The Academy for Advanced Evocational Excellence: The School of Evocation and Advanced Arcana (commonly known as the Precatory Preparatory) is located on the Isle of Mát, stalwart in the Storming Sea in Crown’s Reach, Caelarn. Its crest is a lavender tome marked with an indigo octagram placed on a ruddy scroll framed by purple ribbon. The school is not just an academy for Evocation—magic in its purest form—it is actually more known in its role as the Precatory Preparatory, the beginner’s school where all novice mages in the Collegium Incantamentum are sent to test and begin their academic curriculum. Students that graduate from the Preparatory are generally sent off to one of the other seven schools to complete their studies in more specialized arcane fields, but some few are selected to remain behind in order to fully master the art of magic in its purest form. The School of Evocation specializes in arcana, but it teaches all energies except for umbral energy, which is considered too physically taxing (and dangerous) for beginning magi to dally with.
The Heavenly Conjury: The School of Conjuration and Abjuration, commonly referred to as The Conjury, is located in the shining capital of Holy Avalon, in Lorea, Thalisse. The school’s crest is a silver sword set stalwart before a golden door (a variation of the faith’s Excalibrus) placed on a tanned scroll framed by white ribbon. It specializes in summoning and teleportation magic—with extraplanar conjuration and banishment being of acute interest. By most accounts, this powerful school should not exist at all on Avalonia, which has openly persecuted arcane magic use for at least a thousand years, but the Conjury continues to thrive—though under extremely strict guidelines handed down by the church. (The influence of the Illumination Reformation is said to be so strong that graduating students of the Precatory Preparatory are actually actively discouraged from continuing their magical educations there.) While the Conjury instructs beginning students in the use of all magical energies (barring arcana, which is outlawed as witchcraft on Holy Avalon), the Conjury specializes in—and in fact highly encourages—teaching students summoning and conjuration spells using spirit energies (effici).
The Palace of Prismatic Pulchritude: The School of Illusion and Mesmerization is allegedly located somewhere in the vicinity of the city of Pajah, in Sanzobar, Tarundha… though it is quite difficult to find, as it is in the middle of the desert, tucked securely in a lush oasis and protected from view by a magical mirage. (Persisting rumor has it that prospective students must “never seek it, but instead seek not to seek it,” but that of course is nonsensical.) The Palace’s specialty is, obviously, magic that focuses on deception and charm. The Palace’s crest is a golden chalice filled with magenta wine placed on a dun scroll framed by yellow ribbon. While it instructs beginning students in the use of all magical energies (save for effici, which cannot be used to cast illusions), it specializes in teaching students illusions and charms using mental energy (psychia).
The Skyborne Scholerum: The School of Warding and Defense (also known as The Airborne Aegis) is located in Midgardr, Caelarn, usually somewhere above the Shivering Sea… though because it can fly, the school’s locale has been known to change. It specializes in teaching spells intended for preservation and protection, and has a reputation for serving the greater good, possibly even more so than the Heavenly Conjury, which almost always has religious undertones affixed; the Aegis is said to be merely concerned with protecting the world. Its crest is a noble white griffon perched over a cerulean shield placed on a pale pink scroll framed by blue ribbon. While it instructs beginning students in the use of all magical energies (save for umbra, which is generally not used in abjurations), it specializes in wind due to the ease of shaping that particular element.
The Eminent Estate of Extraordinary Enchantments: The massive School of Enchantments and Enhancements is located within the walls of the sprawling city of Shou Ming, in Bai Shou, Wu Xin, Ishum-Shen. Locals know it simply as the Eminent Estate, and it specializes in teaching magic that empowers people and augments items, making it a working forge for magical items and artifacts; it is said that every magical wonder in the world can—at least in some small part—trace its origins back to the school. The Estate’s crest is an ember flame in the palm of a golden hand placed on a pale yellow scroll framed by red ribbon. While the Eminent Estate instructs beginning students in the creation and imbuement of enchanted items through the use of all magical energies (save for psychia, which cannot be used by Magi to enchant objects), it specializes in the use of flame due to the requirement for heat when forging items. (Fire is found aplenty within Shou Ming—a city famously heated by underground rivers of magma.)
The Institute of Terrestrial Transformation: The School of Transmutation and Polymorph is known locally as the Barium Terrarium due to its placement beneath the earth amidst a verdant jungle at the foot of the Godstride mountain range, near Azlan, in Varsa, Tarundha. Its crest is a jade pyramid set within a golden cube placed on a blue umber scroll framed by orange ribbon. While the Terrarium instructs beginning students in the rudiments of metamorphosis and shapechanging through the use of all magical energies (save for Psychia, which cannot be used by Magi to transmute), it specializes in the use of Earth due to that element’s solid form. (Clay is usually the introductory material novices are given to work with.)
The Drowned Manse of the Divining Dream: The School of Divination and Determination (also known colloquially and in different parts of the world as the Sunken School, Hydromantic Hall, or the Dream Academy), is located beneath the waves of the Silent Sea in Bandûn, Thalisse, thirty leagues from mighty Atlantas. Its crest is a coral scepter topped with an azure eye placed on a dark teak scroll framed by green ribbon. The school instructs students on basic augury and detection magic using all magical energies (save for shadowy Umbra, which is highly discouraged as a source for divining truths), though it specializes in utilizing Water for beginners, using simple scrying pools and the like.
The Hall of Bone: The School of Necromancy, once touted (falsely) as the School of Restorative Remediation, is the most secret of the Collegium’s schools, and if it endured solely by popular opinion it would not exist at all. The school was founded in part when a small, stubborn group of Magi who refused to cease their pursuit of arcane healing. (Magi cannot heal, but try telling a Mage what he or she can or cannot pursue. Thus necromancy was born.) The Hall is located somewhere in the darkest depths of the great city of Dhoma, in Hojin, Ishum-Shen. Its crest is a black skull with flaming chartreuse eyes placed on a blood-sienna scroll framed by black ribbon. While the school specializes in Umbral energies, it teaches all energies to students willing to learn at all costs—except Effici, which was the one concession the Hall made to the Collegium to avoid being singled out and persecuted. (It does secretly teach Effici-based spells to an elite, select few. Shh.)
MAGIC: On Magic, The Outer Planes, The Eight Schools, Sorcery
On Magic:
Magic is real. Oh, it certainly is not to most of you; Yin’s Denial continues to plague humankind in both your world and mine, denying you that simplest, smallest touch that the races native to the Otherrealm seem to possess with ease. Your world has forgotten what it means to grasp the dreamstuff that is aether, and to work your will with it. Magic is gone, left to forgotten tales and fables.
Would that I could say it was not the same here in the Otherrealm. Oh, not to your extent, surely. We still have Magi; sorcerers and warlocks and wizards aplenty, though not many walk the central nations openly or with impunity.
But magic exists, strongly so. Leave the comforts of your middle world and come to the outer periphery of this world; come see the flying airships, held aloft by magic, that prowl the bones of Aesyrfal, where the gods of the Njorden and Fulki went to die, leaving a thousand magical treasures in their wake; come to Dharman, and to Satva-Krista, where mystics play with the energies of the mind, producing wonders filtered through wondrous crystals; come then to Shou Ming, and the Eminent Estate of Enchantment and Enhancement, where enchanters take fire and birth arcane artifice beyond count, forging world-breaking artifacts and childrens’ toys alike; finally, take your lifebreath and hold it for but a moment to join the dreamers of Atlantas beneath the waves, a world in three dimensions and far larger than any map has ever told. All through magic, all of this.
Just because your eyes don’t see it on your modern street does not mean it does not exist. It does exist. You’ve always known. You need only look.
Runecraft:
Runes: The basic mark of runecraft is the singular rune. Not all “runes” are magical (some are merely informational), but runes with regard to runecraft most certainly are. The most basic magical spells can be wrought through the precise application of runes. Many believe runes to be arcane in nature, but there are in fact also divine runes in existence, as well as mystical runes (though those are exceedingly rare, and are scribed in a language—the numerical Parlance of Pith—than most people are unaware even exists). Zero-level cantrips can be scribed as a single rune, but little else.
Sigils: Advanced runecraft used by wizards and their ilk require the use of sigils. A sigil is two or more runes scribed together to form a symbol (sigils are also sometimes called “symbols”) that has greater magical potential than one simple rune alone. Sigils are also known to be the favored method of wizards and other magi to mark their creations, books, and property—a sort of arcane signature that tells those capable of reading them who created whatever it was placed upon. First and second-level spells can be scribed as sigils, as well as some few third-level spells, but nothing greater than that.
Glyphs: The most advanced and powerful form of runecraft, glyphs are intricate magical scribings wrought from many different runes, or even a combination of sigils. Glyphs are thought by many to be invisible or inert until activated by some specific action, but this is usually only because the maker created the glyph with a particular usage (or moment in time) in mind, and take certain pains to hide them from sight. Most scrawled spells higher than second level require glyphs.
The Outer Domains:
To understand magic one must first understand the world. And to understand the world one must first understand the planes—more commonly called domains—that surround it. In the Otherrealm’s cosmology, there are eight outer domains—four elemental, and four primordial.
The Elemental Domains (Earth, Water, Air, Fire): These domains are pretty straightforward in design and description. The elemental domain of Earth produces earthen energies commonly called Terra; the elemental domain of Water produces energies sometimes called Tide; the elemental domain of Fire produces Flame energies; and the elemental plane of Air produces Wind energies. The elemental domains are the most commonly accessed domains, though not with regard to physical travel; few people hazard a plane walk across the elemental. The domain of Air is survivable if one does not mind the endless falling, but travel through the domain of Water would lead to a swift drowning. Landing in the elemental home of Fire would guarantee complete incineration within moments, but a swifter (and more gruesome) death might even be had on the domain of Earth, where flesh and bone yield decisively to a plane composed of ungiving stone. The four elemental planes are primarily utilized as energy sources for magic, each with their own advantages and drawbacks.
It is said the four primordial domains hold the most intrigue, however. The four primordial domains are:
The Mindscape: Formally called the Astral Plane (or the Domain of Thought), the Mindscape is said to be the home of the purified mind—a plane of thought where ideas take literal shape, and is where knowledge is collected after any thinking creature’s death. The Mindscape therefore continues to grow, shift, and change. In size, it is almost immeasurable—as limited as the expanse of every idea, thought, or memory remembered in the collective consciousness of every living creature. The magical energies drawn from the Mindscape are called Psychia (or psychic energies), and are most commonly used by mystics and other psychically-gifted people. The Mindscape is said to have many native creatures living in its near-limitless expanse, and is the only outer domain that can boast a native race that now lives in the Otherrealm—the mystically-gifted Iluzani. The Mindscape is diametrically opposed by the Dreamtime, and is at rare times coterminous with the Elemental Domains of Fire and Earth.
The Dreamtime: Formally called the Arcane Reach (or in some places the Nexus), the Dreamtime is the domain where dreams are made manifest—the source of magic in its purest form. If the Mindscape is nearly limitless, then the Dream is in fact never-ending; if the Astral is a plane of learned knowledge, the Dream is everything else. The Dreamtime is made of all the magic that can and will ever be, and the arcane energy (called Arcana) it produces is said to be the stuff of imagination—the energy of inspiration and wonder. Arcana comes most naturally to fae and other Dream natives, and is very difficult for pure-blooded humans to wield without years of intensified study and practice (and spellbooks). Arcane energies have a special affinity to air and water elements. The Dreamtime is diametrically opposed by the Mindscape, and is at rare times coterminous with the Elemental Domains of Water and Air.
The Afterlife: Formally called the Divine Periphery (and known less commonly as the Afterlands), the Afterlife is the outer domain of Spirit—where spirits and souls travel to once their host bodies have perished. All living things have spirits, and upon their host body’s death, most spirits travel to the Afterlife’s first plane (called the Underworld by some, or more rarely referred to as Purgatory), there to await their eventual, cyclical return to another living form. The ascendance of humankind, with souls affixed to help guide spirits to faith-specific afterlives, has resulted in spurious growth in the Afterlife, and various deities and faiths have taken an active hand in shaping numerous afterlives to suit their souls’ beliefs. Energies called forth from the Afterland are known as Effici. The Afterland is diametrically opposed by the Shadowrealm, and is at rare times coterminous with the Elemental Domains of Fire and Air. Note that various faiths have differing names for the Afterlife, as well as differing places carved out for their believers, including Mitlan (for the Azca faiths), Valhalla (for the Nord), et/al.
The Shadowrealm: Formally called the Ethereal Expanse (or even the Deep Umbra), the Shadowrealm is the domain of physical form. All physical things cast shadows, and so the Shadowrealm is said to be a dark pantomime of the real world—a recorded imitation of shadows in the world now and all the shadows of the past. Most learned men know that all living beings have souls; what is less known is that they also have shades—shadowy remnants of the creatures they once were, living out the remainder of eternity in an endless loop that usually represents an important event or task for them to continually attempt. Some of the most powerful clerics in the Otherrealm can attempt to raise the dead, but few are the ones who actually know the simplest of truths: a person cannot ever be fully brought back from the dead without the return of their shade… and shades do not simply come when called. (Many are the tales of foolhardy men who attempted a journey to the Shadowrealm in order to retrieve a beloved friend’s shade—and few are the ones that end happily or successfully. Travel within the ethereal always comes with its own cost.) The energies drawn from the Shadowrealm are called Umbra—pulled directly from their host user’s physical form—shadowy in appearance and unequalled in their ability to grant limited power quickly. But they too usually exact a toll; shadow is not to be trifled with. The Shadowrealm is diametrically opposed by the Afterland, and are at rare times coterminous with the Elemental Domains of Water and Earth. (Islam refers to the Shadowrealm as Barzakh.)
Magical Energies:
Identical to the eight planes, there are eight corresponding energies with which a spell-caster might draw upon: four elemental (Wind, Flame, Terra, and Tide) and four primordial (Effici, Psychia, Umbra, and Arcana), as detailed below. Also listed are eight powerful “offshoot” energies (Sonant, Lacunae, Light, and Shadow) that have origins in the primordial, but are also utilized by spell-casters of all sorts.
Psychia: The mental energy in all thinking creatures, psychia—more commonly known as psychic (or mystical) energy—is usually drawn from within the user, though the actual source of mystical power is the Astral Plane (aka the Mindscape). Psychia is usually invisible to the naked eye, though it detects as a deep amber when in its purest form; channeling psychia with the aid of irisite usually reflects the color of the irisite being used. Psychic energy has an affinity to earth and fire elements, and is most commonly used by mystics and their ilk.
Sonant: Little is known of the power of sound, though few can deny its effectiveness. Whether sprung from chiming crystals or enchanted bells, or used in song or verse, sonant (or sonic) energies are perhaps the most prolific yet unrecognized of all the magical energies. Believed to have some form of mystical origin (though the ties are vague at best), bards and minstrels are especially fond of weaving a little sonic magic into their other, more benign performances. Sonant magic is difficult to detect—at least until it’s too late, or by the time detection is moot).
Arcana: The most common form of primordial energy is actually the most difficult for humans to wield. Arcana is visible in the ultraviolet spectrum, and has no visible color of its own, though spells that detect it in its purest form sometimes see it as a soft lilac color, or bright lavender—or even sometimes a deep purple, depending on the use or concentration. Arcane energies have an affinity to air and water elements, and are primarily wielded by magi (wizards, warlocks, and sorcerers).
Lacunae: Said to be an offshoot of arcana, lacuna energy is strongly tied to some of the most powerful forces known: time and space. Mastering lacunae does not come easy, nor is it for the faint at heart. One misspoken word can turn a short teleport into a death sentence. Few are the hedge wizards or novice arcane students who can master the short teleport of a small, inanimate object, much less anything more substantial.
Effici: The Spiritual energy of natural spirits and mortal souls, effici is the energy of wisdom and will. Effici is typically seen as white in color, when it is seen at all, else a paler, softly-glowing version of another color (usually dependant on the spell itself or the school being cast from), and comes most naturally to planars and other Afterlife natives, such as angels, devas, devils, and demons. Efficic energies have an affinity to air and fire elements (the “spark of life” is often attributed to being akin to electrical sparks wrought from lightning), and is used most commonly by clerics, priests, druids, and other faith-based Divini.
Light: The supposed “purest” form efficic energies can take, the Light is less an actual energy and more a living matrix—the result of divine protection for the Otherrealm against threats from beyond. It is used in wards against demons and other outerplanar creatures—some ages old—and is sometimes found in strange, forgotten places, woven in sentinel glyphs into ancient gates and pits. The Light is said to flow through all living creatures, though humans and fae (soul-possessing as they are) have significant connections to this force of good. The Light is a faith all its own; Light-worship is the fastest growing faith in the Otherrealm.
Umbra: The energy within the physical self, umbra is the source of physical powers and other hidden things. It is colorless—or rather holds nor reflects any light, so most simply say it is black in color. Umbra comes most naturally to shades and other umbral natives. Not to be confused with Shadow (see below), umbral energies have a special affinity to earth and water elements; Umbra is primarily utilized by monklike Soman, but is also found to be the source of inherent supernatural abilities found in just about any creature.
Shadow: The more things learned men discover of shadow energies, the more they realize they understand very little about it. All they can be certain of is that shadow, unlike umbra, comes from the Shadowrealm, but is not actual shadow. Once considered to be merely an opposing force to Light, it is in fact not related (though Light-wielders stoutly oppose most admitted Shadow practitioners). Shadow is the primary source of undead energy, giving physical animation to that which does not have life. Necromancers are by far the most common practitioners of Shadow magic.
On Death, and Life After Death:
It is commonly believed that when a mortal person dies, their spirit travels to the Afterlife, or to the Shadowrealm (dependant on belief systems), and that is that. It is also believed that, in rare cases, a person might be brought back from death if their spirit or shadow is somehow found and reunited with their bodies. This is true in some respects, but the process and its intricacies are usually grossly misunderstood.
To understand the effects death has on a person, you must understand what happens to a person’s inner self when they die. A person’s essence, en toto, does not merely reside in the spirit. Rather, it is split into four parts that are, in some ways, equally important. (And none of those four parts are souls. See below.)
A note on souls: Many people confuse souls and spirits, and that would be in error. One’s spirit is one’s internal self, and it is both a wonderful and simple thing. All living things possess spirits, but not all living things possess souls. A soul is not one’s essence; rather, a soul is a guiding force possessed by humankind that allows its spirit to choose its Afterlife (for better or worse), usually based on the tenets of its faith teachings. In its most simple terms, the spirit is the thing… and the soul is the choice mechanism that allows for differing Afterlives. A spirit can exist without a soul; rarely do souls have any purpose whatsoever without the attached spirit. Humankind is the only known race to possess souls. (Fae possess anima, which affix themselves to their respective muses and, in many respects acts just like souls, but they do not in fact possess souls.)
Four Paths to Power; Eight Requisites to Resurrection:
Body, the Reverberations of the Living Soma:
A person’s physical, tangible body is their most basic and obvious source of power. Feats of physical strength, stamina, speed, and agility require a healthy, hardy frame, and the body provides a necessary structure for all other forms of advancement. (One could argue the body is the most important source, as spiritual, mental, and social gifts aren’t generally taken very seriously without an accompanying body with which to interact.) Bodies provide a number of physical magical components as well; blood is known to be quite potent, and is used frequently in powerful spells; bone as well, especially in necromantic magic; hair, sweat, tears, and even urine are catalysts used to create (or at minimum enhance) magic. After death, bodies are devoured by the vermin of the earth and are returned to the world slowly, usually through natural decomposition. A body’s gathered energies—called soma—exit the body immediately upon death, dispersing back out into the world. While living, a body’s soma can be harnessed by those properly trained in its use to perform amazing athletic feats. Soma is a living energy source that is almost always ever controlled by the person it resides within, save for in certain rare supernatural cases (demonic possession, mind control, and the like).
Soma is categorized as Mesa by the Elder Sages of Ellene, the concept of which derives from the word Hah, meaning “the sum of the physical,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn nearly 3,000 years ago. The concept of soma is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Krop; the Olori of Atlantas call it Arada; the worldly scholars of Mahajan call it Sarir, and on Pele’huna it is known as Kino; the Cloud Kings of the Great Sky Plain call it Nunuma, and to the Illumination Reformers of Avalon it is known as Corpori; in Shan Zuo’s many boundless halls of learning it is called Shin-tsi, and it is referred to as Ihrd by the Scholars Guild in Burgun-Dach, though this is usually in reference to physical needs and drives rather than energy.
Soma’s prime elements are the physical, tangible elements of Earth and Water. A person brought back from the dead without a body will have no physical form (though it is exceedingly rare for any resurrection attempts to be made without a corpse present); a resurrected body usually (but not always) returns with its Shade intact (see below). Soma energies have a Past-Present time signature, manifested in energies built up and stored, as well as the ambient energies currently available to any given body.
In Death: the Shade: When a body is gone from the earth, so too goes the body’s ability to cast a shadow (though decomposition rates may vary). This energy void is filled by a power transference to the plane of shadow; the shadow becomes a Shade, moved directly from the Otherrealm to the Shadowrealm (also called the Ethereal Plane), an umbral mirror-realm nearly identical to our world. There, the shade relives, in near-constant repetition and in perpetuity, a vital scene from its past. Often this scene is a replay of the moment of the shade’s death, but in many cases this scenario comes in the form of some greater joy or tragedy that resonated during their lifetime. Shades do not live in any real conscious state; they are for the most part mindless, existing only in the now. Convincing a shade to leave its reenactment (for the purpose of attempting to bring that dead person back to life, for instance) is extremely difficult.
Categorized as Oki by the Elder Sages of Ellene, the concept of the shade derives from the word Shuth, meaning “shadow in death,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. The concept of the shade is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call them Skuga; the Olori of Atlantas call it Iboji; the worldly scholars of Mahajan call it Chaya, and on Pele’huna it is known as Mana’malu; the Cloud Kings of the Great Sky Plain call it Nunhephu, and to the Illumination Reformers of Avalon it is the Umbri; in Shan Zuo’s boundless halls of learning it is called Yohoun, and it is referred to as Schattegist by the Scholars Guild in Burgun-Dach.
A shade’s prime energy is Umbral, taken directly from the Shadowrealm. A person brought back from the dead without their shade casts no shadow, and is said to have no concept of the passage of time; note that shades usually return with their body, however, as most shades do not enter the Shadowrealm until the body is destroyed. Shades have a Past time signature, and shades contacted through magical means only have knowledge of events past, not possible futures. (Be wary of charlatan mediums who claim to be able to predict the future by consulting the shades of the dead.)
Spirit, the Essence of Afterlife:
The concept of Spirit as an essential component to life is a universally accepted theory if not a universally respected one. That said, it is an element of power largely overlooked save for by those gifted with the natural or learned ability to channel spirit energies. And yet the spirit is a keenly personal source of power. Maintaining one’s healthy spirit does not seem to occur to most living beings; in truth, most creatures maintain their spirits simply by being. All living things have spirits, including plants; in some cases even landmarks such as rivers and mountains possess spirits. When a living creature dies, its spirit leaves its mortal shell to then proceed to the Afterlife. For most spirits, their destination is the Underworld, called in differing texts the Afterworld, Purgatory, Barzakh, Hades, and other names. If a spirit has a soul affixed to it (as humans do) they do not always possess a natural compulsion to travel to the Underworld, and many must be guided there via funerary ritual, or else to their preferred destination, usually in keeping with whatever path their faith dictates. (For more on souls, see A Purposeful Afterlife for the Soul, below.) Humans who are not compulsed toward a specific destination by their faith proceed to the Underworld, much as any regular Otherrealm denizen, bear, cat, potted plant, etc. Spirit-stuff—the tenuous, intangible substance that makes up actual spirits—is sometimes called Spirit Essence, but as it has no most learned people usually just use “spirit” and are understood. (Note that spirit, or spirit essence, is not the same as effici, the latent spirit energy utilized in most faith or spirit-based spells.) Spirits generally exist peacefully in the Underworld, biding their time until they are ready for a return to the surface to be reincarnated in some new form. In rare cases, certain troubled spirits are compelled to perform some task or right some wrong in the Underworld in order to be ready for this. Once they return, spirits are infused at conception within their new form. Most return as a similar or more advanced form of life than their previous one; spirits do not usually return to the earth in a lesser form, though there are some instances of this happening, such as when those poor spirits believe themselves to have transgressed in their former lives in such a way that even a thousand years in the Underworld can do no good to change them.
Categorized as Pneumi by the Elder Sages of Ellene, the concept of the spirit derives from the word Jibh, meaning “heart,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. (Jibh equates to “heart” not in a physical sense, but due in part to where the mystics of Khemn believe the soul actually resides; born in blood and given by one’s mother; the jibh is said to be the seat of emotion and intention, and was once believed to be weighed by the gods at death.) The concept of spirit is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Ande; the worldly scholars of Mahajan call it Prahana (or alternately Purusha); by the Olori of Atlantas it is known as Ashe, and far to the east on Pele’huna as Manha; the Cloud Kings of the Great Sky Plain call it Tsawe Duqun’a (meaning “Big Sky”), and to the Illumination Reformers of Avalon it is called Ispiritus; in Shan Zuo’s boundless halls of learning it is called Hua-Chi, literally meaning “breath”, and it is referred to as Ihrd by the Scholars Guild in Burgun-Dach.
The Spirit’s prime elements are Air and Fire. A person brought back from the dead without a spirit is effectively undead; the type of undead varies, however, dependent on many circumstantial factors. Spirits have a Present-Future time signature; a spirit sought in the Underworld has no recollection of its past save for vague impression sensitivities (friend, foe, loved one, etc.).
A Purposeful Afterlife for the Soul: The phenomenon of a Soul—an additional spirit energy affixed to a person’s spirit—is found only in humans. Humans pass on the soul trait to their offspring—even their half-denizen offspring. Some humans claim superiority over creatures who do not possess souls based on the “greater” afterlives they can attain; they reason that most other creatures have no choice in their afterlives, and no ability to go to any of the varied heavenly hereafters created for humankind… though, conversely, there is also no chance of ending up in a hellish afterlife, so the pros and cons of souls are certainly debatable. Additionally, funerary rites must usually be performed on the deceased human to guide them through the Periphery and into the Afterlife, lest their spirits become lost on the earth… which sometimes makes having a soul at least a little troublesome. But possession of a soul does not guarantee a superior afterlife. In fact, before the arrival of the Old Gods, all humans went to the Underworld upon their deaths. As the years have passed and the gods opened various paths to various heavens, more and more humans have chosen other paths. Still, even today, most human spirits end up in the Underworld along with all the other spirits, there to begin their slow journey back to life in another form. Recent years have noted a sharp increase in the number of spirits that are transported through the Periphery, despite the decline in worship of the Old Gods. This is likely due to the number of Light-worshippers (such as the many beholden to the Illumination Reformation) that has increased dramatically over recent centuries. The spirits of most Light-worshippers inevitably end up residing within the Light itself—that nebulous force which connects and binds the world to the various afterlives that reside beyond the Periphery—thereby strengthening the energy that acts as a door (or a barred gate) to all the heavens and hells beyond. (Light-worshippers are unique in that they believe even in death that they will be actively defending the living world against the evils that threaten from the darker planes beyond.)
Categorized as Ouri by the Elder Sages of Ellene, the concept of the soul is partially based on the word Kha, meaning “vital spark,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. The power of the truename is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Shal; the Olori of Atlantas call it Okàn; the worldly scholars of Mahajan call it Atmha, and on Pele’huna it is known as Uhana; the shamen of the Great Sky Plain call it Muku’tsa, and to the Illumination Reformers of Avalon it is the Animea; in Shan Zuo’s boundless halls of learning it is called Chi-Lin Hun, and it is referred to as Herze by the Scholars Guild in Burgun-Dach.
The Soul’s prime energy is Effici, taken directly from the Afterlife. A person brought back from the dead without a soul loses their moral compass, though it is rare for a spirit to be returned without its accompanying soul. Souls have a Future time signature, involved primarily with the spirit’s eventual destination.
Muse, the Ghost of Inspiration:
A person’s Muse is their seat of creativity, their source for creative inspiration. A person’s muse is said to come from their dreams, and that people deprived of their muse lose the ability to be creative. Muses have an additional quality in fae—a fae’s muse acts as a guiding force at their time of death, shepherding a fae’s spirit to its restful destination in the Dreamtime rather than to the Afterlife, where most other spirits reside, making fae wholly unique in that regard, and giving them mastery over dreams that few other living creatures have.
Categorized as Mouza by the Elder Sages of Ellene, the concept of the muse derives from the word Bha, meaning “unique persona,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. Certain inanimate objects are said to have a muse, and it is said a person’s muse can eat, drink, and even copulate in its primal form. The concept of the muse is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Musa; the Olori of Atlantas call it Rouno; the worldly scholars of Mahajan call it Abaesa, and on Pele’huna it is known as Kaho’olu; the Cloud Kings of the Great Sky Plain call it Nunhuamhana, and to the Illumination Reformers of Avalon it is the Inspirato; in Shan Zuo’s boundless halls of learning it is called Guo-Wu, and it is referred to as Ihrsin by the Scholars Guild in Burgun-Dach.
The muse’s prime elements are Water and Air. The muse has no conception of time; a person brought back from the dead without their muse returns lethargic and uninspired, and a dead person’s muse must often be sought out in the Dreamtime and convinced to return of its own volition. Muses have No time signature.
The Arcane Fountain of Dream: The stuff of dreams is, as they say, both everything and nothing, and that is perhaps the surest truth of one of the most powerful yet underused sources of power in the Otherrealm. The Dreamtime (oft merely referred to as the Dream, or the Nexus) is an endless plane of imagination and possibility, and dreams, by nature, are nearly as boundless. Dreams are gathered and held within a person’s muse, and usually the return of one’s muse also begets the return of dreams, though this is not always the case; sometimes an escaped dream or two may leave a person’s muse wanting, and the quest to locate these wayward wanderers can often be more trouble than the time or effort given. (Fortunately, time is relative in the Dream.)
Categorized as Oneiro by the Elder Sages of Ellene, the concept of the dream derives from the word Rus, meaning “imagined power,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. The concept of the dream energy is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Drom; the Olori of Atlantas call it Ala; the worldly scholars of Mahajan call it Stapnha, and on Pele’huna it is known as Eia’e; the Cloud Kings of the Great Sky Plain call it Napuisa, and to the Illumination Reformers of Avalon it is Somnum; in Shan Zuo’s boundless halls of learning it is called Muong-Mei, and it is referred to as Schlauftraunen by the Scholars Guild in Burgun-Dach.
Dream’s prime energy is Arcana, taken directly from the Dreamtime. A person brought back from the dead without the ability to dream soon succumbs to depression, and, eventually, madness. Dreams have a Past-Present-Future time signature, as they can literally be anything. (Note that the muse, above, has no time signature, as it only really acts as a carrier for the limitless possibilities of dreams.)
Psyche, Living Echoes of the Mind:
Though largely unproven, it has been postulated (with a wealth of endorsement from mystical sources on Varsa) that a person’s mental energies—their psyche—remain a thing apart from their soul. The psyche bears much if not all of a person’s learned knowledge. There is growing support in the theorem that a person’s psyche, upon their death, travels to the Mindscape (commonly known as the Astral Plane), and merges with a thought collective referred to by some (somewhat ominously) as the Overmind, there to join in the pool of universal knowledge that makes up that particular plane.
Categorized as Ignosi by the Elder Sages of Ellene, the concept of the psyche derives from the word Akh, meaning “effective thought,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. The psyche is known by other names in other tongues: the warlords of Borea call it Shal; the Olori of Atlantas call it Aro; the worldly scholars of Mahajan call it Dharana, and on Pele’huna it is known as Manhao’ila; the Cloud Kings of the Great Sky Plain call it Suanha, and to the Illumination Reformers of Avalon it is Cogni; in Shan Zuo’s boundless halls of learning it is called Su-Xian, and it is referred to as the Ich by the Scholars Guild in Burgun-Dach.
The psyche’s prime elements are Fire and Earth. The psyche by itself has no conception of emotion; a person brought back from the dead without their psyche leaves them with no rationale, subjecting them to deductive whim and even dangerous (if logical) suggestion. Mental energies have a Past-Future time signature; ever active, the mind’s psyche is a collection of all learned knowledge, as well as a repository for visions of potential ideas and developments, but with no concept of the here and now.
The Truth in Names: Words have power, and none more so than one’s Name—or more specifically, their truename. While a name is not a power source in and of itself, it has a marked ability to hold sway over its owner if used in conjunction with magic. To erase one’s name from all recollection is akin to erasing it from the recollections of time; a person’s name is only ever destroyed once no one ever speaks it again, so the names of the powerful are often therefore placed everywhere they can be placed (though likely not the person’s truename). A person’s truename forms the basis of who they are and who they have been, and it allows people who possess their truename to exert considerable influence. Parents or guardians wise to this power often gift their children with secret additional names, so that no one but they might possess such influence. A truename is required in most instances of summoning spells.
Categorized as Ounom by the Elder Sages of Ellene, the concept of the truename derives from the word Ren, meaning “self,” first put forth on the Burial Scroll of the Priest-King Amnaphet of Khemn. (Aside: “Ren” means “People” in the Gunghuan tongue.) The power of the truename is known by many other words in tongues from across the eight corners of the world: the warlords of Borea call it Shal; the Olori of Atlantas call it Oruku; the worldly scholars of Mahajan call it Naama, and on Pele’huna it is known as Inoa; the Cloud Kings of the Great Sky Plain call it Nah’ahsapu, and to the Illumination Reformers on Avalon it is Veru Nomen; in Shan Zuo’s boundless halls of learning it is called Xien-Zhung Ming, and it is referred to as Warnam by the Scholars Guild in Burgun-Dach.
A truename’s prime energy is Psychia (with a strong Sonant influence), taken from the Mindscape (Astral Plane). A person brought back from the dead without utilizing their truename leaves that person bereft of all past memories. Truenames have a Present time signature, only existing so long as they can be heard or read.
Past Shade
Past-Present Soma
Present Name
Present-Future Spirit
Future Soul
Past-Future Psyche
Past-Present-Future Dream
No Muse
Magic-using Classes:
Mystics: Masters of the mind, mystics are a relatively new magical discipline when compared to others in the world. Mystics cannot cast evocations, and are weak in transmutation and healing magic. The mystics draw their power from the Mindscape (also known as the Astral Plane), allowing them to achieve perfection in thought. Energy drawn from the Mindscape is called psychia, or “mystical energy,” (or in some cases, “psi”) and is usually detected as golden in color. There are very few mystics in the central nations, and no schools that teach the devotion, but plenty in lands such as Sanzobar, Varsa, and Hojin, in the east and south.
Blackstone Mystics: Chayand, Vheret, Anser, Wentin, Randol Gwynn, Jander, Aditi
Magi: Masters of arcana, magi appear in one of two forms: wizards, who learn arcane spells through the study of books and scrolls, or sorcerers (sometimes referred to as witches or warlocks), who have an inherent ability to channel magic–usually due to having a magical bloodline. Magi cannot cast healing spells, and are (somewhat) weak in abjuration and enchantment magic. The magi draw their power from the Dreamtime (also called the Nexus), allowing them to tap the myriad energies of the arcane. Energy drawn from the Dream is called arcana, and is usually detected as violet in color. Magi are more common in the central nations than anywhere else, though the fear of arcane magic by the common folk (spurred by various churches) have begun to drive some of them to the periphery. There are eight individual schools of magic located in different parts of the Otherrealm; most are in secret locations whose paths are known by few, though some, like the XXX, are better known than most.
Blackstone Magi: Varael, Vaille, Bai, Koi’yne, Delena, Jil-jil, Lurue, Shamsid
Divini: Masters of Spirit, divini usually appear as faith-based spellcasters, such as clerics, druids, paladins, and the like. Divini cannot cast illusions, and are weak in divination and evocation magic. The divini will tell you they draw their power from faith, but in truth the energies are derived from the outer planes of the Afterlife (also called the Periphery), where spirit is strongest and where most dead people go to their ever-after. Some few divini use actual souls to aid in their casting, and Light-worshipping divini draw from the fabric of Light that exists throughout the Otherrealm. Energy drawn from the After is called effici, as well as “prana,” or simply “spirit energy.” It is usually detected as white in color. Few divini actually call themselves divini; there is such an immense variety of faith casters that they usually refer to themselves by whatever title their faith decrees. The Otherrealm is rife with churches, temples, and other holy places where efficia-gifted students can learn the “proper” ways of faith casting.
Blackstone Divini: Roen, Juliei, Tahatan, Damaras
Soman: Masters of Form, many soman walk the Otherrealm as monks—though the type of monk may vary widely depending on their origin of training. Soma cannot cast divinations, and are weak in conjuration and illusion magic. The soman draw their physical might from the Shadowrealm (called by many the Ethereal Plane), aiding them in the pursuit of physical improvement through practice, meditation, and energy focus. Energy drawn from the Shadow is called umbra, and is usually detected as a shadowy swirl of black, misty vapor. Though soma are often referred to as monks, a monastic lifestyle is not necessary to draw power from the Shadow, and there exist many soma who live in the shadows and skirt traditional methods. Ninja clans and assassin covens are only two examples of the darker paths a soman might take. There are no (known) monasteries in the central nations that teach the darker paths.
Blackstone Soma:n Domiev, Sunny, Jodd, Feral, Hackberry, Obarr, Raggat, Min
Spell Energies
“Magic is magic,” some wise men say, and this is true. Yet magic is a tangible thing; it is the result of something grand or terrible, and it needs energy to be made, like all things. There are eight known energies; four are elemental, four are peripheral
Earth: The stolid energy of stone, dust, and sand, of hill, valley, and mountain, is the energy of fortitude and resolve. Earthen energies are usually orange in color, and come most naturally to dwarves and other earth elementals.
Wind: The mercurial energy of Air; of storm, and cyclone, of breath, breeze, and thunder, is the energy of swiftness and changeability. Air energies are usually blue in color, and come most naturally to elves and other air elementals.
Water: The ever-deep energy of Wave, whirlpool, and tidal rage, of tears and quenched thirst, is the energy of wisdom and secrecy. It is green in color, and comes most naturally to marid and other water natives.
Flame: The illuminating energy of Fire; of spark, and conflagration, of welcoming flare and warm hearths, is the energy of beauty and passion. Fire energies are red in color, and come most naturally to goblins and other fire elementals.
Psychia: Also known as “mystical” energy, psychia is the psychic energy of thought, perception, and mind, of id and ego, is the energy of the higher intellect and the purified mind. Psychia comes most naturally to the Iluzani and other Astral natives. Psychic energies are usually gold in color and have a special affinity to earth and fire elements; earthen crystals are used as focuses for mystical energy, and fire is said to stimulate the drive to learn.
Arcana: The Dream energy of magic. It is made of, and for, all the magic that can and will ever be, and is the energy of fortune and wonder. Arcana is violet in color, and comes most naturally to fae and other dream natives. Arcane energies have a special affinity to air and water elements; dream is often said to be “misty” and indistinct.
Effici: the Spirit energy of ghosts and revenants and souls, of Light and Dark and everything in between, is the energy of forcefulness and will. Efficia is usually white in color, and comes most naturally to planars and other Peripheral natives. Effici energies have a special affinity to air and fire elements; the “spark of life” is often attributed to being akin to electrical sparks wrought from lightning.
Umbra: the energy of twilight and dusk, and of shade and whispers and hidden things, is the energy of subtlety and secrets. It is black in color, and comes most naturally to shades and other umbral natives. Shadow energies have a special affinity to earth and water elements; the shadowscape of which it is native is said to be “muddy,” and indistinct; grounded in earth but shifting in time, sometimes slowly, sometimes quickly.
Primordial Elements:
Psychic (Psychia)
Umbral (Umbra)
Arcane (Arcana)
Spiritual (Effici)
Elemental Energies:
Wind (Air) Wet + Hot
Tide (Water) Wet + Cold
Terra (Earth) Dry + Cold
Flame (Fire) Dry + Hot
CONFLICTING ENERGIES:
Force: Arcana + Psychia
Shadow: Umbra + Effici
CONFLICTING ELEMENTS:
Dust Earth + Air
Steam Fire + Water
CONFLICTING, LESSER AGNATE, SEMI-AGNATE, NON-AGNATE SUBSTANCES:
Black Irisite: Psychia + Terra + Wind + Tide (lesser agnate)
Obruo Flux: Psychia + Flame + Tide + Wind (lesser agnate)
Arcane Nebulum: Arcana + Wind + Flame + Terra (lesser agnate)
Azoth: Arcana + Tide + Terra + Flame (lesser agnate)
Divine Nebulum: Effici + Wind + Terra + Tide (lesser agnate)
Auracalcia: Effici + Flame + Tide + Terra (lesser agnate)
Wraithwind: Umbra + Tide + Wind + Flame (lesser agnate)
Argid: Umbra + Terra + Flame + Wind (lesser agnate)
Lucentian Stream: Psychia + Flame + Tide (conflicting semi-agnate)
Psychic Dust: Psychia + Terra + Wind (conflicting semi-agnate)
Astral Vortex: Psychia + Tide + Wind (non-agnate)
Xirang: Arcana + Wind + Terra (conflicting semi-agnate)
Flowfire: Arcana + Tide + Flame (conflicting semi-agnate)
Hexforge: Arcana + Flame + Terra (non-agnate)
Efficic Acid: Effici + Flame + Tide (conflicting semi-agnate)
Adele: Effici + Wind + Terra (conflicting semi-agnate)
Moondrop: Effici + Terra + Tide (non-agnate)
Umbral Acid: Umbra + Tide + Flame (conflicting semi-agnate)
Shadowstrand: Umbra + Terra + Wind (conflicting semi-agnate)
Gloomdirge: Umbra + Wind + Flame (non-agnate)
Conjoined Elements: 2 adjacent elemental energies
Ash: Terra + Flame
Haze: Flame + Wind
Mist: Wind + Tide
Clay: Tide + Terra
Conflicting Elements: 2 opposing elemental energies
Dust: Terra + Wind
Steam: Flame + Tide
Compound Elements: 3 adjacent elemental energies
Smoke: Terra + Flame + Wind
Levin: Flame + Wind + Tide
Ice: Wind + Tide + Terra
Magma: Tide + Terra + Flame
Prime Element: all 4 elemental energies: Diamond
Conjoined Substances: 1 primordial energy + 1 elemental energy
Luminite: Psychia + Terra (agnate)
Lucentia: Psychia + Flame (agnate)
Animus: Psychia + Wind (non-agnate)
Cognic Drop: Psychia + Tide (non-agnate)
Aether: Arcana + Wind (agnate)
Hydream: Arcana + Tide (agnate)
Faestone: Arcana + Terra (non-agnate)
Hexfire: Arcana + Flame (non-agnate)
Elan: Effici + Flame (agnate)
Mana: Effici + Wind (agnate)
Spirit Water: Effici + Tide (non-agnate)
Brandur: Effici + Terra (non-agnate)
Dunpool: Umbra + Tide (agnate)
Haoma: Umbra + Terra (agnate)
Umbral Fog: Umbra + Wind (non-agnate)
Nightsmoke: Umbra + Flame (non-agnate)
Conjoined Compound Substances: 1 primordial energy + 2 elemental energies
Irisite: Psychia + Terra + Flame (agnate)
Mindfire: Psychia + Flame + Wind (semi-agnate)
Lucentian Stream: Psychia + Flame + Tide (conflicting semi-agnate)
Psychic Dust: Psychia + Terra + Wind (conflicting semi-agnate)
Ectoplasm: Psychia + Terra + Tide (semi-agnate)
Astral Vortex: Psychia + Tide + Wind (non-agnate)
Dreamdeep: Arcana + Wind + Tide (agnate)
Wildfire: Arcana + Wind + Flame (semi-agnate)
Xirang: Arcana + Wind + Terra (conflicting semi-agnate)
Flowfire: Arcana + Tide + Flame (conflicting semi-agnate)
Mudhoney: Arcana + Tide + Terra (semi-agnate)
Hexforge: Arcana + Flame + Terra (non-agnate)
Soulfire: Effici + Flame + Wind (agnate)
Brimstone: Effici + Flame + Terra (semi-agnate)
Efficic Acid: Effici + Flame + Tide (conflicting semi-agnate)
Adele: Effici + Wind + Terra (conflicting semi-agnate)
Avatora: Effici + Wind + Tide (semi-agnate)
Moondrop: Effici + Terra + Tide (non-agnate)
Umbral Clay: Umbra + Tide + Terra (agnate)
Dunveil: Umbra + Tide + Wind (semi-agnate)
Umbral Acid: Umbra + Tide + Flame (conflicting semi-agnate)
Shadowstrand: Umbra + Terra + Wind (conflicting semi-agnate)
Umbral Coal: Umbra + Terra + Flame (semi-agnate)
Gloomdirge: Umbra + Wind + Flame (non-agnate)
Advanced Conjoined Compound Substances: 1 primordial energy + 3 elemental energies
Aeonite: Psychia + Terra + Flame + Wind (greater agnate)
Lodestone: Psychia + Flame + Terra + Tide (greater agnate)
Black Irisite: Psychia + Terra + Wind + Tide (lesser agnate)
Obruo Flux: Psychia + Flame + Tide + Wind (lesser agnate)
Faerwood Essence: Arcana + Wind + Tide + Terra (greater agnate)
Quicksilver: Arcana + Tide + Wind + Flame (greater agnate)
Arcane Nebulum: Arcana + Wind + Flame + Terra (lesser agnate)
Azoth: Arcana + Tide + Terra + Flame (lesser agnate)
Lightning: Effici + Flame + Wind + Tide (greater agnate)
Sunverda: Effici + Wind + Flame + Terra (greater agnate)
Divine Nebulum: Effici + Wind + Terra + Tide (lesser agnate)
Auracalcia: Effici + Flame + Tide + Terra (lesser agnate)
Ylaster: Umbra + Tide + Terra + Flame (greater agnate)
Hoarfrost: Umbra + Terra + Tide + Wind (greater agnate)
Wraithwind: Umbra + Tide + Wind + Flame (lesser agnate)
Argid: Umbra + Terra + Flame + Wind (lesser agnate)
Prime Substances: 1 primordial energy + all 4 elemental energies
Astralite: Psychia + Terra + Flame + Tide + Wind = Mystical Prime
Ambrosia: Effici + Flame + Wind + Terra + Tide = Efficic Prime
Philosophorum: Arcana + Wind + Tide + Flame + Terra = Arcane Prime
Alchemot: Umbra + Tide + Terra + Wind + Flame = Umbral Prime
Mythic Substances: 2 Prime Substances joined together
Stardust: 1 Astralite + 1 Ambrosia
Shadowstuff: 1 Alchemot + 1 Philosophorum
Starfire: 1 Philosophorum + 1 Astralite
Voidsunder: 1 Alchemot + 1 Ambrosia
Echoshade: 1 Alchemot + 1 Astralite
Lifesurge: 1 Philosophorum + 1 Ambrosia
MYSTICAL SUBSTANCES:
Conjoined Substances: 1 primordial energy + 1 elemental energy
Luminite: (Psychia + Terra) (agnate) Basic mystical stone, luminite is a softly-glowing bit of rock formation. It is used to decorate certain mysticallyl-powered items, and lends itself to the strengthening of the mind.
Lucentia: (Psychia + Flame) (agnate) Essentially the psychic energy that allows illumination into otherwise closed-off (“darkened”) areas, most commonly other people’s minds. Lucentia is a vital element in telepathy and other revelatory disciplines
Animus: (Psychia + Wind) (non-agnate) Also known as Astral Wind, this is sometimes called “the breath of inspiration”, and is a common “building-block” mystical substance.
Cognic Drop: (Psychia + Tide) (non-agnate) A supposed psychic draught taken from the “river of thought”, cognic drop is a popular substance used by mystics and psychically-attuned people to aid in concentration.
Conjoined Compound Substances: 1 primordial energy + 2 elemental energies
Irisite: (Psychia + Terra + Flame) (agnate) Essentially “cognic rock”, irisite is known to manifest in six distinct ways, each with its own unique color cognate to the six colors of the rainbow: blue, red, yellow, violet, orange, and green, though many variations of shades—from light to dark—within these hues are common. Irisite “cores” form the mental (and some say spiritual) sanctums of the iluzani races who fled the Astral Plane, and it is to these cores that the spirits of dead iluzani return upon their bodies’ deaths, though that fact is far from common knowledge to non-iluzani.
Mindfire: (Psychia + Flame + Wind) (semi-agnate) Essentially the “high energy of thought”, mindfire is not real fire and produces no actual heat, but that does not dull the pain when mindfire is applied in psychic combat. Victims of a mindfire attack have described it as a “burning of the brain”, where thought is the seeming fuel. It is theorized that death by mindfire is not possible, but victims have been rendered nearly catatonic in its wake.
Lucentian Stream: (Psychia + Flame + Tide) (conflicting semi-agnate) Described as a steady flow of lucentia, a lucentian stream allows psions and psychia-users to tap the flow of ambient psionic energy or nearby psionic fonts, and channel it into their own.
Psychic Dust: (Psychia + Terra + Wind) (conflicting semi-agnate) This invisible yet irritating substance is said to be the result of an abundance of psionic activity when utilized in earthen objects, such as crystals and psychiel irisite. It can sometimes be used to track the movements of psions or detect recent psionic activity, and in rare cases is utilized to cloud a psionic mind. Private investigators who use this form of tracking are often referred to as “Dusters.”
Ectoplasm: (Psychia + Terra + Tide) (semi-agnate) This “mucus of the mind” is actually a primal substance—the physical result of excessive psionic activity. It is essentially colorless (and can appear anywhere from translucent to a cloudy opaque) and is described by some as “jellylike”, called “psychic syrup” or “psionic goo” by various psionic experts. It is believed to be the basis for physical manifestation of any psionic ability.
Astral Vortex: (Psychia + Tide + Wind) (non-agnate) A psionic storm of chaotic thought, astral vortexes are thankfully rare occurrences. Psychic travelers projecting to the Astral Plane can go mad if their thoughts are caught up in this whirling mass of conflict.
Advanced Conjoined Compound Substances: 1 primordial energy + 3 elemental energies
Aeonite: (Psychia + Terra + Flame + Wind) (greater agnate) This rare psionically-attuned ore is used in the production of wondrous mystically-enhanced artifacts, armor, and weaponry. The more powerful the psion who wields it—the more power an aeonite-forged item becomes, making it a true extension of the wielder’s own might.
Lodestone: (Psychia + Flame + Terra + Tide) (greater agnate) Also called Magnetite, true lodestone separates itself from common magnetic rock by possessing actual mystical energies that strongly react to the presence of people possessed with rare clarity of thought. Lodestone is coveted by many people that have no mystical powers, making it probably the most coveted mystical substance for non-psions. In fact, most people are unaware that lodestone has any psionic base whatsoever.
Black Irisite: (Psychia + Terra + Wind + Tide) (lesser agnate) Alternately known as Imperfect Irisite, or Deep Irisite (and even incorrectly as “Iritite”), black irisite is believed to have formed deep in the earth as an alternate Mindscape compound created by Iluzani defectors fleeing their overlords in the Astral Plane. Black irisite is extremely powerful, likely the only mystical substance that can withstand the psychiel prime astralite. Some claim it is considered a “lesser” substance only because the Iluzani Prime proclaim it to be so.
Obruo Flux: (Psychia + Flame + Tide + Wind) (lesser agnate) This “super deluge” of psionic power—the result of multiple powerful lucentian streams being forced together—creates a flood of mystical energies that can easily overwhelm and mindwipe those not prepared for its violent psychic onslaught. Those who can, however, may utilize the obruo flux for their own purposes—and with usually devastating effect.
Prime Substance:
Astralite: (Psychia + Terra + Flame + Tide + Wind) The Mystical Prime is an extremely rare substance also known as White Irisite or Perfect Irisite. It is said to be the originating Mindscape compound for the Iluzani Prime, and extremely prized by them. It is highly psionic in nature. Psychiel Astralite is said to possess qualities akin to guarding, protection, and preservation.
List of Mystical Materials:
Adamantite: More commonly called Adamant Steel, this man-made alloy is formed into nearly-indestructible metal. The secret to its supposed indestructibility is the fact that it is forged from a lodestone (magnetite) alloy that repels other metals and even other earth-based effects, thereby significantly negating much of the potential damage it might suffer. Adamant steel is susceptible only to exceedingly hot temperatures, and even fails to conduct electricity, protecting its user from levin attacks, however it is prudent to note that a large enough electric charge seems to temporarily weaken its adamantine qualities.
Aeonium: Aonite-based alloy forged together with luminite that allows for mystical runecraft. Aeonium is a self-illuminating steel alloy that is naturally predisposed to mystical synchronization with irisite, allowing for easy empowerment.
Ashvatha: A tree known in the Firstrealm’s India (also known as the “sacred fig”) this tree is known in both Hindu and Buddhist legend. It is said at one time its roots grow up in the air and its branches extend beneath the earth. (It is entirely possible the Ashvatha was taken from a sprig on the World Tree.)
Ir-stones: Small, psionically-attuned pieces of irisite that hold tiny “pools” of mystical energy (and in some cases store actual psionic powers or abilities). Like the irisite they derive power from, these stones are specifically attuned to specific iluzani cores.
Sonarium: Called “Song Steel,” sonarium is man-made steel that has been forged with the aid of mystical animus. Individual results vary based on intent and skill, but they almost always result in an item that takes sound (be it ambient or directed) and produces magical results. Sonarium is required in the creation of Silentium-enchanted metals as well (see: Umbral Materials)
Vaidurite: Known as Vaidurya to those of Vedic faiths, these aeonite-formed psionic stones are “the most beautiful stones beyond compare,” and are said to be so precious they are favored by the Hindu goddess Lakshmi.
ARCANE SUBSTANCES:
Conjoined Arcane Substances: 1 primordial energy + 1 elemental energy
Aether: (Arcana + Wind) (agnate) Also spelled “Eitr,” aether is perhaps the most basic arcane energy, used to fuel a large number of spells.
Hydream: (Arcana + Tide) (agnate) This basic concoction of arcane liquid is essentially magically-produced water, and is most noted as the primary substance needed in the creation of Dreamdeep.
Faestone: (Arcana + Terra) (non-agnate) This basic arcane rock is used as the primary teaching tool for arcane elementalism, and is the elemental basis for arcane rock formations such as Pockstone and Adderstone.
Hexfire: (Arcana + Flame) (non-agnate) Called by some “illusory fire”, hexfire is a multi-hued illuminating manifestation of arcane energies. Anything that glows magically has some base use of hexfire placed upon it.
Conjoined Compound Arcane Substances: 1 primordial energy + 2 elemental energies
Dreamdeep: (Arcana + Wind + Tide) (agnate) Also called Arcane Elixir, dreamdeep is one part Aether and one part Hydream. It is used to aid arcane diviners in seeing glimpses of the future, has experienced a quiet resurgence in popularity after being outlawed for many years due to supposed unexplainable (and bizarre) side-effects that come with its prolonged use.
Wildfire: (Arcana + Wind + Flame) (semi-agnate) This volatile substance is manifested in a wildly unpredictable flame that burns various colors depending on its fuel source. It is known to spread not just quickly, but almost counterintuitively (against the wind, through the air, etc).
Xirang: (Arcana + Wind + Terra) (conflicting semi-agnate) Based on a Firstrealm substance found in Chinese myth, xirang is the elemental compound basis found in Cloudstone (Caelilite), making that rare ore as light as air.
Flowfire: (Arcana + Tide + Flame) (conflicting semi-agnate) Essentially liquid flame, flowfire is considered extremely volatile, nearly as much as wildfire (though not quite as unpredictable).
Mudhoney: (Arcana + Tide + Terra) (semi-agnate) Also popularly called “Fae Clay”, this odd (and fairly unknown) substance is able to animate inanimate objects. It is said to derive its name from its “sweet” taste, though apparently only fae-blooded creatures can taste the difference between mudhoney and everyday dirt.
Hexforge: (Arcana + Flame + Terra) (non-agnate) This potent energy is drawn to metal, and is used in forging arcane-enchanted weapons, armor, and other wondrous items. Hexforge creation often leaves a unique substance in its wake, that, once cooled, is called Gritcinder, which is used as an arcane material component, and (in more mundane realms) in the creation of flash-bombs. Gritcinder is also used in the making of Cinder-script, used for writing letters that are designed to be read but once and then quickly immolated by the very substance used as ink.
Advanced Conjoined Compound Arcane Substances: 1 primordial energy + 3 elemental energies
Faerwood Essence: (Arcana + Wind + Tide + Terra) (greater agnate) This magical essence is the basis for most arcane enchanted plant-life known to exist.
Quicksilver: (Arcana + Tide + Wind + Flame) (greater agnate) Falsely believed by some to be the base substance used in the creation of Mithril, quicksilver is actually a non-metal. Properly known as Mercurite, quicksilver is not even actual mercury, but rather a substance all its own—a magical liquid silver that is neither actually liquid nor silver. Ever hard to pin down, quicksilver is used in magical spells and effects that enhance speed, evasion, and other non-confrontational aims.
Arcane Nebulum: (Arcana + Wind + Flame + Terra) (lesser agnate) Ever opposed by Divine Nebulum, at least in perception, arcane nebulum is raw and, some say, unbalanced… but vital in the creation of powerful chaos-based spells.
Azoth: (Arcana + Tide + Terra + Flame) (lesser agnate) Called by some “Arcane Mercury”, it is seen the arcane version of alchemot, very nearly as effective in certain respects—and better in others. It is an exceedingly unpredictable and unstable substance, however, earning its “mercurial” descriptor.
Prime Arcane Substance:
Philosophorum: (Arcana + Wind + Tide + Flame + Terra) This substance is the legendary Philosopher’s Stone, also known as Cintamani. It is the arcane prime, and is called the purest alchemical creation. Philosophorum can create matter from nothing, i.e. without any sacrifice or loss, making it the only substance in existence that breaks the first law of alchemy. Philosophorum is believed to have qualities akin to restoration, transformation, and evolution.
List of Arcane Materials:
Adderstone: Known by both ancient Egyptian and Celts, adderstone is formally called “Aggril,” and is a magical stone with a naturally-occuring hole in the middle, used for spells that have to do with sight, invisibility, etc. Adderstones are said to naturally float in water.
Blushtree: Also known as “Candypop Shrubs,” the multi-hued blushtree bushes are of fae origin and (like many things gifted by the fae) are risk-and-reward in nature. Most of the colorful berries picked from a blushtree bush taste like a variety of delicious candy, however approximately 10% of them (“Faerieberries”) are toxic to non-fae and on some occasions lethal.
Caelilite: Also called “Cloudstone,” caelilite is formed of xirang—essentially arcana-infused floating rock. It is found most commonly in the northernmost part of the continent of Caelarn, and is used to make floating islands, flying castles, and such. It works best in high-magic areas… and not so well in the central nations of the Otherrealm.
Cinder-script: This substance is basically powdered gritcinder (via hexforge), used for writing letters that are designed to be read but once and then quickly immolated by the very substance used as ink. A letter written in cinder-script has faintly glowing script which remains legible between 6 to 12 seconds, upon which time it bursts into flame, becoming illegible and consuming the letter (if flammable). Cinder-script is not generally potent enough to catch other things on fire unless surrounding conditions are themselves exceedingly flammable.
Faerieberries: These are the magical (10%) berries from the rare blushtree bush. Faerieberries, when properly identified, are used as permanent (if unpredictable) dyes. Ingesting faerieberries is not advised, as they tend to be highly toxic to non-fae, however on rare occasions they are said to grant otherworldy visions and, in some cases, temporary magical powers.
Gritcinder: This substance is often leftover from hexforge, which is used as an arcane material component, and (in more mundane realms) in the creation of flash-bombs. Gritcinder is also used in the making of Cinder-script.
Keyleaf: Properly called Rasonik (“Raskovnik” in Slavic myth), Keyleaf is a plant that can open any lock. Finding this rare herb is difficult, and is said to only be able to be located by subterranean creatures.
Mithril: Of legendary repute, this lightweight (“as light as air”) metal is as sturdy as steel yet weighs one tenth of it. Mithril is a highly reflective metallic ore, and is sometimes called “Mithril silver”, but is in fact not actual silver, and does not offer the protective properties of natural silver; mithril is made from caelilite (“cloudstone”) ore combined with mercurite (“quicksilver”)
Pixie Dust: A weightless glowing arcane substance made through arcane nebulum, reputed to come from ground-up pixie wings (untrue and hazardous to pixies, as far as rumors go). It is prized by faeries, as it not only allows subjects sprinkled with it the ability to fly—but that flight is wholly controlled by the distributor of the dust rather than the person with the dust on them.
Pockstone: Also known as Footstone (and known in the Firstrealm as Sledovik), pockstone is a pocked-surface stone formed when Faestone is subjected to Faerwood Essence, and is used in certain religious rites. It is prized by the fae.
Sageroot: Also called “Wisdom’s Root”, sageroot is said to aid in foretelling, dreaming, and dream-travel. It is sometimes chewed in its raw form for its ability to quicken the mind, though it leaves the tongue and teeth colored a dark purple.
Scintillia: This arcane alloy is in fact the result of hexforged smithwork on naturally-ocurring ores, though it is very basic in nature. Scintillian metals (often and incorrectly labeled as “scintillite”) hold color and even produce light, and are popular in arcane decor and even fashion.
Silphium: Also known as Sylphium or Laserwart, silphium is a plant which is used to aid in healing (thought it itself does not heal), and is also in some instances as a contraceptive. Now extinct in the Firstrealm, silphium once flourished in North Africa. In the Otherrealm it is found aplenty in Lorea, on the continent of Thalisse.
Toadstone: Properly known as “Bufonite” (or Frogstone, referred to as Batrachite), this is a rare fae-induced substance that takes the form of small earth-colored gemstones grown beneath the skin of toads and frogs. Toadstones are used to prevent poison, among other more common maladies, such as warts.
EFFICIC SUBSTANCES:
Conjoined Efficic Substances: 1 primordial energy + 1 elemental energy
Elan: (Effici + Flame) (agnate) Occasionally known as Sunglow or Sunlight, Elan is essentially the raw energy of the sun, though daylight is not required to call it forth if one has the means.
Mana: (Effici + Wind) (agnate) An efficic energy source also believed (not completely erroneously) to be a divine food source. Mana is at its most basic a source from which to draw efficic power. Mana is often confused with arcane aether.
Spirit Water: (Effici + Tide) (non-agnate) This is essentially the generic sobriquet for Holy Water (as well as Unholy Water).
Brandur: (Effici + Terra) (non-agnate) This energy is said to infuse all living things, and allows the bonding of spirits to items. The most common brandur-infused objects are made of wood, said to be “spirit-bound” wood, though items made of natural-ocurring metals can also be infused. Brandur-infused objects are said to be difficult to burn or pierce.
Conjoined Compound Efficic Substances: 1 primordial energy + 2 elemental energies
Soulfire: (Effici + Flame + Wind) (agnate) Considered the perfect efficic energy, soulfire is one part Elan and one part Mana, formed to make a powerful faith-born energy substance. The Light (whose worship is taught by adherents of the Illumination Reformation) is by far the most common manifestation of soulfire, so much so that the two are by and large considered the same, though in truth the Light could not exist without soulfire, and not vice-versa.
Brimstone: (Effici + Flame + Terra) (semi-agnate) Also called Abyssal Sulphur or Hellsmoke, brimstone is rightfully believed to be demonic in nature (quelling the claim that all efficic effects are innately good).
Efficic Acid: (Effici + Flame + Tide) (conflicting semi-agnate) This substance is essentially improved holy water that burns not only the demonic or undead, but also anyone not adhering to the same faith as the acid’s wielder. It is created with holy water and elan, and only by those wielding efficic energies.
Adele: (Effici + Wind + Terra) (conflicting semi-agnate) Composed of mana and brandur, this substance is actually an energy element that manifests as sound—described as sounding like the chime of bells or the hum of wind across crystal. It not only gives certain efficic manifestations their particularly otherworldly sounds, but makes possible the effectiveness of holy (and unholy) words of power.
Avatora: (Effici + Wind + Tide) (semi-agnate) Also called “Ghosttide”, this ethereal-seeming energy allows for the possession of spirits and souls. It visually manifests only on rare occasions, but when seen is described as a twisting, slow-moving river of ghostly mist.
Moondrop: (Effici + Terra + Tide) (non-agnate) This pale, softly-glowing substance is the base compound for many instances of efficic-based plantlife.
Advanced Conjoined Compound Efficic Substances: 1 primordial energy + 3 elemental energies
Lightning: (Effici + Flame + Wind + Tide) (greater agnate) Far greater than normal electric levin, lightning is considered divine, and said to be a substance belonging to the heavens—but one that man can at times borrow, if the heavens so allow.
Sunverda: (Effici + Wind + Flame + Terra) (greater agnate) A life energy infused with the power of the Light, sunverda is more a benign efficic effect than anything that might be actively used. It is said that in times of peace that the world’s plant life is more vibrant and lively than in times of war, and this is attributed to the effect of sunverdic energies.
Divine Nebulum: (Effici + Wind + Terra + Tide) (lesser agnate) A foggy nebula of spirit that aids in a great many faith-based weather spells and effects. Exacting details of this elusive material are unknown to most but the most holy of divine disciples.
Auracalcia: (Effici + Flame + Tide + Terra) (lesser agnate) Also known as “Orichalcum”, this precious metal used in the creation of divine artifacts. Auracalcia is a rare, fire-forged divine copper found on mountaintops. Extremely dense, it is said to be worth ten times its weight in gold.
Prime Efficic Substance:
Ambrosia: (Effici + Flame + Wind + Terra + Tide) Also known as Amrita, the efficic prime Ambrosia is a glowing, honey-colored substance that is said to be the food of the gods. It is said to confer immortality (or at the very least longevity). Efficic Ambrosia is said to possess the qualities of creation, nourishment, and growth.
List of Efficic Materials:
Auracali: Divine copper-based metal (also appearing in bronze and brass) primed for efficic runecraft and enchantment. Its primary element is, obviously, auralcalcia.
Bindsilver: Brandur-infused silver used in the creation of items for the use of trapping or anchoring of souls; sometimes also used to bind spirits to magical items.
Glasir: A divine tree from Norse legend. Glasir have golden leaves, and in some cases bear jeweled fruit. A grove of these once stood outside the doors of Valhalla, prior to Ragnarok. Glasir are possibly connected to Japanese “jeweled branch of Horai” myth—and also possibly related to Roman Aeneas and his golden bough, given to Pluto’s wife Persephone so that he could pass through to the Elysian Fields to visit his father’s shade. It is said if a living person carries a glasir bough to the afterlife, they may be allowed to return to the world.
Milk Lotus: This pale white flower is also called “Snow Lotus”, “Snowdrop”, “Bright Lotus” and “Moly”. Milk Lotus is said to be dangerous for a mortal to pluck from the soil, but not for immortal gods.
Mima Tree: Also called “Barnstokkr” by the Norse, Mima trees are empowered through brandur. These are thick tree with fair blossoms. Legend says Odin once put a sword in the Barnstokkr that stood in King Volsung’s hall—and it could not be pulled free by anyone unworthy to rule. Mima trees are said to be impossible to burn or pierce.
Panacea: Called the purest of cures, panacea is still exceedingly rare. Most believe panacea is truly a heaven-sent remedy to all things—one small step removed from Ambrosia.
Tide Jewels: Kanju (ebb jewel) and Manju (flow jewel) that control the tides and also have a supposed mind-controlling element to them
UMBRAL SUBSTANCES:
Conjoined Substances: 1 primordial energy + 1 elemental energy
Dunpool: (Umbra + Tide) (agnate) This inky liquid is not truly beneficial to drink in that it does not quench thirst (and it tastes like black licorice and colors the tongue grey), but it does provide short-term energy bursts. Also called “Shadewater,” dunpool is the primary substance needed for the making of umbral ink, for writing in shadowscript.
Haoma: (Umbra + Terra) (agnate) This herb grants positive effects in athletics, sexual prowess, healing, and alertness. It is dark-green in color, tinged with gold, and said to be a vital part of the creation of liquid soma.
Umbral Fog: (Umbra + Wind) (non-agnate) This odd substance is given to rise in areas thick with umbral activity or with strong connections to the Shadowrealm. It is said to be a greyer, thicker fog, somewhat akin to smoke, but non-hazardous… at least in small quantities. Communities beset by long stretches of umbral fog note a rise in illness, specifically blacklung and shadowblindness.
Nightsmoke: (Umbra + Flame) (non-agnate) Also known as “Shadowtail”, this substance is usually invisible to the naked eye, but reveals itself in summoning spells that call forth the undead, and through spells designed to detect the presence of shades and other undead. It seems to have little use other than as a detectant.
Conjoined Compound Substances: 1 primordial energy + 2 elemental energies
Umbral Clay: (Umbra + Tide + Terra) (agnate) Made of packed earth and raw haoma mixed with dunpool, this advanced compound substance is used in making voudou dolls and other duplicating simulacrums.
Dunveil: (Umbra + Tide + Wind) (semi-agnate) This substance manifests as an unnatural weather occurrence known to have occasional unanticipated side effects to communities beset by this phenomenon. Disappearances, while uncommon, are not ultimately rare; it happens enough that certain communities have developed what might seem odd traditions in protecting themselves against dunveil chicanery, thus birthing quaint local traditions such as smokewhistles, shadow-snags, and bank rope, just to avoid being whisked off to gods know where. Few who’ve ever disappeared in a bank of dunveil have ever returned, and those that have returned with chilling tales of ghosts and shades and time askew.
Umbral Acid: (Umbra + Tide + Flame) (conflicting semi-agnate) This vile concoction is also known as Blackwither Bile, or Halahal—deadly for most mortals to drink, and most cases painful to the touch. The primary difference between umbral acid and normal acid is that it leaves no trace of anything it destroys—at least not in this world. (Some postulate that objects destroyed by umbral acid are actually transported directly to the Shadowrealm, there existing physically in perpetuity, but this theory is hard for the living to actually prove.)
Shadowstrand: (Umbra + Terra + Wind) (conflicting semi-agnate) This theoretically conflicting mix of earthen and air elements, through the use of umbral magic, is actually woven together from the metaphysical Shadowrealm to form something entirely physical: shadowstrand, a silent, light-drinking substance that is woven into shadowthread—vital to the creation of numerous stealth-reliant magical items, weapons, armor, and artifacts.
Umbral Coal: (Umbra + Terra + Flame) (semi-agnate) Formally called Umbralite, umbral coal is one of the more common conjoined substances, and is quickly becoming known as a source of advanced energy, far surpassing common coal, wood burning, and most other forms of artificial energy creation in output and space required. Umbral coal makes a poor fuel source for stoves, as its heat is significantly less than other fuels (though the claim that it “burns cold” is not actually correct), however in all other respects it is found to be superior. Some view umbral coal as unclean (one of its less attractive nicknames is “profane fuel”), as it tends to leave a grimy, blackened discharge akin to soot stains—but much more difficult to remove—with whatever it comes in contact. Habitats that use large amounts of umbral coal throughout the year also tend to see a rise in the occurrence of dunveil (umbral fog) weather phenomenon, and often see increased cases of blacklung and greypale disease in local populaces.
Gloomdirge: (Umbra + Wind + Flame) (non-agnate) This invisible umbral wind is a seemingly natural mutation of nightsmoke coming into contact—and conflict—with umbral fog. It is generally unseen, but preceeded by a low keening sound that has been described as “a sorrow akin to a hundred widows wailing”. Some believe it is the sonic remnant of shades crying out in their final moments of life. What is known is that the arrival of a gloomdirge can cause unexplained terror and, in some cases, permanent madness.
Advanced Conjoined Compound Substances: 1 primordial energy + 3 elemental energies
Ylaster: (Umbra + Tide + Terra + Flame) (greater agnate) Called “Prima Materia” by some, ylaster is said to be “One part starlight, one part earth, bonded by blood.” It was discovered en route to the quest for alchemot, and is considered by some to be a “poor man’s” version of alchemot. (It is not quite alchemot, clearly, and comes with a number of unfortunate side-effects in its usage, including in some cases painful mutation.)
Hoarfrost: (Umbra + Terra + Tide + Wind) (greater agnate) The umbral result of fell experimentation by Cryomancers, hoarfrost is the lethal mixture of umbral energy along all elements lacking heat. It is said to be the epitome of cold.
Wraithwind: (Umbra + Tide + Wind + Flame) (lesser agnate) Considered an accident of umbral exploration. Very little is known about this oft-volatile airborne substance, other than the fact that it kills most of the things it comes into contact with—painfully and quickly.
Argid: (Umbra + Terra + Flame + Wind) (lesser agnate) Popularly known as Deathsilver (and properly as Aergid Bas), argid is an umbral-affected metal that, when used properly, grants a swift, painless death, though it is known more for its ability to pass into the afterlife. First mentioned in the Celtic legend of the Silver Tree (which is also said to bear golden apples), argid is often given as price for passage to the Afterlife. It is in some tales associated with the Celtic god Manannan Mac Lir, but in all cases is necessary to the creation of umbral-forged armor and weapons. It is a vital component to more than a few umbral items, prized for its virtual indestructibility.
Prime Umbral Substance:
Alchemot: (Umbra + Tide + Terra + Wind + Flame) Also known as Alkahest (or Universal Solvent), alchemot is the umbral prime, and can destroy or break down any form of matter into its basic properties. Alchemot is exceedingly rare—and exceedingly coveted by alchemists. Few have ever glimpsed the substance, much less attempted to utilize its powers, so first-hand accounts of its miraculous endeavors are tragically few. Umbral Alchemot is believed to have the qualities of killing, disassembling, and destruction.
List of Umbral Materials:
Silentium: The basic metal used in forging silentium (“silent steel”) is Sonarium (see: Mystical Materials) and Shadowstrand. Silentium is basically a dull gray argid metal that drinks in all nearby or attached sound, better allowing for stealth.
Gloomsteel: Properly known as Teneferrum, gloomsteel is a dark argid metal which reflects no light. It is favored by assassins and other such shadow-skulking rogues.
Milkroot: This black-colored root makes a milky white broth when stewed, and creates an elixir that prevents conception and in some cases terminates pregnancies.
Shadowthread: Made of shadowstrand, a silent, light-drinking umbral substance, shadowthread is vital to the creation of numerous stealth-reliant magical items, weapons, armor, and artifacts.
Shunblossom: Properly known as Paeonia Aglaeophotis, shunblossom it is an herb that is said to ward off demons, but also used in necromantic practices
Slumberthorn: Also called Dreamthorn, the smallest scratch from the thorns are enough to place just about anyone in an extended slumber.
Umbral Ink: Made of dunpool, this thin black liquid is the primary substance needed for writing in Shadowscript.
Enchantment-quality Materials:
C = Conjoined (1 primordial + 1 elemental)
CC = Conjoined Compound (1 primordial + 2 elemental)
ACC = Advanced Conjoined Compund (1 primordial + 3 elemental)
Mystical
C = Luminite (stone), Cognic Drop (liquid)
CC = Irisite (crystal), Ectoplasm (compound)
ACC = Aonite (ore), Lodestone (stone), Black Irisite (crystal)
Materials: Adamantite (aonite+steel), Aeonium (aonite+luminite), Sonarium (animus+steel)
Arcane
C = Hydream (liquid), Faestone (stone)
CC = Dreamdeep (liquid), Xirang (compound), Flowfire (liquid), Mudhoney (compound)
ACC = Quicksilver (liquid), Azoth (compound)
Materials: Caelilite (stone+xirang), Gritcinder (hexforge powder), Mithril (caelilite+quicksilver), Pixie-dust (powder), Pockstone (faestone+faerwood essence), Scintillia (hexforge+natural ore)
Efficic
C = Spirit Water (liquid), Brandur-infused elements (varies)
CC = Brimstone (compound), Efficic Acid (liquid), Moondrop (liquid)
ACC = Auracalcia (ore)
Materials: Auracali (metal), Bindsilver (metal), Panacea (liquid), Tide Jewel (gemstone)
Umbral
C = Dunpool (liquid), Haoma (leaf)
CC = Umbral Clay (compound), Umbral Acid (liquid), Shadowstrand (textile), Umbral Coal (ore)
ACC = Ylaster (compound), Argid (ore)
Materials: Silentium (sonarium+shadowstrand), Gloomsteel (steel+argid+shadowstrand), Shadowthread (textile+shadowstrand), Shunblossom (leaf), Slumberthorn (thorn), Umbral Ink (ink+dunpool)
Metal Qualities:
Hardness (Adamantite – Psy) / Lightweight (Mithril – Arc)
Quiet (Silentium – Umb+Psy) / Sonant (Sonarium – Psy)
Illuminating (Aeonium – Psy / Scintillia – Arc / Auracali – Eff) / Stealthy (Gloomsteel – Umb)
Phasing (Shadowthread – Umb) / Anchoring (Bindsilver – Eff)
Metal Traits:
Spirit-bound (Efficic) / Empathic (Arcane)
Intelligent (Mystical) / Blood-bonded (Umbral)
MYTHIC SUBSTANCES:
The following powerfully unique substances are known to exist—two of which, Stardust and Shadowstuff, are even mentioned in the Scroll of Creation—but the secrets to their making are unknown to most, if any.
Stardust: Made by somehow introducing the unyielding, guarding qualities of Psychiel Astralite to the nourishing tendencies of Efficic Ambrosia, a harmonious synergy is found and results in the creation of what some believe to be a perpetual singularity—a heavenly sanctuary as impregnable as it is hidden from mortal eyes. The only evidence of its origin is the power left in its wake: Stardust, a base creative substance that, if found, can be used to create works of true wonder, if the user has the skill and wherewithal to do so. In the Scroll of Creation, Stardust is mentioned, along with Shadowstuff, as being the two substances used to create the first bridge into the realm of Dream.
Shadowstuff: Made by mixing the disassembling factor of Umbral Alchemot with the changing agent within Arcane Philosophorum, a harmonious chemical balance is believed to be found in the dark substance called Shadowstuff. Few can say precisely what it is or even does, but it is believed to be the physical manifestation of what most people believe to be empty space. In the Scroll of Creation, Shadowstuff is mentioned, along with Stardust, as being the two substances used to create the first bridge into the realm of Dream.
Starfire: Created by the conflicting energies created when the evolutionary qualities of Arcane Philosophorum are infused into Psychiel Astralite, a substance whose primary function is to preserve. The resultant energy detonation—aptly called Starfire—is described as both blinding, deafening, and earth-shattering in effect. Starfire is widely considered one of the world’s two most unpredictable and dangerous energies to attempt to wield, along with Voidsunder. It is thought to be impossible to artificially reproduce, and seemingly makes itself known every hundred years or so though natural (or accidental) means.
Voidsunder: Made once long ago by (unwisely) mixing the killing facilities of Umbral Alchemot with the life creation qualities of Efficic Ambrosia—a literal combination of complete conflicting opposites—the reality-devouring morass known as Voidsunder came to be. Voidsunder is called the “Black Maw of Annihilation” for good reason; nothing survives an encounter with the stuff, not even the effects of time, space, or distance. The only thing Voidsunder seems impervious to is itself. It is for this reason the pursuit or even the research of Voidsunder is punishable under treason mandates, and in most civilized nations likely result in execution to the too-curious.
Echoshade: Made by using the destructive capabilities of Umbral Alchemot to break down the protective qualities of Psychiel Astralite, Echoshade has been described as “a conflicting and chaotic swirl of a million shadow reflections”, and this comes as close as any other descriptors. Rare visitors to the Shadowrealm have returned with tales of an immense labyrinth made up of one hundred thousand Echoshade mirrors that each reflect a different portion of the visitor’s past life; stepping through any of those mirrors equates to choosing to re-live a portion of one’s life in perpetuity. Magical spells that utilize Echoshade as a core component are as rare as they are powerful, and only the most skilled (or foolhardy) spellcasters attempt to harness its reality-bending power.
Lifesurge: Made through harmonious combination, taking the restorative qualities of Arcane Philosophorum and mingling them with ever-growing facets of Efficic Ambrosia, creating what is believed to be the very essence of youth and life. Please note that Lifesurge (also called “Lifedraught”, or more properly “Liquid Vitae”) does not in fact prevent all deaths—only natural ones. Lifesurge is believed to be the source of water coursing through the Fountain of Youth… but as with most things having to do with Lifesurge, the truth is ever elusive.
Channeling Enhancements:
Crystals specialize in channeling Earth energies, though they are also predisposed to Umbral and Mystical energies. Self-targeted effects are most common, with area effects and ranged targeted effects less common
Incitements specialize in Fire energies, and are predisposed to Mystical and Efficic energies: Area effects are most common, with Personal
Pomanders specialize in harnessing Air energies, and are predisposed to Efficic and Arcane energies): Area affecting
Potions (Water energies, and predisposed to Arcane and Umbral energies): Personal effects are most common, with area
Scrolls: Rune-inscribed paper or parchment; usually single use
Runestone: Rune-inscribed
Rods:
Wands:
MAGIC SCHOOLS
Speaking of the Collegium Incantamentum…
The School of Evocation and Advanced Arcana (energy and damaging spells) – Crown’s Reach
The School of Conjuration and Abjuration (summoning and teleportation) – Lorea
The School of Remediation and Regeneration (healing and necromancy) – Hojin
The School of Warding and Defense (preservation and protection) – Midgardr
The School of Illusion and Mesmerization (deception and charm) – Sanzobar
The School of Transmutation and Polymorph (metamorphosis and shapechange) – Varsa
The School of Enchantments and Enhancements (empowerment and augmentation) – Wu Xin
The School of Divination and Determination (augury and detection) – Bandûn
School Scroll Ribbon Symbol Guardian Counters
Conjuration Deep Tan (Prosoli) White Gate Sword 1 Sun
Necromancy Blood Sienna (Lahu) Black Skull Snakes 2 Heads
Abjuration Pale Pink (Fulki) Blue Shield Griffin 3 Shields
Illusion Earthy Dun (Parzen) Yellow Chalice Mirror 4 Images
Transformation Blue Umber (Logundi) Orange Pyramid Cube 5 Shapes
Enchantment Fair Amber (Jian-Jun) Red Hand Flame 6 Stones
Divination Dark Teak (Batun) Green Rod Eye 7 Scepters
Evocation Ruddy Fair (Angol) Purple Tome Octagram 8 Points
Evocation: Spells based in pure (sometimes raw) arcana. Evocation spells are sometimes called prismatic spells, as they tend to affiliate particular colors to particular casters (a caster will have his or her own innate color) somewhere within the six-color spectrum, though pure black and pure white have also been noted, though rare. Force effect spells are generally classified as evocation spells. Evocation is referred to in some circles as The First Form, and in others as The Eight-Pointed Star. Psions have no known devotions that teach evocation. The most common energy source for magi learning to cast evocation spells is Arcana: magic in its purest form. The Institute for Advanced Evocational Excellence (more commonly known as the Precatory Preparatory) is the evocation school–as well as the beginners school all novice mages in the Collegium Incantamentum are sent to test and begin their academic curriculum—located on the Isle of Mát in Crown’s Reach, Caelarn.
Conjuration: Spells that transport objects or creatures from one place to another. These spells include summonings, banishments, teleports, and other spells that deal with bypassing space for the purpose of movement. Extremely powerful conjurations can pass people or creatures to and from various outer planes. Conjuration is referred to in some circles as The Second Form, and in others as The Forsaken Gate. The most common energy source for magi learning to cast conjuration spells is Spirit; utilizing the soul or true name of a creature or thing greatly assists in control of it. The School of Conjuration no longer exists… or so some people would have us believe. In truth, it is still located in Lorea, Thalisse, on the isle of Avalonia, controlled (and vetted) by the Church of Holy Light.
Remediation: Spells that deal with life forces, generally used to heal. Magi do not have the ability to heal, which very likely spurred them to create Necromancy—a life force-based magic that is in many ways healing’s direct opposite. (Magi do not like being told what they can and cannot do.) Necromancy is referred to in some circles as The Third Form, and in others as The Scepter and Serpents (or in Necromancy, The Skull and Serpents). The most common energy source for magi learning to cast necromancy spells is Umbral (Shadow). The Hall of Bone is the most secret of the Collegium’s schools, and is located somewhere in the darkest depths of the great city of Dhoma, in Hojin, Ishum-Shen.
Warding: Also called “Defensic” magic, these are spells that protect and defend the caster (and others) through various means. Warding magic is referred to in some circles as The Fourth Form, and in others as The Trifold Defender. The most common energy source for magi learning to cast abjuration spells is Air, as the simplest barriers are wind walls. The Airborne Academy of Abjuration (called by some the Skyborne Scholerum) located in Midgardr, Caelarn, usually somewhere above the Shivering Sea (though because it can fly, the school’s locale has been known to change).
Illusion: Spells that trick the senses of other people. These include visual illusions, ghost sounds, glamers, mental compulsions, and charms. Illusion is referred to in some circles as The Fifth Form, and in others as The Fourfold Mirror. The most common energy source for magi learning to cast illusion spells is Psionic, using it (visually in most cases) to directly fool the mind, such as through hypnotism or suggestion, however illusions can also be shaped from Air, Water, Fire, or even Shadow. Divini have no known devotions that teach illusion. The Palace of Prismatic Pulchritude, located near the city of Pajah, in Sanzobar, Tarundha, specializes in teaching illusory magic.
Transmutation: Spells that change things to other things. These include polymorphing the caster or other targets. Transmutation is referred to in some circles as The Sixth Form, and in others as The Five Frames. The most common energy source for magi learning to cast transformation spells is Earth, as unmoving but solid elements are the easiest for novices to manipulate. The Institute of Terrestrial Transformation (known locally as the Barium Terrarium) is located in Varsa, Tarundha, buried deep within the Godstride mountain range.
Enchantments: Spells that grant other spells and abilities to people, creatures, or objects. Ability buffs and weapon or armor enhancements are all considered enchantments. (Street lingo calls it “twink,” because there’s usually some sort of tell-tale sign something has been enchanted—and in many cases it is in the twinkling of light on the item.) Most enchantments placed on living creatures are not permanent. Enchantments is referred to in some circles as The Seventh Form, and in others as The Six Scintillations. The most common energy source for magi casting enchantment spells is Fire. The Eminent Estate of Extraordinary Enchantments is located in the city of Shou Ming, in Wu Xin, Ishum-Shen.
Divination: Spells that gain information, be it through seeing, scrying, and mind-reading. Divination is referred to in some circles as The Final Form, and in others as The Seven Scepters. The most common energy source for magi learning to cast divination spells is Water, i.e. scrying pools and the like. Soma have no known devotions that teach divination. The School for Divination, Dream Hall (known as the Sunken School, or Hydromantic Hall), is located beneath the waves of the Silent Sea in Bandûn, Thalisse. Divination magic detects as violet in color.
Back to Otherrealm Compendium |