Zeltora's Magic System and Lore:
Magic is everywhere you can possibly imagine in Zeltora... and probably in a few places you can't...
It shines in the sky above, the world around, and in the sea beneath. It lights our path with starfire
at night and radiant sunbeams by day. It is the power that makes trees grow tall and strong, that weaves
waves under the ocean, and lets mountains move. Magic is what helps your fires burn bright in the dead of night...
Emerald Soul: (Respective Soul Type and Gem).
Tradition: (Always their Respective Power).
Wild Woods: (Typically their Respective Territory).
Aethermancy is the control and manipulation of Aether, the lifeblood of the forest and all living creatures, and is often used to heal people (including themselves), bend nature to their will, and even shield entire ecosystems from harm. Aethermancy always increases the duration of a user’s life, however this comes great at the cost of draining their own life force over time and making them physically weaker and more vulnerable to non-magical brute force the more they use it.
Sapphire Soul: (Respective Soul Type and Gem).
Dedication: (Always their Respective Power).
Endless Ocean (Typically their Respective Territory).
Hydromancy is the control and manipulation of all types of water (liquid, solid, and gas forms), allowing the user to easily to create solid objects out of liquid, summon deadly hail storms, walk on water as if they were solid land, and even reverse the tides. Hydromancy always requires proximity to water (in some form), in order for it to function properly, so most Hydromancer's will bring an small flask of "emergency" water so that they are never quite left utterly defenseless.
Diamond Soul: (Respective Soul Type and Gem).
Information: (Always their Respective Power).
Shifting Sands: (Typically their Respective Territory).
Electromancy is the control and manipulation of electricity and energy, allowing the user to dodge and weave around attacks with incredible speed, provide power to entire industrial complexes, and even summon bolts of lighting out of thin air. Large amounts of electricity
carry very high amounts of voltage, leading to the risk of the user literally frying themselves alive in their own electricity if they are not careful with how they try to use it.
Topaz Soul: (Respective Soul Type and Gem).
Determination: (Always their Respective Power).
Badlands: (Typically their Respective Territory).
Geomancy is the control and manipulation of rock, earth, and metal, allowing the user to create tools or weapons out the landscape around them, summon or stop dangerous earthquakes, and even temporarily control the force of gravity around them. Geomancy takes a lot of stamina and endurance to use (due to the extremely hard nature of what it manipulates), often leaving the user drained of energy to the point where it can be difficult to even walk, but is very powerful.
Onyx Soul: (Respective Soul Type and Gem).
Corruption: (Always their Respective Power).
Shadowfell: (Often their Respective Territory).
Necromancy is the control and manipulation of the undead and darkness, allowing the user to control nightmares at will, raise undead minions, and even step through shadows as if they were portals. In a mildly similar way to Aethermancy, Necromancy increases the duration of a user’s life at the cost of draining their own life force, but instead of making the Necromancer's body physically weaker over time, it weakens the user’s mind instead and gnaws away at their sanity.
Ruby Soul: (Respective Soul Type and Gem).
Inspiration: (Typically their Respective Power).
Lava Lands: (Always their Respective Territory).
Pyromancy is the control and manipulation of fire, heat, and smoke to the point where the user can cause volcanic eruptions and even summon entire firestorms by heavily manipulating the temperature of the atmosphere around them. While Pyromancy is by far the easiest of all the elements to summon, it can be very difficult to keep it under control once it has been released, additionally using too much of it at once can lead to loss of consciousness or burning themselves.
Amethyst Soul: (Respective Soul Type and Gem).
Absolution: (Typically their Respective Power).
Eternity's End: (Always their Respective Territory).
Hollowmancy is the control and manipulation of spirits and souls, allowing the user to speak with those long dead, warp the emotions and magic of all other magic types, and (when needed) even open portals to Eternity's End and back. Hollowmancy blurs the line between reality and the spirit realm (Eternity's End), often causing a user to have difficulty telling what is real or not and sometimes even allowing them to become possessed by otherworldly spirits against their will.
Pyramid of Soul Types (Ranked By Rarity):
Letter Rank = Total Amount ÷ Population Size ÷ Territory Size
(The Ruby and Topaz Souls are the Reddish-Orange Layer)
20 8 9 19 0 9 19 0 14 15 20 0 1 0 3 8 1 18 20 0 15 6 0 18 1 23 0 16 15 23 5 18 0 2 21 20 0 20 8 5 0 5 24 16 15 14 5 14 20 9 1 12 0 9 14 3 18 5 1 19 5 0 9 14 0 13 5 14 20 1 12 0 9 14 19 20 1 2 9 12 9 20 25 0 20 8 1 20 0 3 15 13 5 19 0 23 9 20 8 0 9 20
However, before you go try and "understand" about magic works in Zeltora, it is important that
I explain the importance of the soul and what it stands for. All living creatures in Zeltora are born
with a soul gem, which is based on which territory they were born in. The elemental power of someone's
soul is the basis of their very existence and a core culmination of their being. But just because an individual
has a soul of does not mean they have even the slightest bit of magic, or can even understand how to use it.
Magic has always been a gift.
For untold millennia the Shards have been giving away small portions of their power to manifest and grow
within the souls of individuals who are born within the boundaries of their territory and who the Shard
has deemed worthy of their power. While one of the Shards is quite notorious for giving away magic
like this in blatant acts of racial favoritism, the rest rarely ever use their power to interact or affect
those not in their own domain or grant anyone more than a minuscule fraction of their full power.
With the exception of the Shardkeepers, of course.
Fortunately for us, there hasn't been more than four Shardkeepers active in Zeltora for more than
seven hundred and seventy years. The reason this delicate balance came to be, is unknown. However,
if a 5th Shardkeeper was found, the entire balance of power could come crashing down overnight.
If any of the unbound Shards: the Shadow Onyx, the Spirit Amethyst or the Volt Diamond,
were to form a binding contract with a mortal soul, the Zeltora we know and love may
soon find itself balancing once more on the jagged edge of a third Great War.
But, nobody would be stupid enough to to do that... Right?
Shardkeeper Lore (Inspired By "Amulet"):
THE SEVEN SOUL TYPES: (Final Overview)
THE SEVEN SOUL TYPES: (Bonus Titles)