Casters

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Casting on Lume

Magic on Lume has a pseudo-scientific origin, and is primarily performed by individuals known as Casters. The trained Caster focuses their will to the task of modifying the elemental or genetic structure of their target. All Casting ability is measured by the time and study invested in the Caster's particular Order. There is no individual predefined destiny, or omnipotent god-given talent. All of Lume's Folk inhabitants posses the inherent ability to to force their will upon cellular energy, coined Anima. This ability lies dormant in all Folk, and can be learned by the humblest of their number. Only in particular cases do some gain any casting advantage by birthright. One such example is the forest-dwelling culture of Druids; their connection to the botanical Creepers lends them a vantage in controlling flora. This can be attributed to their millennia-old proximity to, and cultural focus on, the forests of Lume. The same has been noted of Dunefolk and Sand-casting, alongside others raised in serendipitous surroundings.

Casters are not rare; every town and village boasts a couple in residence, or otherwise living nearby. Many Folk even Cast in their everyday lives, if only slightly, and often do not notice doing so. A lifelong gardener might will their plants to be richer and healthier, if they're devoted enough to their craft. Equally, a sailor or fisherman may influence the tides, albeit imperceptibly, after years spent on the water. This instinctive casting is unconscious and therefore limited. Casters, as all Orders of magic-users are collectively referred to, tap into a living genetic code, Anima, established by the Dead Gods ages past. These technologically advanced beings restructured matter endlessly for millennia, and down the eons these elements became more malleable. By the Current Era the Folk living on Lume are so intimately linked with their surroundings, having at one time or another shared in its genetic material, that the trained adept can call on this link, and bend it to their will. Despite the technological prowess and accumulated knowledge of the Deunama, they required elaborate contraptions to perform these genetic marvels; whereas the Folk of Lume are themselves intrinsically imbued with Anima, and with assiduous training, can influence it with little-to-no physical aid.

The other Free Races, the Manidae, Frost Giants, Gardeners and Slenders cannot boast this same trait. The Giants are Deunama-kin, while the other Races were created much earlier than neo-sapien Folk, and do not share so strong a genetic link to their surroundings. The arcane history behind this relationship is not widely known to the inhabitants of Lume; among mortals this knowledge extends only to the Necromae- an elite, clandestine order of Necromancers - and a handful of learned Druids and Slenders. The Dead Gods found it troubling that servile mortals could wield such privileged power, and eagerly desired it for their own. The majority of Folk have only an obscured grasp of this relationship between them and their surroundings; most cultures preferring to coin it simply "magic", to be avoided if possible.

If the powerful Deumana reappeared on Lume, they would undoubtedly focus their efforts to splicing this ability unto themselves; rendering them colossal, neigh-invulnerable, and endowed with the ability to rearrange matter with a thought. In essence, they would transcend demi-godhood; Lume, perhaps even space itself, would be irrevocably changed. Against this, the Slenders and Frost Giants have deliberated over the cycles, contrary to the misled yearnings of the Necromae (see below).

Due to the intense concentration required, Casters may use conduits to guide the Anima transformation. Common conduits for focus are Runes or Sygaldry, Dactylology (hand motions), and Recitation, though amongst Casters the staff is generally credited as allowing greatest focus, particularly if crafted by the user themselves.

The Orders of Casters on Lume

Necromancy

The branch of Casting used to heal the sick or injured, also serving to reanimate dead tissue; made possible by Anima transfer between beings (animate or inanimate). Requiring a deep understanding of anatomy, this craft demands a strenuous study of the biology of both host and recipient; every aspect of their body's intricate, interrelated workings. Anima is essentially transferred between beings, repairing damaged tissue in the target, at the cost of the host. The caster must therefore understand intrinsically where the Anima must be directed. A seasoned caster can even resort to tapping their own Anima; a risky business. The more tissue damage the target has, the more drain on the host; while the damage is not exactly replicated in the host, it nonetheless exacts a drain proportionate to the target's wound. For example, a caster could transfer the Anima of a mouse to a small, near-dead bird, if they thoroughly understood their anatomy, healing the bird rapidly, but likely killing the mouse. If the bird were only ill, or the injury not fatal, only a fraction of the mouse's Anima would be required, and the mammal, though temporarily weakened, would not die. A skilled Necrocaster would soften this diminishing by using several hosts, spreading the negative effects thinly. Were the bird to be already deceased, the ill-effects are irreversibly severe, and the best result that can be achieved is Undeath. In Undeath, the Anima transferred takes the physical place of dead organs or tissue. The above-mentioned dead bird would become re-animated under the guidance of the Caster, and the remaining tissue would eventually rot, until only the animated skeleton remained. To illustrate using the mouse-to-bird example; in order to re-animate the dead bird as Undead, the mouse must die; this Casting becomes harder the more sophisticated the target. The Anima required for larger beings requires a sacrifice of similar size, or quantity. To prevent death would hypothetically require many hosts to draw Anima from, willed by a particularly strong Caster, and may still result in injury or death to the hosts. Necromancy is generally considered the most sophisticated Order of Casting, requiring years to learn, and decades to master. Due to the ill-effects required, practitioners do not let the commonfolk know the intricacies of the Anima exchange, often living remote and solitary lives within close proximity to local wildlife. Sought after and respected for their healing abilities, they are nonetheless avoided by commonfolk, up to and including being despised for their links to Undeath.

Creatures Undead from cycles recent, and long past, still populate the landscape of Lands of Lume, being of indescribable shape and sizes. Most are fragmented remnants, sad leftovers of ill-advised experiments by Necrocasters long-dead, their Anima withered to echoes; they survive by absorbing the Anima of the living they can overwhelm. Others are of titanic size, infused with their surroundings, often having gained sentience and total independence from their creators.

Undead animal Familiars are iconic for Necrocasters, though reanimating a human corpse is widely discouraged, even by fellow Necromancers. The result of this latter Casting is a rotting, witless servant; annuled only by dismemberment, or when all Anima is drained. The re-animation of a human Caster is feared and despised above all, as they retain their intellect and skill in Casting, and could manifest into a Liche (an Undead Caster able to create and control other Undead). See The Liche Liege.

Notable Necromancers on Lands of Lume include: Mestat, Tendris, Drethen, The Liche Liege, and the Necromae.

Witchcraft

Witches and Warlocks (gender is irrelevant) deal in the manipulation of the Anima in others, alongside a generalised skillset; they may dabble in many Orders, or focus on only a couple. They are jacks-of-all-trades, and masters of none, though can nonetheless be powerful and unpredictable. Out of necessity, many have a medicinal or Necromancy background, and lean towards casting curses, cures, and the such. Unlike the other Caster classes, Witchcraft is not generally passed on from master to apprentice, but developed on an individual basis by outcasts of other Orders. As such, this Order is the most varied, with no two casters alike. To illustrate, witches with Druid origins have greater control over flora, those influenced by Illusionists have skill with glamour, any with Elemental training have power over the elements, etc. See below for details on these Orders. This lack of hierarchy and social structure makes them the least capable of cooperation amongst all the Orders (which is saying something). Exceptions exist; a Witch or Warlock may choose to take in an orphan or neglected child who shows promise, if that child can put up with the abrasive and oft prickly personality of their mentor. The majority are hermits, preferring their own company. There is no official ranking or designation among them, and the title Warlock or Witch is entirely dependent on the Caster and their preference. Conduits are as varied as their users, and familiars are common. Ranks include: Granny Moss, and later Nalia. Drethen? More needed.

Illusion, Coercion, Glamour and Charm A rag-tag lot, Illusionists typically represent the most abundant, but least resplendent, of their kin. They provide the backbone of Lume's festivities; musicians, travelling acts, street performers and entertainers. Novices are generally trained by an older member of the family, troupe or community, and these skills are put to practical use very early in their training. Thus, they have little formal education, but are able to practice the most freely of any of the magic Orders, often from a young age. They can be beguilingly powerful, and require a strong Anima within themselves to draw upon. The misleading nature of their craft has given them a reputation as thieves and opportunists, but proven cause for this is lacking. It is more likely they gained their rascally reputation due to their nomadic nature, townsfolk generally being prejudiced towards outsiders. Tampering with the senses of others does them no favours either; this being their preferred basis for Casting. Their ability is based on misleading the senses, be it sight, smell, touch, sound, thought, or all of the aforementioned. They can also alter fellow Caster's perceptions of Anima. The more practiced of this Order can manipulate the senses of entire crowds, and are highly sought after as public entertainers. Among their number are those that specialize in combining Illusion with Elemental, with creative results; the towering construct of a fire-breathing dragon, for example, whose flaming breath, at least, is very much real. Practitioners include Braid, the Jester, the False Priest, and some of the travelling minstrels Drethen & Co meet. Rumours persist that crossing south into the lands of the Dunefolk, there exists a tribe whose powerful illusionists are raised from birth as skilled assassins; able to conceal themselves in broad daylight, publicly executing their victim without anyone being the wiser.

    • Druidic:**

Druids are both a Class and a culture that live closer to nature, and consider themselves guardians of the flora and fauna around their communities. They are a guarded, traditionalist people, and novice druids are only ever chosen from within their people. Despite common opinion, they do not control all flora, nor are they "at one" with nature. The real power held by their kin, long since forgotten by all but the eldest of their community, is their connection with the Creepers. See _Creepers_ for more on this relationship. Shape-shifting between man and fauna is a very personal experience with each druid, and is challenging and dangerous. Proficient casters may attain more than a single form, and a rare few have combined creepers to alter their mass.

Once a carefree and prosperous people, Druidic civilisation has become stagnant and close-minded. The communities dwindle each generation, with less druids procreating, and many leaving to join the Folk. Steeped in ritual and lore, they have fallen behind the times, and are vulnerable by Drethen&Co.'s era.

_Druidism is intuitive to neo-human nature, and involves a passive influence, while Necromancy can be aggressive and destructive, with little respect for its source. Instrumental in the aftermath of the Liche Liege, Druids faced off against Necromancer Shock Troops, consisting of handpicked casters, in the Undead War._

    • Elemental Forces**

The school of water, fire, earth, lightning; natural creative and destructive forces. A diversified class, often overlapping into the other specialisations. Casters who dedicate themselves to a singular element are rare, and often misguided. For one to properly influence the elements, they must consider how those forces affect and rely on each other. For example, to create something as rudimentary as a flaming torch, the Caster would not only need to ignite a fire. They may need to remove moisture from the branch to allow it to catch, or block wind to allow the fire to rise, or change the ore structure to create an ignition. They may also need to control the level of ignition and density of wood, to prevent burning their hair off on a particularly combustible twig. They would then need to keep these elements balanced as they continue to use the torch; easier said than done, especially in harsh climates, or when chased by armed thugs or ravenous beasts. The same would apply for moving stone, or redirecting water, or channeling air, etc. This makes for a dangerous class to master, perhaps even more so than Necromancy. Few reach a high level of proficiency, as few mortals live long enough to do so. A master elementalist is feared by all casters, even elemental practitioners themselves. Such a one would require more than one lifetime, perhaps possible as a liche, and would command monstrous power.

_The Druid culture is said to have once been ruled by a council of Elemental Masters, using a balance of brute force and natural harmony to guide their people. After a time the rituals and lessons lost their meaning, the mastery waned, and the Druids of Drethen's era are only a shadow of what they once were, with little or no elementalism._

    • Sand Casters of the Southern Deserts **

A specialised and localised branch of elementalism found only amongst the Dunefolk. These casters hold sway over nanotech-organisms in the vast sand dunes, which serve to weld sand particles together in different forms. Effectively, the deserts of Lume are gigantic sandboxes, able to be plied to countless forms - once used by the Suzerians for rapid prototyping. Mastery requires long exposure to - and practice with - these dunes; as such, sand-casters are only found within the Dunefolk. They can make buildings with fused-sand windows merged to the walls, in whimsical shapes that defy standard engineering. They are sought after as master builders, able to create forms not possible by mundane means. In battle, they surround themselves in whirling trails of abrasive sand, skinning any organism that comes past their barrier. Weapons are obsidian glass, and much of their tools and other objects are similarly constructed. Water nor rain breaks this bond, and adept casters can use the soil and rock when away from their dunes.

    • What is the cost of casting?**

- _Initial training_: Long gestation period, 10 years minimum, 25+ for Masters

- _Solitude_: Many burn out or become eccentric, and all are somewhat socially inept

- _Intense academic requirement_: many tomes must be memorised just to grasp the basics

_Detachment from reality._ Long spans of time spent communicating with matter, deciphering and analysing codes within one's mind. This leads all Casters to form an air of detachment to other people; hygiene, personal grooming and relationships often left by the wayside. There is a very real risk of becoming trapped within one's mind. Returning from this state has never been documented, and afflicts at least one in a dozen Casters, mostly when approaching old age. Considered a noble way for an elderly caster to end one's life, in some circles. _Sandfolk?_

A user's body can fall apart if restructured too frequently, the cells increasingly lending themselves to fragmentation. More common among Necromancers, Illusionists, and others that frequently call on their own anima, or draw from their own matter. Warning signs differ, but increased difficulty in returning to one's original form, or restoring its anima, are the most obvious. At this point, the only recourse for prevention is foregoing all Casting (or nearly all, especially anything that resembled the cause spells).

    • What prevents Casters from ruling?**

Casters are proverbially anti-social, characteristically un-charismatic, fiercely independent, nearly incapable of designating tasks (not trusting in others to fulfill them), and apathetic towards Commonfolk. Folk leaders have in the past (and present) been Casters, but the aforementioned character flaws prevent them amassing significant power. Exceptions do exist, see _Liche Liege*_