Crimson Flag Comic Forums

Other Realms => Random Topics => Topic started by: Tallyn on May 05, 2012, 11:24:21 AM

Title: Aether Lore
Post by: Tallyn on May 05, 2012, 11:24:21 AM
Within the Aether there are 12 observable elements of magic, with 3 categories based on similarities. There are the heat and cold set: Fire, water, ice, and lightning;
the earth and air set: Air, earth, mythos, and nature;
and the unnatural set: Light, mind, darkness, and mechanic.
Each of the elements has a special prefix associated with it:
For (fire)
Icil (ice)
Ruan (water)
Xyr (lightning)
Aer (wind)
Synt (earth)
Irr (mythos)
Sorl (nature)
Tark (light)
Merl (mind)
Tal (darkness)
Kanz (mechanic)
There are also seven categories in which people train in their element: spellcraft, shielding, armor smithing, swordsfurship, wards, and shapeshifting.
They have the suffixes:
yn (spell)
ys (shield)
ya (armor)
yz (sword)
yk (ward)
yx (shape)
There are 3 extra prefixes, and 2 extra suffixes, which also represent a certain aspect of Aetherian life:
Nynt (the Aether itself)
Neir (forbidden)
Torr (change)
yd (feather)
yg (paw)
These several prefixes and suffixes can be added directly together to achieve a genderless name, associated with special children who are born with increased abilities. Tallyn is one such cub, actually born with no gender but assuming a masculine shape and personality. Although he had been told that his name meant that he was hatched with dark plumage, it really means that he is most fluent with darkness magic, able to manipulate shadows to his will without even running low on mana. However, this has been locked away in his mind to prevent him from misusing this ability, as many of the genderless cubs have before him. Or so he thought...
Title: Re: Aether Lore
Post by: Kasimir on May 05, 2012, 03:36:23 PM
Quote from: Tallyn
Although [Tallyn] had been told that his name meant that he was hatched with dark plumage, it really means that he is most fluent with darkness magic, able to manipulate shadows to his will without even running low on mana. However, this has been locked away in his mind to prevent him from misusing this ability, as many of the genderless cubs have before him.

So does that mean Tallyn will eventually turn evil?
Title: Re: Aether Lore
Post by: Tallyn on May 05, 2012, 05:58:02 PM
Quote from: Tallyn
Although [Tallyn] had been told that his name meant that he was hatched with dark plumage, it really means that he is most fluent with darkness magic, able to manipulate shadows to his will without even running low on mana. However, this has been locked away in his mind to prevent him from misusing this ability, as many of the genderless cubs have before him.

So does that mean Tallyn will eventually turn evil?
Actually, no. "Tal" means "Darkness". "Darkness" isn't the same as evil. It's an element. In fact, Tallyn is Chaotic Neutral. There is a "darker" presence lurking in his mind, though, which goes by the name "Neiryn". The forbidden stuff is the more evil stuff.
Title: Re: Aether Lore
Post by: PrincessToyTime on May 05, 2012, 06:30:48 PM
Oh wow, this is cool! good to finally see this up! and yes, darkness does not mean evil, same with light, not always good either. [;)
Hmm... I will try to add stuff to this sometime.
Title: Re: Aether Lore
Post by: Tallyn on May 05, 2012, 06:32:39 PM
I actually remember from the Duel Masters anime, that a Light deck user was actually evil.
Title: Re: Aether Lore
Post by: PrincessToyTime on May 06, 2012, 04:21:29 AM
I actually remember from the Duel Masters anime, that a Light deck user was actually evil.
Oh yeah? well, that's precisely what I mean, light is not always good, dark is not always evil, I use both. [:P
Title: Re: Aether Lore
Post by: Tallyn on May 07, 2012, 05:15:28 AM
This must be expanded. Section 2!
There are 13 islands that make up the observable Aether. There is a very large island at the core, which has several portals leading to other realms. (Often called dimensions or universes by passersby.) Many of the realms are exactly the same, except species, technology, or knowledge present in the realm.
Surrounding this island are six more, which are much larger, and are populated and settled on both sides. They are the most populated areas of the Aether, consisting of its citizens and tourists. To prevent any excess chaos, there are many guardians at town gates and within the towns. They allow a few miscreants
to get away, to keep balance within the Aether.
Each individual island is known for many of its landmarks. Most have rivers and oceans running through them, but one in particular has is largely mechanical, and has automated systems. Another is known for its crops, and a third is known for fishing. This allows for a stable economy of bronze, silver, gold, and diamond coins.
At the axes of these islands are smaller islands, where few live. The government that rules the Aether's islands consists of kings and queens. One of each resides on the smaller islands, with a family assigned to be their vanguards. Each multiarch represents an Aetherian element. For example, Tallyn's family, the Nyntygs (Aetherpaws), reside on one island, and live with the King of Mind and the Queen of Darkness.
Title: Re: Aether Lore
Post by: William Swiftfoot on May 07, 2012, 03:39:04 PM
What would someone have to do to travel to Aether as a tourist?
Title: Re: Aether Lore
Post by: Generic Meatbag #14 on May 07, 2012, 11:23:33 PM
Pretty awesome stuff.
Title: Re: Aether Lore
Post by: Tallyn on May 08, 2012, 04:50:27 AM
What would someone have to do to travel to Aether as a tourist?
If you're not very magical, you'd have to join someone who is, and meditate with them. They will then take you to the Aether, to one of the major cities.
Title: Re: Aether Lore
Post by: Tallyn on May 08, 2012, 04:52:09 AM
By the way, if you find any "plot holes" or problems with it, that directly contradicts itself, please let me know so I can fix it.
Title: Re: Aether Lore
Post by: PrincessToyTime on May 18, 2012, 07:13:27 AM
Here is some additional knowledge pertaining to the Aethergryphs.

Aethergryph cosmic phases! they happen every universal solar cycle, each cycle is every five Orba (year) in the Aether, as they are creatures of the Aether, their default "phase" is what we normally see Tallyn as, they are typically dark gray, or black, however, when the Aethereal cycle with the stars occurs, they enter what is called "Attunement". This means they glow brightly and absorb darkness and other energies more efficiently, they also have another cycle, which happens at the polar opposite time, when the stars are misaligned, this causes massive negative and aethereal energies to build up, this is their "procreation" phase, and mating happens in the lower classes, the upper classes are genderless and are the "ruling" class.
Title: Re: Aether Lore
Post by: PrincessToyTime on May 18, 2012, 07:33:49 AM
Aetherian timekeeping.

Time doesn't exist in the normal way it does elsewhere, in the laws of the Aether, time happens in a different manner, and occurs in units exactly of five and ten, below is the units used to keep track of where in the current orba, or year, that you're in.

An orba, or year, is made up of ten nyre (months), each corresponding to an element to which it is ruled by, and governs it's version of seasonal weather. Each nyre, can then be further broken down into ten oagi (weeks), each oagi is then consisted of five ruik (days), each day has two phases, or siruik (subdays), TarkSiruik is the light subday, the version of morning and afternoon in a day, and TalSiruik is the dark subday, the version of evening and night. So in every orba, there are approximately five hundred ruik, one thousand siruik, one hundred oagi, and ten nyre, for each universal solar cycle, this is multiplied by five.

The cycle of the ten nyre occur as such, and reflects the "seasons" of the Aether: Ruaninyre, Xyrinyre, Aerinyre, Icilinyre, Irrinyre, Sorlinyre, Syntinyre, Merlinyre, Forinyre, and Kanzinyre.

Each ruik of the oagi also has a name too! they follow from the first ruik to the last as: Tiruik, sukoruik, daruik, hinruik, and katiruik.

And a little bit of history too... [;): Before the event known as the "cataclysm" was the yarga (royal) era otherwise known as Y.E. this was back when the royal families and the royal islands existed, afterwards when the islands were destroyed and such, the rebuild of Aetherian civilization became known as the hynne (recovery) era, otherwise known as H.E.
Title: Re: Aether Lore
Post by: PrincessToyTime on May 25, 2012, 09:44:47 PM
Elements and their interactions with Aetherians.

The ten Nyre cycle, each corresponding to a particular element (save for light and dark), will imbue the one who is born under it, with their elemental power, each Aetherian therefore has an elemental attribute, or "affinity". This also means that nyre with an opposing element incurs bad fortune usually to those which their element is incompatible with, in rare cases, an Aetherian may acquire light, or dark element, instead of their month's element, in which the siruik cycle affects them in the same way the nyre cycle would for normal Aetherians. Those who have particular elemental affinities, can easily master that element in magic, have increased power with it, and have enhanced protection from it, and any to which the element is more dominant over.

In rare circumstances, hybrids, meaning those with two elements, are born, though this is primarily a mutation, it can also be performed on individuals with magic! making artificial hybrids. Just like their single element cousins, hybrids have the same effect from the elemental relationships, only twice as much.
Title: Re: Aether Lore
Post by: Tallyn on May 26, 2012, 10:32:10 AM
On the topic of Aethergryphs:
An Aethergryph is not born, but hatched. Up until about 200 orba, an Aethergryph cub looks much like an anthro gryphon, with some sort of mammal for the lower half. The entirety of their coat is feathers, and there is a mark representing both their family and their family's major element. This mark is usually on the tails or face, but may be on the wings or belly, and maybe even the paw.
At the two-hundredth hatch-ruik ("birthday"), an Aethergryph reaches the first stage of maturity, and they grow into a 'taur, and extra limbs grow, based on the element of the family. These mutations include, but aren't limited to: extra eyes, tails, and arms. These are the most common, however. An Aethergryph cub may accept or reject his or her new identity.
At the 300-orba mark, they will gain an ability to shift among anthro, 'taur, and feral stances, though some may not be able to control this. Some have been stuck with one of these stances for the rest of their life. These are considered special cases, and in the case of the feral, the cub is treated like a pet, although fed like they were normal.
There are some cases of artificial aethergryphs, one such case being Tallyn himself.
Title: Re: Aether Lore
Post by: Tallyn on July 04, 2013, 01:28:29 PM
MORE UPDATES! This one comes with a new race.
The masters of the Earth element, the Synt clan, thrive on rocks and soil. This means they should be burly, muscular, and tough, right? Dead wrong. Instead, they live underground, and have a mostly svelte physique. I present to you, the Digbat. [Not Dingbat, you dingbat.]
The Digbat is a unique form of bat. They were once indeed burly and muscular oxen, yaks, and other bovines; however after the Second Cataclysm, they became these lightweight bats, more attuned to mining. They have six-clawed paws - five fingers and a thumb on each paw. These claws are made of a tough diamond-steel mixture that they produce themselves with their meals. Iron, and carbon-based food really helps this out. The Digbats keep their claws honed, sharpened, and serrated, ready to dig out more ores.
The ores they dig out vary from iron, to bronzire, to aetherium. They also harvest crystals and gems for sales.
[More to come later.]
Title: Re: Aether Lore
Post by: PrincessToyTime on February 08, 2014, 08:39:39 AM
Silvirae Fox
UPDATE TIME! this is a new race.

The Silvirae or Silvira for singular are one of several races of fox in the Aether, they stand on average about 3 feet 8 inches or so, are colored gray-ish silver or a slate-like color, with black markings and a white muzzle, belly, and socks. They can trace their lineage to that of the ancient For foxes who settled long ago [though they also have a strong affinity to the Aer element too], they make their home in the Silverwood, a region in the Aether, it is noted for the trees there, primarily Silverwood hence the namesake, it was named such for the fact the bark is a brilliant shining blue-ish color, and the leaves a glistening silver, they are very magical plants, the grass in the region is said to glow and be a pale light green, brimming with mana like the trees, which usually manifests as glowing orbs or stars.

Their long existence in this environment granted their kind an advanced affinity with magic, their adaptation and evolution here means they are very prone to whatever disrupts magic, draining the magic from a Silvirae is fatal, where to most other races, it makes them weak and sick. While many would see this as a weakness, the trade-off, is they are VERY powerful magic users, and psychics, famed throughout antiquity for being the best in the mystical arts.

Most of the time, they live in safety and peace, while they have their reputation in the world, they are quite secluded and keep to themselves, outside of trade and exploration every so often. They are a peaceful race and avoid war when possible, but aren't afraid to fight if need be, and In times of war or when an invading power comes, they are sought after for being one of the most powerful and magically adept species, It's not hard to imagine the implications and use for such in a fight, they're also very good at guerrilla warfare tactics as well.

The outfit Trask wears is a typical garment a Silvirae would have worn, a light tunic robe-like outfit made of a special Silverweave and Nynfabric, and a flowing scape/cloak, which are magically treated to work as wings thanks to transmutation magic, with a belt, complete with a piece of fabric that drapes down over the front of the legs, also optinally with a wide-brimmed hat, whether mimicking real world cavalier hats, or wizard hats, can be adorned with a feather or leaf, and generally can carry crystals and other such things. The materials are magically bonded to be like armor in protection, and are immensely durable against harmful magic, but light and comfy like luxurious fabric, the perfect attire for mages in their society due to the fact it primarily boosts the magical power of the wearer. It's designed to be light as they like to be mobile and unrestricted, although standard armor is made of Metoro, or Steeleaf, literally large and small leaves treated to be like steel plates, they tend to stand in stark contrast to the rest of the world they exist in, looking very druid-like and natural, It's very flexible and easy to move in, but strong.

The colors of their outfits do carry meaning and purpose, firstly, camouflage in the forests, as they are colored, both in fur, and in garb, just like that place, secondly, symbolically, it represents the closeness to the Aether, the Silver/Gray/Blue represents the sky, the clouds, and the water, the Teal/Black represents the attachment to the ground, the earth, etc. Thirdly, it stems from the fact they fashion their outfits and armor from the local flora, which all tend to be that color, they also believe the Silverwood they protect and nourish, protect and nourish them in return, like a symbiotic relationship. It is also said, that while within the Silverwood, they replenish mana at a much increased rate than usual, as opposed to anywhere else, making them much tougher and more powerful in their homeland.

As far as culture goes, they might seem very primitive at first sight, but they also welcome technology, and generally keep a good standing as far as advancement goes, though their mastery of magic easily compensates for any holes their tech does not cover. They're very similar to fantasy elves, mixed with bits and pieces of human cultures all over the world, they treasure the natural world very deeply, and have made sure all of their magical and scientific breakthroughs also do not negatively harm the Silverwood. They generally are known to export many kinds of magical material, and their own special unique cultural products.