"Science is a way of talking about the universe in words that bind it to a common reality. Magic is a method of talking to the universe in words that it cannot ignore. The two are rarely compatible." - Neil Gaiman, The Books of Magic
Resonance is the common name for magical abilities possessed by the organic creatures of three of Convergence's four planets. It is uniquely environmental — people from these planets have abilities that are attuned to their surroundings, although different cultural systems tend to inform how each society believes magic works.
Only organic beings have access to planetary resonance, so those who have pursued bionic enhancements will find themselves becoming less and less magical, as they become more and more machine. Post-Convergence, Sentients, the androids who have since achieved their own intelligence and awareness, have no access to resonance at all, regardless of what environment they are from.
Check out a general preview of each planet below (and watch out for more lore drops!)
⚡AUBR features elemental magic involving plants, poisons, electricity, and air; its manipulative magic involves things like biological adaptation, technomancy, probability, and chance. Aubrians believe that magic is karmic — a system built on cause and effect, destiny, and choices.
🌊 ICRILLES features elemental magic involving fire, water, earth, and magnetism; its manipulative magic involves things like gravity, conjuration, enhanced physiology, and life force manipulation. Icrillians believe that magic is embodied — a system built on the exchange of living energy for an empowered result.
🧊 SIOCLITE features elemental magic involving light, dark, cold, metals, and minerals; its manipulative magic involves things like death, decay, entropy, telekinesis, time dilation, and transmutation. Siocletians believe that magic is both alchemical — a system of transformation — and inscrutable — prone to creating unexpected outcomes.
Characters hailing from each of these planets do not have to specify a particular kind of resonance, so long as their expression of magic fits the planet's traits. Most individuals tend to favor specific planetary traits — for example, on Icrilles, a person may prefer water over fire — but it possible to have a general grasp on many of them. We want to let our members flexibly approach their character's abilities, but we'll also keep an eye out for any unreasonable powergaming of the resonance system.
Keep an eye out for our other upcoming lore drops on each of the planets, Convergence itself, bionics, and synthetics, or drop us an ask if you have questions!
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some nights seem darker than others. they’ve an unease about them that seeps through gooseflesh and settles in the meat of your bones like the cold in the thickest of winter. those aren’t always the nights you need to worry about, though. not in a place like exile.
bad things always seem to happen here, like there’s something in the water. or maybe bad things happen here because they’re drawn to the soil the way that we're drawn to doorways; simply and definitely because doorways are where things come to stand. either way, everyone in exile, new and old, has heard the stories. hell, some of them have their own.
the whistler.
if you live in summerset you may, on every third morning at precisely 3:03 am, hear whistling outside your home. it’ll slip between houses, gliding past windows, and make its way down the next street. then the next. the tune as haunting as the time before.
never under any circumstances, no matter how curious your mind, should you peer out your window to find the source of this whistling. not even the tiniest peek. for you will not like what you see and quite possibly, wouldn’t be able to tell a soul if you did anyway. people who see him just aren’t quite the same after. it changes them. almost as if their very souls had been drained from their bodies leaving nothing more than the shells that used to house them. leaching all of the goodness from their lives and infecting them with an unluckiness that spreads to everyone they so happen touch. and whatever you do, if the whistler comes knocking, do not answer your door. we still haven’t found the lost souls who have to tell their stories, yet.
blackwood grove.
if you find yourself travelling far past the stench of the wealthy that reside in ivy hill, you’ll come upon a sweet little sign on iron gates that says blackwood grove. rows of pretty new houses that were rebuilt within the last century. one of the many parts of exile’s history that it’s tried so desperately to brush under the rug. unfortunately for exile, the events that transpired there refuse to be erased. in 1692, as many of you already know, salem cast it’s first witch trials. and over the next year or so where more than two hundred people were accused, thirty were found guilty. some were executed by hanging, while others were imprisoned and died without seeing the light of another day. one was even pressed to death. what you didn’t know─unless you live here, of course─ is that exile was much, much worse.
the rumors of witches being burned at the stake originated here. because that’s exactly what they did. any woman found practicing witchcraft were made marvelous examples of. they were taken to the edge of town, stripped bare of their clothes and pride, bound them and set aflame in front of the entire town like it was some sort of spectacle. they’d cave in the heads of their children and drown their little babies to stop the spread of any wickedness they may have passed on. and one day, the fire burned so hot and high and out of control, that it scorched the earth killing any living soul for acres who happened to be standing on it. and it was called a tragedy.
they say that land is haunted now. cursed. legend has it, it was an angry soul that took vengeance on the people. the very ones who watched as they burned, only days prior, ignoring their pleas of innocence. that a single ember of their charred soul drifted into the flames and ignited it with pure destruction. and as for blackwood grove, no one who lives there tends to stay for long. leaving rows of vacant homes as a warning to those nearby to stay very, very far away.
we call to clara grace.
according to legend, if you're trying to invoke the spirit of bloody mary, you're to lock yourself in a darkened room and chant her name thirteen times whilst looking into a mirror and she'll appear; a gauntly corpse screaming yours, thirteen times back. maybe curse you, drink your blood, scratch your eyes out. but that's a fool's legend created to protect you from the real one.
the room must be dark, yes, but in one hand you'll need a candle to appease the shadows. a virgin wick if you want to try your best at not offending them. the other, the one you've soaked in the pond water near [hood/location], will need to be pressed against the glass. a hand to hold the way lovers do. and finally, you'll call out her name three times with eyes closed and when you've opened them she'll be there, waiting for you.
but when you call to her, do not let bloody mary slip from your lips. her name is clara.
now, they say if you've been hurt or met with death, she'll be kind. understanding that, like her, you too have suffered. and she'll leave you. but if you have blood on your hands─accidental or otherwise─or hate in your heart, she'll grip your fingers tight and pull you into the mirror with her. never to be seen, again.
of course, others will tell you something a little different. that she pulls you in, but not entirely. only enough to leave a gaping wound in your arm. a blood curse that causes you to hallucinate terrifying visions like bugs crawling out of your orifices or noticing your own rotting from the inside out. a preview of what’s to come. and the only thing there is to stop it is by swallowing a sliver of the old burning posts, a sliver the weight of your crimes, of your guilt, before she takes you. because by then, it’s far too late. the only thing that’ll be left of you are the little pieces that your family will find, one by one, until the day they join you.
bloody mary is just a story. clara grace, however... was a witch.
the wood.
at first glance the wood of exile seems beautiful and lush. give them a further gander and you will feel the distinct unease, stay a little longer and you’ll find that people have gone missing or tend to get lost in the thick expanse of nature. and time? it has no meaning once you’ve crossed the treeline. the hand of time clicks on by while the trees come alive. some people swear they whisper to them, luring them in. further and further. others see their lost loved ones at the edge of the wood, a shadow, a shape… sometimes something that they can’t quite explain.
there’s something in the wood. many swear to never step foot in that terrain, others find it helps to seek permission and ask for safe passage before they trudge through the unholy soil. if you're smart you would stay away. these woods have devoured more than their fair share.
not enough for you? don’t worry, we’ll be allowing members to add to our current lore (via request or forum experience) as well as create some themselves to be added sitewide. there will also be new lore with certain subplots that will pop up when the time comes, depending on how many twists the site takes as we grow.
I love how the Trickster's Magic Cards for the 2017 Trickmurk Circus are the images from Runestones of the Arcanist. It’s a nice tie-in to site Lore in my opinion and makes the Runes even more interesting to me.
I just imagine dragons sitting around with incense burning and candles lit, reading the future from picking rune stones or using the cards like the tarot and it makes me happy^^
(The four dragons are used only as example since they have some of the clearest card images that show some of the runes.)
RL to Sornieth
Month = Year
Week = Season
Day = 14 Days (365 in year)
Sornieth to Sornieth
4 Seasons = Year
3 Months = Season
7 Days = Week
Month = 28(1)/30(4)/31(7) days
Leap day every 4 years
Month layout similar to RL
Month long festivals at end of year
Dominance lasts a season
January - Year of Frost
Febuary - Year of Trickery
March - Year of Gales
April - Year of Tides
May - Year of Growth
June - Year of Luster
July - Year of Sparks
August - Year of Embers
September - Year of Magic
October - Year of Rot
November - Year of Stone
December - Year of Rest
The last season in a year is dominated by the celebrating flight as a sign of the Reigning Deity’s influence and as a gesture of goodwill. Breaking this tradition is highly frowned upon, and many consider it a taboo of the highest degree. It has rarely happened, and the times it did are spoken with scorn and disgust and remembered as an attack on the Reigning Deity’s flight.
History recorded in either the eras of Before Pillar’s Fall (BF) and After Pillar’s Fall (AF) or by the ages First Age (FA), Second Age (SA), and Third Age (TA). Some historians further split up the eras and ages by world-changing events. (ex. the Pillar’s Birth, Arcanist’s Creation and Shade’s Return)
Fully writing a date can get very long depending on the way it’s recorded
(ex. (Today) Year of Frost, Season of the Icewarden, 11th month, 18th day)
Many write the date in either some sort of shorthand (18th of 11th, Frost and Ice) (day of month, year title and flight) or use the Ages/Eras as a guide for the year (like we would write day/month/year (though that would be confusing and I would use XX to replace the year so I wouldn’t have to figure out the eras so it would be 18/11/XX)).
Credit to this thread by FlightHopper on FR, this post by @hungrytundras, and this post by @birdskull-fr, and clarax on FR for the basis of my ideas on how Sornieth’s time works and how dominance affects it.
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The place where you can make trades with other players.
Also the accepted location of Biblical demonic summonings.
Ruled over by the Greek Goddess Hecate
And the African God Elegba (among other names/regional variants)
Why do dragons want to trade at the crossroads again?
(Oh wait - there’s a lot more though I can’t vouch for all of them, nor the legitimacy of the source: The gods, goddesses, and spirits of the crossroads introduced here are a fraction of the deities worshipped and respected in a number of cultural and ethnic traditions. You’ll meet Maximon of Guatemala; Bhairava of India; Hermes of the Greeks; the Haitian Papa Legba; Hecate, the Greek goddess of witches; Chimata-No-Kami of Japan; and many others. [Source] )
Dragons are rare, prideful, and highly territorial creatures characterized by their sheer size, impenetrable scales, and long lifespans. They traditionally live in mated pairs and rule over the same territory their entire lives. They have a strong culture valuing beauty and strength, with an emphasis on finding a desirable mate and having children.
With the rise of modern technology, dragons were hunted nearly to extinction two hundred years ago by a rising hunter group called The Order. Many surviving dragons were forced to leave their closely guarded territories, assuming human forms in order to hide and survive in modern society.