alter something in a way it can not ignore. The words are just one part of the process as the majority of it is within the mind of the speaker. Paeanists must be able to focus and in that concentration, imagine and know specifically what it is they want to do as the dictionary of words they use are ambiguous – and need specific refinement in the mind of the conjurer. Distractions and mispronunciations can damage a spell and easily make it go hay-wire as can miscalculated strings in a Sigil Scratching.”
Suddenly springs on the concept of ‘Sigil scratching’, Magic in a written form. The idea of experience, knowledge and language all come into play but how about something more? Spells can be miscalculated due to mispronunciation or not even work at all. Practise and refinement is key. But still…
And so is the preposition that some Paeanists have a greater affinity for a type of Magic than others. Magic can be broken down even further into categories with some of the possible proposed categories being…
Conjures – These are illusions, sometimes if powerful enough, can come real or impact living or physical things. Projections are believed to be like this.
Animation – The concept of bringing objects to life. For example, a fragment of a persons mark may go into the creation of a living golem, controlled by the user. This also includes manipulating plants and living matter.
Alchemy – The concept of turning base materials into others. This does not mean a block of dirt can suddenly become gold – the correct base materials are needed to create what can be created from it – nothing imaginative or ambiguous, its like a magical science.
..Suddenly, even more windows open up. However, these categories aren't as set in stone as the Mark types. Generally the appropriate verb or label can be applied to the type of magic the user excels in. Paeanists generally have a preference and talent in an area in comparison to others, usually failing in the opposite of their excelling spells. So far example, is one was good at spells revolving around physics, such as energy, then they would be less proficient in spells revolving around animating life, though that isn't to say they can’t do any such feats.
Now we have a playing field or at least a jist of rules. These will form the foundation of most actions enacted by the characters or environment revolving around their birth marks and Magic conjuring skills. Now for the next wall to climb, comes the environment and the way Magic is integrated into it…
No comments:
Post a Comment