Dragonían Magic Physical / Metaphysical Law in Dragonía | World Anvil
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Dragonían Magic

Dragonía was formed long ago by the mixture of different energies emanating from six elemental world that encircle it. Each of these worlds is largely composed of just one kind of elemental magic, with minor influence from the worlds next to it.
The flow of magic is strongest closest to Dragonía' s edges, but weakens as one moves further inland. This is both due to distance from the elemental worlds and because the elemental energies gradually with each other, until they effectively cancel each other out at the centre.
An exception to this are small, scattered places where, for some quirk of nature, a particular element is strong even though its out of place. Some of these magical nodes are long lasting, such as Water nodes forming lakes (e.g. Ymn Lake) while others only last for a few months.   For more about the worlds surrounding Dragonía, see Elemental Worlds  

Elements

  There are six kinds of magical elements in Dragonía, each for one of the worlds encircling it, all have different effects on the areas where they are strongest.   * The element of Air causes leaves, feathers and light fabrics to flutter a bit even when the air is still. Storms also tend to be quite severe.
* The element of Darkness makes light sources less effective and shadows darker.
* The element of Earth causes the soil to be much more fertile than it should otherwise be.
* The element of Fire causes more frequent volcanic activity, while creatures native to regions with high amount of Fire are often more immune to fire and heat.
* The element of Light makes it so that one can see even in a pitch-dark room, while light sources are brighter, to the point that even looking at a starry night sky hurts the eyes after while.
* The element of Water makes fog and rain more common, and fires are harder to ignite even when the conditions are otherwise perfect.   Places where two kinds of elements collide often form their own biomes. For example, Light and Air collide over the Vúrakesen Mountains, producing near constant thunderstorms, though not much rain. Vegetation is sparse and the plants have roots that go much deeper into the rock than elsewhere to make up for the limited sunlight. These in turn provide a handy source of food for the creatures living in the caves below.  

Mages

  A mage is a general term (each culture has its own name) for people who have successfully managed to boost their ability to sense and manipulate magical energies. While the exact details differ from one culture to another, the process is essentially the same; after consuming a special brew, the person spends some time (often a few days) in deep sleep while their body changes to become more attuned to magic. Not all survive this process, and while those who do gain new powers, they also end up with weakened immune system and in most cases become infertile.
The status of mages differs greatly between societies; among Minotaurs they are treated poorly, while the Traks look up to their mages, who act as shamans and use their abilities to warn their people about incoming earthquakes or volcanic eruptions.
Type
Metaphysical, Elemental

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