MAGIC AND TECHNOLOGY AND HOW IT OPERATES IN NAHN


SECTION 1 - MAGICK

Magic, or magick, is what governs all supernatural forces of nature in the world of Nahn. It is divided up into 10 basic elements that govern over most things. Between them, 5 pairs exist to balance each other out and keep things turning in time and fair turn. Below is a description of each pair and its elements' major governing properties. Most elements rule over the magickal component it is made of as well as some other intangible aspect of creation and life. Some jobs are commonly associated with these elements, but it's not a steadfast rule.


For more information on the gods and their domains, please visit this page


THE TEN ELEMENTS AND THEIR PAIRINGS

THE HOLY MAGICKS
DIVINE -
Basic element of life and healing. Considered one half of the "holy" magicks, it's associated with one of the twin creator goddesses, Laeshann. Opposing twin element to Arcane. Magick in this category is usually used as a restorative, or to greatly damage foes of the Arcane element. It's largely supportive magick and has very little outright damaging techniques. Common practitioners include clerics and medics.

ARCANE -
Basic element of death and decay. Considered one half of the "holy" magicks, it's associated with one of the twin creator goddesses, Hoethmarr. Opposing twin element to Divine. Magick in this category is usually used to rot or debuff, or to greatly damage foes of the Divine element. It's largely supportive magick and has very little outright damaging techniques. Common practitioners include necromancers and morticians.


THE EBBING MAGICKS
FLAMES -
Basic element of fire, heat, passion, and romance. Considered one half of the "ebbing" magicks, it's associated with the godhead Fyrshala. Opposing twin element to Waves. Magick in this category is all-consuming, intense, lingering destruction on a grand scale, usually involving explosions or flames in some form. It's largely damaging magick with some supportive techniques found aiding love. Common practitioners include chefs and matchmakers.

WAVES -
Basic element of water, storms, sea travel, and mana (magical health). Conidered one half of the "ebbing" magicks, it's associated with the godhead Ivorhala. Opposing twin element to Flames. Magick in this category is all-consuming, slow, cold, and smothering in its destruction, submerging its targets and depriving it of heat or air. It's largely damaging magick with some supportive techniques found aiding meditation. Common practitioners include fishermen and sea pirates.


THE IMMOVABLE MAGICKS
GALES -
Basic element of air, weather, schedules, and time. Considered one half of the "immovable" magicks, it's associated with the godhead Iaehala. Opposing twin element to Gaea. Magick in this category tends to be intangible and subtle in effect, doing anything from slowing or speeding up time, changing the weather, moving the clouds, or either stagnating the air or whipping it into a frenzy. It's largely a supportive magick with some damaging techniques. Common practitioners include meterologists and secretaries.

GAEA -
Basic element of nature, dirt, vegetation, and stamina (physical health). Considered one half of the "immovable" magicks, it's associated with the godhead Terreshala. Opposing twin element to Gale. Magick in this category is nurturing, nourishing, and good for anyone or anything's overall wellbeing. It's largely supportive magick with some damaging techniques. Common practitioners include apothecaries and gardeners.


THE SPIRITUAL MAGICKS
FROST -
Basic element of the cold, snow, ice, and mortal instincts. Considered one half of the "spiritual" magicks, it's associated with the godhead Archala. Opposing twin element to Force. Magick in this category is raw, brutal, but subtle in a way you wouldn't expect, draining you without you noticing and turning you into a confused mess. Unlike other magick pairs that seem to have similar magick styles between them, this is a mostly supportive magick with very little outright damaging techniques. Common practitioners include shamans and survivalists.

FORCE -
Basic element of strength, being, and mortal willpower. Considered one half of the "spiritual" magicks, it's associated with the godhead Brynshala. Opposing twin element to Frost. Magick in this category is unlike any other, where it just bowls you over, hits with the force of will itself, and seems to be never ending in supply. Unlike other magick pairs that seem to have similar magick styles between them, this is a purely offensive magick with absolutely no support techniques to it. Common practitioners include anyone who is looking to "prove" themselves, whatever that may mean to them.


THE CONSTRUCTED MAGICKS
MACHINA -
Basic element of technology, science, and knowledge. Considered one half of the "constructed" magicks, it's associated with the godhead Chozthala. Opposing twin element to Omni. Magick in this category is used to divise great machines, of both life and war, and to help push the march of civilization and continued existence forward, making life convenient and easy for the mortals of Nahn, and considered an essential part of daily necessity. It's a magick of equal support and combat capability. Common practitioners include scientists, inventors, teachers, and students.

OMNI -
Basic element of everything and nothing, once and for all, the beginning and the end. Considered one half of the "constructed" magicks, it's associated with the godhead Rueshala. Opposing twin element to Machina. Magicks in this category consumes, chews, spits back out, and absorbs and sheds, sometimes both at once, erasing what it steps on and leaves something whole in return, and most consider it the essential balancing force of existence and without it, none of the rest would function. It's a magick of equal support and combat capability. Common practitioners include all jobs but favors none over another.


SECTION 2 - EXTRACTING MAGIC / BUILDING TECHNOLOGY

Magick is found in the earth and material of Nahan itself, most chiefly in raw ores and gemstones mined from all over the world in various amounts and styles/elements. Different gems contain different elements, as do ores, and some are more abundant than others. You're more likely to find ebbing, immovable, and spiritual magicks in gemstones, while holy and constructed magicks are more often found in ores, but this isn't always the case. Magick can either be extracted from the substance itself, leaving behind a perfectly usable metal or gem by anyone for building or decorative purposes, or it can be kept inside of the material and used to build or adorn things with.

Buildings, vehicles, machines, weapons, armor, clothing, accessories, et al made from the material before magickal extraction is considered enchanted, and whomever can wield the magick inside in any capacity is capable of using its enchantments. For example, a crossbow with an enchanted axle made of metal containing Arcane magick may fire off arrows that cause the target to rot or contract a disease, and the extent of the enchantments damage would be based on the magickal capacity of the wielder. Someone wearing a helmet adorned with gems of Flames may find themselves able to endure arid conditions longer than their companions, or may be immune to catching on fire, depending both on the magickal attunement of the one wearing it and the fact the element in question is protecting the bearer against itself.

If the magick is stripped from a component, the gem or ore is considered a plain object like any other, but nonetheless valuable as a construction material, especially by those less magicaklly inclined, either by birth or skill or both. The material can be used like normal for anything, and the magick is either absorbed by those that can cast the magick or stored in an enchanted container to be sold or kept for later purposes, akin to a distilled drink, sloshing around with a pure energy radiating the glow of that element.


SECTION 3 - RACIAL NOTES

Every race on Nahn is magickally capable to at least some extent, except for the Elves, a race of nomadic desert-dwellers and inventors, whom by birth are completely unable to use magick, nor are ever able to learn how, making their situation unique in that non-enchanted items are especially valuable to them, and they will often trade the power inside of their material for the whole of the raw material itself. Because of this, Elves are at the forefront of basic technology, and often develop things like war machines, guns, spaceships, androids, electricity, and "modern" medicine/surgical techniques before others can, or improve upon those that other races have in ways not limited by magickal casting capabilities. These objects, however, are usable by anyone of any other race as well, and fetch a high price on the black market, especially more unsavory items like tanks and guns.

The race with the highest magickal capability on Nahn is the Dwarven race, whom all live underground with a high rate of albinism. They spend their time building technology close to Elven quality, enchanted to help them build the vasy network of tunnels that exists under Nahn that anyone can use to travel with, and were commonly used before people could cross oceans more safely and frequently, and much longer before flight became possible. They are expert geomancers and almost all of them have a high degree of success using ebbing, immovable, and spiritual magick, and at least one holy and one constructed magick by birthright. They tend to be anti-social despite this and charge little to none to use their tunnels, and often are seen in trade with the elves: they can keep the magick of anything the Elves find, and the Elves get to keep anything the Dwarves extract magick from so they can recycle it to fuel their inventions.


SECTION 4 - F.A.Q.

Q: What happens if two opposing elements collide? Will they just cancel out or will something far greater occur?
A: On average, most people casting magic, either by natural aptitude and/or experience, will have their magic simply cancelled out if cast directly against an opposing element. However, the higher one's power is with it, the more likely a form of magickal recoil will occur when bounding off the opposing element, creating a blowback and certain amounts of a neutrally aligned magickal force will spill out as a form of supernatural shrapnel. This has a variety of applicable use, anywhere from throwing your opponent back/off guard or generating force and energy for something needing it, or just as a ruse or distraction to escape under the guise of. It should be noted this is the only known way of generating the neutrally aligned element, and it has no name or any other way of creation and is rarely harnessed in large amounts or kept for long-term use, so it's not named nor seen as under the jurisdiction of any particular deity.

Q: Are any elemental combinations particularly explosive or otherwise create interesting effects when mixed?
A: Besides the aforementioned blowback created by opposing elements slamming into each other after being cast by highly trained magick users, there are a few known combinations. Waves/Gales can create thunder and lightning, Frost/Waves has an ability to create glaciers, Gaea/Arcane can be used to induce mortal plagues and huge swaths of dead crops, and Flames/Machina creates something known as an "lp0 on fire" but most are unsure what that means other than it's something that normally shouldn't happen.

Q: Can magic and what the elements rule over the domains of be inverted/cast in a negative way?
A: Absolutely. Just because an element rules over an aspect, doesn't mean it's just in a positive manner. It can absolutely be cast to reverse anything within its domain or affect it in a negative way. It still counts as control over that aspect or element and is a valid method of spellcasting is choosing to do this instead. You can't have one without the other, after all.

Q: When casting, do you have to affect/manipulate/keep in mind all the aspects that element rules, or can one/any number of them be focused on instead?
A: You can choose one or some or all of them, there's no need to keep the whole breadth of what the element rules over in mind to be able to manipulate a part of it. Some of them encompass so much, especially intangible elements or in a way that is intangible, it'd make it impossible to focus on all of its aspects at once, anyways.


SECTION 5 - MAGITECH

Magitech is the combination of magick and technology at work. Most things in Nahn are developed using magitech or to further the study of it. While many non-magic objects and technologies exist, chances are the thing you're using has had magick in it to a degree at least at some point in its lifecycle. Whether it can be tapped into or whether you personally can is another story entirely. Below are several creations prominent in Nahn at various points in its history that are model examples of the best of both worlds at work.


BATTLEAXXE: AN MMORPG
First developed during the height of The Golden Age's tech boom, Battleaxxe is an MMORPG in the vein of RuneScape that is the greatest collaboration between the Elves and the Dwarves seen in some time. Using a voice and guild chat infrastructure combined with the main base game unit consisting of a round table with wargaming maps etched into it that was built by the non-magick Elves and the ability to connect to others around the world made by the very magickally-capable Dwarves, it was a revolutionary way to make friends and pass the time. The main base table and chat servers are made with enchanted metals and adorned in enchanted gems to help power it and make it work. It even has plugs and an electric current enabled so the less magickally adept can connect and play along. A team of dedicated workers is there to work on the game's stability and coding as well as writers to make the world and NPCs.

More information on Battleaxxe can be found over here.


MAGI-FUSION POWER PLANT
These were developed first near the end of The Golden Age and around the start of The Warring Era. These power plants took the concept of smashing together spells or gems/ores of opposing elements at high speeds using high generated force and then taking the residual neutral power that came off of it and immediately pumping it into the pipelines that powered nearby cities and castles. Pools of "spent" magic and gems/ores would be locked up to cool down a while, and then the residual scrap sold to those looking for it or was otherwise recycled. Thanks to it being magick, there was no risk of radiation poisoning. However, meltdowns still are possible, and depending on what kind of magick they were working with, any number of disasters could erupt, up to and including local small patches erased entirely from history if the plant had been working with Machina/Omni paired magick. The only remnants left and hints that something was once there was the crater of what looked to be a nasty explosion of something caused by who knows what, with heightened levels of Machina and Omni magick lingering in the air and soil around that area, leading to its use being largely banned in these kinds of facilities.

In the War That Ended It All, an apocalyptic war in space that ends the cycle of Nahn described in these notes (known as cycle 419), these were prominent targets and one of the major reasons behind the massive and permanent scarring and sickening of Nahn's open lands and air, leavin most of it unusable until history and time reset itself.