Post by cobaltphusion on May 10, 2013 18:01:54 GMT -5
Here's what I've been toying with.
Flux and Vis. This world is run entirely on these two ideas.
FLUX : (Phl-ucks) Flux is most accurately described as bad energy. Fear, sorrow, desperation. It translates to "flow" from French/Latin (I believe)
VIS: (V-ee-s) Vis is most accurately described as good energy. Love, happiness, and friendship. It translates to "strength, force, vigor, power, energy", and "virtue".
Each area of the world is controlled by a node. These nodes are the centers of magical aura. Unicorns will have stronger powers in these areas and typically the areas around a node are lush and alive. Most places carry a neutral balance of Flux and Vis. Tragedies and sorrow will increase the levels of Flux in the area, whereas fortune and joy increase Vis and remove Flux.
MORE ON VIS:
Vis can be strengthened in an area through good things that happen. When Vis increases, plants will grow, nature will seem more alive, rain and wind will decrease in ferocity and temperatures will be more moderate. It basically makes the whole area more temperate and softer. The amount of Vis in an area will also affect the strength of the Flux. So too much Vis will let the Flux multiply exponentially. That is bad.
There is not actually an extensive knowledge of Vis (the concept was dropped before my old group could develop it fully).
MORE ON FLUX:
Flux can be strengthened in an area through many ways. The main one being bad things that happen. However, since Magic is made of good and bad variants (Flux and Vis), magical spells will release both Flux and Vis into the environment. Stronger spells and darker spells will release more Flux, but it is unavoidable to have Flux during a spell.
Flux will affect an area in different ways depending on the Flux/Vis ratio. High levels of Flux in an area will cause Thunderstorms, plants will die, things will not grow, temperature will drop, and depression will hit heavy upon the inhabitants if Flux is not countered soon.
Flux nodes: If a node is exposed to too much Flux it will turn into a flux node. These can be viewed with Node Goggles, an ancient eye wear that allows the wearer to see the active nodes, good or bad. A flux node appears as a black hole, with a dark purple nebula that occasionally fires off small magical lighting bolts. The flux node will disappear after a very long time or when Vis is reintroduced to the area.
Several artifacts in the world (made by the Valued) can detect and modify vis. The item below is an example of one. The VF ring. Capable of detecting Vis and Flux deposits.
That's about all I can think of right now. I'll have a bit more on this later.
Flux and Vis. This world is run entirely on these two ideas.
FLUX : (Phl-ucks) Flux is most accurately described as bad energy. Fear, sorrow, desperation. It translates to "flow" from French/Latin (I believe)
VIS: (V-ee-s) Vis is most accurately described as good energy. Love, happiness, and friendship. It translates to "strength, force, vigor, power, energy", and "virtue".
Each area of the world is controlled by a node. These nodes are the centers of magical aura. Unicorns will have stronger powers in these areas and typically the areas around a node are lush and alive. Most places carry a neutral balance of Flux and Vis. Tragedies and sorrow will increase the levels of Flux in the area, whereas fortune and joy increase Vis and remove Flux.
MORE ON VIS:
Vis can be strengthened in an area through good things that happen. When Vis increases, plants will grow, nature will seem more alive, rain and wind will decrease in ferocity and temperatures will be more moderate. It basically makes the whole area more temperate and softer. The amount of Vis in an area will also affect the strength of the Flux. So too much Vis will let the Flux multiply exponentially. That is bad.
There is not actually an extensive knowledge of Vis (the concept was dropped before my old group could develop it fully).
MORE ON FLUX:
Flux can be strengthened in an area through many ways. The main one being bad things that happen. However, since Magic is made of good and bad variants (Flux and Vis), magical spells will release both Flux and Vis into the environment. Stronger spells and darker spells will release more Flux, but it is unavoidable to have Flux during a spell.
Flux will affect an area in different ways depending on the Flux/Vis ratio. High levels of Flux in an area will cause Thunderstorms, plants will die, things will not grow, temperature will drop, and depression will hit heavy upon the inhabitants if Flux is not countered soon.
Flux nodes: If a node is exposed to too much Flux it will turn into a flux node. These can be viewed with Node Goggles, an ancient eye wear that allows the wearer to see the active nodes, good or bad. A flux node appears as a black hole, with a dark purple nebula that occasionally fires off small magical lighting bolts. The flux node will disappear after a very long time or when Vis is reintroduced to the area.
Several artifacts in the world (made by the Valued) can detect and modify vis. The item below is an example of one. The VF ring. Capable of detecting Vis and Flux deposits.
That's about all I can think of right now. I'll have a bit more on this later.