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The Fabrics of Magic

The Fabrics of Magic

Definition

Magic is a force desired, respected, or feared by all, regardless of rank. It takes infinite shapes and forms, capable of being woven, manipulated, generated, and destroyed in countless ways. Each creature connects to magic differently, and it becomes an intrinsic part of their being. Some cultivate it through discipline and practice, others through raw emotion or innate talent, manifesting it in limitless ways. Magic has always existed within the cosmos—or, as some believe, it was waiting to be brought into existence.

Origin

Magic is born from the Kisarak. When they settle in the cosmos, they become realms; when they travel, they take the form of meteors. The Kisarak weave magic in its purest form, Amber, an essence of raw creation. Through them, magic flows into the world, forming an intricate web of interconnected energies that binds all living things. The Kisarak are neither driven by ambition nor desire for power. They exist to create and protect, only taking up arms to defend their works. A Kisarak cannot be evil, but its creations possess free will, shaping their own destinies. Since all beings originate from different Kisarak, magic exists within all creatures—whether the smallest bird in Vitallia or the Emperor of Pantheon, ruler of the cosmos. The only question is how magic is used—and why.

Vitallian Magic

Magic in Vitallia is pure energy, an unseen force that exists within all things yet remains untraceable in small creatures, animals, trees, or even mountains. It does not manifest on its own but must be manipulated, summoned, or called upon to take form. A thunderstorm overhead is not considered magic, though it may be guided by the Vitallian Kisarak known as the Sentinel, but a sorcerer who draws lightning from the very clouds is wielding magic. It is the act, not the element itself, that defines magic. Wizards in Vitallia are not merely scholars of the arcane but shapers of reality, bending the world to their will. This philosophy is deeply ingrained in the world, often described as the Spiral Lane, a path of evolution leading to divinity. Magic is coded into all beings, yet only a few have the knowledge or strength to harvest it. All who wield magic in Vitallia are bound by its natural laws. Outside of this realm, their instincts, powers, and understanding of magic will falter—unless they have transcended mortal limits. Those who wield magic effortlessly across multiple worlds are not mortals but Gods or other forms of Divinity.

Types

Magic takes infinite forms, allowing it to seamlessly blend into the natural world, becoming one with the environment and all living things. At the same time, it weaves itself into culture and belief, shaping and being shaped by those who wield or encounter it. Different creatures perceive magic in their own way, some with fear, respect, love, admiration, or hatred, and magic, in turn, responds uniquely to each. These countless interactions create a ripple effect, shaping how magic is understood and used across time. Because of this, magic defies singular definition. One cannot say whether it has one form or a million, one purpose or endless possibilities. Instead, it is the world itself that reflects how its creatures live, wield, and perceive magic.

Purpose

Magic, in itself, serves no inherent purpose. The Kisarak wielded magic to create, yet their creations used it according to their own will. Thus, magic is an extension of the individua, a tool, a force, a muscle that can be trained to yield results. Like the sword and the hammer, magic has been wielded for every purpose imaginable, from acts of great cruelty to deeds of profound virtue.

Necessity

Throughout history, magic has flourished most in times of great need, when power was required to tip the balance of fate. Moments of crisis, calamity, or existential threat have often unlocked an individual’s hidden potential or even awakened the collective magical strength of an entire group. Magic, at its core, serves as a bridge between necessity and action, turning desperation into capability.

Nature

Magic in Vitallia manifests in two fundamental forms: Inherent Magic and Channeled Magic.

Inherent Magic: Inherent Magic is dormant, an inseparable part of a creature’s existence from birth. It cannot be traced, for it is woven into the very essence of life. This form of magic is most evident in beasts, where it shapes their nature in ways too intrinsic to be considered spellwork. A dragon’s breath, for example, is not magic in the way a spell is cast—it is a natural extension of the creature’s being, an expression of the Inherent Magic that defines it. In contrast, a sorcerer who bends fire to mimic a dragon’s breath wields magic, for their ability comes not from nature but from effort and mastery. To the dragon, breathing fire is as effortless as walking; to the sorcerer, it is a skill earned.

Channeled Magic: Channeled Magic, on the other hand, is the result of a process—an external force shaped and controlled through will, knowledge, and discipline. Unlike Inherent Magic, it can be sensed, measured, and even seen as an aura by those attuned to it. The distinction between the two forms is not always clear, as some beings are born with an affinity for magic, their lineage steeped in generations of spellcasters. These individuals may feel magic more naturally than others, but their power is still Channeled, not Inherent. From the perspective of humans and other races, Inherent Magic is invisible—neither felt nor seen—while Channeled Magic leaves a trace, a signature that can be perceived.

Liquid & Solid Magic

The concept of Liquid and Solid Magic has been studied by only a handful of mortals in Vitallia. Scholars use the term Liquid Magic to describe all forms of magic that are usable, bendable, and weavable—a force that can be shaped, directed, and manipulated. In contrast, Solid Magic refers to magic in its final, perfected state: Amber—an unbreakable, immutable, and indestructible form of pure magic. Only the Kisarak and a select few Luvar possess the ability to weave and manipulate Amber. Even among legendary figures, such mastery is rare—Kargor the Smith displayed some talent in working with Amber, though only to a limited degree.

Balance

The magic of the Kisarak manifests in grand, awe-inspiring forms. The first and greatest expression of their power was the shaping of the world itself—its land, seas, and skies, woven from their very essence. The second was the act of creation, giving rise to life. The races, animals, and beasts of the world all stem from the same divine source, just as the weather drapes the skies and traces the unseen borders of existence and adjacent planes. Yet, not all creations endured. Only the races and animals survived independently, thriving and reproducing long after their genesis. Beasts, however, were deemed flawed—hunted and slaughtered by the races. In response, the Kisarak continue to spawn monsters through Amber Seals, which surface from the depths of the earth like a womb giving birth. Some gifted sorcerers and artificers have even learned to mimic this process, crafting monsters of their own. Each Kisarak holds the sacred duty of maintaining balance, shaping the weather and adjusting their creations as needed. But their will remains an enigma to the mortal races, who struggle to comprehend the intentions of their creators.

Usage

Magic exists in infinite forms, with equally infinite applications. Every creature capable of wielding it must tap into their esoteric power to channel its energy. However, this ability comes at a cost—it requires fuel. The nature of this fuel varies across cultures and traditions. Some draw power from internal struggle, others receive it as a divine gift, while some rely on catalysts to generate the energy needed to shape magic. Regardless of the source, channeling magic always carries risk. The act of tapping into raw magical forces can awaken an untamed power, one that may backfire upon its wielder. The greater the magical feat, the greater the risk. To mitigate these risks, many have devised alternative methods. Instead of sacrificing personal strength, they use material catalysts to stabilize their magic, making it safer to wield. As a result, spells, rituals, and other magical workings often have multiple paths to completion, each with its own requirements and consequences.

Evolution

Magic has played a pivotal role in Vitallia’s history since its very inception. The Luvar were the first to arrive, drawn by the immense magical energy burning at the heart of the world. This pursuit of power is a pattern seen across the cosmos—divine beings capable of wielding magic are always drawn to raw, untapped forces, seeking to harvest them from vulnerable Kisarak as they shape new worlds. But in Vitallia, the Kisarak resisted. Rather than succumbing, it became the Sentinel, a guardian against the gods themselves. For ages, it fought off the Luvar and other divine invaders, refusing to yield. That struggle might have lasted indefinitely, had Nedel not arrived. Its presence threatened the Sentinel and the world itself, forcing the Luvar and the Kisarak into an uneasy alliance. The alternative was unthinkable—the death of the Kisarak and the destruction of Vitallia. With the creation of the races, magic took on a new form. From the very beginning, mortals wielded raw magic instinctively, though they lacked the understanding to distinguish its many forms. That changed once their ambition was awakened. The firstborn of each race, the Eldan, were beings of immense longevity and power, unafraid to harness magic’s full potential. They were the first to establish the foundations of Vitallian magic, shaping its forms and structures. Tasked with refining its raw essence, they transformed chaotic energy into solid, lasting frameworks, ensuring that their knowledge would endure across generations. As a result, anyone who studies Vitallian magic will inevitably arrive at the same core principles and forms, regardless of their path—though some advanced aspects of magic, designed for specialized purposes, remain elusive and require deeper mastery. The first true anomaly in magic’s history occurred at the height of the war between the gods and the Sentinel. A small group of mortal men achieved the impossible: they wielded magic that reached beyond their own realm. These were the first mortals to walk the Spiral Lane, summoning an external force to tip the balance of battle. This act, born of great necessity, shattered previous limits and revealed the boundless potential of magic. But their intervention came at a cost. Their summoning brought Nedel into Vitallia, altering the course of the Great War forever.

Renaissance

With the passing of the Eldan, magic became increasingly scarce in the world. As civilization advanced and industry took root, the arcane arts were gradually overshadowed, and countless secrets were lost. The extinction of certain races, such as the Shanah, further deepened this decline. Said to be the Sentinel’s firstborn, the Shanah wielded magic effortlessly, much like beasts, their power an inseparable part of their very being. Aware of this fading legacy, the wizards who had summoned Nedel sought to preserve what remained. They meticulously recorded spells and rituals in the legendary Books of First Magic, hoping to safeguard the arcane arts in a controlled and practical form for future generations. However, these texts had only limited influence—benefiting only those fortunate enough to study or replicate them. Everything changed after the First Age, with the rise of the kingdom of Rose. The Queen of Rose gathered like-minded mages and forged a community dedicated to mastering, refining, and expanding magic. She was entrusted with the Books of First Magic by Misandria Thiaspis before the latter’s death and used them to uncover the lost secrets of the past. This knowledge elevated her to the status of the supreme mage of Vitallia, allowing her to shape magic into a structured discipline. Under her guidance, standardized spells and magical forms were developed—ones that could be easily learned and replicated in the ways the Eldan intended. These became the foundation of modern combat magic, as well as practical enchantments designed to ease daily life. But the Queen’s vision did not stop there. She founded universities, academies, and magical institutions, ensuring that the knowledge of magic was not only preserved but cultivated and advanced. As magic spread, other kingdoms grew wary of Rose’s growing influence and power. Recognizing that fear and jealousy could lead to war, Queen Meriel devised a strategy to prevent conflict: the trade of magic. She distributed magic through spellbooks and scrolls, allowing other rulers access to arcane knowledge and thus diffusing the threat of magical superiority. Through this act, the kingdom of Rose became the cradle of magic in Vitallia, ensuring that every culture, race, and nation had the opportunity to wield magic—not as a relic of the past, but as a living force shaping the future.

Magic & the Races

Each race perceived magic through its own unique lens. In the early days, when races moved in homogeneous groups, their distinct approaches to magic were more clearly defined. However, as civilizations expanded and cultures intermingled, these distinctions became increasingly blurred, making it difficult to pinpoint how each race originally understood and wielded magic. Yet, in those early times, before widespread interaction, it was far easier to observe the inherent magical tendencies of each species.

Elves: Elves channel magic through song. After the death of Queen Laira, their sorrow manifested in melodies imbued with magic, a lament that shaped their arcane traditions. It was the goddess Theanivar who visited them in the east and guided them in refining their magical abilities. To elves, magic is a natural form of expression, an extension of art and emotion. However, they remain skeptical of its use as a tool for destruction.

Dwarves: Dwarves were taught to rely on their hands above all else. Under Kargor’s guidance, they learned to forcefully shape magic through craftsmanship, embedding it into tools and weapons with precise strikes. For dwarves, magic is not something to be wielded freely but rather something to be contained, refined, and controlled through the ancient art of rune forging.

Humans: Humans view magic as a means to fuel their ambition, shaping it to suit their desires. Throughout history, magic has been wielded in countless forms—some noble, others destructive. Among them, magic became a marker of class and power, determining status and influence. To maintain order, human societies enforce strict regulations, requiring permits and oversight to control its use and prevent threats to authority.

Brutgors: Brutgors fear magic, not out of superstition, but due to their fundamental lack of understanding. Their harsh lands and way of life left little room for magical development, causing them to forget its practice over generations. Only their Shamans, deeply attuned to the primal forces of the world, wield raw and formidable magic. Any magic from outsiders is deemed unnatural and dangerous unless proven otherwise.

Sirakrat: To the Sirakrat, magic is a necessity rather than a privilege. Blood Magic is the lifeblood of their survival, a force they harness with reverence and discipline. Strict laws govern its use, ensuring that magic remains bound to the rituals and practices dictated by their spiritual leaders. For the Sirakrat, magic is not a tool of conquest but a sacred resource, rationed and preserved with great care.

Medai: The Medai see magic as a fundamental force for survival and self-improvement. Throughout their history, they have relied on it to defend against oppression and hardship. To them, magic is neither inherently good nor evil—it is a double-edged sword, capable of both salvation and destruction, depending on how it is wielded.

Fay: For the Fay, magic is as natural as breathing. Like beasts and wild creatures, they do not seek to shape or refine it; they simply exist within its flow. They wield magic instinctively, without study or intent, responding to it as one would to a shift in the wind. Because of this, they treat foreign magic with caution, viewing it as an unpredictable force within the wilderness of existence.

Serenians: Serenians see magic as the essence of survival. Their history and evolution are inseparable from its practice, particularly in necromancy and the manipulation of lifeforce. To them, magic is not merely a tool but a lifeline, integral to their continued existence. They have refined their mastery over death and alchemy, ensuring that magic remains at the core of their way of life.

Gargoyles: Gargoyles possess an innate need to understand, decipher, and control magic. They fear its untamed, chaotic nature, much like they fear their own curse that turns them to stone. For them, magic is something to be studied and mastered, a force that must be tempered through discipline and knowledge. Through relentless effort, they strive to counteract the negative aspects of magic and unlock its deeper truths.

Sarcanta: The Sarcanta are creatures born of magic, their very existence tied to the dragons from which they descend. To them, magic is inseparable from power, wealth, and dominion. They do not distinguish between arcane might and other forms of influence, for they are drawn to magic in the same way they are drawn to authority and fortune.

Magic & The Kingdoms

Different kingdoms treat magic and mages differently. Even in a kingdom, laws change fast according to such topics according to the era and on-going events throughout the world.

Lothen: In Lothen, magic-users are required to obtain permits through a registration process that includes fees. The kingdom enforces strict restrictions, banning schools of magic such as Blood Magic, Necromancy, and Core Magic, which are seen as dangerous or harmful to the realm.

Igros: As a vassal state of Lothen, Igros follows the same regulations on magic. However, the locals have a deep cultural affinity for magic, particularly due to their ancestral ties with spirits. This connection influences the way magic is perceived, though still regulated by Lothen’s laws.

Sol: Sol is highly strict about magic use and prosecutes magic-users harshly. The kingdom only permits Theurgy to individuals of specific rank and status, while common people must apply for permits to practice any form of magic. Unauthorized use is severely punished.

Sarta: In Sarta, magic is freely allowed for women, as they are believed to represent the sacred Medusa, their divine symbol. Men, however, must apply for special permits to use magic, with their magical abilities being more restricted and controlled.

Rose: Rose fully embraces all forms of magic and encourages its widespread use. Individuals without magical abilities are viewed as illiterate. Magicians of significant power are bound to the authorities through binding rites, ensuring their loyalty and control over their abilities.

Dragoria: In Dragoria, magic is treated with skepticism and limited to practical, military uses. While it is not outright banned, magic is viewed as secondary to combat prowess, with only the elite or those in favor with the ruling powers permitted to practice it. Divine magic tied to the kingdom’s official religion, The Veil, may be used in military rites, but most forms of magic are considered weak or impractical. Mages, if they exist, are usually found in niche roles, supporting the kingdom’s martial goals or working within the shadows of the elite.

Freelands of the South: In the Freelands of the South, magic is viewed with a mixture of curiosity and suspicion. The kingdom’s multicultural nature means that magic is practiced in various forms, but it remains controlled and often tied to specific groups or regions. Practices such as divination, elemental magic, or enchantments tied to the desert’s dangers may be common, but most forms of magic are kept tightly regulated by the governors or religious figures, like those who follow The Sentinel.

Freelands of the North: In the Freelands of the North, magic is considered rare and often distrusted, mainly practiced by outcasts or those with deep connections to the land’s ancient forces. Magic here is closely tied to survival and monster hunting, with shamanistic practices or nature magic being the most common. While not officially prohibited, magic is often seen as secondary to practical skills like hunting and combat. The harsh environment and constant battle with monsters leave little room for widespread magical study, and magic is mostly utilized for protection or to exploit the land’s primal energies.

Esgolithon: In Esgolithon, magic is heavily regulated and largely forbidden within the capital and the Sacred Mountain region unless a special license is obtained. Magic is reserved for the upper classes, with licenses granted to those who prove their worth, while the lower classes are restricted to hard labor and trade. The dwarves’ connection to the earth and their reverence for the Sacred Mountain has led to a cautious and strict approach to magical practices, with magic viewed as a potential threat to the kingdom’s stability. However, outside of these areas, magic may be more freely practiced by those with the right influence or status.

Arcanara: In Arcanara, magic is closely tied to the essence of the meteor that powers the kingdom, with a heavy reliance on its energy for survival. The kingdom’s rulers, descended from An-Khaless-Na, the Amar founder, possess a divine connection to the meteor’s power, which gives them almost god-like authority. Magic is used in the tunnels to harness the meteor’s energy, fueling the kingdom’s artificial sun, Saol. However, the dangerous radiations from the meteor’s fragments poison the workers, making magic both a boon and a curse for the people of Arcanara.

Armorgrand: In Armorgrand, magic is only accepted when performed by shamans, who wield spiritual and elemental powers tied to nature and the ancestors. They use magic for healing, protection, and controlling beasts and monsters. Any other forms of magic, such as necromancy or arcane arts, are forbidden and viewed as evil. The shamans’ powers are revered and central to Armorgrand’s survival, particularly in warfare and raids, while all other magical practices are met with harsh punishment.

Mooncry: In Mooncry, necromancy, healing, and alchemy are central to the kingdom’s culture. All Avalians, the kingdom’s primary inhabitants, are trained in necromancy, necropsy, and healing from an early age. Necromancy is used for studying death, preserving bodies, and creating powerful potions, while necropsy involves dissecting and harvesting organs for medical or magical purposes. The dead are not buried; instead, they are preserved in Amber, particularly royalty. Magic tied to the undead is deeply rooted in their traditions, and any magic outside this scope, particularly blood magic or necromantic rituals involving vampires, is feared and rejected.

Goliath: In Goliath, magic is integral to society, as the Golths (Gargoyles) dedicate their lives to studying and preserving magical knowledge. The ruling body is a council of archmages, where only the most powerful wizards are eligible to serve. Magic is taught from an early age, and the people of Goliath are immersed in its study, research, and preservation. The kingdom’s isolation is maintained through their magical defenses, and the residents spend much of their time in stone form to conserve energy. The use of magic for practical and defensive purposes is prevalent, particularly in controlling the Underportal passages and managing resources for the Darklands.

Caran: In Caran, magic and spiritual practices are tightly intertwined, particularly with their worship of Arum and Mohak, the deities of the Sacred Blood. The kingdom’s people, the Caranti, engage in blood magic and use blood as both a sacred currency and a source of power. The Lord of Blood, the monarch, and the Champion of Blood, the military leader, are both closely linked to the kingdom’s mystical traditions. Self-sacrifice is a central value, and blood is considered a vital force that strengthens the rulers and the people alike. The Caranti also practice necromancy and dark rituals as part of their religious devotion, though they are mostly focused on maintaining a deep connection with their gods rather than widespread magic.

Orkandus: In Orkandus, magic is deeply influenced by the remnants of Nedel’s dark presence, which continues to linger in the land. The kingdom’s powerful magic draws from the residual energy of Nedel’s reign, creating a grim atmosphere. Orkandians, many of whom follow the old gods of the Final Light, struggle with the side effects of this dark magic, as it drives many to madness or early death. The kingdom practices necromancy, with dead bodies being placed in sarcophagi or mausoleums, and priests often facing a tragic fate due to their proximity to the lingering powers of Nedel. While the magic used by Orkandians is potent, it comes with a heavy toll, both physically and mentally, on those who wield it.

The Trident: The people of the empire primarily rely on martial prowess and seafaring skills, but some magic is practiced, mostly for practical purposes like navigation or weather manipulation. Magic is not officially regulated, but it is rare and often seen as dangerous, particularly when linked to the sea’s unpredictable forces.

Exotia: In Exotia, magic is deeply entwined with the natural world, as the realm itself is a source of mystical power. The Exotians approach magic as a force of empathy, harmony, and balance. Elves and Fays possess an innate connection to nature, and their magic is often used for healing, controlling the elements, and enhancing their deep understanding of the land. Magic is not a formal practice in Exotia but is instead tied to personal growth and spiritual alignment.

Sensing Magic

Spellcasters can detect magic within their Perception Range. Once they sense its presence, magic manifests through distinct colors and scents, revealing its nature.

Color: Magic radiates in different hues, visible only to spellcasters. These auras appear around enchanted people, objects, or locations.

Scent: Each type of magic carries a unique odor, reflecting the essence of its domain.

Magic Schools

Fire Magic

Color: Red, flickering like embers.

Scent: The sharp tang of smoke, ash, and burning wood.

Thunder Magic

Color: Bright yellow, crackling with energy.

Scent: The metallic sharpness of ozone, like air after a storm.

Ice Magic

Color: Pale blue, shimmering like frost.

Scent: Crisp and cold, reminiscent of fresh snow or frozen metal.

Water Magic

Color: Deep blue, flowing like waves.

Scent: The aroma of rain, rivers, or the salty tang of the sea.

Earth Magic

Color: Rich brown, solid and grounded.

Scent: The earthy fragrance of damp soil, moss, and stone.

Wind Magic

Color: Soft white, swirling like mist.

Scent: The freshness of open air, mixed with hints of wildflowers and high-altitude chill.

Core Magic

Color: Silver, pulsating with unseen force.

Scent: A strange, almost electric scent, like static or the air before a revelation.

Blood Magic

Color: Dark crimson, swirling like thick liquid.

Scent: The iron-rich aroma of fresh blood.

Theurgy

Color: Radiant gold, shimmering with holy light.

Scent: The sweet and clean fragrance of incense, myrrh, or fresh morning air.

Time Magic

Color: A shifting, iridescent hue, as if light bends around it.

Scent: A paradoxical blend of ancient parchment, rusted metal, and fresh morning dew.

Nature Magic

Color: Vibrant green, glowing softly like bioluminescent moss.

Scent: The rich aroma of blooming flowers, fresh leaves, and damp wood.

Arcane Magic

Color: Deep violet, swirling with arcane symbols.

Scent: A strange, almost unplaceable mix of ink, old books, and a spark of something unknown.

Death Magic

Color: Dark purple, shadowy and cold.

Scent: The heavy, unsettling stench of decay and old crypts.

Illusion Magic

Color: Soft lavender, flickering and shifting.

Scent: A faint, deceptive aroma—sometimes sweet like perfume, other times bitter like smoke, ever-changing.


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