Hey, Friendly Neighborhood Author here, I'd like to talk about the various races we'll meet in this story. Make sure to read the Author's Note. I'll try to keep this Aux Chapter short by saying a very short introduction of each race. So we'll start off with the most basic race: Humans
Humans are, as you guessed, like us. With the highest population, they are the most technologically advanced. At least as far as medieval tech can get, anyways. They are also one of the two races who can have affinities with almost every magic branch. (I'll talk about magic in another chapter) Approximate Lifespan: 100 Years
Next up are the various kinds of Elves, starting with your average everyday Fantasy Elves. This kind of Elf goes by a couple names: Wood Elves, Wild Elves, Forest Elves, or just Elves. Possessing long lifespans and high compatibility with mana, they are capable spell-casters. Wood Elves are also the only race able to learn and use Life Magic. Approximate Lifespan: 70,000 Years
High Elves are the nobility of the Elven races, at least that's what they'd have you believe. This brand of elf is generally very rarely seen outside their home Capital. They posses even longer lifespans than either Elves or Dark Elves, with staggering amounts of mana. High affinities towards the Arcane Branch. Approximate Lifespan: 800,000 Years
Dark Elves, said to be corrupted by dark magics, are known by another name, Drow. Diametrically opposed to both Elves and High Elves, they have grey or black skin, snow white hair, and red or silver eyes. Drow are easily burned by sunlight and prefer the dark over anything else. Their magic affinities lie in the Taboo Magics. Approximate Lifespan: 90,000 Years
Vampires are a distant form of Elf, and are the result of a small gene-pool. This caused them to develop severe anemia, low body temperatures, and deathly pale skin. The way they evolved to deal with the lack of blood was to consume more of it. Vampires only have affinities with Blood Magic. Approximate Lifespan: 120,000 Years (If fed Blood regularly)
After Elves, we have the standard Fantasy Dwarves. They are supreme craftsmen, making the most powerful pieces of equipment known to the land. Sturdy and stout, a dwarf can easily carry what an average human can't. Most Dwarves have an affinity with the Elemental Magics. Approximate Lifespan: 375 Years
Within Ulder live several species of Beast-Folk which include; Wolves, Bears, Cats, and Birds. All of these species have the ability to take on more bestial form. The Cat and Bird Folk have various sub-species which include other similar real-life counterparts. Their affinities lie with Elemental Magic. Approximate Lifespan: 200 Years
Giants are separated into two groups, the aggressive Val'tiir Giants and the benevolent Nas'ver Giants. The Val'tiir are classified as monsters while the Nas'ver are a race. The Nas'ver use magic to compress their large stature in order to trade with and befriend the other races. Magical affinities lie with the Arcane Branch. Approximate Lifespan: 180 Years
Finally, We arrive at the apex of the races: Dragons. These are Western-style Dragons with a twist. They are completely immortal, lifespan-wise, and their scales and bones are almost indestructible. The price they have to pay for such immortality is at certain intervals of age, they must suffer through a tribulation. Not like heavenly lightning, but an intense agony that comes from their very body and soul. If they either pass out or give up, they are destroyed. If they succeed, they increase in strength. They also physically mature all at once instead of steadily like us. Dragons can freely choose what type of magic they practice.
That's all the races down, next up is the Magic System. Since I know you'll probably be asking, the choice of race for the female lead is up to you, I'll be picking the three most popular ones and making a poll. Post your three picks in the comments for this chapter.
Thank You for Choosing to Read My Novel!
Now you probably have some questions like: What are the Magics? What are The Limits for Magic? Are there consequences for using Magic? No? You didn't? Well, I'm going to answer those questions anyway. The Magic in this world is only limited by two things; Imagination and Mana Capacity. Sure, you could create a magic that incinerates an entire country, but do you have the needed mana? For that kind of damage, you'd need about 1,000,000 high-class Human mages. To put that into perspective, an average kingdom has maybe 1 high-class mage. Even High-Elves only have an amount equivalent to 10.
There are, in fact, consequences to using magic. Specifically, an illness called Mana Deprivation, which is inflicted when using more mana than your body contains. This sickness's initial symptoms vary from person to person but include things like nausea, paralysis, coma, and hallucinations. After a day or so, symptoms are migraines, muscle weakness, and exhaustion.
Now, I'll talk about the affinities I listed in the Races chapter. Affinities are just what magic a specific person or race is good at learning, not what they can. For example, a Human could have an affinity for an Elemental Magic but choose to study a Sacred Magic. It's just that most won't because it would take 1000x longer to learn the Sacred Magic than it would to learn the Elemental. Spells are difficult to learn and even harder to master. You only have so much time in your life after all.
Now I'll talk about the various Branches of Magic. To start off, I'll tell you about Elemental Magic. It's basically your standard fantasy affair, with Fire, Earth, Water, and Wind as the basic types. Moving up in difficulty are the advanced Elements which are Lightning, Magma, and Ice. The advanced elements are combinations of base elements; Lightning is Fire and Wind, Ice is Water and Wind, and Magma is Fire and Earth. Now you might ask, well what about Earth and Water? I can't think of what a Mud Magic could do that either Earth or Water can't.
Next up is the Sacred Magic Branch, which is called such due to its magics being held in high regard. There are 3 Sacred Magics; Light, Life, and Divine. Light magic is given great praise by Humans, who prefer the efficient healing of this magic over Water. Life magic can only be learned by Wood Elves, who have the blood of the Ancient Dryads running through their veins. Divine Magic is the use of magic to call upon divine powers, making it strongly attached to the religions of the world. This Magic has terrible consequences for the user, mainly the use of their lifespan.
Taboo Magic is made up of magics that have been heavily regulated or are outright banned by most powers. These types of magic are known by another name, Black Magic. Starting with Curse Magic, which is a regulated magic. This sub-branch is generally only used on prisoners and slaves to keep them in line. Curses usually take the form of images or crests somewhere on the body. Shadow Magic is the manipulation of darkness as a cover and weapon. Beloved by Assassins and Thieves alike, this magic is very versatile. Next is the banned magic, Necromancy, which is the single most hated magic of all. The reason for this is because of the fact that the souls used by Necromancers are trapped inside their own bodies, completely cognizant but unable to do anything but their master's orders.
Arcane Magic is the Branch made up of magics that use raw mana for their spells. This means it is made up of; Runic, Fey, and Familiar Magic. Runic magic is the act of carving mystical runes onto various objects, giving them different effects. This Magic is also known as Enchantment Magic, as its users are paid a fair amount to enhance equipment and weapons. Fey Magic is the use of raw mana as a weapon, named so because it was first used by the now extinct Fey. This Magic's spells are comprised by the use of compressing mana into various projectiles, used for different situations. Familiar Magic is the magic used by those who are known as either Tamers or Summoners. The sole spell of this sub-branch is called Contract. It is done by sharing mana between the Contractor and the Contracted. The Contracted gains the ability to shift between a material and immaterial form.
Finally, the last Branch of Magic, the Unique Magics. These magics don't fit with the others due to their peculiarities. They exhibit special effects, and their users are extremely rare. There are three magics in this Branch; Aura, Blood, and Space-Time. Aura Magic is the ability to use Aura as an offense, defense, and as support. Aura is a special energy created by mixing Mana and Vital Force, which gives it the thickness of Vital Force with the mutability of Mana. Blood Magic is the use of mana to manipulate blood into various weapons and constructs. The only known users of this magic are Vampires and Half-Vampires. And the Final Magic is Space-Time, whose use should be obvious. User are able to create pocket dimensions and alter the flow of time. Mastering this Magic can allow you to separate from the time stream, thus becoming immortal.
Quick thing to say that while my magic is based on imagination, there are still standardized spells like Fireball, Earth Spike and the like.
Here it is, the final Aux chapter, I'm hoping this will help clear some questions that might come in the future, but I'm sure that you'll have some for me anyways, so I'll try my best to answer them in the comments. Now before you ask, Vital Force is just physical energy, it's what makes life, life.
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