GENERAL / GLOBAL
MAGICAL MECHANICS
Starting things off with a deep dive here.
In general, there are two kinds of magic, Latent Magic, and Channeled Magic. Latent is neutral. Its more powerful than Channel but also cannot be used because it has no element. When Latent magic comes in contact with a pure material, it becomes channeled, taking on an element.
There are ten pure channels: Earth, Fire, Wind, Water, Shadow, Ice, Lightning, Light, Life, and Chaos. Nature and Plague share a channel. Arcane is not considered a pure channel because it is Latent energy channeled into itself and is therefore a zero element. This makes it more powerful and more difficult to control than the other forms of magic, but also limits what it can and cannot be used for.
SPELL CASTING AND THE NATURE OF DRAGONS
Whenever a new channel is created, a new god comes into the world in order to regulate that channel. The deities are essentially massive magic converters which take natural latent magic and turn it into channeled magic of their element. Embodiments of these elements do the same to a lesser degree, for example, bodies of water will absorb latent and put out water magic, but Tidelord will do this much faster and more efficiently.
Dragons are the opposite. They take in channeled magic of their element and convert it to latent at a slow steady rate.
The conversion of magic from channeled to latent is spell casting. Fire magic goes in and latent magic plus heat or flame are discharged, as a simple example. Dragons slowly converting magic leads to things like ice dragons who chill the air around them or light dragons who might glow slightly.
LORE AGES: HISTORY OF SORNIETH
The ages in my lore differ slightly from the canon divisions found in the site encyclopedia. Mine are a bit more detailed and are as follows
1. The First Age
- The First Warring Gods Period
The first four begin to fight, bringing about the remaining first age deities. The youngest of them, a god of chaos, grows too powerful and overwhelms the others. He calls himself the Shade.
- Close
The pillar deities band together after their defeat to overthrow the shade and restore order. They rend him into many parts and banish him from the planet. The pillar is formed to enforce this banishment.
2.The Second Age
- The Conflict Period
The people of the world develop societies and begin to fight with one another
- Armistice
A prophet known as the Speaker brings peace to the continent by uniting the two sides, ushering in a lengthy age of prosperity and development.
- Close
Becoming more and more ambitious, the united peoples of the world begin work on what will be their final project, unknowingly jump starting the formation of the Arcanist at the heart of their large reactor, causing it to explode.
3.The Third Age
- The Final Deities
In the wake of the explosion which destroyed civilization, two new goddesses form, the sisters, Life and Death. In their budding moments, Arcanist finishes his own formation and wakes.
- Reconstruction
Survivors of the reactor explosion begin to rebuild, separating by species into what are now called the beastkin/beastclans.
- The Sister's Conflict
Plaguebringer and Gladekeeper begin their great war, together laying claim to the whole of the world. They quickly reach stalemate, but continue to war regardless.
- Close
Arcanist, overwhelmed with curiosity, sets his eyes on the pillar of the world. His tampering results in the fall of the shield that protects the planet while also destroying large swaths of, by then, well developed lands.
4.The Fourth Age
- The Second Warring Gods Period
Determined to take back their own lands, the pillar deities wage war with the sisters, pushing them back into their current holdings. The destruction is wide spread and complete, wiping out what parts of Third Age societies survived the initial fall of the pillar.
- The Creation of Modern Dragon Kind
The deities, now mostly situated in their current bounds begin to create likenesses capable of defending their holdings against one another.
- The Purity Years
Dragon populations boom, but do not mix. Breeding between flights and species is disallowed and movement from area to area is generally frowned upon.
- Close
With territory wars beginning to settle, the standing armies of dragons turn their sights toward the Shade remnants which descended on the planet after the fall of the pillar.
5.The Fifth Age
- The Foundation of the Flights
Breeds and elements begin to mix and populations diversify, the cultural and economic shock wave is large enough to constitute the beginning of a new age.
- The Beastclans Return
Recovering from their near extinction, the remains of the Beastkin band together with the aim of reclaiming their old lands and restoring their civilization.
- Ancient Breeds Emerge
- The Present
FLIGHT DOMINANCE MECHANICS