Magic of Aerathiea

## **The Magic of Aerathiea**

Magic could not exist without the assistance of the quasi-quantum particle that Feynari within Aerathiea call "Duranae."  Duranae is a quantum particle that is derived from the atomization of a material called Aeternum and sometimes aember by the ancients.  Aember is a finite piece of Aeternum.  The problem is that if you are close enough to observe Aeternum, you are probably too close and will suffer from its properties.

### **Source of Magic - The Aeternum**

Aeternum is basically material that is manifest at the point where the higher dimension the Fey refer to as "Aeternity" comes in contact with the three dimensional world.

Planets are created where a tiny rift or fissure opens up in space/time because of the expansion of the universe.  Where these rifts appear, cracks form and the essence of Aeternity leak through.  When this Aetherial material comes into contact with material that defines spacetime, since the intersection of a 3 dimensional object with a 4th dimension would appear as a sphere, it appears as a sphere with the basic properties of a sun. If the newly formed sun is of sufficient size, it takes on the characteristics of any normal stellar object.  If it less than a certain size (about 4X the size of Jupiter) the constant interaction with a lower temperature space/time creates an ever hardening crust.

Aether can be manifest as almost anything, modifiable by will and thought, but in it raw manifestation in the baryonic world of matter, it forms atoms we call elements.  There are many more elements based on the properties of other quantum particles that do not manifest on the exterior.  Ninety two have been discovered by man on the the surface of the earth.

### **Origin of Magic in Aerathiea**

In the rare event of a massive object striking one of these spheres, it almost invariable causes an imbalance between the outward pressure of the Aether pushing out of the higher dimension and the space/time material rushing in.  At least in the case of Earth, this imbalance caused the inner pressure to retreat to a much smaller diameter and because space/time rushed in to fill the void, it came into contact with the Aetheric bubble and crusted over the inside as well, trapping the Aethernum material within.

This first event occurred about two billion years ago and the asteroid that struck the earth was probably carrying the initial seeds of life that populated both the inside and the outside of the planet.

There have been many more recent times in history where meteors have punctured the crust of Earth and Aerathiea. Many of these are now permanently documented as the rocks that orbit in close proximity to inner sun, Sirath called "The Sisters". The Sisters just make up the five largest asteroids in orbit that can be seen by the naked eye. The sixth visible asteroid is the moon "Moloth" that is the permanent prison for an alien god that was the bitter enemy of the Valdarins.

Any time that where there is an upswelling from an already fractured crust, either by meteoric impact or volcano, it releases chunks of Aeternum material into the biosphere of Aerathiea. Most of the time, the chunks are microscopic, almost like pollen or dust that has reflective or glittering properties. When this material makes initial contact with space time, the variety and color spectrum are almost as varied as diatoms. Some researchers cannot help but make the analogy to spores and favor the opinion that this material may have actually been responsible for life in our biosphere.

Larger chunks of aember can often be found at volcanic sites and manifest much stranger properties. There is at least one documented case where a substantial crystal of Aember was cracked into several pieces. Four early Nilori explorers of the caves of Aberath each took a part of the crystal as a souvenir. All died relatively young and under mysterious circumstances and the crystals have not been seen since. It was also said by one of the young explorers, Jamis of Cronn, that when the shard was held up to the light, he was sure that he could see the comings and goings of people in other lands.

The Aemberic dust called "Duranae" envelops and permeates Aerathiea, Its in the water, food supply, earth and land throughout the world and it is responsible for the characteristics that we generally call "Magic." Some say that it is one single quantum particle and there plenty of reasons to believe this. Others claim that it is all part of a living entity they choose to call Gaia. It was first discovered by the Asari well over 80,000 years ago that their exposure to Duranae had interesting and lasting effects. The dust was first discovered as it fouled up their biological experiments and severely altered the results, giving us many of the of the creatures of myth.

### **Origins of Classical Magic**

The Valdarins spent 10,000 years at the time of Atlantis, perfecting and codifying the constructs of classical magic. Always in a state of war with one another.

An Valdarin named "Hecate" was the originator and codifier of modern magical theory as it is still taught in school.  She became the goddess of crossroads and "paths not yet taken."  She was a known schizophrenic and in a rage one day over a betrayal of another Valdarin compatriot, about 1,000 years before the downfall of Atlantis, either discovered another realm or, as some say,  created the realm they now call
Elysium in a surge of pure magical power. Elysium was found to be inaccessible from Azareth and his followers and Elysium turned out to be a place where the other watchers could eventually plan his demise without spies discovering their plot or interfering with it their plans.

Either way, the plains of The Elysium were born forever and took shape for anyone with the power and knowledge to arrive there.  Over the next few centuries, many more Valdarins found their way there, first, by accident, and later by invitation.  The Elysium became very much like the Potterverse "Room of
Requirement.

### **Magical Houses**

There are 12 wards, houses, sigils and provinces  of magic.  There was a rumored 13th, but it has been lost from man.

Concepts like heat -light - (restore/renew/heal) - obliterate - merge -blend - sunder... Magical concepts are taught by example and keyed to single words or phrases and spoken with very specific hand gestures that have more meaning in Elyseum.  These words accompanied by the correct intent and focus transcend 3 dimensional time and space and depending on focus, energy and concentration, have considerable effect in our realm.

Twelve schools of magic established as complete realms in Elyseum.  The candidate has to present his/her self to each school as a candidate to learn that particular discipline.  As they master the rigorous concepts, the symbols and words are deeply ingrained in their psyche and magically tattooed on their bodies.  Then, just calling on that word and inscribing the rune in ritual, invokes the line of power, tuned through the intention-filter of the user.  The words and runes are just focal points for the magic memory their minds and bodies had already conjured 1000s of times in Elyseum.  The candidate becomes an acolyte of the school for the duration of his studies.  The candidate does not become adept until he/she has been rigorously tested.  As the levels and hence, the tests become harder, failure will often result in death, disfigurement or insanity for the adept.

**Aspect** - the difference houses of magic are all aspects of one magical source.

**Grimoire** - the official books of magic taught at the 12 houses.

**Levels** - acolyte (student), adept (master), archon (teacher), avatar (grandmaster),  Aeons (scary)

#### **Acolytes**

The **Acolytes** are the complete beginners.  The generally enter their first school at the onset of puberty and generally find their way to the aspect they are most attracted to.  This first aspect tends to be the controlling factor in their personalities for the rest of their lives.  Similar to Houses in Harry Potter.

After spending one year in prerequest, basic training, an Acolyte may choose their aspect.  Sometimes this choice is made for them either by directive or persuasion by the Avatar of the house or the archons in agreement.  If they have not found a suitable house by the third try, an acolyte is generally washed out and all hints of magic erased from their memories.  This is for the protection of everyone concerned.  An acolyte with 3 years of magic under their belts and no strong roots can be a very dangerous thing.

#### **Adepts**

**Adepts** are magic users that have mastered at least one aspect to the fourth level of seven.  At this point, most adepts leave that aspect and branch out to other forms of magic.  It can take 10 years of dedicated study to reach the 4th level.

#### **Archons**

Some rare individuals cling to a specific aspect and reach level 6 at that point they become **Archons** (or speakers) for that house can partake in teaching or participate in matters of magical government / coven policy.  Other adepts come back to previous aspects after trying other forms of magic or augmenting their abilities and earn their Archon status later by officially finishing 2 additional levels.  An Archon level can take 20 years of dedicated study.  Being in Elyseum gives Adepts and Archons unlimited area and time to continue practicing their art.

There are **Adepts** of as many as six branches of magic (as of this writing) and **Archons** of as many as 4.)  Eldelphin the wise was known to have reached Archon in seven different branches and Adept at 3 more before before she went on to become the Avatar of transfiguration.

#### **Avatar**

An **Avatar** is someone that has reached 7 levels of formal training in a single aspect and Adapt level in at least 3 others.  That additional single level of training can be obtained in 10 years by a dedicated student, but typically takes 12 to 15 to accomplish.  An avatar is someone that can bend the very rules of reality but also do it in a way that is safe and serves the overall good of all magic users.  There is also only one Avatar per aspect.  The avatar of each house speaks to and interprets the aeon of that house.

The avatars of the houses generally do not involve themselves directly in politics of magical congress, but you can bet the presence of the twelve are deeply felt behind the scenes.

#### **Aeon**

This is the magical embodiment of the Valdarin god that dedicated that particular aspect of magic.  Just like there are rooms within rooms of Fey knowledge  within the Kaa, the innermost room of each magical house contains a consciousness and the life works of that particular Valdarin deity. They act as the keeper of and guardian of that particular type of magic.  If the gods have anything to say at all, they will speak through their Aeon to the avatar of that house.

### **Magical Houses**

Before choosing specialities, each candidate must first pass a basic school that covers the basics from the first five primary schools. This level1 training is considered basic training and generally takes 1 and sometimes 2 years to complete.

After satisfactorily completing their first year, an acolyte may choose any one of the five primary schools to begin their real journey.

**Primary Schools**

* **Abjuration** - ward magic, creating magical barriers
* **Evocation** - force movement. Combine later with Elemental magic to create fireballs, lighting, snowballs, etc...
* **Elemental Magic** - basic control of the elements
* **Apportation** - Magic of movement. This includes apparation, disapparation, etc.
* **Illusion** - the art of making people believe something happened that didnt. Anything from causing someone a distraction through a mental image through a compulsion through mass hypnosis. Sometimes its a much less use of power to make someone believe they saw something rather than conjuring it for real.

**Secondary Schools**

Secondary schools generally require one or more primary schools as prerequisites. You certainly cannot learn to store power in a magical item if you first do not know how to obtain that power.

* **Invocation** - Putting magic INTO something.
* **Summoning** - compelling items or creatures to come to you whether you know their location or not.
* **Divination** - Scrying, seeing the future, prophecy, etc.
* **Artifice** - The creation of magical items. Starting with single use potions, charms and hexes through useful items. empowering wands and staves, hording power in rings or transforming gauntlets into powerful wards.
* **Necromancy** - anything from talking to the dead to bringing the dead back to life. Requires a few prerequisites.
* **Animus** - The animating of objects with living, yet not conscious characteristics.
* **Conjuration** - Creation out of nothing