Post by Eloell on Sept 19, 2022 13:21:12 GMT -5
MAGIC
The magic of Dresmond is one that is enacted upon kingdom citizens by the power of an object in the possession of The One, The Medallion. When citizens of Dresmond are twelve years of age they are brought to The Cave of Names during Conclave, the kingdom-wide meeting that takes place twice a year, once at the beginning of summer and once at the beginning of winter. The twelve-year-olds are taken into the cave and buried in the burial cocoon within. By the power of the medallion, the individual falls into a spiritual sleep where they are sent on a unique journey within themselves. When the child finds the spirit animal within, they awake, and they rise from their graves along with their materialized spirit animals, called dyrs. At this point, the dyr gives the child his/her name, thus is it called the Naming Ceremony. Many children, unfortunately, do not find their dyrs, and never wake up. Their bodies are swallowed by the earth.* As of Aestas 821, The Medallion has been lost (prior to the ceremony). The Conclave of Hiems 820 was the last time Dresmondi children received their dyrs. Any played characters who turned 12 after Hiems 820 are without dyr and without an official name. Children have started to name themselves (for the sake of creating the character and account, you will have to name them. Since the name was not decided by the dyr, however, they are technically considered unnamed in their society).
The bond between a citizen of Dresmond and their dyr is on a spiritual level, one that renders them able to feel one another's whereabouts, true emotions and feelings, and to communicate. This communication is not verbal telepathy, but a felt and known understanding that does not require speaking.
If an individual's dyr dies then he/she can continue on--but without a significant portion of his/her soul. They typically become a shadow of who they once were, and tend to teeter on the brink of insanity. If the citizen dies, however, then the dyr does as well.
DYRS
Dyrs, or the spirit animal in the flesh, can be any nonfictional, terrestrial animal in our world. They are spirit creatures, though they have materialized, and therefore they grow and bleed and require sustenance. There is no known determination of the spirit animal's sex, though most citizens' dyrs are the opposite sex. When dyrs rise up from the earth, they are the same age as their master (12). They will live as long as their master does. A dyr's growth size depends on the animal's maturity age, with most rising up as an "adult" animal, but not all (i.e. a dog will be full matured, but an elephant would not). While dyrs communicate telepathically with their masters and with one another, this communication is psychic, thus the animals do not open their mouths. They must be in reasonable proximity of one another (no further than yelling distance). When communicating with their masters, it is typically done through pushed and pointed feelings.
Dyrs have an innate desire that verges on a need to be near to their master at all times. It is atypical to find a dyr anywhere alone. A mistreated dyr can choose to disobey or do things his/her own way, but a dyr will never abandon his/her master. The connection between them is spiritual--they are two halves of a whole, the dyr being an extension of the master. Beyond the metaphysical, this manfiests physically in the dyr and master sharing pain. When one is hurt, the other feels it, though a muted version of it. The bond between a master and dyr cannot be broken except by death, and even then there are those who would argue that the connection remains, if only in thought and feeling.
Culturally, it is unacceptable to touch another citizen's dyr. That is, touching it is something very intimate and typically only done between family members or lovers.
Dyrs experience the same range of emotions and thoughts as their human masters. They can hate, be sad, and fall in love. They are a part of their master's spirit, thus they feel the same way about things as their master does (which typically results in them loving the dyr of the citizen whom their master loves). Dyrs cannot reproduce.
Every dyr is in tune with one of the elements listed below. They can produce their element and manipulate it, often preferring to do so according to their master's bidding. Please note, Dresmond citizens to not wield elements. It is the dyr that has the element, and the master who can give his/her dyr direction with its use.
* Members, please do not replicate dyr animals unless it is an intentional plot with another member. The Member-Character Census tracks those that are taken.
ELEMENTS
Air - The ability to manipulate the air in most any capacity. Uses include: causing destructive winds, moving people and objects, flight, and more.
Dark - The ability to manipulate darkness in most any capacity. Uses include: temporarily blinding someone by moving darkness to their eyes, hiding someone in shadows, shrouding the mind with darkness that causes confusion, and corporealizing darkness to use it as a physical attack.
Earth - The ability to manipulate rocks--including sand and dirt. Uses include: creating small earthquakes, opening the ground, throwing rocks, and more.
Electric - The ability to manipulate electric charges. Uses include: controlling the lightning in a storm, electrocuting people or objects, manipulating static, and more.
Fire - The ability to manipulate fire. Uses include: shooting fireballs, creating fires, melting people and objects, and more.
Ice - The ability to manipulate ice (not water). Uses include: blasting shards of ice, freezing people and objects, preserving food, and more.
Light - The ability to manipulate electromagnetic radiation, that which is both perceptible to the eye and that which isn't. Uses include: generating blinding blasts, creating minor visual illusions, bending rays from the sun, manipulating the sun's light to cause heat, and more.
Ore - The ability to manipulate ore, or metal, drawn from the earth. Uses include: pulling valuable or useful ore from the earth and shaping it, manipulating objects made from metals (aka weapons), and more.
Plant - The ability to manipulate all forms of plant life, even on a molecular level. Uses include: speeding growth of plants, killing plants, moving trees, using plants to restrain, and more.
Water - The ability to manipulate water (not ice). Uses include: blasting water, creating waves, removing water from things, and more.