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Enchantment

Enchantment is the study of imbuing items with magic to increase their power or give them a special use.  
Kicad Bavul by Jarhed

Enchantments

An Enchantment is a magical spell that is imbued into an object, most often a sword or item that provides some basic utility that can be enhanced with magic.   Once placed upon the object, an Enchantment bestows it with a new magical property. This can be many things.   One example is an elemental affinity. For instance, if a Flame Enchantment is put on an axe, that axe would then be able to expel flames from it without the use of mana.
Often this is not easy to do consistently, and only one set of items has had full, unlimited, peak magical power. These items are the Ken no Yoso, the Elemental Katanas of the Abral Empire.   Another example is simple Enhancements. Making the item better at what it does. An enchantment to make a sword sharper or an instrument louder.   Finally, there is the broad and often absurd use of Enchantments. Special Properties can be placed on these items to allow them to do various magical and sometimes crazy things. For instance, a sword that can nullify magic, or a Pen that boosts magical power, makes everything it writes readable, and sends its manuscripts to the future. Special Property Enchantments can be anything that the Enchanter can come up with and actually put to use, if they are able to make it.  

Enchanting

Enchanting is a delicate magical process, and while many disparage the Enchanters of the Dragonborn village of Yirthum, it is a tough thing that they study there.   There are multiple methods to enchant something. Here are a list of some of the most basic types of Enchantment methods.  
Nalrik Tilrak by Jarhed

Runes

Runes are a very simple form of enchantment, though they require some advanced knowledge to pull off. One must learn, at least, to write Draconic.   Then, the runes of Draconic must be carved into the item. These runes must mean the Enchantment that one intends to make, so for instance if one wanted to imbue an item with flames, they would carve flames in Draconic.  

Verbal Enchantment

Words can be spoken to enchant something. The enchantments are normally not as powerful, as the verbal component is strong but not permanent. Therefore, these objects either have limited mana or dial back the power of the Enchantment in favor of infinite mana on its ability.  

Imbuement

Imbuement is likely the most powerful method of Enchantment. It requires immense focus and magical power. One must hold an item with their hands and channel their magic into it.   However, they cannot just channel magic. They must make that magic manifest within the item in the form of the Enchantment that they are looking for. If someone wished to make the sword make flames, they would have to make the best flame within the sword that they could.   It was more than just making the flame. That would just melt the item, after all. It was about striking a balance between the item and the Enchantment. When perfected, this could make the most powerful Enchantments.  

Enchanting Tales

A book was once published by an unknown author in Yirthum, and it featured an anthology of fairy tales and stories. Many of these featured an unknown form of Enchantment, which is still unclear if it's real.   This form of Enchantment was the Enchanting of people. Specifically in Enchanting Tales, it was used to cast almost a form of hypnosis on people, as well as some fables about antropomorphic animals.   It was a controversial set of stories, with some saying that the fact that some of these stories had romantic elements in them was uncomfortable and strange. No comment was made from the author in response, as no author has been attributed to the storybook, and many believe the stories were all cobbled together from different sources.  

The Princess and the Enchantress

The Princess's Dream is one such story in this group of tales, with some controversial elements. The implication that love, in some cases, may be an evil spell is something that is disliked about the tale.
Despite this, many young girls will grow up hearing about this tale and it being used to show how they will meet their true loves. Many even grow up wishing to be like the Princess in the tale, or even the Enchantress.
It is used by many to help explain that love for the same gender can sometimes seem strange, but that it is just as natural as love for the opposite gender, and that denying love in whatever form it comes will only cause more trouble than it's worth.  
Horma Vadz by Jarhed
Princess Shendre is a Human Princess in the fictional city known as Torrense. Here, she sits and waits to find her true love. Her father brings many suitors, but none of them suit her taste.   However, an Enchantress then enters the scene, named Horma Vadz. Horma is a reoccuring character throughout Enchanting Tales, often the one responsible for the Enchantment. Some translations and retellings of stories mislabel her as a Witch, but none of the techniques that she uses are associated with Witchery, so she is an Enchantress, as she does Enchant.   Shendre is unsure why, but as Horma visits more and more, the Princess begins to feel more and more attracted to the Enchantress. Eventually, Horma stops coming and Shendre runs off to find her. They get together, and the two women marry.   Shendre begins questioning whether these feelings she has are real, ultimately deciding that they were, as they developed naturally for Horma. Conversely, Horma believes she cast an Enchantment on Shendre so she could get Shendre to marry her and inherit Shendre's fortune.
However, Horma also has feelings for Shendre, and the story implies that she may just be telling herself she Enchanted Shendre so that she can keep herself focused on getting Shendre's fortune and not on her own real feelings.   Eventually, Horma tries to kill Shendre to rid herself of any unnecessary feelings. Shendre, however, does not fight back against Horma. Shendre has accepted her love and decides that if Horma wants to kill her, then she will let her. Horma quickly realizes her mistake and heals the kind-hearted Shendre.   The story ends rather open ended. Horma does not kill Shendre, instead choosing to live out Shendre's entire natural life by her side. When Shendre dies of old age, the unaged Horma then goes back out into the world, her feelings finally dead. Thus begins the remainder of the stories which Horma appears in.  

Hopnosis

Hopnosis is a story about a Grung named s'Min, who grew up in the swamp with his friend b'Trey. They were great friends who grew up together.   However, Horma returned in this story. She began sowing seeds of doubt in the head of s'Min, saying b'Trey meant to stab him in the back. s'Min eventually lashed out against b'Trey, killing him before the inverse could be done.   s'Min found that b'Trey was actually planning a surprise party for the anniversary of their friendship. Upon discovering the truth of the friend that he had murdered, s'Min swore he was Enchanted by Horma.   Whether Horma actually Enchanted s'Min to kill his friend or not is unclear. The story is meant to be a warning of distrust, that distrust can be deadly, and warn people of who they should actually trust.


Cover image: by Foto-Rabe

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