《Encyclopedia Temeary》
On Spells and their classification
Extract Professor Sallen Explains Spells to His Mentee at the Scentian Academy of Thaumaturgy.
"The voice is a vocalist''s instrument, and the microphone is what carries that voice, makes it heard. The same is true for magi: mana is a mage''s instrument, and the spell is what brings that instrument to life, more than simply a type of energy."
That¡¯s what the Principal told me when I was his mentee, years ago. At the time, it didn¡¯t make much sense to me either and judging by that look on your face, I see it hasn¡¯t improved with age. But don¡¯t worry. I¡¯ll break it down for you.
So, let¡¯s start simple. What are spells?
Spells, my dear student, are thaumaturgical constructs made out of spellrunes. You¡¯ve done your homework on spellrunes, I hope? Good. These constructs are used to create magical effects, and they save us from the hassle of performing rituals or assembling large magical formations every single time.
Now, you¡¯ve probably got some preconceived ideas about spells. Let me clear those up. Spells aren¡¯t just weapons of mass destruction wielded by magi to annihilate their enemies. Sure, they can be, but the vast majority are far more practical. For example, light spells. I guarantee you, there are thousands of spells just for creating light. I don¡¯t know why magi keep inventing new ones, but they do.
Now, let¡¯s move on to how spells are categorized. Spells are classified into six tiers, from 0 to 6, based on their complexity and power.
Tier 0
Tier 0 spells aren¡¯t technically considered "spells." It refers to Mana Shaping¡ªthe manipulation of mana without using spellrunes, constructs, or formations. Every mage worth their salt knows how to shape mana to some extent.
Don¡¯t underestimate it, though. Mana shaping is the foundation of spellcraft, and when mastered to the highest level, it becomes one of the most powerful tools imaginable. The Fourth Sage has notoriously mastered mana shaping to the degree that he can create entirely unique spells on the fly, tailor-made to the specific situation.
But don¡¯t get ahead of yourself, alright? As much as I hate to crush your dreams. But as your mentor, I find it important to note that only the exceptionally gifted¡ªlike the Sage or the Principal¡ªcan reach those heights. And you still have a long way to go before that. So focus on your basics for now.Find this and other great novels on the author''s preferred platform. Support original creators!
Tiers 1-3
These tiers encompass the vast majority of spells, especially the ones you¡¯ll use regularly.
They are single-element spells with rather rudimentary or simple effects, with each tier getting progressively more complex and powerful than the last.
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Tier 1 spells are simple, single-element spells¡ªbasic but essential.
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Tier 2 builds on that foundation, offering refined and more effective variations.
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Tier 3, the highest of the "basic" spells, includes some of the most iconic and well-known spells in history, like the infamous Fireball spell.
Despite their simplicity compared to higher tiers, these spells are incredibly versatile. There¡¯s a saying among magi: ¡°If you can think of it, someone¡¯s made a spell for it.¡± That¡¯s thanks to Tier 1-3 spells. They form the backbone of any mage¡¯s ¨C yes, even Archmages ¨C repertoire.
Tier 4
Now we¡¯re entering more advanced territory.
Tier 4 spells involve either multiple elements or multiple matrices. In simple terms, they¡¯re more complex, multi-elemental spells with combined or layered effects. Most Dimensionalism spells fall into this category.
Let me warn you: this is the tier where mana cost starts becoming a real issue. Some Tier 4 spells require so much mana that a mage with below-average reserves might never be able to cast them, no matter how skilled they are.
Personally, this is my limit, as Tier 4 is the highest tier most magi¡ªincluding myself¡ªwill ever reach.
Tier 5
These are reserved almost entirely for the elite of magi and involve the manipulation of willpower.
These spells can also be multi-elemental and multi-matrix, though that isn¡¯t always the case.
These spells do tend to be more sophisticated and potent than Tier 4 spells, as they¡¯re crafted and wielded by the most skilled of magi.
Very few magi ever cast Tier 5 spells. If you¡¯re lucky, you might see one in action someday. But for now, don¡¯t worry about them too much¡ªyou¡¯ve got plenty of work to do before we get there.
Tier 6
Finally, the pinnacle: Mystic Spells.
These spells are unique to the field of Mysticism, which combines mana and aura to create effects greater than either could achieve alone. Tier 6 spells are incredibly rare, even among the best of the best. The Principal himself is one of the few people alive who can cast them. So, consider yourself fortunate you''ve met him, as people capable of using Mystic Spells are legends in their own right.
So, those are the six tiers of spells. Any questions? No? Good.
Now, for your homework: I want you to review everything you know about mana shaping and practice it daily. It¡¯s fundamental, and I expect you to master it before we move on. Understood? Excellent. Let¡¯s get to work.
On the Structure of Spells
Extract from ''A Primer on Spell Structure'' by T. H. Marthins
Spells can be structured in a variety of ways depending on who is casting them, the magic system they are using, the form of spellcasting they are employing, and the type of spiritual matter they are utilizing.
This diversity makes describing the structure of spells rather complex. For simplicity, this book will focus exclusively on the Thaumic Standard System, which provides a widely accepted framework for understanding spell construction.
In the Thaumic Standard System, spells are structured into two main sections: the Mantle and the Core. All spells are constructed using spell runes, which are explained in detail on pages 3¨C4.
Mantle
The Mantle is the outermost section of a spell construct, acting as its protective shell. It is essentially a layer of raw personal mana wrapped around the Core. The primary function of the Mantle is to:
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Shield the spell from interference by environmental mana.
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Protect the spell¡¯s structure from negation magic or similar disruptive forces.
While the Mantle enhances stability, it is not strictly necessary for the construction of a functional spell. Most spells are not exposed to sufficient environmental mana to warrant a Mantle. However, in disciplines where external interference is common¡ªsuch as Illusion Magic¡ªthe use of a Mantle is highly recommended.
In addition, higher-level spells often have built-in protection mechanisms, rendering an external Mantle redundant in many cases.
Core
The Core is the heart of a spell, where its mechanics and casting processes occur. It is divided into three distinct layers:The story has been stolen; if detected on Amazon, report the violation.
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Outer Core
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Inner Core
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Matrix
Matrix
The Matrix is the innermost layer of the Core and serves as the spell¡¯s foundation. It contains the base programming, including the spell¡¯s Element (e.g., Fire, Water) and Effect (e.g., Explosion, Healing). The mana required to fuel the spell is also stored here.
The Element and Effect are encoded using spell runes. Attempting to modify these runes mid-cast is highly risky, as even minor alterations can destabilize the spell construct. This risk is especially pronounced when working with volatile elements. For example, editing the Matrix of a Fireball spell while casting could result in a catastrophic explosion, harming the caster and their surroundings.
Outer Core
The Outer Core defines the mechanical properties of the spell. Parameters such as size, shape, velocity, trajectory, and others are encoded in this layer. These parameters determine how the spell interacts with the physical world.
Unlike the Matrix, the Outer Core allows for limited adjustments during casting, provided the caster possesses sufficient skill and knowledge. For instance, a caster must understand the spell¡¯s structure and know which spell runes to modify in order to achieve specific effects. Most ATR-certified mages are trained to safely make such adjustments, enabling them to fine-tune spells on the fly.
Inner Core
The Inner Core serves as a secondary layer of programming within the Core. It allows for the addition of secondary matrices, elements, or effects, effectively expanding the spell¡¯s complexity. For example, a Fireball spell could incorporate an Air element to enhance its speed or add a secondary effect like Burning.
Like the Mantle, the Inner Core is not mandatory for constructing functional spells. However, it becomes essential for advanced spells, particularly those classified as Tier 4 or higher. These spells often require multiple elements or effects to function effectively, making the Inner Core a critical component at higher levels of spellcraft.
A Biothaumical description of Awakened
Excerpt from a ''Awakened Explored'' by Aria T. Hobs
Awakened is an umbrella term used to classify any living creature that possesses the ability to sense, manipulate, and store spiritual matter¡ªmost commonly manacules¡ªin some way, shape, or form.
Properties
Awakened can belong to any species, from humanoids to mana beasts, and even extra-dimensional creatures like Fae or demons. This diversity makes defining and describing the biothaumical processes challenging. For simplicity, this document will focus on humanoid Awakened, including humans, elves, dwarves, and similar species.
Biothaumical Organs
All Awakened are born with specialized biothaumical organs known as Mana Organs. These organs can vary greatly depending on the race or species of the Awakened. However, humanoids and most mana beasts share three specific types of mana organs:
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Mana Channels: Responsible for the input and output of manacules and mana.
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Mana Veins: Serve as the primary internal transportation system for spiritual matter, such as mana or aura, within the Awakened.
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Mana Core: A multifunctional organ that typically handles storage, refinement of spiritual matter, and, in humanoids and some mana beasts, aura generation.
Together, these organs form the Mana Circulation System, which is vital for the functionality of the Awakened.
Arcanoception
Arcanoception, colloquially known as "mana sense," is what sets Awakened apart from their non-magical counterparts and is inarguably the most important ability of any Awakened, no matter the race or species.
Arcanoception is a thaumic sense that all Awakened¡ªeven Quasi-Awakened¡ªunlock. It allows for the perception of mana and manacules both in the environment and within the Awakened''s body. Unlike other senses, arcanoception is not tied to a physical sensory organ but instead originates entirely from one''s soul. Mana sense works by the soul sensing disturbances in environmental mana caused by the constant input and output of mana from all living creatures. It can be likened to echolocation.
Arcanoception is often somehow tied into one of the more mundane senses. For example, elves may be able to hear mana.
While arcanoception is the most common thaumic sense, other rarer senses exist. However, arcanoception remains the most basic and universal among the Awakened.
Awakening Process
Awakening is the process through which an individual gains the ability to interact with spiritual matter. For humanoids, this typically occurs during early adolescence. The process can be dangerous and, if improperly executed or interrupted, may lead to severe or even lethal consequences.
Cultural Ceremonies
Many societies mark the Awakening with elaborate ceremonies. For example:
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Elves might hold forest rituals to honor nature¡¯s role in the Awakening.
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Dwarves forge mana-infused artifacts as a rite of passage.
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Humans may undergo individual or group trials to test their newfound abilities.
Effects of Awakening
Awakening has significant biothaumical effects, including:
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Enhanced Natural Lifespan: The degree of enhancement varies based on magical skill, talent, genetics, race, species, and other environmental influences.
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Improved Physical and Spiritual Capabilities: Enhanced strength, speed, and durability are common physical effects. Spiritually, mana reserves and aura generation become accessible.
Affinities
Affinity refers to an Awakened individual¡¯s ability to refine and manipulate specific thaumic elements.Reading on this site? This novel is published elsewhere. Support the author by seeking out the original.
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Genetic and Environmental Influences: Affinities are primarily determined by genetics but can also be influenced by prolonged exposure to specific elements before or during Awakening.
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Single or Multiple Affinities: Most Awakened possess at least one affinity. However, the rare few may develop multiple affinities, which can indicate exceptional talent, though this does not necessarily have to be the case.
The highest recorded number of affinities belonged to the First Sage, who could manipulate all seven basic elements.
Classifications
Humanoid Awakened are categorized into Types and Archetypes.
Types
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Augmenters: Specialized in utilizing their mana veins to enhance physical capabilities.
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Emitters: Focused on using their mana channels to project mana externally.
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Ambimancers: Capable of effectively utilizing both mana veins and mana channels.
While these classifications are not mutually exclusive, an individual¡¯s proficiency may lean more heavily toward one Type. For instance, an Augmenter may still be able to perform emitter-specific magic to a lesser degree.
Archetypes
Archetypes are specialized classifications that depend on an individual¡¯s race, genetics, and other factors. Some notable Archetypes include:
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Pyromancer: Innately aligned with the Fire element.
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Aquamancer: Innately aligned with the Water element.
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Geomancer: Innately aligned with the Earth element.
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Aeromancer: Innately aligned with the Air element.
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Photomancer: Innately aligned with the Light element.
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Noctimancer: Innately aligned with the Dark element.
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Kineticist: Innately aligned with the Force element.
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Cryomancer: Innately attuned to Ice, a deviant element of Water.
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Terramancer: Innately attuned to seismic and metal manipulation within Earth elements.
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Shifter: Capable of altering their physical form in some way.
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Druid: Innately attuned to the Life element.
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Elematurge: Innately attuned to unique Arcane elements.
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Animancer: Able to see and interact with souls through soul vision.
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Empath/Psionic: Capable of manipulating emotions and thoughts.
Quasi-Awakened
Quasi-Awakened, colloquially referred to as "Quirkies," are individuals who, for various reasons, are not fully Awakened. Potential causes include:
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Genetic Anomalies: Inherited mutations affecting the Mana Circulation System.
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Injuries: Trauma during or before the Awakening process.
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Environmental Factors: Exposure to unstable mana fields.
Traits and Limitations
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Partial mana-sensing abilities.
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Physical weakness due to incomplete Mana Circulation Systems.
Unique Roles
Quasi-Awakened individuals often find themselves in niche roles, such as:
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Resistant to Mana Poisoning: Due to incomplete mana systems.
Social Perspectives
The status of Quasi-Awakened varies by culture. Some societies revere them as "touched by the gods," while others see them as cursed or flawed individuals.
On the Nature of Will
"Will is the spark of consciousness, of creativity. The reason why man creates art and music. It is the spark of magic itself." ¡ª The First Sage
Properties of Will
Will is the meta-physical force manifested through the Anima of the soul. Every creature with a soul possesses Will, though it becomes a tangible source of power only for the Awakened. These individuals can harness their Will to manipulate spiritual matter and shape it into magic.
Will bridges thought, imagination, and reality, allowing the Awakened to stimulate spiritual matter and enforce their vision upon the world.
Will Power
Will Power is not distinct from Will but rather its Awakened expression. It represents the ability to channel imagination, thought, and emotion into a force capable of altering reality.
Although it cannot be measured or easily described, Will Power operates on an entirely meta-physical, abstract level. Its effectiveness depends on the user''s clarity of intent, emotional resonance, and experience.
Intent
Intent is a manifestation of Will Power that becomes perceptible under heightened emotional states or deliberate focus. This phenomenon can take many forms:Love what you''re reading? Discover and support the author on the platform they originally published on.
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Emotional Intent: Arises from powerful emotions, such as anger or fear, creating an almost tangible aura that influences others.
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Presence: A subtle form of Intent that draws attention to an individual, making them difficult to ignore.
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Killing Intent: The most well-known form of Intent, and a common trope in literature, is often described as a "physical pressure" capable of inducing fear, dizziness, or even death in extreme cases. Killing Intent is most commonly observed in intense combat situations, such as war.
While Intent is not a physical force, its effects are undeniable. However, accounts of Intent causing death are exceedingly rare, as it operates purely on a meta-physical level.
With training, an Awakened can refine and weaponize their Intent, using it to stun or disorient enemies. However, mastery of this skill is exceedingly rare.
Effects of Will on Spells
Will Power is most prominently demonstrated in thaumaturgy through spells. An Awakened can infuse their spells, mana, elements, or aura with Intent to achieve enhanced precision, control, and effectiveness.
It is important to note that Intent cannot fundamentally alter the properties of a spell. For example:
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A Fireball infused with Intent will not suddenly freeze enemies in place.
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However, Intent can allow the caster to control the timing, direction, and speed of the Fireball with extraordinary precision.
Such enhancements, while subtle, can be the difference between life and death in combat.
On the Nature of Souls
Excerpt from ''The Nature of Souls: A Liches musings'' by Redacted
The Soul is the very heart of all magic. It is what connects the mind to the more abstract meta-physical parts of reality and allows it to harness spiritual matter to create magic and enforce changes upon reality itself. This is why, at the very least, a basic understanding of how it works is essential for any mage to properly cast spells.
Properties
The soul is a type of spiritual matter that is ¨C like all spiritual matter ¨C made up of aetherions. It is responsible for the creation of willpower and allows awakened individuals to manipulate manacules and other spiritual matter to create magic.
To think of the soul as being like the body is a fundamental misunderstanding, as the soul exists not only on the physical level but also on the meta-physical level.
The soul does not have a set shape; it can change and grow in accordance with the individual¡¯s body.
Yet, at the same time, the soul undeniably does have a shape made of multiple layers and parts. The soul is the exact shape of the body, yet it also is not. It is a perfect sphere nestled within the body yet also a diffuse presence that fills the surroundings of an individual.
Structure
The soul can vary wildly based on a number of factors, from race to species, which makes describing them rather difficult. For simplicity¡¯s sake, this document will only discuss the generalities of the soul.
There are roughly three layers to the soul: the Mantle, the Shape, and the Core.
The Mantle is the outermost part of the soul, which suffuses the surroundings of an individual. This part of the soul is responsible for interaction and protection, interfacing with the surrounding world to defend the soul and facilitate magic.
Through a Soul Shield ¨C which is a naturally occurring meta-physical soul construct ¨C the mantle is able to defend the soul from incoming magical attacks that could affect it. The mantle is also responsible for arcanoception, as it interfaces with the surrounding mana to sense the world. It also plays vital roles in all thaumic senses, such as Soul Vision or Empathy.
If you stumble upon this narrative on Amazon, be aware that it has been stolen from Royal Road. Please report it.The mantle also serves as a transmitter of willpower.
Notably, the mantle is the only part of the soul that can be freely controlled by the individual. With time and practice, or through the aid of Soul Vision, an individual can learn to manipulate their mantle, granting them greater mastery over their magical abilities.
The Shape is the middle layer of the soul and is composed of the Akash and the Mens.
The Mens is what connects the soul to the mind and holds a record of the individual¡¯s memories and experiences. It also directly interfaces with the brain and aids in cognitive processes.
The Akash is the part of the soul that corresponds to the body and essentially tethers the soul to it. It interfaces with the life force to create a kind of record of the body, which can be used in advanced medical magics to grow back limbs and such. Over time, the Akash shifts and changes in accordance with the body. It plays a vital role for shifters and other creatures capable of shapeshifting, such as dragons and vampires, who tend to have a more mutable Akash that allows them to shift their body. However, the degree to which they are able to shapeshift depends on the creature or individual.
The Core is the innermost layer of the soul and is where the True Soul and Anima reside. This part of the soul is said to be eternal and completely indestructible, though both claims have yet to be proven. The core is the very essence of a being and is very difficult to observe, study, or interact with, as it does not interact at all with any matter besides the other layers of the soul. This makes it by far the least well-understood part of the soul.
The Anima is the part of the soul responsible for the creation of willpower. How exactly this happens has been an ongoing debate among scholars for decades, given how closely it is tied to the origin of magic and the nature of consciousness. Suffice it to say, all major theories on the subject have their own explanation for the mechanism behind the creation of willpower, from it being bestowed by a god to other such theories. However, these remain theories nonetheless.
The True Soul is by far the least well-understood part of the soul and one of the biggest mysteries in the study of thaumaturgy. All that is known is that the True Soul contains the very essence of a being and nothing more.
On Quasi-Awakened
Excerpt from ''Magical Misfits: Quasi-Awakened Explored'' by T. H. Malwin
Definition
Quasi-Awakened, colloquially referred to as "Quirkies," are individuals who, for a variety of reasons, are not fully awakened. As a result, they only possess access to some of the capabilities typically associated with fully awakened individuals.
Causes
The state of being quasi-awakened can arise from various causes, including:
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Genetics: Certain hereditary traits or mutations can prevent full awakening.
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Mana Retention Deficiency Syndrome (MRDS): A genetic disorder that manifests in different forms but ultimately results in the inability to store mana in the mana core. MRDS is one of the most common causes of quasi-awakening.
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Injuries: Physical or thaumaturgic injuries sustained before or during the awakening process can lead to incomplete development.
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Environmental Factors: Exposure to insufficient mana-rich environments or disruptive thaumaturgic forces during critical stages of awakening.
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Race and Species Variations: Some races or species may naturally lack the necessary components for full awakening.
Capabilities
While not fully awakened, Quirkies exhibit access to some awakened abilities, which can manifest in diverse ways. Examples include:
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Physical Enhancements: Temporary or limited increases in strength, speed, or endurance.
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Sensory Augmentation: Enhanced senses such as:
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True-Seers: Improved sight, including limited arcanoception. This story has been unlawfully obtained without the author''s consent. Report any appearances on Amazon.
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Echo-Hearers: Sharpened hearing, sometimes akin to echolocation.
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Mana Shaping: Rudimentary ability to shape raw mana into basic constructs or weak protective barriers.
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Force Magic: Lesser forms of external mana manipulation, such as small-scale telekinesis (pushing, pulling, or minor levitation).
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Specific Affinities: Rarely, Quirkies may exhibit minor abilities tied to a single elemental affinity, such as a faint ability to generate heat or manipulate water in small quantities.
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Unstable Abilities: Some Quirkies exhibit abilities that manifest unpredictably, often in brief, uncontrollable bursts.
Societal Role and Challenges
Despite possessing some level of awakened capabilities, Quirkies occupy a precarious and often marginalized position in society:
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Rejection by Mundane Society: Non-awakened individuals view Quirkies as different or unnatural, often treating them with suspicion or pity.
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Disdain from Fully Awakened: Fully awakened individuals frequently look down upon Quirkies, considering them "incomplete" or "inferior."
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Isolation: This dual rejection mirrors the societal treatment of half-breeds or other marginalized groups, leaving Quirkies without a clear place in either world.
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Occupational Challenges: Many Quirkies struggle to find roles where their abilities are valued. While some find work as scouts, trackers, or mage assistants, others are relegated to menial tasks.
Colloquial Naming
The term "Quirkies" originated from the observation that quasi-awakened individuals exhibit peculiar or "quirky" abilities compared to the more systematic powers of the fully awakened. This nickname has been embraced by some as a badge of identity but remains a derogatory term for others.
Outlook
Quirkies continue to face societal challenges, but their unique blend of abilities offers opportunities for integration in specific roles. Scholars and thaumaturgists are also beginning to explore the potential advantages of quasi-awakened states, particularly in fields like mana manipulation and hybridized magic systems, which could reshape their standing in the future.
An exploration of Aura and its Biothaumical processes
Excerpt from ''An Auramancer''s Life Blood: An exploration of Aura'' published by The Association of Thaumaturgic Regulation
Aura is a specialized form of thaumic energy generated organically by Augmenter-type awakened individuals. Unlike traditional mana, aura is deeply tied to the spiritual and emotional state of its user. This connection allows it to augment not only physical strength but also cognitive, sensory, and mental abilities, giving the awakened a broad range of enhancements.
Properties of Aura
Aura is a spiritual-matter that consists of both life force and mana, making it unique to each individual. Unlike mana, which is more universal, aura is deeply personal and influenced by the thoughts, emotions, and intentions of its user.
Key Characteristics:
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Spiritual-Matter: Like all spiritual-matter, aura is sensitive to the will of the user, influenced by their emotional state.
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Aetherions: The primary component of aura, aetherions, interact with the user''s will to produce this energy.
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Dual Nature: A blend of life force and mana, aura is an intrinsic part of the awakened, functioning uniquely within their body.
Production and Mechanisms
Aura is produced in the Aurachamber of the mana core, but the precise thaumic processes behind its creation are unknown. The ability to generate aura is linked to the user''s awakening and their capacity to channel mana. Aura manifests itself when both life force and mana combine within the user¡¯s body, specifically within the Aurachamber, which acts as the energy generator.
Mystery of Aura Production:
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The exact mechanisms behind aura¡¯s creation are still largely mysterious.
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Unlike mana, which can be generated and controlled by anyone with magical ability, aura is unique to Augmenters and tied to their specific physiological and emotional states.
Uses of Aura
Aura is primarily used by Augmenters to enhance their physical abilities, but it can also be used to enhance cognition, senses, and mental capabilities. When manipulated through the mana veins, aura floods organs or systems within the body to give heightened abilities, such as superhuman strength, speed, and sensory perception.
Primary Applications:
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Physical Augmentation: Grants users superhuman strength, speed, reaction times, and endurance.
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Cognitive & Sensory Augmentation: Improves mental processing, reflexes, and sensory abilities, allowing for heightened awareness and faster decision-making.
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Emergency Enhancement: In high-stress situations, aura can trigger a burst of strength akin to hysterical strength, though this is often uncontrolled and dangerous without training.A case of content theft: this narrative is not rightfully on Amazon; if you spot it, report the violation.
Manifestation of Aura
Aura is one of the few forms of thaumic energy that can be manifested outside the user''s body. Skilled Auramancers can project their aura to create a physical, protective shield or perform specialized techniques. This ability is what sets aura apart from other forms of magic, as it can be used both defensively and offensively in combat.
External Manifestation:
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Aura Shield: A defense against both physical and magical attacks by forming a protective barrier around the body.
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Aura Techniques: Skilled Auramancers can shape their aura into specialized techniques, using it for offensive capabilities like devastating strikes or creating powerful energy blasts.
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Elemental Fusion: Combining aura with elemental magic, users can create hybrid attacks, such as fire-infused punches or lightning-charged blows.
Aura and Mystical Arts
When combined with mana-based magic, aura can give rise to a powerful sub discipline known as Mystic Arts or Mysticisms. This combination allows Augmenters to perform feats of magic and physical power that go beyond the capabilities of both mana and aura alone.
Mystic Arts Characteristics:
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Hybrid Magic: By channeling aura through magical spells, users can enhance their spells with physical prowess or elemental effects.
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Mana + Aura Synergy: The combination of mana-based magic and aura creates techniques of immense power, such as elemental storms or energy-absorbing shields.
Emotional Transfer and Metaphysical Effects
Aura shares a property with mana in its ability to transfer information, but while mana can transfer complex emotions and will, aura is limited to base emotions and the will of the user. This transfer can have powerful, often dangerous effects on others.
Emotional Transfer:
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Transference of Will & Emotion: Aura can transfer raw emotions, like anger, fear, or willpower, to others.
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Metaphysical Weight: Unlike mana, aura can manifest itself as a metaphysical weight on those around the user, which can cause physical or psychological harm, such as dizziness, shortness of breath, or even death in extreme cases.
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Vivid Sensations: While less versatile than mana in terms of information transfer, the will behind the aura is often transferred more vividly, leaving a significant impact on the recipient.
Risks and Limitations of Aura
Aura, while powerful, can be incredibly dangerous if used recklessly or without proper training. Overuse of aura can lead to physical exhaustion, mental fatigue, or even long-term damage.
Potential Dangers:
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Aura Burnout: Prolonged or excessive use of aura can drain the user¡¯s life force, leading to physical exhaustion or even death.
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Loss of Control: In moments of extreme stress, an Augmenter may lose control of their aura, causing uncontrollable surges of power that can be harmful to both the user and their surroundings.
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Harm to Non-Awakened: Non-awakened individuals can be adversely affected by exposure to high concentrations of aura, leading to nausea, weakness, or death in extreme cases.
On Spiritual Matter
Excerpt from ''Spiritual Matter and its intricacies'' by Archmage Wells
Definition:
Spiritual matter is a metaphysical form of matter composed of aetherions, and it serves as a significant focus of study within the field of thaumaturgy.
Properties:
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Composition and Function:
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Spiritual matter is the foundational material for manacules, souls, and auras.
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It is composed entirely of aetherions, subatomic thaumaturgic particles that exist in a state of flux and interact with infons in rare and poorly understood ways.
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Interaction with Physical Matter:
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Spiritual matter behaves unpredictably when in contact with physical matter. These interactions often enable awakened individuals to manipulate the physical world through thaumaturgic means.This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere.
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For example, an awakened may use their aura to lift physical objects or alter natural phenomena, bridging the gap between the metaphysical and the physical.
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Interaction with Time and Space:
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Spiritual matter exhibits behaviors that defy conventional understanding of time and space. Aetherions, the building blocks of spiritual matter, are known to warp space-time, suggesting that spiritual matter may hold the key to unlocking greater insights into dimensionalism.
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Limited Understanding:
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Despite its pervasive role in the world of thaumaturgy, surprisingly little is known about spiritual matter.
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Researchers hypothesize that understanding the behavior and structure of aetherions and their interactions with infons may lead to breakthroughs in manipulating or harnessing spiritual matter for advanced applications.
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Applications:
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Spiritual matter forms the basis for all magical phenomena, from simple spellcasting to complex magical formations.
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It is also critical in the evolution of all mana based life forms and the manifestation of environmental phenomena like mana storms or wild runes.
Spiritual matter remains one of the greatest mysteries of thaumaturgy, tantalizing scholars with its vast potential and enigmatic properties.
On the Thaumaturgical Elements
Excerpt from ''A primer on the Thaumaturgical Elements'' by Archwizard Morain
The Thaumaturgical Elements, colloquially known as just Elements, are a type of manacule which, when manipulated by the awakened, can be used to create elemental magics.
Properties:
The Thaumic Elements refer not to any specific type of element but more to a type of manacule which can appear in a variety of forms. As they are just a type of manacule, they are, like manacules, very sensitive to willpower and produce a type of energy upon stimulation. This energy is called elemental energy.
Classifications:
The elements are categorized into four different types:
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Standard Elements
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Deviant Elements
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Compound Elements
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Arcane Elements
Standard Elements:
Sometimes referred to as Basic Elements, these are the most fundamental of the Thaumic Elements, constituting the building blocks of elemental magic. There are seven Basic Elements:
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Fire
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Water
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Earth
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Air
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Light
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Dark
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Force
It has long been debated whether the Force element should be one of the Basic Elements, as it is quite different from the rest. All Basic Elements outside of Force require an awakened individual to have an affinity for them to be manipulated. Force, however, not only does not require an affinity but also seems to be the "default" element for lack of a better term. Force can be used by any awakened and even some quasi-awakened individuals, as it is the natural expression of an awakened¡¯s personal mana if no elemental convergence occurs before external manifestation. It also does not commonly appear naturally outside of magical phenomena like mana storms, unlike the other six Basic Elements.
Despite being called Basic, the Standard Elements are rather complex as they do not simply manipulate their natural phenomena as their names suggest. For example, the Fire element does not simply allow for the manipulation of fire but also heat, though it seems to work better as the temperature increases. Its efficiency steadily drops off to about 10 degrees Celsius, at which point the Water element is more effective. This principle applies to all other Standard Elements except Force.
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Fire: Manipulates fire and heat (10 degrees Celsius and above).
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Water: Manipulates water and cold (10 degrees Celsius and below). This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
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Earth: Manipulates earth, including all forms of rock, sand, and soil.
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Air: Manipulates air and gases.
Light and Dark are the two least understood of the Basic Elements, as they do not simply manipulate light and darkness but also exhibit several metaphysical properties and interact strangely with other elements.
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Light: Manipulates photons and somehow encourages and manipulates the growth of life on a cellular level. This gives it an important role in medical magic and Alchemic fields. However, the mechanisms behind these effects are not well understood.
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Dark: By far the least understood of the basic elements, Dark manipulates darkness, which is puzzling since darkness is merely the absence of light. Additionally, it can destroy life on a cellular level, making it the most dangerous Basic Element. Its most puzzling property however is its tendency to disrupt other magical elements and formations. When introduced without the use of willpower, Dark causes magical formations to collapse.
These properties, though poorly understood, make Dark and Light arguably the two most important Thaumic Elements.
Compound Elements:
Also known as Combo Elements, these result from the combination of any Standard Elements. To clarify, Compound Elements are not actual compounds but rather the result of two different elements being used simultaneously to create a certain elemental effect. For example, the Lava/Magma element is a combination of the Fire and Earth elements.
Deviant Elements:
Deviant Elements are subtypes of the Basic Elements that are sufficiently different to form their own subtype of elemental manacule. It is important to note that Deviant Elements are actual different elements composed of different manacules, unlike Compound Elements. Awakened individuals can have an affinity purely for the deviant offshoot of a Basic Element. For example, someone may have an affinity specifically for the Ice element without any affinity for the Water element. However, Deviant Elements can also be learned manually with time and practice if the individual has the required Basic Element. For instance, someone with an affinity for Water can learn the Ice element with practice and vice versa. Deviant Elements include but are not limited to:
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Fire: Plasma
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Water: Ice, Mist
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Earth: Gem, Crystal, Metal
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Air: Lightning, Sound
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Dark: Shadow
Arcane Elements:
Arcane Elements are by far the least understood type of element. They do not occur naturally except in very specific locations or situations. They also interact strangely with the laws of physics and often work in both metaphysical and physical ways. Arcane Elements can be both Compound and Deviant or neither and may even represent completely new elements. Below is a non-comprehensive list of the most significant and common Arcane Elements:
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Solar Flame
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Phoenix Fire
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Soul Fire
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Hell Fire
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Life
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Soul Shadow
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Dragon Flame
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Black Ice
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Void Wind
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Void Lightning
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Black Light
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Corruption
A Thaumaturgical description of Manacules
Excerpt from ''The Principles of Magic: A primer on all things Arcane'' by Grandmage Tempest and Highmage Greyrat.
Manacules are a type of spiritual matter and thaumaturgic particle that produce mana upon stimulation.
Manacules are the building blocks of magic and all magical life forms.
Definition:
The term manacule does not refer to a specific type of particle but is rather an umbrella term used to describe the many varieties and types of thaumaturgic particles that release mana upon stimulation.
Properties:
Size and Visibility:
Manacules are similar to atoms in that they are so small as to be invisible to the naked eye. However, unlike atoms, manacules are literally invisible due to thaumaturgic mechanisms that are currently unknown.
Interaction with Matter:
Despite having mass, manacules do not interact with most physical matter or energies, although they are capable of doing so under certain conditions. They behave like thaumaturgic radiation, permeating the atmosphere and even embedding themselves within physical materials.
Composition:
Like other types of spiritual matter, manacules are composed of aetherions.This book''s true home is on another platform. Check it out there for the real experience.
Response to Willpower:
Manacules are highly susceptible to the will¡ªthoughts and emotions¡ªof living beings, which stimulate them to produce mana. The leading theory suggests this occurs because both manacules and the soul are composed of aetherions, and willpower originates from the soul. It is hypothesized that some form of interaction between the two is taking place, though this remains speculative.
Varieties:
Manacules exist in numerous forms and varieties, which are divided into two main types:
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Life force
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Thaumaturgic Elements
While manacules typically require stimulation by willpower to produce mana, this is not always necessary, as seen in phenomena such as Wild Runes.
Effects:
Adverse Effects on Non-Magical Beings:
Due to their radiation-like properties, prolonged exposure to high concentrations of manacules can have severe adverse effects on non-magical creatures. These include mana poisoning, cancer, or other cellular or magiomorphic mutations, which can be lethal.
Environmental Phenomena:
In areas with a high concentration of manacules, various phenomena can occur, such as mana storms, the spontaneous creation of Wild Runes, and the formation of mana crystals and other magical materials.
Magiomorphosis and Effects on Evolution:
The tendency of manacules to cause cellular and magiomorphic mutations has had profound cascading effects on the evolution of both humanoids and mana-beasts over time.
On the Structure of Reality
Extract from the Seminar "An Introduction to Dimensionalism" Presented by Grand Mage Glen Fj?lmer at the Scientian Academy of Thaumaturgy
"...Alright, before we dive in, let me make one thing very clear: what I¡¯m about to introduce you to is not¡ªand I repeat¡ªnot the definitive model of reality. The cosmos, as we know, is just far too complex for anyone¡ªor anything, really¡ªto fully grasp. That said, there are a number of models out there that try to explain how our reality works, but today I¡¯m only going to talk about the Realmistic Cosmos Model. This model was developed by The Third Sage herself¡ªyes, that Third Sage¡ªand it¡¯s the one most of us agree on as a baseline for understanding the structure of reality.
So, what does this model say? In short: reality is made up of three layers¡ªPlanes, Dimensions, and Realms. Each layer builds on the last, and together they create what we call our universe¡ªor, well, multiverse, depending on how you look at it.
Let¡¯s start with Planes. According to the model, a Plane is any single, infinite space that you can move around in continuously without needing things like Gates, slips, portals, no matter if they''re natural or man-made. If you can walk, fly, or swim your way through it without jumping to another space, it¡¯s a Plane. Some well-known examples would be the Plane of Shadow, the Ashwastes, or the Faelays.
But, not all planes are infinite, and that¡¯s where it gets interesting. There are actually a two more different types of planes:
Demiplanes: These are finite. You can still move around continuously in them, but they have boundaries. Think of a pocket plane, which can be as small as, well, a pocket¡ªor as massive as a mountain or even a planet. Some are artificially created with dimensional magic, but others just appear naturally.
Quasiplanes: Now, these are a bit of a headache. A quasiplane is a plane that we haven¡¯t quite figured out yet. We don¡¯t know if it¡¯s infinite or finite, so we just call it a quasiplane until someone smarter¡ªor luckier¡ªcomes along to prove otherwise.Unauthorized reproduction: this story has been taken without approval. Report sightings.
Next up: Dimensions. These are collections of planes¡ªthree or more, typically¡ªthat all follow the same fundamental rules or laws of physics.
For instance, take our own Temaerian Dimension. It¡¯s made up of multiple planes, but they all operate under the same basic set of rules. Now compare that to the Elemental Dimensions¡ªlike, say, the Plane of Fire or the Plane of Water. The rules there are different, but consistent within their own dimension.
Also, remember that a single plane can exist in more than one dimension. Yeah, I know, it¡¯s weird. It¡¯s like being part of two clubs at once, and the clubs don¡¯t even have to be in the same continent.
How we figure out which plane belongs to which dimension? That¡¯s... a topic for another day, or we¡¯ll be here all night.
Finally, we¡¯ve got Realms. A Realm is basically a collection of dimensions that share overarching similarities. Think of it as the big picture.
To make it easier, let¡¯s use an analogy¡ªmy old dimensionalism professor loved this one. Imagine a house.
The floors of the house are dimensions. They¡¯re separate, distinct, but they all follow the same basic structure¡ªlike the same architecture.
The rooms on each floor are planes. They¡¯re all unique, but they fit into the ¡°style¡± of their respective floor.
And the house itself? That¡¯s the realm. It holds everything together under one big, shared set of rules.
Now, before you run with this analogy, let me say this: it¡¯s very simplified. Realms are not neat little floors stacked on top of each other. They¡¯re fifth-dimensional constructs made up of, a sometimes literally, uncountable number of fourth dimensional dimensions, which are in and of themselves made up a potentially infinite number of third-dimensional planes¡ªmany of which are infinite. And don''t even get me started on the potential rules and laws of physics that govern them. They can all slightly differ, yet somehow all allow for their own type of magic that is more often than not, not even based in mana. I mean just take a look at the Faerie. It is eerily similar to our own dimension, close enough for a human to live out there whole lives there, without any significant side effects. Yet still different enough to have its own entirely different magic which is just as, if not more complex than our own!
...Ahem, got a little side tracked there. Anyway, The point is: this is just an introduction. If you walk away from this lecture with even a basic understanding of planes, dimensions, and realms, I¡¯ll call that a win. There¡¯s a lot more to it, of course, but we all have to start somewhere.
Alright, let¡¯s move on..."
On the biology of Orcs
Excerpt from: ''''On Humanoids: A Primer on the Humanoid Species of Temar'''' by Dr. Pomira
Orcs are one of the humanoid species. They stand at an average height of approximately 1.90 meters and an average weight of 110 kg, with the women standing around 1.80 meters and weighing 90 kg. They tend to have a strong, muscular yet lean physique. Orcs possess striking facial features, including large noses, a strong brow ridge (though they lack eyebrows), and a large mouth that houses one of their defining features¡ªtheir tusks. These are long, sharp teeth, approximately 5 cm long and 2 cm in circumference, that protrude from the corners of their mouths. They also have pointed, elf-like ears.
An orc''s skin can come in a variety of colors and shades, ranging from their iconic green to differing shades of brown, blue, or even unique tones like those of highland or dune orcs.
Orcs have a lifespan of about 120 years, with their awakened counterparts living up to 150 years. This makes orcs the second longest-lived of the humanoids, behind elves.
The word "orc" in ancient Aldish comes from the term Orka¡¯ash, which means "persistent," "unabating," or "relentless."
This is a very apt description of orcs, as they are famously known for their unrelenting nature. They are often depicted as strong, relentless warriors who never stop fighting, no matter how grievous the wounds inflicted upon them.
This trait can be attributed to their Accelerated Regenerative Healing Factor, which allows orcs to shrug off wounds that would be lethal to a human and even grow back limbs given enough time.
How Does It Work?
Orcs essentially have a special type of biothaumic cell called Regenocytes, which interface with Life Force and the Akash to allow for enhanced regeneration.
Regenocytes possess special thaumic receptors that detect and respond to damage signals from the body. When activated, these receptors trigger an intrinsic enchantment within the cell that enables the regenocytes to draw on energy from mana reserves and Life Force, initiating rapid cell division, tissue synthesis, and repair processes.
The intrinsic enchantment within the cell, Aetherum Regenosa, is a marvel of magic. It provides an "aetherial memory" of sorts.
Aetherum Regenosa is capable of interfacing with the Akash (the part of the soul that shapes the body) through the Life Force, allowing the regenocytes to "remember" the orc''s original physical form. This guides the healing process to recreate lost structures, including complex anatomy such as muscles, nerves, and bones.
Additionally, each regenocyte is embedded with micro-manacules (tiny clusters of thaumic elements) that catalyze accelerated regeneration. These micro-manacules convert raw Life Force and thaumic energy into "templates" for the damaged tissues, ensuring that new structures perfectly match the original.
The regeneration process in orcs occurs in three stages:
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Wound Sealing ¨C Regenocytes rapidly form a biothaumic barrier at the site of injury, preventing further blood loss or infection.
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Tissue Reconstruction ¨C Using mana as fuel, regenocytes regenerate damaged tissues. For minor wounds, this can take minutes to hours; for major injuries like limb regrowth, it can take weeks, months, or even years, depending on the severity of the injury.
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Reintegration ¨C Nerve endings, blood vessels, and muscle fibers are seamlessly integrated into the surrounding tissue, restoring full functionality.
Their enhanced healing factor also makes orcs naturally more resistant to most forms of mundane disease, illness, poisons, and toxins.
Regenocytes work alongside traditional immune cells, such as white blood cells, amplifying their ability to neutralize pathogens.
When a pathogen enters an orc''s body, regenocytes detect biochemical "damage signals" from infected tissues or pathogens and rapidly respond to prevent the spread of infection.
They are also capable of using the micro-manacules as a kind of "disinfectant" by producing bursts of Dark or Fire energy on a microscopic scale to destroy bacteria, viruses, and fungi.
This regenerative process acts almost as a kind of "purge" for toxins, pathogens, and harmful substances. Regenocytes forcefully increase cell turnover in infected areas, essentially replacing all infected cells with new, healthy ones. This rapid cellular regeneration ensures that no trace of infection or harmful substances remains in the body.
The regenocytes also retain a sort of "adaptive memory" through their interfacing with the Akash. This allows them to "learn" how to respond to previously encountered pathogens and diseases, similar to how immune cells develop antibodies.
This makes orcs exceptionally resistant to mundane illnesses like colds, the flu, or bacterial infections. Even severe illnesses like sepsis or pneumonia are rapidly neutralized by their enhanced healing. They are also incredibly resistant to poisons and toxins, as the regenocytes break them down in the bloodstream. However, this does not make them immune¡ªlike dwarves, they are simply highly resistant and recover from afflictions much quicker than humans or gnomes.Stolen content alert: this content belongs on Royal Road. Report any occurrences.
Orcs are also resistant to cancer, as regenocytes actively regenerate tissues and ensure cellular integrity. Even if rogue cells do appear, they are quickly identified and destroyed before they can multiply.
Though there are drawback and limitations to this.
The regeneration process is extremely mana-intensive. Prolonged healing processes, such as regrowing a limb or fighting off a prolonged illness, require vast reserves of mana, food, and Life Force.
Orcs, especially non-awakened ones, typically need to consume enormous quantities of food to sustain the process.
Sustaining too many or too grievous injuries, or battling particularly complex diseases, can lead to the overuse of critical thaumic energies and elements within the body, resulting in potentially lethal adverse effects:
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Life Force Depletion ¨C A dangerous condition that may not heal naturally, causing symptoms like chronic fatigue, increased susceptibility to illness, accelerated aging, mutation anomalies (e.g., cancer), and even death in severe cases.
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Bottlenecking ¨C Rare, extremely complex afflictions (mundane or arcane) may overwhelm the regenocytes, especially if the condition disrupts or affects the soul directly.
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Mana Poisoning ¨C Overuse of mana can result in symptoms such as dizziness, exhaustion, and loss of consciousness.
Orcs are generally stronger and more physically fit than the average human. This is obviously explained by the difference in size and weight between the two species, but it is not that simple. Orcs are almost supernaturally strong, as even unawakened orcs who have undergone specialized training can sometimes match auramancers in the lower realms, such as Initiate or Intermediate, in strength and stamina.
While their superior size and weight certainly play a role in the difference in strength, it is not the only reason for the disparity between mundane orcs and most other mundane humanoids.
As you have probably already guessed, this can also be traced back to their enhanced healing and regenocytes.
The process of growing stronger for most biological life forms involves the tearing of muscle fibers, which then grow back stronger. In orcs, regenocytes rapidly heal microtears in muscle fibers caused by strenuous activities, such as combat or exercise. This decreases the time needed for the rebuilding of muscle fibers from the days other races need to mere hours. Additionally, regenocytes do not just repair damaged fibers but also strengthen and fortify them, enhancing muscular size and density in orcs.
Orcs are also incredibly resistant to fatigue. Muscle fatigue occurs due to micro-damage and the buildup of metabolic waste products like lactic acid. Regenocytes rapidly clear waste products from muscle tissues, preventing fatigue from setting in as quickly. They also repair damaged muscle fibers almost in real time, allowing orcs to maintain peak performance for much longer.
Regenocytes also optimize energy metabolism in orcs by enhancing the mitochondria within muscle cells. This allows for greater ATP (energy) production during intense activities, making orcs highly efficient at converting food and mana into usable energy, sustaining their stamina for extended periods of time.
The cardiovascular system of orcs is enhanced by regenocytes in the same way they improve muscle fibers. This means improved oxygen delivery to muscles during activity and enhanced endurance, enabling orcs to maintain high-intensity activities for extended periods without tiring. Additionally, by enhancing red blood cells, regenocytes ensure high energy levels even when under extreme physical stress, like running for days.
This gives orcs resistance to overexertion, making them far less prone to conditions like cramps (which I am supremely jealous of), exhaustion, or overtraining. Even in extreme situations where their stamina is pushed to the limit, their regenocytes protect them from severe consequences like muscle tears or cardiovascular failure.
This gives orcs an astonishingly fast recovery rate from physical exertion, as the regenocytes start replenishing their energy stores almost immediately. It also gives orcs the ability to grow stronger and more resilient after every battle due to the adaptive memory of regenocytes. For example, after surviving an extremely taxing battle, their muscles would "learn" to endure similar stresses in the future, effectively making them stronger after each trial they face.
All of these factors make orcs some of the best and most sought-after soldiers, warriors, or laborers on Temar.
However, orcs, like dwarves, must consume utterly mind-boggling amounts of food to fuel their rapid healing, stamina, and muscular growth.
As mentioned earlier, orcs are the second longest-lived humanoid species. This is mainly due to their rapid healing.
Regenocytes continuously maintain cellular integrity, and their active repair of damaged tissue and replacement of dying cells causes orcs to show physical symptoms of aging¡ªlike wrinkles or frailty¡ªmuch later in their lives. This also ensures they remain in peak physical condition for much longer and reduces the effects of aging, such as the deterioration of muscles, organs, and skin. As such, orcs¡ªespecially awakened orcs¡ªremain youthful and capable well into their second century, with only their later years showing notable decline.
Additionally, their extreme resilience to injury and resistance to diseases and illnesses significantly increase the likelihood of them living out their full lifespan.
However, there are downsides to this as well. While orcs are long-lived, they age horribly in the last few decades of their life. Additionally, cumulative damage, such as damage to the Life Force from continued use, can crop up after a significant period of time and tends to be exacerbated due to their accelerated aging in later years.
Because their regeneration is heavily resource-dependent, orcs who do not eat enough to sustain their regeneration tend to have a shorter lifespan. This makes orcish society particularly susceptible to famines that are not due to the harsh environment they come from.
The regenerative abilities of orcs have also helped achieve important milestones in the field of medicinal magic. The study of regenocytes and their intrinsic enchantments has helped scholars develop medical treatments to aid in the reconstruction of complex anatomy, such as limbs in other species. It has also helped in the study and treatment of diseases like cancer, and in helping athletes and warriors develop their muscles more efficiently.
Orcs are only capable of having affinities toward the Force, Fire, Air, and Dark elements, though Force is by far the most common. Awakened orcs also have an overwhelming tendency to be Augmenters rather than Emitters, much like the population of Zensai. This, paired with their tendency toward the Force element and their natural physical capabilities, has made orcs some of the most prolific auramancers on Temar.
Additionally, awakened orcs not only have a better healing factor than unawakened orcs because of their larger mana reserves, but they are also able to consciously control their healing factor, enhancing and focusing it on specific injuries. The extent of this ability varies widely depending on the skill and advancement level of the individual orc.
The arcanoception of orcs is often tied to their sense of smell, allowing them to "smell" magic.
On the biology of Dwarves
Excerpt from: ''''On Humanoids: A Primer on the Humanoid Species of Temar'''' by Dr. Pomira
Dwarves are one of the Humanoid species. They stand at about 150 cm tall and 80kg for the men and about the same for the women. They tend to have a stocky, wide build, with strong facial features, large noses, strong eyebrows, etc. Dwarves grow iconic extravagant beards, which their women are capable of growing too, which is why dwarven women are seen as incredibly unattractive by most other humanoid species aside from dwarven men.
Like their name suggests, dwarves are a species well adapted to life underground, as they prefer to live in caverns and within mountains, though there is a not insignificant population of dwarves which live above ground. (Translator''s note: It is important to note that the word ''Dwarf'' in ancient Aldish is more accurately translated as ''The people of stone'' or ''The People of the deep'' rather than carrying any connotations about height.)
With a natural lifespan of circa 100 years, with their awakened counterpart living about 120, dwarves, while not the longest-lived humanoid species, are one of the longer-living ones.
All creatures on Temar are magnificent, unique specimens of life, and in dwarves, this is truly apparent in their beard. The dwarves'' hair and beard specifically, despite their initial appearance, are entirely unique among the humanoid species.
It is a type of external sensory organ, with some biothaumical properties. It fulfills a variety of purposes which shape the dwarves'' perception and traversal of the world.
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It enables dwarves to sense minute changes in air currents, patterns, and vibrations. This is most often used to detect minute air currents within caverns (particularly with the hair on the back of their hands), to sense minute patterns and details upon items or materials they''re working on, or to sense the world around them via vibrations when resting their hairs upon surfaces.
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Their beard hair is capable of interlocking to act as a sort of air contaminant filter, helping keep dust or other irritants from reaching their lungs and keeping their skin clean.
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In relation to a dwarf''s beard acting as a sort of air filter, dwarves have a symbiotic relationship with a species of tiny mites, Barbalytes, akin to the ones living on human skin. The Barbalytes help keep the beard clean by secreting an oil as they consume debris caught within the beard, which acts as a natural cleaner and treatment.
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There exists a functionally unique micro-biosphere of both mundane and magical creatures within every dwarf''s hair, which further enhances all of the beard''s existing properties and keeps it in clean, good condition.
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Their beard helps regulate the dwarves'' body heat, which allows them to be warm even in colder underground climates or retain a cool temperature while working forges.
The beard of dwarves is structurally quite rich in a wide variety of metals, which vary depending on the diet of the individual in question. As such, the hair colors dwarves can have vary wildly from blue to green and white, though the most common colors are red and black, as the average dwarven diet tends to feature a lot of copper and iron. Colors like yellow or purple are rather rare, reserved for only the richer dwarves, as a diet consisting of gold and amethyst is exceedingly expensive.
The Barbalytes feed on metal-rich oils secreted by the dwarves'' skin and hair follicles during the digestion of metals, which allows the mites to produce a kind of protective sheen that keeps the beard clean, protects the it from breakage, by keeping its structure intact and healthy and amplifies the colors of the beard as a side product.
While the hair covering most of a dwarf''s body does grow from follicles not unlike those present in most other humanoid species, the beard connects directly to the skeletal system, making it a very sensitive organ for dwarves akin to a human''s eyes or ears.
As such, the trimming of their beard is a rather hazardous endeavor, often requiring them to treat their beard with oils, wax, or creams to temporarily reduce sensitivity.
The skeletal system of dwarves is also rather unique among the humanoid species, as it is composed of iron rather than calcium. As such, unlike the white stone-like bones of humans and most other humanoid species, the bones of dwarves are an exceptionally strong form of composite steel with some thaumaturgic properties.
Accordingly, dwarves, despite their frame, are deceptively heavy and strong, stronger than the average adult human, though not much heavier, which is because dwarven bones have a number of thaumaturgical properties.
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''Dwarven BoneSteel,'' due to an intrinsic enchantment, weighs less than normal steel while still retaining its stability and density. This is why dwarves are stronger than the average human male, as they need more muscle and have differently connected muscle fibers which allow for a stronger contraction to support their heavier skeleton. You could be reading stolen content. Head to the original site for the genuine story.
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This difference in muscular systems also allows dwarves a much higher threshold for physical exertion, as they are capable of far more physical labor than the average human, though not to the extent of orcs.
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Another one of dwarven bonesteel''s thaumic properties is its extraordinary ability to conduct heat. As the same intrinsic enchantment responsible for its weight also allows for its almost supernatural ability to conduct heat.
-
This ability makes the dwarven skeletal system one of the most efficient methods of thermal regulation in nature. The skeleton collects the heat from across the body and then funnels it, mainly to the beard, where it is then vented out.
All of these things combine to make dwarven BoneSteel an unusually good metal for many workings. As such, some dwarven clans have familial traditions in which deceased family members have their skeletons surgically removed to be turned into tools, weapons, and other heirlooms.
Though not all dwarven cultures subscribe to this practice. Some see it as a disgrace to the dead and their clan, while others are rather indifferent to it.
Dwarves have also historically been persecuted by many different peoples like the Nordlings and Orcs, among others, for their bones. Though I shall not explore such topics more deeply within this book.
It is a common misconception that dwarves have some type of preternaturally strong digestion system.
In truth, the dwarven digestion system is not substantially different from other humanoid species, save for particularly well-developed molar-like teeth in the back of their mouths and their teeth, like their bones, being composed of steel and rather strong tendons in their jaw to aid in the crushing of metal ores. Furthermore, dwarven teeth, like some rodents, never stop growing, meaning they in fact must continue to eat ores and metals to avoid getting dental issues. Though there are dental treatments to help with these issues.
The acid within a dwarf''s stomach is also not notably different except that it is more potent than that found in most humanoid species, to help with the digestion of metals and ores.
Though it is not capable of fully digesting iron, it is capable of extracting sufficient nutrients to maintain there skeleton.
To digest these metals and ores, a faster metabolism is necessary, which causes the body temperature of the average adult dwarf to be at a much higher 43 degrees compared to the human 37. Conveniently, this same heat also provides a superior condition for their bones to come together and grow during puberty, and their intrinsic enchantment prevents other parts of their body from directly cooking.
Thanks to the dwarves'' exceptionally fast metabolism, they need to consume nearly their own body weight in food every day! However, when such food is unavailable, dwarves are capable of sustaining themselves almost entirely on copious amounts of alcohol! (Which is where the stereotype of them being alcoholics comes from.)
Their metabolism converts the beverage into energy almost instantly, and thus only the strongest of mundane drinks or magically treated alcohol is actually capable of affecting their mental capacities in any meaningful way.
Thanks to this excessive metabolism, dwarves are substantially less vulnerable to most mundane diseases and poisons which other species may be susceptible to, though contrary to common belief, they are not immune to poison.
The last notable feature which distinguishes dwarves from other humanoid species is their eyes.
Their pupils and irises are the largest among humanoid species, going purely off ratio. (As gnomes have larger eyes.) This allows them to dilate their eyes far more than any other humanoids.
Additionally, like gnomes, dwarves have a tapetum lucidum, a reflective layer of tissue behind the retina which reflects light back into the eye as it passes through the retina to enhance low-light vision.
As a tradeoff, they are naturally much more sensitive to light, especially bright lights, normally but particularly when their eyes are dilated or in ''dark-sight'' mode. Though, incredibly, they are capable of adjusting their eyes to allow them to work even in the brightest of forges.
Dwarven eyes also have many more color receptors than humans, especially towards the cooler ranges of the spectrum.
Through thorough studies, it has been confirmed that they are capable of distinguishing between up to four more colors than humans, elves, and orcs are capable of, and can distinguish between shades of orange, red, and yellow invisible to most other species. This aids them tremendously in the forges as it allows them to precisely ascertain the temperature of metal with as little as a glance.
Dwarves, despite their superb low-light vision, are not nocturnal. This is in large part due to their beards. As it is incredibly sensitive to sound and wind, dwarves find it highly uncomfortable to be within strong a breeze, not to speak of anything stronger, as it is too stimulating for them, having been compared ''to constant bright flashing lights directly in front of your face'' by some dwarves.
Despite their apparent aversion to sunlight and sound, a substantial part of the dwarven population lives above ground. These dwarves have managed to adjust to life above ground through a variety of ways over the centuries.
Dwarves that were born above ground tend to be more adjusted to these external stimuli. Though dwarves that were not born above ground can learn to adjust to them too, akin to learning to ignore a pungent smell.
Some dwarves not born or raised above ground also adopt more restrained hairstyles, trimming their beards more and grooming them with wax and certain oils to reduce sensitivity.
Dwarves are only capable of having an affinity to the Earth, Fire, Dark, Light, and Force elements. Earth is the most common element among dwarves, and their natural connection to stone and metal through their bones, beard, and natural habitat further enhances such abilities, making the average dwarf far more adept at geomancy and metallurgy than other humanoids.
As the beard plays such an important role in the perception of the surrounding world for dwarves, an awakened dwarf''s arcanoception is often tied to their sense of touch, allowing them to feel magic akin to vibrations, which is where the ''Seismic Sense'' technique originated.
Due to their ability to sense mana as ''vibrations,'' dwarves also tend to excel in fields where precise control and sensitivity to mana are necessary, like Mana Shaping, Forgesmithing, Runesmithing, Arraymastery, and Illusionism, among others.
A brief description of Infons
Extract from class notes of student at the Scientian Academy of Thaumaturgy
Infons are the smallest type of particle and exist within all forms of matter, including spiritual matter and even souls. Infons are one of the greatest thaumaturgical mysteries, and very little is known about them.Unauthorized duplication: this tale has been taken without consent. Report sightings.
Properties:
Infons are the smallest particles in existence and can be found everywhere in all forms of matter. Their mass is as close to zero as possible. They move at speeds faster than light and, like aetherions, they move in seemingly random chaotic patterns. However, unlike aetherions, infons seem to be unaffected by time and space, making them nigh impossible to observe. This is only possible under extremely rare and dangerous situations, like planar voids, ether fields, or other similarly hard-to-find phenomena.
The exact purpose of infons is unknown, but it is believed that they somehow transfer information in extremely complex patterns that remain undeciphered.
On Life Force
Excerpt from: "The Origin of Life" by Dr. Fael''mi
Life Force, sometimes referred to as Life Essence, is what distinguishes the living from the non-living. It is a type of spiritual matter naturally produced by all living creatures, regardless of race, species, or whether they are awakened or non-awakened.
Properties
Life Force is composed of manacules, but unlike most other types of spiritual matter, it is entirely unique to each individual. It is essential for the creation of life itself.This story is posted elsewhere by the author. Help them out by reading the authentic version.
Production
Life Force is produced naturally by all living creatures, though the amounts and specific methods of production vary widely depending on whether the creature is awakened, their race, or their species. This variability makes each creature¡¯s Life Force entirely unique.
In non-awakened creatures, Life Force is produced in the heart, while in awakened creatures, it is produced in the mana core within the life chamber, which is responsible for its creation.
Potency and Blood magic uses
Life Force is considered one of the most potent types of spiritual matter, making it an ideal fuel for various thaumaturgical applications. One of the prime examples is blood magic. However, because Life Force carries all of a creature¡¯s genetic information¡ªakin to magical DNA¡ªit does not regenerate easily like mana. Manipulating Life Force can lead to severe or even lethal consequences. This is why blood mages typically avoid using their own Life Force to power their magic.
Life Force is one of the most mysterious and least understood types of spiritual matter. However, if it can be fully understood, it may hold the very secret to life itself.
A brief Description of Aetherions
Extract from: Notes in the Grimoire of High Mage Alodyn.
Aetherions are the building block of all spiritual-matter, such as manacules, aura, and souls.
Properties:
Aetherions are the subatomic particles that make up all forms of spiritual-matter. They fill a similar role as that of the neutron. As the building blocks of spiritual-matter, aetherions are both intangible and invisible to the naked eye unless observed under special circumstances.Ensure your favorite authors get the support they deserve. Read this novel on Royal Road.
Aetherions normally exist in a state of flux and do not interact with any other form of particle or matter. However, they sometimes spontaneously change to more stable states to create manacules or other forms of spiritual-matter that can interact with other matter. The mechanisms behind these transformations remain unknown, though it is theorized that aetherions interact with infons, which somehow trigger these state changes.
Aetherions move in seemingly erratic and random patterns at the speed of light, causing them to interact strangely with space-time. This results in space-time appearing to bend and warp around them, allowing aetherions to pass through solid objects or, in some cases, even travel across planes and dimensions.
Despite the seemingly random nature of their movement, aetherions obey specific internal laws. Understanding these laws could lead to significant breakthroughs in the Dimensionalism field.
On Unaligned Mana
Extracts from class notes from a student at the Magical School of Tora
Unaligned Mana (Personal Mana)
Unaligned Mana, also known as Personal Mana, is a unique type of mana intrinsic to Awakened individuals. It serves a variety of purposes, from casting spells to forming complex magical constructs and formations.
Definition
Personal Mana is a subtype of mana naturally produced by Awakened individuals. Unlike environmental mana, it is intimately tied to the individual''s essence and life force and is therefore highly responsive to their willpower and emotions.
Form and Behavior
Unaligned Mana is a flux energy, meaning it has no fixed form. When manifested externally without the application of willpower, it naturally converts into Force energy, the default form of thaumaturgical expression.
Production Process
The creation of Personal Mana involves several steps within the Mana Circulation System:This tale has been unlawfully lifted without the author''s consent. Report any appearances on Amazon.
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Intake: Environmental mana is absorbed through the mana channels.
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Transport: The mana travels through the mana veins to the mana core.
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Refinement: Inside the mana core, the mana enters a specialized refinement chamber. Here, environmental mana undergoes a biothaumical process¡ªthe specifics of which remain poorly understood¡ªto transform into Personal Mana.
Unique Characteristics
Mana Signature
As the name implies, Personal Mana is unique to each individual. This uniqueness arises from a specific wave pattern known as the Mana Signature, akin to a magical fingerprint. This property allows for advanced identification methods and personalized magical applications.
Sensitivity to Willpower
Unaligned Mana is the most sensitive type of mana to the willpower of the individual. Its intimate connection to the Awakened''s essence makes it highly susceptible to their thoughts, feelings, and intentions, allowing for seamless manipulation in magical practices.
Unaligned Mana plays a pivotal role in the lives of Awakened, acting as both a source of power and a reflection of their individuality.
On the Disciplines of Magic
Excerpt from: ''''Codex Arcanum: The Principles of Thaumaturgy'''' Published by the Institute of Thaumaturgic Study
In the Thaumic Standard System, magic is categorized into Disciplines, which are further divided into Fields. Fields may also feature Branch-Fields, although they do not necessarily require them.
Disciplines of Magic
Disciplines represent the broad types of magic under which all related Fields fall. There are four primary Disciplines of magic:
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Elemental Magic
Elemental Magic encompasses all forms of magic that require the manipulation of one or more thaumic elements, such as Fire, Water, or Earth. This Discipline is one of the most diverse and powerful, as it also includes the enigmatic Arcane Elements. Every awakened individual has access to at least one element, making Elemental Magic foundational to thaumaturgy. Consequently, all AAR-certified mages are required to have at least basic proficiency and knowledge in this Discipline.
Fields within Elemental Magic include, but are not limited to:
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Pyromancy
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Aquamancy
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Kinetomancy
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Druidism
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Non-Elemental Magic
Non-Elemental Magic comprises all magical practices that do not require the use of thaumic elements. As the counterpart to Elemental Magic, it is equally important and arguably more influential due to its inclusion of highly impactful Fields such as Dimensionalism, Divination, and Auramancy. These Fields are not only immensely powerful but also vital to economic and societal development.
Prominent Fields in this Discipline include:
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Auramancy
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Dimensionalism
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Negation Magic
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Divination
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Animancy
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Crafting Magic
Crafting Magic focuses on the creation of magical artifacts, potions, and formations. Originally part of Non-Elemental Magic, it was reclassified as a distinct Discipline after reforms by the Third Sage, who recognized its unique complexity and societal importance. Crafting Magic is arguably the most intricate of the Disciplines, playing a critical role in the development of magitech, alchemical substances, and enchanted artifacts.
If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it.Fields within Crafting Magic include:
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Alchemy
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Arraymastery
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Golem Crafting
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Forgesmithing
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Runesmithing
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InterDisciplinary Magic
Multi-Disciplinary Magic encompasses Fields that can draw upon multiple Disciplines, Fields, or Branch-Fields, though they do not necessarily require them. This Discipline includes some of the most versatile and widespread Fields, acting as a melting pot of magical practices. It is uniquely vital to both awakened individuals and society at large.
Fields within this Discipline include:
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Combat Magic
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Medicinal Magic
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Alteration Magic
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Mysticism
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Illusionism
Fields and Branch-Fields
Fields represent specialized categories of magic with specific purposes, such as creating fire, constructing a golem, or healing injuries. Fields may have Branch-Fields, which are offshoots of a Field with a more specialized purpose that is complex enough to warrant separate categorization. To utilize a Branch-Field, a basic understanding of the parent Field is often required, although this is not universally true. For example, practicing Necromancy necessitates a foundational knowledge of Animancy, whereas Artillery Magic does not require prior expertise in Combat Magic.
Branch-Fields may also feature Sub-Branches, further refining their scope.
Examples of Fields and Branch-Fields:
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Pyromancy: Plasmomancy
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Noctimancy: Umbramancy
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Aeromancy: Sonimancy, Voltarmancy
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Arraymastery: Wardmastery
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Negation Magic: Disruption Magic
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Dimensionalism: Gravimancy, Planology, Spatiurgy, Chronodimensionalism, Transplanar Dynamics, Metageometry, Quantum Thaumics
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Animancy: Necromancy
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Alteration Magic: Transfiguration, Transmutation
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Illusionism: Projection, Spectrology, Glamourcraft, Aurorics, Sonotology, Haptology, Miragecraft, Veilcraft, Mimicry, Illusory Engineering
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Medicinal Magic: Pathothaumology, Endothaumology, Thaumaplasty, Neurothaumology, Immunothaumology, Toxicothaumology
This structured system ensures a comprehensive understanding of magic while providing the flexibility needed to accommodate the ever-evolving study of thaumaturgy.
On the Biology of Elves
Excerpt from: ''''On Humanoids: A Primer on the Humanoid Species of Temar'''' by Dr. Pomira.
Elves in Temar are among the most striking and enigmatic of the humanoid species. Standing between 1.85 and 1.90 meters tall for men, and 1.70 to 1.80 meters for women, they are surprisingly lightweight¡ª60 to 65 kg for men and 50 to 60 kg for women. Renowned for their beauty, elves are often described as the most attractive of all humanoids. They possess delicate yet striking features, smooth skin, straight noses, defined jawlines, delicate yet firm hands, long fingers, and their iconic pointed ears. Elves tend to have a lithe physique, lanky and tall yet muscular and lean.
As there are four different races of elves, their hair and skin color can vary as much as in humans, from the shades of blonde hair, pale skin, and light eyes of the Royal and High Elves to the darker skin, brunette and black hair, and brown or orange eyes of Dark Elves, to even the pallor skin, white or grayish hair, and icy blue eyes of Ice Elves.
Elves are the oldest of the humanoid species both historically and literally, with their notoriously long lifespans of 180 to 220 years for non-awakened individuals and up to an astonishing 260 years for the awakened.
The mystery of elves has kept scholars of old up late at night for centuries. Their incredibly long lifespan, inexplicably lightweight bodies despite remaining as strong as the average human, and other peculiarities have intrigued many. Fortunately, most¡ªbut not all¡ªof these mysteries have been solved and can be traced back to one distinct factor in elven evolution:
Their environment.
Elves originate from the Eldrean Forest, which is and of itself a marvel of magic that deserves (and has) its own books describing it in detail. For reference, I will provide a simplified description here:
Eldrea is a region in the northeast of Aldion, the size of a continent, almost entirely covered by the Eldrean Forest. The region, especially the forest, has some of the highest ambient mana readings on the continent, for reasons not entirely understood. This has had a number of effects on the region, particularly the forest, where the amount of ambient mana rises exponentially deeper into its heart. This makes the Eldrean Forest the largest magical forest on Aldion, featuring one of the largest magical ecosystems on the continent.
Mana''s tendency to cause biothaumical mutations in biological lifeforms¡ªespecially at such high exposure levels¡ªhas had a massive impact on the evolution of all creatures in the region, including elves.
Elves possess a number of biothaumical traits courtesy of their environment, which makes them a type of quasi-awakened being from birth. I like to call them "proto-awakened" (Note: this is not official terminology used by the Institute, but rather my own, personal term for the strange quasi-awakened state of elves). Essentially, this means they are close to being awakened but not quite.
The trait responsible for their lifespan is their peculiar life force. Elven life force is unique among humanoids as it is unusually potent and abundant. The exact reason for this remains unknown, but it is the building block for all their other proto-awakened traits, acting as "fuel" for them.
Lifespan and Life Force
Elven life force fuels constant and efficient cellular repair and regeneration, countering the effects of aging by fixing cumulative DNA damage, maintaining telomere length, and regenerating tissues. This also gives elves the ability to heal wounds faster and bolsters their immune system, providing better resistance to diseases and illnesses (though not to the level of orcs).
Additionally, elves have slower metabolic aging. By sustaining their biological processes, their abundant life force enables elves to operate at a slower, more efficient metabolic cycle that minimizes cellular stress.
Their long lifespans have also forced elves to evolve a unique neurological structure, which helps them retain memories and maintain mental stability.
However, these positives are bound to their life force, and as such, when their life force inevitably runs out with time, they suffer a number of drawbacks:
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Slow Maturation and Growth
To support their long lifespan, elves have a prolonged childhood and adolescence, leading to slower physical, mental, and emotional development compared to shorter-lived humanoids. Elves reach full physical and mental maturity at 45¨C50 years old, leaving them vulnerable in their early years. Additionally, while they may enjoy a long physical prime and remain youthful and healthy for a long time, they become frail in their old age due to cumulative cellular damage, which even their potent life force cannot counter. This makes elves more susceptible to illness and disease in both youth and age.
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Low Fertility Rates
To avoid overpopulation, elves have naturally evolved to not only have fewer offspring but also to experience "Youth-Bound Fertility." Essentially, elves are only fertile for a short window after reaching full maturity. This, paired with their naturally low fertility and the extended time necessary to reach maturity, exacerbates their low birth rate, making the elven population in Temar surprisingly small compared to humans or gnomes.
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Nutritional and Environmental Demands
Since their long lifespan is tied to their life force, elves require a diet rich in mana-infused fruits, plants, or meat, which is found abundantly in the Eldrean Forest but is much harder to find and more expensive outside it. Elves who do not regularly consume mana-rich food can suffer from a variety of adverse consequences, including:
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A shortened lifespan.
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Life Force Depletion Syndrome.
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Mana Poisoning.
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Psychological and Neurological Changes
Due to their long lifespans, elves have evolved a unique neurological structure to retain memories and maintain mental stability over their lives. While elves are renowned for their sharp memories, in their later years they become more susceptible than other humanoids to neurological conditions like dementia and Alzheimer''s. They often develop issues with short-term memory creation and forgetfulness. Additionally, their long lives make them more susceptible to mental health issues like PTSD, depression, and anxiety disorders.
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Difficulty Adapting ¨C Elves, both as individuals and as a society, are notoriously averse to change. This resistance stems for their long lifespans and slow maturation.
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Individual Resistance:
Support creative writers by reading their stories on Royal Road, not stolen versions.Elves often procrastinate and shy away from change, especially as they grow older. Elven elders tend to be conservative and reclusive, holding onto traditions and grudges for decades. This makes them slow to adapt to personal or external challenges.
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Societal Resistance:
Historically, elven societies have struggled with internal and external changes. Their longevity hinders recovery from external threats like war, environmental disasters, or pandemics, as slow generational turnover and societal inertia limit swift action. Internally, elves face cultural and technological stagnation, as their long lives discourage rapid innovation.
Skeletal System
Elves are unusually lightweight compared to other humanoids, despite possessing strength on par with the average human. This is attributed to their unique skeletal system.
Elven bones are hollow, much like those of birds, dramatically reducing their body weight. This trait is complemented by an intrinsic enchantment, Osteo Mana Kinetium, fueled by their Life Force, it covers their entire skeleton and allows it to absorb and distribute energy more efficiently.
Their lightweight bones, yet still comparative strength to humans, paired with the intrinsic enchantment, allows elves the capability of far greater feats of acrobatics and grace, jumping higher, running faster, higher agility, and the ability to survive falls from heights which would be lethal to most other humanoids. This makes them prolific climbers, which is an important ability for survival in environments like the Eldrean Forest.
Due to this intrinsic enchantment, the elven skeleton has a tendency to bend instead of break when exposed to high stress. This may seem good, but is in actuality not, as a bent bone will stay in that position and not heal naturally, which without immediate medical intervention can permanently cripple an elf.
Auditory System
To survive in an environment rife with many predators, elves have evolved incredibly sensitive hearing.
The elven ears highly differ from other humanoids as they have evolved specialized internal and external ear anatomy, neurological, behavioral, and physiological traits.
Ear Anatomy:
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Elves have elongated and flexible pinnae ¨C The pinnae (outer ear structures) are larger and mobile in elves. This allows for better sound collection and focusing. Their cartilage is both rigid enough to maintain shape and flexible enough for controlled movement.
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Musculature for Independent Movement ¨C Like cats, elves have a set of specialized auricular muscles. These muscles allow for precise, independent movement of each ear to focus on specific sound. Additionally, they allow for subtle adjustments, such as cupping the ear forward or flattening it back to filter out background noise.
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Enhanced Inner Ear Function ¨C Their inner ears also exhibit advanced adaptations for sensitivity and frequency discernment.
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Expanded Cochlear Structure: The cochlea (spiral structure in the inner ear) is longer and more finely tuned, allowing elves to detect a broader range of frequencies, including very ultrasonic (high) and infrasonic (low) sounds.
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Additionally, the elven ears have more sensory receptors in the cochlea, which enable finer sound resolution and greater sensitivity.
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Improved Basilar Membrane: The basilar membrane, which vibrates in response to sound waves, is highly specialized with variable stiffness, allowing elves to discern minute differences in pitch and tone.
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Enhanced Vestibular System: The vestibular system (responsible for balance) is integrated with their auditory sensitivity, allowing elves to detect subtle vibrations in the ground or air that correspond to sound waves. Additionally, their enhanced vestibular system gives elves greater, almost superhuman, balance and aids in their agility. The semicircular canals and otolith organs are more finely tuned, capable of detecting even the smallest changes in head position or motion. This enhanced sensitivity allows elves to perceive subtle shifts in gravity, making them incredibly steady on their feet, even on uneven or moving surfaces.
Neurological Adaptations ¨C To process the vast amount of auditory information, elves have developed significant neurological adaptations.
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Larger Auditory Cortex: Elven brains have a larger auditory cortex to process sound data more efficiently and accurately. Their neural pathways are optimized for multitasking, allowing them to focus on multiple sound sources simultaneously.
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Elves also have faster signal transmission between the vestibular system to the brain, which provides near-instantaneous adjustments to posture and movement. Reflexes like the vestibulo-ocular reflex (VOR), which stabilizes vision during head movement, are hyper-efficient in elves. This allows them to maintain stability while running, leaping, or engaging in combat.
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Directional Sound Mapping: Elves have a highly developed ability to map sound sources in three-dimensional space, akin to echolocation relying on environmental sounds. They are also able to triangulate sound origin points by using subtle time delays in when sound reaches each ear. Additionally, the vestibular input is also integrated with the proprioceptive (body position) and visual input, which allows for seamless awareness of their surroundings.
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Active Noise Filtering: Elves have developed neural mechanisms to ¡°filter out'''' background noise, allowing them to focus attention on specific sounds of interest.
Behavioral and Physiological Traits ¨C Due to their unique ear anatomy and neurological changes, elves have developed a number of unique physiological and behavioral traits.
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Rotational Ear Movements: Like cats, elves can rotate their ears almost 180 degrees to track sounds behind or beside them. They are also capable of rapid, precise ear movements, which allow them to react instantly to environmental cues, aiding in survival or combat situations.
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Dynamic Hearing Adjustment: Elves are able to ''''dampen'''' or ''''heighten'''' their hearing sensitivity in loud environments, preventing overstimulation or damage to their ears (similar to the stapedius reflex in humans).
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Improved Balance, Agility, and Coordination: Due to their enhanced vestibular system, elves possess almost preternatural balance and grace, akin to felines or acrobatic birds. Allowing them to stand or walk effortlessly on narrow ledges, tree branches, swaying ships, or other precarious situations. This, paired with superior reaction times, as their bodies adjust instantly to unexpected shifts in terrain or environment, makes rapid and precise movements, such as dodging, climbing, parkour, or aerial acrobatics, almost natural for them.
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Spatial Awareness: Their enhanced vestibular system, paired with their acute hearing, gives elves almost uncanny spatial awareness. Being able to sense objects around them even in complete darkness or disorienting environments, allowing them to respond and adapt instantly to environmental changes. This makes elves famously hard to sneak up on.
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Social Communication: Beyond hearing, ear movements have evolved as a secondary mode of expression for elves, with subtle shifts and changes in position and motion signaling emotions or intentions. Additionally, their acute hearing enhances elven communication, allowing them to detect subtle vocal tones. This is exemplified in their languages, as Elvish languages are all tonal languages, which are notoriously difficult to speak.
Though there are a number of drawbacks to their incredible hearing. Their sensitivity to sound and movement can make sudden, loud, or sharp noises and excessive movement (e.g., earthquakes or explosions) very painful and disorienting.
Maintaining such a complex ocular system requires a significant amount of energy, which is supplied by their Life Force, and will lead to more issues with their Life Force in old age as mentioned before.
Elves are only capable of an affinity for the Water, Air, Light, Earth, and Force elements, with Water and Air being the most common.
Elven Arcanoception is often tied to their hearing, allowing them to hear sound, which makes vocal casting methods more comfortable for them.
On Classification and Ranking Systems used on Temar
Excerpt from: '''' Lexicon Arcanum: A Compendium for all things Arcane'''' by High Magistrate Pillion of the Institute of Thaumaturgic Study.
There are a wide variety of ranking and classification systems used on temar by a variety of organizations. This compendium explains the most widely used and important ranking and classification systems on Temar.
Zensai Aurilist Scale (ZAS)
The Zensai Aurilist Scale (ZAS) is the most advanced ranking system for classifying an auramancer''s development. Originating on the Zensai continent, an earlier version was used to rank cultivators. After the continent¡¯s discovery and subsequent cultural exchanges, the Institute adopted and modified the system for broader use.
The ZAS evaluates not only an auramancer¡¯s destructive potential but also their progression level, physical and magical skill, and overall capabilities. This holistic approach allows for a comprehensive understanding of an auramancer¡¯s prowess. The ranking system is divided into the following stages:
Initiate ¨C Intermediate ¨C Graduator ¨C Expert ¨C Master ¨C King ¨C Saint
Each of the first three stages has three ranks, while the latter stages (Expert and beyond) are categorized based on abilities rather than sub-ranks. For example:
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Initiate 1 < Initiate 3
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Graduator 1 > Intermediate 3
Stages and Ranks of the ZAS
1. Initiate
The Initiate stage represents the beginning of an auramancer¡¯s journey. At this level, they learn to sense and manipulate their internal aura.
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Initiate 1: The auramancer can sense and control their internal aura to a basic extent.
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Initiate 2: The auramancer can augment their physical abilities using internal aura manipulation.
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Initiate 3: The auramancer can enhance their sensory abilities through internal aura manipulation.
2. Intermediate
The Intermediate stage marks the beginning of true skill development. Auramancers at this level can perform superhuman feats and basic aura techniques.
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Intermediate 1: The auramancer selectively enhances physical and sensory abilities via aura nodes and utilizes internal aura techniques.
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Intermediate 2: The auramancer manifests their aura externally, enabling the use of external aura techniques.
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Intermediate 3: The auramancer infuses their aura into objects for specialized applications.
3. Graduator
This stage is the highest achievable purely through hard work and practice. Graduators are highly skilled combatants and formidable adversaries.
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Graduator 1: The auramancer gains the ability to perform Auric Shifting, altering their external aura¡¯s state (e.g., hardening for defense or softening for fluid manipulation).
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Graduator 2: The auramancer applies elemental energies to their aura, enabling the use of elemental aura techniques both internally and externally.
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Graduator 3: The auramancer employs Alchemo-Auric Biomodification to permanently enhance their physical, sensory, and cognitive capabilities.
Note: Most auramancers never progress beyond this stage, as advancing further requires more than skill alone. The transition to Expert and beyond necessitates:
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Advanced aura manipulation (both internal and external).
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A body enhanced through Alchemo-Auric Biomodification to endure the breakthrough.
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The ability to infuse one¡¯s will into their aura¡ªa skill achievable only through a profound epiphany or realization. This requirement acts as a natural barrier, preventing many from progressing further.
Beyond Graduator: The Path of Realization
4. Expert
At the Expert stage, auramancers gain the ability to infuse their aura with their will, enhancing its potency and abundance. This transformation fundamentally changes their aura, making it unique to the individual.
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Abilities:
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Infuse physical abilities with willpower, allowing feats that defy the laws of physics (e.g., superhuman strength or speed).
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Manifest willpower-infused aura externally as a Blade Aura. This specialized aura enhances weapons and grants unique effects to the wielder.
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Role: Experts are significant threats, often serving as generals or high-ranking officials.
5. Master
The Master stage is achieved after another profound realization. At this level, the auramancer¡¯s willpower can manipulate the environment directly.
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Abilities:
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Infuse external aura with willpower, enabling environmental manipulation (e.g., lifting large objects without structural collapse or speaking magical effects into existence).
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Impact: Masters are rare but immensely powerful, capable of devastating entire towns or mountains.
6. King
The King stage, named after the legendary King Lee Min of Zensai, marks the ability to impose one¡¯s will upon reality itself.
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Abilities:
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Manifest an Aura Domain: A unique pocket plane superimposed over reality. This domain enhances the creator while within it and often exhibits unique effects and appearances tied to the individual¡¯s willpower.
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Role: Kings are the elite of the elite, capable of facing armies and influencing nations. They are considered sentient weapons of mass destruction, wielding influence equivalent to entire governments.
7. Saint
The Saint stage is a recent addition to the ZAS, created to accommodate the Sword Saint¡ªreputedly the strongest auramancer on Temar.
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Abilities: Unknown. The Sword Saint has refused to disclose details about this stage, leaving it shrouded in mystery.
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Significance: This stage remains an enigma, representing the pinnacle of auramancy.
Summary
The Zensai Aurilist Scale provides a structured framework for understanding and ranking auramancers. While most individuals remain at the Initiate, Intermediate, or Graduator levels, the stages beyond represent unparalleled mastery and power. The progression requires not just skill but also profound realizations and the ability to infuse willpower into aura, making the higher ranks the domain of a rare few.
Adventurers Assessment System (AAS)
The Adventurers Assessment System (AAS) was established by the Adventurers Guild to categorize the strength of awakened humanoids and mana-beasts, providing a unified standard for evaluating abilities and ensuring mission safety.
Purpose
The AAS serves as a tool to:
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Measure magical power by evaluating the mana input, output, and magnitude of an individual''s or beast''s abilities.
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Assess other factors such as:
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Combat skill and proficiency.
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Analytical thinking and tactical ability.
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Situational awareness in combat or survival scenarios.
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Elemental affinities and manipulation prowess.
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Bloodline abilities or unique traits.
The system ensures that both individual adventurers and adventuring parties are appropriately ranked to match their capabilities to the challenges they face.
Ranking System
The AAS ranks humanoids, mana-beasts, and adventuring parties using tiered scales:
Humanoid Ranking
Humanoids are ranked into seven tiers, from weakest (F) to strongest (S):
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F: Represents the average human, with no awakening or magical ability.
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E: Low-tier awakened individuals with minimal skill and mana reserves.
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D: Modestly skilled adventurers with basic magical control and combat capability.Stolen content alert: this content belongs on Royal Road. Report any occurrences.
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C: Competent adventurers with refined skills and respectable magical abilities.
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B: Highly skilled individuals, capable of handling dangerous tasks and moderate mana-beasts.
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A: Elite adventurers, skilled tacticians with advanced magic, capable of soloing strong mana-beasts.
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S: The pinnacle of humanoid potential, often legendary heroes or prodigies with overwhelming power.
Each rank includes two sub-levels:
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Minus (-): Indicates the lower end of the rank.
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Plus (+): Indicates the higher end of the rank.
For example:
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B < B+
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S- > A+
Mana-Beast Ranking
Mana-beasts are ranked similarly but without the F-tier, as even the weakest mana-beasts (E) far surpass the average unawakened human in power:
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E: Weak mana-beasts, often small creatures with minor magical abilities.
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D: Moderately dangerous beasts, requiring basic teamwork to subdue.
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C: Strong, aggressive creatures that require experienced parties to handle.
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B: Extremely dangerous beasts with powerful abilities, requiring advanced strategy.
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A: Beasts of immense power, capable of devastating entire regions, handled only by elite parties.
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S: Legendary creatures, often tied to world-altering events, myths, or catastrophes. These are rarely defeated, and survival is the goal of most encounters.
Party Ranking
Adventuring parties are ranked based on the combined strength, coordination, and capabilities of their members. A party must consist of at least three or more individuals.
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The rank of a party is determined by the collective strength of its members, taking into account:
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Individual capabilities (ranked via the AAS).
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Teamwork and coordination.
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Combat synergy, such as effective use of complementary skills and elements.
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Tactical ability in group engagements.
Party Rank Composition Example
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A C-Rank Party would typically be composed of D+ or D- rank individuals who, despite their lower individual strength, can work together to handle C-Rank challenges (e.g., a C-Rank mana-beast).
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Their combined teamwork, skill coordination, and planning allow them to overcome obstacles that might otherwise be too dangerous for a single individual of equal rank.
Balanced vs. Specialist Parties
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Balanced Party: Composed of members with a range of ranks and roles (e.g., tank, damage dealer, support) who can handle diverse challenges.
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Specialist Party: Focuses on a specific area of expertise (e.g., all members are fire-element users), excelling in certain situations but struggling in others.
Applications of the AAS
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Mission Assignment:
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Adventurers and parties are assigned tasks based on their rank, ensuring they are neither overwhelmed nor underutilized.
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For example, a C-Rank Party would be tasked with handling D+ to C-ranked mana-beasts, ensuring safety while providing a manageable challenge.
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Cross-Comparison:
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The system allows for a comparison of humanoids and mana-beasts, making it easier to estimate the appropriate number of adventurers required to subdue a specific beast.
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Standardization:
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The AAS creates a universal framework across all guild branches, ensuring consistency in evaluations and task distribution.
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Party Growth:
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Parties can track their growth by improving teamwork and individual member ranks to progress to higher tiers.
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The AAS motivates adventurers to refine their coordination and roles within their party.
Awakened Threat Potential Scale (ATPS)
The Awakened Threat Potential Scale (ATPS) was created by the Association of Arcane Regulation to measure the potential threat level of awakened individuals or groups. While the AAS measures raw strength and capabilities, the ATPS evaluates a broader range of factors, including:
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Specialization in magic
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Tactical intellect
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Influence over others
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Psychological or strategic manipulation
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Potential for causing widespread chaos
The ATPS uses these factors to estimate the potential threat level of individual or group of awakened on a tier scale:
ATPS Tiers
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Tier 1 ¨C Local Threat
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Description: Individuals capable of threatening a group of people, such as a small adventuring party, untrained guards, or unawakened townsfolk.
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Examples:
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A rogue pyromancer capable of destroying multiple homes.
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A low-level Mana-beast hunting in village territory.
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AAS Equivalent: E to D.
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Tier 2 ¨C Town/City Threat
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Description: Individuals or groups capable of threatening the stability of a town or city, either through direct force or indirect means (e.g., manipulation of leaders or control of key resources).
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Examples:
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A mind mage who takes control of a mayor and town officials.
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A B-rank adventurer with destructive elemental magic capable of damaging city infrastructure.
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A swarm of Lindwyrms or Hornskulls nesting close to city borders.
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AAS Equivalent: D+ to C+.
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Tier 3 ¨C Regional Threat
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Description: A threat capable of destabilizing an entire region, such as a large province or major city-state. These threats often require intervention from elite adventurers or even military forces.
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Examples:
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An swarm of ectognamorph type mana-beasts neasting an region.
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A mana-storm disrupting the flow of mana across a region.
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AAS Equivalent: B to A.
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Tier 4 ¨C National Threat
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Description: Capable of threatening the entire nation, often requiring national armies or coalitions of A-rank adventurers to stop. These individuals or groups possess overwhelming power, political influence, or control over massive resources.
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Examples:
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An S- mage capable of wiping out entire cities with a single spell.
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A mana-beast overlord with a swarm of subordinate creatures devastating the countryside.
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A rebel faction of awakened individuals aiming to overthrow a kingdom.
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AAS Equivalent: A+ to S-.
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Tier 5 ¨C International Threat
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Description: A global-level danger capable of threatening multiple governments or civilizations. These are rare but devastating threats that require worldwide cooperation to combat.
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Examples:
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A rogue God-tier awakened capable of erasing nations and even reshaping parts of the continent.
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A legendary mana-beast whose awakening could destroy multiple nations.
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A world-ending event, such as a planar rift unleashing otherworldly beings.
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AAS Equivalent: S to S+.
Subject Omega-253 - The Outsider
Extracted Threat Report for [REDACTED] by The Association of Arcane Regulation
Threat Report
Entity Designation: Subject Omega¨C253 ¨C "The Outsider"
Object Class: Omega, Cognitohazard
Threat Classification: Tier 4
Clearance: Level 4
Issued By: Association of Arcane Regulation (AAR)
Date: [REDACTED]
Prepared By: Agent Motwin
Report ID: 4OAAR4 ¨C 253
Note: Threat classification is currently under evaluation for potential escalation to Tier 5.
General Information
Name/Designation: The Outsider
Known Aliases: The Watcher, The Dark One, The Shadow
Nature of Entity: Extra-planar Entity
Current Status: [Unknown]
Known Affiliations: [REDACTED]
Physical Description
Subject Omega¨C253, colloquially referred to as "The Outsider," manifests as a humanoid male appearing to be in his mid-30s. It stands at exactly 180 centimeters, with proportions consistent with those of an average human male.
It is attired in clothing resembling mid-formal wear, specifically: a pair of standard gray dress trousers, a white button-up shirt, and a matching gray suit vest. Despite its mundane appearance, Omega-253¡¯s eyes exhibit a highly anomalous feature. The sclera remains unremarkable; however, the pupils are stark white, while the irises are an opaque black.
This inverted coloration does not emit light but exhibits faint, subtle movements when observed directly. Subjects exposed to prolonged observation of these eyes report mild headaches, vertigo, and a persistent sense of being "watched," which lingers for extended periods following initial exposure.
Behavioral Characteristics
Omega-253 exhibits no overtly hostile behavior unless provoked. It demonstrates fully functional cognitive faculties, speaking and responding to inquiries in a coherent manner. However, its responses frequently take the form of cryptic or seemingly nonsensical statements.
The entity behaves in a calm, measured, and largely disinterested manner, appearing unperturbed by external stimuli. Despite its humanoid appearance, biometric analysis reveals the complete absence of a detectable pulse, respiration, thermal signature, thaumosis, or any other known indicators of life. These findings corroborate its classification as an extra-planar entity.
Notably, all attempts to detect Omega-253 using divination magic or related magics have failed, further underscoring its anomalous nature. The entity possesses the ability to disappear abruptly, even when confined within dimensional or spatial wards. These disappearances are undetectable by Dimensional Detection Systems (DDS) or other mechanisms designed to monitor planar or spatial disruptions. The methods and destinations of these disappearances remain unknown.
Containment Procedures
At present, no containment protocols exist that are sufficient to restrict Omega-253, as it has demonstrated the ability to manifest and demanifest freely within and beyond AAR-controlled territory.
Known Abilities
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Spatial/Dimensional Manipulation: Omega-253 has repeatedly demonstrated the ability to manipulate space and, to a limited extent, time. These capabilities persist even under restrictive formations. Notable manifestations include:You might be reading a pirated copy. Look for the official release to support the author.
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Extra- and intra-planar transportation
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Demiplanar construction
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Limited temporal manipulation
The mechanisms behind these abilities remain unknown, as they do not exhibit any detectable use of mana or other established extra-dimensional systems of magic.
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Nullification: Omega-253 appears capable of resisting or nullifying all magic within its immediate vicinity. The extent and limitations of this ability are currently undetermined.
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Illusionism: Omega-253 is capable of creating and dispelling sophisticated illusions. These include:
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Greater optic illusions (e.g., invisibility to selected individuals)
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Greater sonic illusions (e.g., disembodied voices)
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Greater haptic illusions (e.g., tactile sensations)
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Higher Cognitive Manipulation: Omega-253 has exhibited significant capabilities in mental manipulation, including:
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Mind reading
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Hypnosis
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Telepathy
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Empathy
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Behavioral, memory, perception, and psychological manipulation
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Dream manipulation (including appearance within and control of others'' dreams)
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Pact Creation: Reports suggest that Omega-253 is capable of forming "pacts" with individuals, granting them anomalous abilities. These agreements bear similarities to fae contracts. The nature of the powers conferred and any reciprocal gains for Omega-253 remain speculative due to the lack of direct observation by AAR personnel. The number of individuals who have entered into such pacts and the full ramifications of these agreements require further investigation.
Risk Assessment
Threat Level: Tier 4
Potential for Escalation: High/Unknown
Omega-253 is to be considered armed and extremely dangerous. Its combination of mind manipulation, teleportation into secure locations, and advanced illusions renders it an untraceable and high-level security threat. Additionally, its thaumic nullification ability renders it nearly invulnerable in direct combat.
The capacity to bestow anomalous abilities on individuals represents a significant risk, as seen during the [REDACTED] incidents. The motivations, ethical disposition, and potential influence of these "pacted" individuals pose serious threats to both mundane and thaumaturgic communities. The number and nature of these individuals remain unverified.
Protocols and Responses
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Primary/Immediate Objectives:
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Monitoring and investigation of Subject Omega-253 remain the highest priority.
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Containment Protocols:
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None. No active containment measures exist at this time.
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Neutralization Measures:
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[REDACTED] (Level 5 clearance required)
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Public Communication Strategy:
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The existence of Omega-253 is to remain classified. Civilians who interact with the entity are to be detained, interrogated by authorized mind mages, and subjected to memory alteration protocols in accordance with Protocol PCCP¨C03.
Additional Notes
Omega-253, if encountered outside of AAR facilities, is NOT to be engaged under any circumstances. Personnel are to report its presence and maintain surveillance until specialized AAR backup arrives.
If detected, a Cognito Containment Unit (CCU) is to be dispatched immediately.
Encounters and Incidents
([REDACTED] ¨C Level 5 clearance required)
The Primordial
Extract from E???x???t???r???a???c???t??? ???n???o???t??? ???f???o???u???n???d???:??? ???T???r???a???n???s???m???i???s???s???i???o???n??? ???c???o???r???r???u???p???t???e???d??? ???
Before the birth of time and space, there was only the Will¡ªa s???ing???u???lar, perfect existence, limitless in power save for the boundaries of its own imagination. For an eterni?t?y? beyond comprehension, it existed a????l???o???n????e????, its vast omnipotence accompanied only by an equally vast boredom.
Ye?????a???rning for companionship, it resolved to create other wills¡ªbeings with whom it could converse and share its existence. Yet, to its dismay, all that it could create were lesser, shadows of its own perfection. Their limitations only deepened its ????l???o???n?????e????liness, and frustration grew within it like a storm.
In its despair, a new idea dawned. If it could not find joy in these creations, perhaps it could find fulfillment in their experiences. It resolved to craft a grand stage¡ªa space for these lesser wills to occupy, and a flow of time so they might experience existence in sequence. With boundless creativity, it forged reality itself: a vast tapestry of space and time woven with its own essence.Stolen story; please report.
B?u???t??? ???t????h???e???n ???c???a???m???e ???t???h???e ???r???e?????v???e???l???a???t???i???o???n???.
As the source of all things, it was omnipresent and omniscient. It would know every choice, every thought, every event before it occurred. No creation could surprise it, for all was an extension of itself. The very foundation of its plan unraveled in the face of this immutable truth.
A ... [error: could not process]... ''B????ut i k?n?e?w this truth could not be ignored. the plan, i.. eed, ? ??? ???M???Y??? ...emptiness had to be filled. There was o???n???l???y one way..._
And so, it made the ultimate decision. To escape its eternal solitude, it would relinquish its omnipotence and omnipresence. It would sever itself from its boundless perfection and step into the creation as something f?i?n?ite, something capable of surprise, of joy, of sufferi?n?g?. In that moment, the Will transformed, becoming The Primordial: a being of immense but limited power, the first and greatest of all wills, now a part of the creation it once transcended.
E???????n???????j?????o?????y????? ?????m?????y?????? ??????s???t?????o??????r?????y????? ?????