In the mist-shrouded ages of times gone by, Oramis was a much different place. Myths and legends tell us that the world was whole and solid then, a sphere of unimaginable proportions. They say that the world would turn its face away from the sun every day so that a great darkness called “night” would fall, dividing time into alternating days and nights. In this darkness, or so the legends run, one could see lights in the sky - small lights called “stars” as well as a greater light the ancients called the “moon”. The followers of Selene say that this is true and that this moon and their Lady are one and the same. But if that is true, who supplies their powers now that the moon is gone?
They also say that great sections of our world were covered in water. Vast “oceans” of water so great that one could not see the other side, and so deep that one could not see the bottom. Ships plied their trades on the surface of these oceans and great monstrous beasts filled their depths.
Then came the Dragon Lords. From whence did they come? What did they want? What was their purpose? No one seems to know for certain save, perhaps, the elves and dragons - and even they do not have the answers... or so they claim. For ages the Dragon Lords ruled, setting up stone circles and monoliths. Only they knew the purpose for them. Their servants, the elves and dragons, provided the labor, while the native peoples of our world - human, dwarf and twyll - could only watch in awe. Great magical powers the Dragon Lords had, and watching them we learned. We learned about building, about power, and ultimately, about magic. Through their servants, the elves, they began to teach our peoples the ways of magic, and our peoples learned well and true. Many of the people began to worship them, turning their backs on the True Gods. In return the Gods, in their jealousy and rage, turned their backs on us.
If only we had known what was coming....
Everything seemed peaceful according to the stories. Yes, the True Priests and the Followers of the Dragon Lords bickered and fought, but everything else, it seemed, was fine. Then one day the True Priests began to cry, “The end is coming! The Tapestry unravels! Turn away from the false ones and return to the True Faith! Bring their blessings back upon us before it is too late!” But few heeded their warnings.
Then He came. He Who Has No Name. The Incomprehensible One. The Destroyer. The Unraveller. The people cried out to the Dragon Lords to save them, but they could not be found. They and their followers, the Mages, had vanished, deserting the peoples in their time of need. The True Priests gathered their strength and stood up to him, but ultimately it was no use. The Unraveller struck. Without the Gods to protect us the world was shattered like a glass ball into ten thousand pieces.
But the True Priests did not give up. They cried out to the Gods, “Save us!” And thankfully the Gods, in their divine mercy, responded. They drove away the Nameless One, and created a sphere to keep the pieces of our world from drifting away.
Only after the world had shattered and the Nameless One defeated did the mages return saying that they had saved the world for us. The Guild (some of whom were diviners) claimed that it had been able to foresee this disaster months before it actually happened and was prepared. They said that - though unable to completely prevent this event now referred to as the Shattering - they were able at least to save the world from total destruction. After determining how the world would be shattered, the Guild - working feverishly - claimed it had devised magical devices called shard-keys and placed one of them on each piece of land which would someday become a shard. These devices maintain each shard's gravity, atmosphere, climate, and stability. If a shard-key were ever to be removed from the shard it was designed to protect, that shard would lose all of these things and would pose a hazard to other shards as it spun out of control. All of these shards were suspended inside a large envelope of air and set to floating within it in random, ever-shifting patterns.
Millions of people died in the ensuing chaos which followed the Shattering. Common people, blaming the cowardice of the mages for the destruction and death, hunted down and slew many wizards. Much knowledge of magic was lost. Modern mages have yet to duplicate many of the marvels that have been accredited to those ancient wizards - including the magic which created shard-keys!
For centuries mundanes - those who don't practice magic - persecuted those who do, blaming them for the catastrophe that was the Shattering, despite the fact that they were instrumental in saving the world from total destruction - or so they claim. However times and people change. As society began to rebound, people became more and more dependent on those who use magic for trade. There is now a grudging acceptance of mages in most places. However there are a few shards - even today - that still stubbornly cling to the old beliefs, that remain suspicious of those who use magic and continue to support the witch hunters who help to "rid the world of those dangerous people."
RASAMA (the Royal Academy for the Study and Advancement of the Mystic Arts - also known as the Mages' Guild) was originally conceived as a means of controlling and monitoring mages in light of the general public's distrust of them. All mages were required to register with the Guild, and those who did not were shunned and hunted down by witch hunters - betrayed to them by their own brother mages. Today the registration of mages with the Guild continues, despite the general shift in attitudes and the changing views of most people. In many places a mage will not be hired for work unless he is a registered Guild member, and since the Guild still brands those who practice forbidden schools as rogue mages, often those who are not registered will be viewed with even greater suspicion.
Undaunted by the prejudice and persecution they have been the victims of in the past, however, mages have continued to be of great service to man - their greatest accomplishment being the creation of windriggers, flying ships which provide transportation from shard to shard.
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World Explanations...
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Aug 23 2007, 7:05 PM EDT by
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Thread started: Jul 28 2007, 5:08 PM EDT
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For a world whose very survival depends on magic, to believe the population has developed an aversion to mage's needs to be explained. While the premise is an interesting and challenging undertaking, this "world" violates the very mechanics of planets and world-building concepts. Magic, and very powerful magic at that, was deployed to hold the shards together and to allow life to continue on... there are a large number of normal aspects that have to be accounted for in your world design. I would propose that mages are very much sought after by powerful coalitions that need their magic and abilities to keep things together.
I highly recommend... http://www.world-builders.org/ and http://www.sfwa.org/writing/worldbuilding1.htm
Being very technical, I would like to know the answers to the following questions:
How you propose the atmosphere bubble is maintained? How big is the inside space? What happens when a shard moves too close to the outside?
If each shard has its own gravity, normal influences of bodies with gravity will apply implying some kind of "dance" of shards that needs to be engineered... How do you propose this work?
What determines "up"? There are two ways to interpret shattered... the first is to assume that it is like the Earth system asteroid belt where every shard is a world unto itself and subject to the dangers of collision, etc. The second concept is that the world is shattered but everything still points down towards the original core and the shattered pieces are like continents of Earth separated by gaps instead of oceans.
In either case, what happened to the water? How does it rain? How can crops be grown to feed people?
What you propose is very similar to Integral Trees by Larry Niven (http://en.wikipedia.org/wiki/The_Integral_Trees) where your shards correspond to the Integral Trees.
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Last Reply:
RE: World Explanations...
By: ,
Aug 23 2007, 7:05 PM EDT
As far as what determines up, this is my understanding...
Up is the direction which all shards are always facing, which is also towards the sun. The shards orbit freely and randomly within the air bubble and the magic of the shard keys prevents them from colliding. As for the edge of the of the Air bubble, i believe the shards simply "bounce" off it.
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wizards
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Jul 26 2007, 11:54 AM EDT by
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Thread started: Jul 26 2007, 11:54 AM EDT
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I thought we convinced you to avoid the wizard story, and rewrite it into some thing more legendary. the rest of your world looks so good. but this part just seems clunky and unpolished.
--TBM2
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