Introducing: Arcane Albion (aka Emberrun)
This last year, I have been working on (well, obsessing over) a worldbuilding project I provisionally called Emberrun, due to it originating as something of a mash together of the Emberverse and Shadowrun (originally magic returned all at once at the end of 2019, and our computers failed at the same time. It has become more gradual since.)
The story, as it goes so far, is that magic returns in 2014. April 20th to be precise. But it takes a while to realise it, because magic at this point is almost entirely supernatural perception, with a side helping of telepathy (which extends to the peripheral nervous system -- very important). The effects are noticed far earlier; psychic powers aren't limited to humans, and no one wants to work around the psychic screaming of mistreated animals. Over the next few years, the impacts on healthcare and plant breeding are.... very large. Oh and the Wild Hunt don't consider grouse moors to be sporting enough, so those shut down. And the forests of Albion reclaim much of the island. Also there are certain morphological changes that happen to a number of individuals, due to subconscious self magic influencing bodily processes...
Things step up further in 2019, when oil and gas wells start to clog with polymerised oil, which may or may not have been caused by Extinction Rebellion mages doing a hyperworking. Then a couple of big solar flares get launched on the Winter Solstice and hit Christmas Day. Our most advanced computer chip fabrication gets crippled, too, by all the magical flux -- these machines are incredibly sensitive, and it's impossible to isolate them. After 2019, magic becomes more potent, with some healer mages able to influence over body systems and processes, not just those linked to the nervous system (magic in this world is subtle and based on steering processes, systems; as fun as fireball fantasy is, this isn't one. Until the alchemists get involved.). This includes being able to slow down dying dramatically, meaning people spend hours in an only mostly dead state where emergency medicine can save them, not minutes. In 2034, it's proven that certain individuals can control how materials form, for example they can ensure cooling metal forms a single perfect crystal, or create alloys that aren't possible to manufacture through mundane means. This leads, of course, to all manner of widespread magi(callyproduced)tech. Affordable carbon nanotube tape, high temperature superconductors, metamaterials galore.
Out of all the paracosms I have created, this is by far the most engrossing one. There is just so much potential! If I'm bored with the Aetherpunk Northwest Metropolis (Manchester-Liverpool), I can take a boat upriver into the Enchanted Forests of the Wilds. Or go futher, into the Karst, the sprawling network of caves below the Three Counties where nameless things gnaw the Earth. I can zip through time, from the days of the Extinction War when eco-sabateur mages fought with multinat corps, to the Age of Magsail space opera with psychic pilots duelling it out at ranges close enough that knowing your opponent just pressed the button won't necessarily give you enough time to dodge. Right now I have a campaign semi written for the 2022 Whitby vampire hunt. And been musing over the sort of horrors necromancers, summoning shades of the dead from vitrified brains, could unleash. I have ached for the land of forests and lakes that became of what is presently called the Lake District, its lakeside downs and ferryboats. Considered what abominations life archmages, who have enough control to breed incompatible species and somehow bring the resulting organism to term, might create. Had fun pushing the limits of what might at first glance seem to be a very limited form of magic (it cannot break the laws of physics; it can't even do a simple levitation spell) but turn out to be insanely powerful in the mind of the right sorceress. There is just so, so much in this world that is ripe for stories, and campaigns, and diegetic worldbuilding such as magical textbooks. So much light and dark, so many treasures to satiate desires both subtle and gross...













