The Tetrad of Life

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the tetrad of life
The Tetrad of Life is a depiction of all the known magic in the world of Ykglenda.


The Tetrad is split into three Tiers; Low, Middling, and High, and also represents metaphysical properties such as fluentias, aether, the Weave, and the Chaos of Infinity. Not much is known about the latter, however there are many colleges throughout the realm that specialize in the esoteric learnings of such principles. Just as there are as many more institutes of knowledge, spanning across the globe. As life encompasses all, so too does magic.

Magic in RoNaan's Realm is akin to a living, breathing entity. It is not separate from the world, it is one with it; you are magic and magic is you. From the beginning of time magic has coalesced in this universe and upon Ykglenda, it solidified. Beneath the oceans, within every crash of wave, breath of wind, crackle of flame, and rumble of the earth… magic lives.
 
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low

Base elements, ones that are believed to make up the entirety of the natural world, call the first tier home. With the caveat of the Doorways, humans, who aren't native to this planet, are only fully capable of harnessing the power of the first tier and the consequences that come along with it. Every species upon Ykglenda are attuned to this tier, however, and through it, relish in the connection to the Chaos of Infinity.


FLUENTIA

Most commonly considered the Fluentia Pair, Solis and Luna are not known to be manipulated in any discernible way. A person's fluentia dictates when a person is at their strongest, magically, and when the replenishment of their magic begins. Though most commonly thought of as a pair, there is actually three Fluentias, the third being the rare attunement of Dueska.

Calculating a Fluentia is simple, if not widely known in most cultures. The reason behind this is simple; as they cannot be manipulated or controlled, mainstream mages haven't been too interested in unlocking their secrets. By the time a person has a good grasp on their magic, they can tell when they're at their strongest: when either the sun or moon dominates the sky.


BLESSINGS

There are four blessings, one for each of the four natural elements and they're all received at or around birth, though it's possible one may not fully realize its extent until mid-to-late adolescence. Everyone attuned to the four elements listed below, regardless of race and species, receive a "blessing." Philosophers throughout the millennia have tried to understand the origins of these feats and none have come to anything conclusive, and so referring to them as blessings continues to apply.

As people can be doubly attuned to these elements, so too do they receive double the blessings.


The Blessing of Earth

Those with this blessing are said to be sturdier, healthier, more durable, and stronger than their elemental counterparts. Bones seem to be denser, their resistance against illnesses are profound, and there seems to be just a bit more power behind their blows- magical and physical.​

The Blessing of Water

People with this blessing are said to be soft and quiet on their feet, fluid and graceful in their movements and spellcasting, and as fierce and undulating as a wayward storm. It is known that those with this blessing have a natural affinity against Illusionist and though it takes practice and experimentation, are able to pierce through the thickest of shields and protection spells.​

The Blessing of Fire

This blessing encompasses a few different feats, all similar but unconnected. Firstly, as they are immune to their own conjured flames and generally resistant to heat and flame, those with this blessing may find that they do not, or rarely ever burn. And if such injuries occur, they usually heal exponentially faster than any other type of wound. Secondly, outside of their Fluentia, fire mages find themselves augmented when under the sun's warm embrace. As a final boon, those with this blessing rarely feel the clutches of winter's cold kiss.​

The Blessing of Air

This blessing grants fleetness of foot, as well as a faster reaction time. It's said that these powerful mages have always crossed the line between the physical and metaphysical and that the weight of the world will always be upon their shoulders. A rare attunement in of itself, this blessing not only grants physical feats, but spiritual or metaphysical as well. They're known to have visions, not quite of the future or the past, but of other worlds, other places within the cosmos. An intrinsic knowledge guides them through dreams or 'vision quests' periodically through their lives.​

TOKENS AND MANIPULATIONS VS INHERENT ABILITIES

Tokens, albeit separate from inherent abilities, act similarly enough. Oft times there are multiple tokens in the natural elements and while everyone has the capability to learn them, usually only one or two tokens will truly stand out. The inherent abilities of the Middling and High tiers are not only the fundamentals of the element itself, but abilities granted to all.

 
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earth

TOKENS

The Earth Sense: The most powerful of the earth tokens, the Earth Sense is a power capable of "seeing" into the earth, of "feeling" what it feels and knowing at all times where it's located. There is a thousand more "sub abilities" that come with this token, each mage specializing in what speaks to them. This token works hand-in-hand with earth manipulations and is usually one of the first abilities earth mages discover and master.

The Earth Sight: This is a rare token, one that manifests itself in those who are inherently intuitive. With this token, users are capable of reliving memories of the earth. Similar to psychometry, users with this ability are able to sense residual information from the earth around them. Most say this ability proves the earth is connected to a deeper consciousness that is believed to be the Chaos of Infinity; the energy that binds the universe together. The Earth Sight also grants you the ability to sense other earthly attunements.


MANIPULATIONS

Earth: The manipulation of earth is potent and powerful and without proper control and education, can become lethal at the slightest of provocations. Those who master this manipulation are capable of leveling cities, creating earthquakes, and even control molten lava spewed from active volcanoes. The subtlety of this manipulation however, is where its true beauty lies. Earthen artisans have been known to create intricate designs and elaborate decorations with only the power of their attunement.

Flora: The manipulation of flora is only a step below fauna in rarity. Though plants are part of the earth, it takes a different kind of earthly mindset in order to harness them. Masters of this manipulation are uncommon but powerful, finding work in prestigious gardens or overseeing precious farmlands. Like its twin, flora is a manipulation that deals with life-force. Where fauna connects to the minds of beasts, fauna connects to their very source and because of this deep connection with the earth; it often reacts to the whims of the master. Producing flowers when happy, ensnaring someone with vines when angered, etc.

Fauna: People with this ability are known to be able to connect to the minds of animals and influence them. Unlike those at Skywatch who Bond with gryphon's or the nobles of Orcosi and Marsea who Bond with fairies, those who master this ability are not bonded to the animals they influence. Instead they use a combination of dominance and persuasion to create the mind-link that enables the animals to do their bidding. People with this attunement are capable of "seeing" through the eyes of animals. Along with that, it is common for people with this ability to choose a few select animals as familiars: animals that are always by their side, and act as an extension of themselves.
 
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water

TOKENS

Purification: Water Elementals are able to sense if water is polluted and in turn, purify it. By removing the impurities, they're able to produce safe drinking water. Coastal kingdoms oft employ a vast amount of Purifiers to procure a supply of drinkable oceanic water. Purifiers are also employed by paranoid nobles who believe they might be poisoned. Those with this token are also able to "purify" a person, to a degree; it's more of a flushing of the system, and it's not nearly as pleasant as those with the token below.

Water Sense: Like all attuned to the natural elements, water mages are able to sense where their element is located. Unlike everyone else, those with this ability are able to sense what's within the water as well; from fish to objects to bodies. Although water mages cannot conjure their own element, they're able to harness water from almost any source. Masters knowledgeable in the human body are able to perform small healing "spells", including unblocking chakras, removing tension from afflicted areas, minor scrapes and bruises, and the odd cold.


MANIPULATIONS

Water: At full mastery, one attuned to this manipulation is capable of destruction on a grand scale. Those with an incredibly strong connection to the Tetrad are capable of quelling high tides and creating tsunamis. Though power on this level hasn't been seen in a single person for almost four millennia, even the most powerful water Elementals nowadays are capable of a great number of things. Similarly to the Earth Sense, this manipulation works hand-in-hand with the next two. There are countless "sub abilities" and some are: being able to breathe underwater (it is more strength of will than spell), siphoning water from natural resources (draining a plant of its water), and being able to actually manipulate the water to do your bidding.

Weather: There are certain weather-based abilities that those attuned to water are capable of creating. Fog and mist, thunderstorms and hail, blizzards and hurricanes; those with this manipulation are oft given a "free education" simply to prevent uncontrollable disasters. Because of this "free education" many of these Natural Elementals are placed in "work farms" where they work (and are paid, if feebly) off their debt.

Ice: Ice could be considered a "sub element" of water manipulation, but it's similar to the Earth manipulations in the sense that, Ice casters are drawn from a young age to this manipulation. You can always tell an Iceborn from one who has just studied it; the potency is incredibly different. Those specializing in this manipulation are best known for taking water (from the air, canteen, plants, river, etc), freezing it and then manipulating it to do their bidding. Master casters are able to create hazardous blizzards over the course of a night, which are capable of killing hundreds. Creations out of ice (sculptures, knives, daggers, etc) are possible despite needing some finesse.
 
fire

TOKENS

The Flame Within: Unlike the other three mages who must use existing material, those attuned to Fire are capable of conjuring flames from their very soul. This, however, is a tentative boon. If one is not centered then they fall privy to becoming blocked and therefore unable to conjure their internal flame. Though still able to manipulate existing flame, one would be vulnerable if none were around. The Flame Within also grants its caster the ability to augment existing flame and even their own. Some few have been known to burn brighter and therefore their flames, when conjured from within, are different colors.

Interpretations of the Flames: Those inherently intuitive might find themselves with this token, if attuned to fire. Able to see hidden truths within the flames, those with this token are looked on with a sense of scrutiny and reverence. One must learn to recognize the truths before learning how to decipher them. It takes many years to become proficient in this token, but those who do are capable of witnessing things they were not meant to see.

MANIPULATIONS

Flame: Those who master in this manipulation are able to create, generate, and manipulate flame. Users are capable of creating lethal and uncontrollable fires if not properly learned. Not only are they capable of creating fires, but they can also negate them. It is much harder to quell a fire then it is to start one, but it is possible and direly needed. Not everyone is capable of this though, as it goes against the very nature of their ability. Casters are capable of blasting streams of flame, melting and/or burning objects, and some rare few, causing them to explode. Absolute masters of this ability are known to create walls of solidified flames, great for defensive purposes.

Heat: Those specializing in this ability are most readily known for being able to immunize themselves from fire. Without being burnt, these Fire mages are capable of a great deal of things, including but not limited to, walking through fire and completely engulfing themselves in fire. Casters are capable of generating heat as well as absorbing it. Like those who specialize in Flame manipulations, Heaters are capable of melting and incinerating things, and more are capable of causing objects to explode.

 
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.air

TOKENS

Gliders: Those attuned to air are capable of levitation, gliding, and even unassisted flight. Levitation and gliding are more common and easier to master, but those who're able to fly are considered one of the deadliest manipulators in the realm.

Motion-sense: Air mages who specialize in this token are capable of knowing what is around them. This ability can overwhelm the mind and is capable of so much damage that those who do not feel inately connected to this token, rarely take the time to study it. When a mage is able to calm his or her mind, they can see a "blueprint" of their locale in their mind's eye. With mastery, they can enlarge their range and even hone in on movement within their field.

MANIPULATIONS

Air/Wind: Unlike the rest of the Natural Elements, the two air manipulations work in tandem, despite each caster specializing in one more than the other. With the generation and manipulation of wind and air, Air mages are a force to be reckoned with. This is a rare attunement in of itself, but focusing in this manipulation is even rarer. With this element the caster is capable of removing the air from an area, room, or a single person's lungs within their range. This element is convenient in a multitude of ways, and one being that it is not conventionally seen, making it a greatly versatile and unexpected.

Weather: With this manipulation, an Air Elemental's specialty is switched from creation and negation of air, to controlling what the realm creates naturally; weather. Air mages are able to mimic almost any air-based weather pattern, be it breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, or hurricanes. They're also capable of quelling or fueling such weather patterns that are already in motion. Almost every kingdom throughout the Three Known Lands have a few air mages in case of natural disasters.

 
Julius Sans One [font=Antic Slab[/font]
Middling

The second tier of magic comes with a stronger connection to the Tetrad and to the Chaos of Infinity. Stronger and more potent abilities are within this tier and though not as wholly destructive as the natural elements, they are nonetheless powerful in their own right. Those attuned to the Middling and High tier of magic are granted inherent abilities, abilities that everyone is capable of.

It should be noted that mastery, of any attunement, will take years of dedication. Many go their whole lives with nothing more than their adolescent education and still manage to be incredibly powerful.

Beyond the natural elements, I have left many things up to interpretation. Please be cautious in crafting your characters abilities and if you ever find yourself in doubt, ask me about it's feasibility!

 
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.ABJURATION


Inherent Ability: The ability to produce healing magic and magic that is strictly defensive.

Abjuration is the staple of fairy magic and one that has been studied exclusively for centuries by the Ka'Lene elves. Abjuration is an extremely powerful branch of magic that focuses strictly on defensive mechanisms and healing spells. The Ka'Lene channel this magic through rites (similar though not synonymous with runes) which are tattooed upon their skin once mastered. Each rite is a spell or a combination of spells that produce specific, "pre-programmed" spells. Most of the time, it's a combination of protection and healing spells, used to defend and heal those around them. Those not of the Ka'Lene tribes often use spells derived from speech or runes, taught at colleges and universities around the realm.




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.ABSORPTION


Inherent Ability: The ability to absorb magical energy.

Absorption is an attunement that is only known to be harnessed by two beings: pixys and demons. Potent and extremely intoxicating, the ability to absorb magical energy is one that is secretly envied and lustily hated. One of the reasons Pixys are perceived as taboo is their ability to absorb -and steal- magical energy.




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.AUGMENTATION


Inherent Ability: The physical enhancement of one's self.

Augmentation is more than just a boost of physical attributes; it enhances one's entire being. Not only is one's strength and speed magnified but one's body is augmented as well; bones become denser and able to withstand greater punishments, immune systems become stronger and able to fight off the toughest of sicknesses, and the mind is capable of performing superior feats. Similar in many ways to the Blessing of Earth, Augmentation is a more potent and active ability that can be quite draining.





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.CONJURATION


Inherent Ability: The ability to conjure forth countless creations.

The ability to conjure is powerful and to a point, untamable. More so than any other attunement, that of conjuration is addictive. When one with this attunement uses this excessively, their soul begins to fragment and will eventually split apart. When this happens, it doesn't necessarily mean death (though it is known to happen) but what it does mean, is that a person's connection to the Tetrad has been severed, leaving them magicless, though not necessarily an Unattuned.

Those with conjuration are infamously known for their ferocity on the battlefield, able to conjure elemental creations or weapons made of natural materials or, if a master, out of pure aether. Conjurists are also known for being the best of swindlers and con men, selling knock-off goods at ridiculously inflated prices. When one conjures, it is import to note that they must see what they desire to bring forth, eyes shut, completely formed in their mind's eye. Once the desire is formed, the Conjurist must "pull" it out. When conjuration is first being dabbled in, it feels as though you must fight a battle to "remove" the desire, yet the longer you study and train, the easier this becomes. When one conjures, their creations come, regardless of what they're made of, from their personal energy store.



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.EVOCATION


Inherent Ability: The ability to summon forces of greater strength.

Evocation is an uncommon ability and one jealously guarded. With the power of evocation one is able to summon forces of strength, wisdom, and power and even beings directly from the Tetrad. Those attuned to evocation are known to summon demons from the Netherwell, be it purposeful or not, and kingdoms across the realm search for young children who are attuned to this element. With evocation, one must be careful not to over exert themselves as they will easily fall into an irreversible state known as the Somium Noxai, or the Forever Sleep.




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.INVOCATION


Inherent Ability: The ability to cast magic through speech.

Invocation, while similar to theurgy, is limited by how the magic is channeled or depicted. Like Theurgists, those attuned to Invocation have the ability to harness and manipulate the coalescing energy that binds the universe together. Through any kind of speech, Invocs are able to cast spells and manipulate the world around them. Unlike Theurgists, Invocs were not granted the Life Sense but they were granted a strong connection to the aether. This strong connection enables powerful Invocs to view the world in different lights.




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.THEURGY


Inherent Ability: The ability to create and cast spells.

Theurgy at its core is nothing more than the ability to manipulate the coalescing energy that binds the universe together. This energy is the purest form of magic known to RoNaan's Realm: the Chaos of Infinity. They're able to harness this energy by creating an outlet for said magic to penetrate and filter through and then channelling it to their whims..

ABILITIES –

Life Sense: Theurgists are capable of sensing the energy within a person's soul, which is what connects them to the tetrad and in turn, provides them with their powers. Those with this ability are capable of sensing what element(s) a person is attuned to and how strong their connection is. Along with this, some rare few masters are also capable of "blocking" a person's connection to the tetrad – temporarily of course. Masters are also capable of sensing what a person Fluentia is, making them an invaluable contact.

Depiction: An all-in-one placeholder for a specific way a spell is cast: wards, runes, incantations, etc. The outcome of every spell is determined by the way the magical energy is being filtered and/or channeled. Every theurgist has a depiction, in fact, they usually have multiple. Certain spells are best spoken aloud whereas others are best written out. There is no wrong depiction, but there are many ways of casting a spell incorrectly.




 
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