Magic is a type of power that is innate to many non-human creatures. In fact, humans aren’t born with any natural ability to use magic (unlike Witches), and therefore they rely on the use of Incantations or Runes to perform any mystical arts.
Incantations were first discovered by the holy Saint, Joan. Bestowed with holy words that could vanquish evil by the Gods, she developed the foundations for Holy magic. Alchemists studied these words excessively and discovered that they could apply mathematical solutions to the words and create equation-like symbols known as Runes to manipulate the natural energies of the world.
Runes were then used by engineers and scientists to further advances in technology. Most technology is rune-based and fuelled by natural energies in the air, but this was also applied by the initial alchemists and engineers to create Homunculi and Golems.
Magic:
Elemental
Divided into four types (earth, water, wind, fire), this magic was originally created by fairy and spirit-type creatures. It has become useable to humans thanks to Incantations, which use words with magical properties to summon forth the elements. These Incantations can also be inscribed down on talismans to seal the element inside so that is may be summoned forth immediately, but this is usually restricted to lower-class spells. While using all the elements is possible, most people choose to specialize in just one.
Holy
First utilized by Saint Joanne, this magic also uses Incantations to summon forth the power of the Gods to purify and exorcize evil. It also allows devout followers the power to heal, but this is a separate class from those who use it offensively. Many who train in this offense-type magic become “Keepers of Light”, a special elite force used by the Church to combat evil forces. They are also sent off into the Kingdom to purify areas afflicted with Demons and harmful spirits.
Runes
Devised by Alchemists, Runes use the natural energy and life force in the air to bring to life artificial beings such as Golems or Homunculi. Golems are more technology-based, usually made out of stone or strong material for defence and combat. Homunculi are more magic-based and serve many different functions. The purpose of each of these beings depends on the creator. Technology became very advanced thanks to Runes and still continues to grow.
Summoning
Another branch of magic that utilizes a form of Runes that are considerably more complex and serve only to mark out the contract between the summoner and spirits/demons. The Runes in this case form the contract and keep the pact functioning. Many summoners tend to choose spirits over demons because they are generally more friendly and benign. Demons are much more powerful, but harder to control. In order to be able to summon anything the caster must first coerce or subdue their subject. The Runes must also be inscribed on the summoner’s body.
Black Magic
Consisting of hexes and curses, it’s a magic developed entirely by Witches and used almost exclusively by them. The secret to this ability was eventually leaked however, and since then some Humans have shown promise, though they’re rare. When used by Witches all but powerful spells can be cast instantly without an Incantation. Humans with this ability require them at all times and use exceptionally long Incantations for the strong spells.
Necromancy
A forbidden magic, it is normally only used by those with wicked intentions. It was first invented by the Dark Sorcerer Ashur and the secrets to its use written down in the infamous Book of the Dead which was sealed away until its theft several centuries later. There have been a total of eight Necromancers recorded in history. Normally not a very convenient magic, if the caster is near a graveyard or a place where the deceased are held they can become significantly more powerful. The most common form of ‘minion’ is skeletons, but these are very weak; however since using Necromancy requires the use of one’s soul to lure out the dead it is the most-used method because of the lower risk associated with it. It is a very dangerous magic and many an aspiring Necromancer has been eaten alive by its summons.
Races:
Humans
The most numerous race, they dwell mostly in cities, farms and villages. They have no innate magical ability and thus have to rely on Incantations to cast any form of magic. Much of their technology is Rune-based, fuelled by natural energy and very capable. They are run by a monarchy in the Imperial Capital, which is also the central hub of the Magic Research Institute. The Imperial Labs are some of the most advanced in terms of homunculi and magic’s application to math and science, but those specializing in Golems tend to gather around the industrial city of Mactech near the center of the region.
Witches
Beings that look human, but in fact have a different biological make-up that has magic infused in their blood so that they are able to use many types of magic without the need for Incantations. They specialize in hexes and curses, which they use to cause mischief. More accurately, they are humanoid imps who love to play tricks on unsuspecting victims. They live a shorter lifespan than demons, but they can still live to be centuries old due to the magic in their blood. Witches usually dwell in cursed forests where few creatures tend to enter.
Vampires
Immortal beings that prefer to live in solitude away from people, they only emerge from their lairs to feed when necessary. They have generally little interest in the affairs of mortals and prefer to keep to themselves. They like privacy, and can live forever if they drink blood. They cannot come out during the day, but it does not kill them. Only Holy Runes and Incantations have any effect on them.
Demons
Living in remote regions where few humans dwell, demons have somewhat of a monarchy themselves. They vary in strength and size, and some are even rumoured to appear human. They like to feed off of human souls, but usually they do not need food of any kind (they like meat though). They can be bribed or subdued into making a pact, but usually it’s seen as an embarrassment to them. They have their own language and prefer dark places. They live about as long as elves.
Golems
Man-made beings that have no souls, they’re usually made from hard materials like metals and stones and serve as sentries for major cities. They’re also used in transportation and in lifting heavy objects. The average Golem is about 10ft tall. Most of them are built and reside in Machtec.
Homunculi
They are man-made beings that unlike Golems are provided with an “artificial soul”, usually by inscribing it with special Runes. They vary in size and appearance, from humanoid to something entirely random. Their purpose and function depends on the creator, who they remain loyal to.
Welwyn
Humanoid beings that usually have some form of animal part on them (i.e. tails, ears, etc); they are almost completely similar to Humans in physiology. They have heightened senses and better agility, but that’s about the only difference. They live in harmony with humans in their cities, but they tend to like the villages and farms on the outskirt better than the Imperial City since they love nature. Some possess a gift for magic and attend the Institute.
Spirits
Beings that spend most of their time in forests, they have very little to do with Humanity and even other races. If you see them in a forest, then it means it is a very healthy forest and contains magic. They don’t speak any discernable language, but they are generally kind-hearted and will help out lost travelers. Most of their powers revolve around the elements and helpful magic, so they make good companions for summoners. Fairies, nymphs and forest sprites are all considered spirits.
Elves
Magical beings that live in harmony with nature, the only thing that marks them from being different than a human is their pointed ears and lively green (or purple, in the case of half-elves) eyes. While many choose to live in forests alongside spirits, some have been known to make their home in Human cities. They can be at odds with humans, but usually they try to remain on peaceful terms and often teach in the Research Institute as an act of goodwill. They live the longest of the mortal races.
Main Cities:
The Imperial Capital, Perpetia
Mainly inhabited by Humans, Half-elves and Welwyn it is home to the Midia Magical Institute and Science Centre as well as the palace. The Church of Matryn also resides there, as well as many other guilds and organizations.
In Industrial City-State, Mactech
Most of its inhabitants are either alchemists or engineers and it is a central hub to many races. Most who wish to escape the pressure of royal rule live here with relative autonomy, although most of the research there is funded by the Imperial Capital.
The Witch-City, Metaphor
Home to most of the Witches, it resides deep within a cursed and magical forest. Very few humans have ever been there, and many who find their way into the dark forest become lost and eventually turn into Lost Ones. The city itself is run by a council of elders.
Ashvara, the Demon Citadel
Existing in the desert-like and barren wasteland of the Turia Region, its harsh environment prevents all but the most determined from entering it. The sands here are enchanted somewhat like a maze as a way to prevent aspiring summoners or other beings from crossing into their territory. The city itself is made of an unknown material which has been proven to be stronger than diamond. It is ruled by the “king” of demons.
Fundi, the Elf forest-capital
The city itself is actually built into a large, magical tree that brings forth natural life. Because of this exposure to so much magic it’s only natural that Elves wound up as magical beings. The city is home to mainly Elves and Spirits, but some Half-Elves and Welwyn make their home there as well. They do not use technology and instead rely on nature to supply basic necessities.
Regions:
Turia
The desert wasteland in which the Demon capital resides, the sands are enchanted to trap and mislead travelers away from the area. There is almost no water in the region, and it is made up of mostly sand. There are some rock formations and dry plants. It is also the only place that Sand Worms reside; large, 40-ft beasts that eat the few nutrients in the sand. It hardly ever rains there.
Fuggum
A region made almost entirely out of mushroom forests, many Half-Elves and Welwyn choose to live here because of the magical properties inside the spores. Humans are not as tolerant of them though. The Witches’ city is also located here, within a section of the forest that supports more thorny and bramble-like bushes than fungi. Demons have been known to make their homes near the Witch forest, but in the more friendly parts of the region there tend to be Nymphs and other plant-type creatures. It is a very moist environment where the air is always cool despite the sunlight.
Dome
Mactech resides in this mountainous region. It contains many hills and thick forests, but the roads are well-established and several hot springs have been formed naturally on the mountain. Mactech resides within a basin created by natural weathering and as such is protected on all sides by mountain ranges. All sorts of races reside in this region, and it’s rumoured that there is even a series of tombs deep within the mountains where ancient demons sleep.
Micah
The Imperial Capital resides in this region. Great for farming, it consists of some forest and much farmland. There are several open plains as well as lakes and rivers, and many roads/bridges have been built in the area for easier trade routes. In the southern part of the region the religious capital of Kyrie resides in a permanently-suspended city in the sky. The only way to and from it is to use teleports inscribed with special Runes.
Evre
The forest-y region in which Elves tend to live, it is full of magical plants and fauna. Many types of spirits can be found here and it supports many healthy forests. The air there is moist and many rivers flow throughout the area. Many wild animals also reside there, and as well it is home to the only trees Elves can make their cities from.