Wyr Physical / Metaphysical Law in Wyral | World Anvil
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Wyr

"It's not 'magic', little one. It's an arcane force which runs through us all, catching us up in its life and fury... Wait, what was I saying?"
- Ceir Stormcaller
Wyr, meaning "life", is the arcane power that runs over, through and under everything. Sometimes (and inaccurately) referred to as magic, mortals harness it through the power of runes - which are sometimes called the language of the Great Wolves. But wyr is more than just a force; removing it would be like taking away gravity or the bonds within matter, unravelling the world. It is no coincidence that the magic which opposes wyr, the Ending, seeks such destruction.

Mages

Many people believe that the Great Wolves choose children at birth. Indeed, there is no visible logic behind who develops wyrcores - the organs modified to allow wyr to be directed. But while certain families have more mages than others, one does not need to have mage parents to become a mage. Perhaps to draw the Wolves' attention, one must possess especially strong ambition. Parents of eventual mages often struggle more than usual, as their children may sneak out at night to watch the stars, steal and hoard precious stones, or play with fire - always straining to explore one facet of the world.   Humans often manifest as mages before the age of ten (theories suggest the human body is more eager to open itself to wyr than ikayal because it is usually so fully closed ikayal can manifest anywhere between twelve and eighteen. Manifestation is the point at which the wyrcore opens fully, exposing a child to the flow of wyr. A basic knowledge of magic will usually come to the child even if they have no prior experience in the area, but more complex runes and castings must be learned.   Adult mages are the backbone of every society. Many, if not most, civilisations were founded by mages - always working with non-mages, of course, but providing the extra drive required to create a new nation. Their ability to command the elements improves every aspect of life, and their very existence limits the amount of damage wild magic can do. But it is unwise to rely completely on wyr, because even mages can naturally oppose other mages' powers - a fire-specialising sun mage is not very useful against an ocean mage, after all.

The Wyrpaths

Every magical creature is connected to one of the Great Wolves. This is the connection which allows one to control a single aspect of reality: light and fire, water and ice, and so on. Each Wyrpath resonates best with those who unconsciously aspire to certain 'ideals'. Of course, these 'ideals' may be expressed in an infinite number of ways. One earth mage might pursue 'stability' through healing or construction, while another might do so by hunting down threats to said stability. Sun mages' search for 'truth' might manifest in, ironically, a talent for illusion (which requires a deep understanding of the deceived) ; they might also dedicate their lives to guiding others.

Infusion and Wyrbeasts

Infusion is the process of imbuing an object or being with an enchantment. For objects, the normal method of infusion is to first write down the constituent runes, and then to append the basic activate rune. One should then cast this and direct the flow of wyr into the intended object. The main drawback to infusion is the need for it to be done prior to the object being used. However, the tactical advantage of not having to draw one's casting to complete it is well worth the effort - an infused shielding rune, for example, allows one to instantly summon wards and deflect especially fast attacks. Note that infused items still require energy to be called upon.   Wyrbeasts and wyrflora are creatures who have been infused with wyr. Most often, this occurs when an organism encounters a careless casting (although some mages conduct intentional experiments on them). The uncontrolled wyr induces changes in the organisms that can be passed on to offspring. Usually, it also makes the organism harmful for mortal consumption, hence why earth mages do not attempt to magically speed up crop growth. The enchantments also grow and change with their hosts; the most striking case of this is the Westerwoods, where a small number of trees affected by initial enchantments grew and changed the entire forest.

The Cycle

Wyr is, at its base, a natural law. It is as essential to Wyral's existence as gravity is, and thus has several 'laws' that govern its functions. The most important of these laws is exemplified in the Cycle of Magic, written by a scholar in Ara millennia ago.  
Wyr goes through three stages in its travels through the world:   Firstly, its base state of existence: flowing, unimpeded, across the lands. Here, the currents of wyr may cause chaos, but there is no intent behind it - it is no different from how gravity is less powerful atop mountain peaks.   Secondly, the interruption of its flow: when a mage, wyrbeast or infused object pulls wyr into themselves, and imposes their will upon it through runes. In the latter two cases, these runes are those which were in the creature or object's enchantment. They then expel the wyr to act out their will by affecting an aspect of the world.   Finally, the wyr returns to the flow. We may not hoard it within us, for it is wild and free as the Wolves.
- The Cycle of Magic (edited for readability)
From this passage, five laws of the Cycle can be drawn:
  • Firstly, wyr must be present before it can be used. This is the principal danger of the Ending, which prevents the most effective way of dealing with Ending-touched vessels.
  • Secondly, calling wyr requires intent. Runes direct this intent and provide a clear path into the body.
  • Third, wyr requires energy to be used. Magic is motion, and motion is energy. If one does not have enough strength to pull wyr into one's body, the wyr will not shift.
  • Wyr must be directed once within the body. Magic is motion, and wyr will not stagnate. Storing wyr in a body or object without proper infusion will corrode the vessel. Large enough quantities may make it explode.
  • Finally, wyr will not remain with the mage after being used. Wyr is constantly moving; a mage's redirection is only a detour.

Localization

Wyr is not spread equally across the world. Some areas, like large parts of the Araen Wastes, have only thin layers of wyr, while areas like the Westerwoods and Liyru have strong currents running through them. This results in variable use of wyr by mages or other connected beings. Large expanses tend to have lower levels of wyr.
Additionally, in places tainted by the Ending, wyr is often absent, which makes it impossible for mages to cast nearby. This absence is one reason why there are no ikayal Endsworn; their innate reliance upon wyr means they die when fully infected by the Ending. Areas within the Ending are often slow to fill back up with wyr after the malevolence is gone.
Conducive materials: copper
Type
Metaphysical, Arcane

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