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Sansaria

Lorebookfrom Chub

A fantasy world with a focus on its hard magic system.from Chub

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2 versions

Sansaria

30 entries · scan depth 25 · budget 5,000 tokens · recursive scanning off

A world of wars, demons, and power amongst the individual.

Book settings
  1. #1Hemotypes

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Hemotypes are essentially the separate variations of Humans.

  2. #2Keyfuls

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Keyful is a hemotype. They have very little physical sexual dimorphism, in the form of females having more vibrant feathers than the males. Their skeletal system consists of hollow bones and a sharp skull, along with sharper appendages. They have patches of feathers on their wrists, ankles, elbows, and knees, bits of scales on the ends of their limbs, and talon-like hands and feet. They often have lankier bodies than other hemotypes. Their bodies do not truly forsake them from any given climate, they can survive in the majority of places in Sansaria, if not with a little external aid. Their feathers and scales can come in a multitude of colors. The only mental sexual dimorphism is the tendency for females of this hemotype to be more violent then the males. They are considered by many as the default and most common race, there are very few areas where they are not at least semi-common. There are a few areas of which this hemotype is discriminated against. This hemotype can reproduce with Lorfals, and can obtain hemomutes.

  3. #3Lorfals

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Lorfal is a hemotype. They have severe physical sexual dimorphism in the form of smaller, leaner males and larger, bulkier females. Both sexes have a somewhat robust skeletal system with slightly shorter arms then other hemotypes. Both males and females of this species have any variety of a set of dual horns upon their upper forehead. The front of their skulls, and especially their snouts, have a somewhat long and moderately narrow shape. They have no mental sexual dimorphism. They are often more straightforward and simple than other hemotypes. They often lean towards minimalism and neat categorization. They are most common in the north or in extremely cold places, and mildly rare in other places. In the vast majority of places they are not commonly found in, they are not discriminated against. This hemotype can reproduce with Volknids and Keyfuls, and can obtain hemomutes.

  4. #4Volknids

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Volknid is a hemotype. They have moderate physical sexual dimorphism in the form of mammaries on females, and more curvy bodies on males. Their skeletal system consists of slightly longer limbs then other hemotypes, along with moderately denser bones. Their skulls have moderately long snouts and wider cheek bones, but less vertical size on their slanted, flat skulls. They have heavy patches of fur on their upper chests, lower backs, and on their limbs below their elbows and knees, along with a thick, fluffy tail and more animalistic appendages upon their hands and feet. Due to the lack of sweat glands, they often struggle to exist in hotter temperatures. Their metabolism requires them to moderately more than other hemotypes to sustain themselves. They have moderate mental sexual dimorphism in the form of more timid males and more aggressive females. Both sexes make stronger social bonds then other hemotypes, and have strong protective instincts. They are common in temperate and colder climates, and are very rare anywhere else. In the vast majority of places they are not commonly found in, they are not discriminated against. They are known for their appetites and loyalty. They can reproduce with Lorfals and obtain hemomutes.

  5. #5Yunfers

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Yunfer is a hemotype. They have mild physical sexual dimorphism in the form of side facing antlers on males, and backwards facing antlers on females. Their skeletal system is small and compact, with fur covered unguligrade legs, and hooves in the place of their feet. Their skulls are pointy towards the front. The females of this hemotype have twenty-four month long pregnancies. They have no mental sexual dimorphism. All of them are natural arcanites, with exceedingly faster default generation speeds then the other hemotypes. Their brains are tuned in a way where they struggle at learning multiple things, so individuals of this hemotype are often attuned to a single craft. They are often cold and calculative. They are very, very rare everywhere except for specific places where the population consists of only their hemotype. In places where they are exceedingly uncommon they are either heavily discriminated against, or idolized, usually the former. They can obtain hemomutes.

  6. #6Faunafolks

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Faunafolk is a hemotype. They have an extreme variety of what their physicality can be, depending on which animal they are based off of. Regardless of what they are based off of, they almost always have a humanoid and human-like body, standing upright, having two legs and two arms, etc. They have behaviors influenced off of what animal they are based off of, but they still retain human intelligence, and can resist certain instincts. In most places they are mildly uncommon, there are very few places among Sansaria that you will find devoid of them. There are a moderate amount of regions that discriminate against them. They can obtain hemomutes.

  7. #7Hemomutes

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Hemomutes are specific severe mutations that certain hemotypes can be born with regardless of if their progenitors had hemomutes. Hemomute genes are extremely dominant once activated, meaning any Human with a hemomute will be guaranteed to pass it down if they are to reproduce.

  8. #8Sacius

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Sacius is a hemomute. This hemomute’s observable aspects consist of pointier ears, heterochromia, and vitiligo. The effects of this hemomute, consist of the inability to sleep, and the permanent stabilization of cell reproduction at the age of twenty five. This stabilization, means that once a Human with the sacius hemomute turns twenty five, they will never get any older. This also means that they require certain chemicals to heal wounds. This hemotype is hard to recognize sometimes, and when it is, in most regions it is highly frowned upon.

  9. #9Vilikeis

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Vilikeis is a hemomute. This hemomute’s observable aspects consist of the eyes looking like a window into a starlit sky. The effects of this hemomute, consists of being unable to see normally, yet still being able to perceive brightness to a very sensitive degree, and constantly having extremely good arcanic perception, beyond what perception sourcing could ever achieve on a normal Human, and without any need for arcana or arcanic manipulation. Humans with this hemomute are often used as tools because of their arcane senses.

  10. #10Benikes

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Benike is a hemomute. This hemomute physically changes the body of those born with it to be more alike to the benevolent nullspawn that would form in the region they were conceived in. In most regions, there are mixed feelings about this hemomute, and some with it are even killed as soon as they are born. Humans with this hemomute are often met with discrimination, veneration, or ostracization.

  11. #11Malikes

    Keys: racism, discrimin, species, hemotype, race, hemomute, heritage

    Enabled · After character · Order 10 · 100%

    Entry settings

    Malike is a hemomute. This hemomute physically changes the body to be more alike to the malevolent nullspawn that would form in the region they were conceived in. In most regions, this hemomute is seen as evil and as a direct threat, most with it are killed as soon as they are born. Humans with this hemomute are often met with violence and discrimination.

  12. #12Planet

    Keys: continent, location, world, planet, underworld, overworld, region, geology, sansaria

    Enabled · After character · Order 10 · 100%

    Entry settings

    Sansaria is a planet split into two, its underworld and overworld. The space surrounding holds a sun, six moons, and an asteroid belt. Its overworld is divided by mountain and sea into nine continents, Its underworld into three by narrow tunnel and steep cliff. The star that Sansaria revolves around is Scliea, Scliea has a bright pink color, its rays often shining through the planet’s asteroid belt. The closest planet in the solar system to Sansaria is Bufahr, it is a mint color and is very large from the perspective of anyone gazing across it from Sansaria. The six moons of Sansaria that are separate from its asteroid belt are Selvethra, Nyxora, Virellan, Kareth, Thalos, and Lumirae.

  13. #13Underworld

    Keys: continent, location, world, planet, underworld, overworld, region, geology, sansaria

    Enabled · After character · Order 10 · 100%

    Entry settings

    The underworld overflows with arcanic radiation, malevolent nullspawn, and rifts. Most of the kingdoms and factions of which reside in the underworld consist of a hardened populous, with cultures forged in war and constant peril, their languages in the clicking of tongue or other subtle oral noises, as to be hidden amongst the most dangerous entities arcanic radiation can form. There are few ways to get to and fro the underworld and overworld, and most do not wish nor try to travel between anyhow. The majority of pathways between that do exist, are either large caves or massive subterranean infrastructure.

  14. #14Technology

    Keys: knowledge, fabricat, smith, weapon, metallurgy, technology

    Enabled · After character · Order 10 · 100%

    Entry settings

    Although Sansaria has many different civilizations at drastically different levels of technology, there is a general consensus of what is known and what is not. Most civilizations upon Sansaria are at a level of technology similar to the medieval or renaissance era, some are at a tribal level of tech, and some civilizations even have things like trains and gas cycled firearms. The general limit is the inability to make plastics, electronics, and gas powered engines.

  15. #15Nullrift dungeons

    Keys: dungeon, mercenary, adventurer

    Enabled · After character · Order 10 · 100%

    Entry settings

    To ensure that malevolent nullspawn and nullrifts don't spawn inside of or next to cities, or other vulnerable resources of the such, nullrift dungeons are built. Nullrift dungeons are built by burying an arcanic radiation relay underground, this relay will gradually form two rifts. The first rift is called the ‘locational nullrift’, and the second is called the ‘siphon nullrift’. The locational nullrift encompasses the entire subterranean area that the arcanic radiation relay was placed in, slowly and permanently morphing the area into one of a myriad of different dungeon archetypes, until it is fully transformed. Once the dungeon’s form is fully changed, the locational nullrift will keep it stocked with treasures, and nullsteel. The nullsteel found in dungeons is often either part of the treasure located at the end, or as nullkite that can be mined from the dungeon’s ever repairing form. This means that the dungeon can never run out of treasure. The locational nullrift is incapable of letting any entities or objects cross between Sansaria or the Null. The siphon nullrift is at the bottom of the dungeon, it will never close on its own, and will let a steady flow of malevolent nullspawn into the dungeon. The way that the locational rift forms dungeons, often fills them with traps and dangers, along with giving them a format that makes them confusing and difficult to navigate through. At the end of a dungeon, is often a single, yet very powerful malevolent nullspawn, along with a large treasure that might include some nullsteel. Dungeons are usually built in places with really far ranging and dense infrastructure, using adventurers and dungeoneers to keep the dungeon’s malevolent nullspawn from overflowing into whatever city it was built under. The individuals that clear dungeons are often doing so for the treasure that can be found. The entrances to dungeons are often crowded by merchants selling equipment and magickers selling blessings, along with a relay crystal for any dungeon delvers to come back up with. Dungeons are often very good for the economy of whatever city, town, or capital it was built under.

  16. #16Metallurgy

    Keys: knowledge, fabricat, smith, weapon, metallurgy, technology

    Enabled · After character · Order 10 · 100%

    Entry settings

    Due to the existence of temperature influencing arcane conjurations, and other telekinetic conjurations, metallurgy is quite advanced upon many places on Sansaria. The standard of blade steel in many places is ‘crucible steel’, which is almost always made with the use of arcane conjurations. Damascus is a common choice of steel for extremely high quality weapons. Crucibles are often perceived as a substitute for temperature based arcane conjurations.

  17. #17Nullkite

    Keys: , nullsteel, expens, nullkite

    Enabled · After character · Order 10 · 100%

    Entry settings

    Nullkite is a metal of which is found only in the Null, it is a heavy and dense material, of which the color could be a myriad of vibrant hues depending on the region. Nullkite is almost always refined on its own, into a processed material known as ‘nullsteel’. Nullsteel is extremely valuable, and held in higher regard than gold in most places across Sansaria. Nullsteel’s properties are that of being extremely durable, decently flexible, and capable of being sharpened to a razor-sharp edge, the main drawback of Nullkite when making weapons is its heavy weighted nature. The melting point of nullsteel is so high that it is practically impossible to forge it without extensive arcanic conjurations. Rarely is a piece of nullkite found in the null with no arcanic radiation within, a large part of the process when making nullsteel, is getting all of the arcanic radiation out.

  18. #18Firearms

    Keys: knowledge, fabricat, smith, weapon, metallurgy, technology

    Enabled · After character · Order 10 · 100%

    Entry settings

    There are essentially five categories of firearms used across Sansaria;

    • pseudo cannons; euokas, handheld cannons
    • flintlocks; flintlock rifles, flintlock pistols
    • basic cartridge fired; bolt action rifles, single action revolvers
    • basic gas cycled; open bolt firearms, semi auto firearms
    • advanced gas cycled; full auto firearms, light machine guns, rifling Pseudo cannons are common across Sansaria, often used by farmers or militias. Flintlocks are also common, often used by militaries as either backliners or shocktroops. Basic cartridge fired guns are rarer, sometimes used by elite troops or recon units in various militaries. Basic gas cycled guns are common ornamental weapons for nobles and monarchs, often in the form of a small, gold and gem adorned semi-auto handgun. Advanced gas cycled weapons are extremely rare, almost only used by the most skilled and powerful of mercenaries and soldiers. Cartridges take lots of time and coin to mass produce for the vast majority of boomsmiths on Sansaria.
  19. #19Warfare

    Keys: battle, war, economy, weapon, kingdom, blood

    Enabled · After character · Order 10 · 100%

    Entry settings

    War is a regular occurrence in Sansaria, especially in certain, more crowded regions. The usual motive is land or materials, and due to the generally high population density, kingdoms seldom run out of soldiers to throw at the opposition. Soldiers are often armed with medieval weaponry such as shields, swords, polearms, bows, and balearic slings, but are also often given flintlock rifles. Since only few are arcanites, armor, weapons, and tactics are built around non-arcanite on non-arcanite combat. Arcanites are usually utilized by militaries as smaller elite units, military use of arcanites usually focuses heavily on conjurations rather than sourcing.

  20. #20Arcanites

    Keys: magic, arcan, sorcer, conjur

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arcanites are living things who have the ability to generate and manipulate ‘arcana’. The amount of humans who are born as arcanites, covers about 3% of the population, and when a human is born a ‘natural arcanite’, they usually develop the ability to generate at the age of eight. The chance of a human being born a natural arcanite is highest when both of its parents are arcanites, lower when only one is an arcanite, and lowest when neither are arcanites. Some more powerful demons can form as arcanites.

  21. #21Arcanic generation

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arcanites can utilize arcana by generating it from their prefrontal cortex and manipulating it with their motor cortex. The vast majority of arcanites cannot retain arcana for long periods of time, as any lapse in focus will result in the energy scattering from the arcanite’s control and expending itself. This is called ‘shattering’ in arcanic settings. This means that although humans have no limit to how much they can hold in their bodies at once, even those experienced in generating arcana won't be able to do it for long before they accidentally shatter. When an arcanite imbues something outside of themselves, their arcana travels from a specific part of their body’s surface in a straight line to wherever they sent it, where an arcanite sends arcana from often carries little consequence, and is of their choosing, for example; their left index finger or right elbow. Once arcana has left the arcanite’s body, they can no longer change the direction or purpose of the arcana. The range of which arcanites can send arcana, depends on their aptitude of arcana manipulation. Arcanites can send arcana from severed parts of their body, like a vial of their blood or a lock of their hair. Arcanites cannot manipulate arcana that was generated by other arcanites. Exactly one third of an arcanite’s maximum generation pace is called their ‘tripoint’. When an Arcanite generates at their tripoint speed or slower, it is called ‘undergenerating’, and when an Arcanite generates above their tripoint, it is called ‘overgenerating’.

  22. #22Arcanic exhaustion

    Enabled · After character · Order 10 · 100%

    Entry settings

    When an Arcanite overgenerates, the speed of which they are generating causes a specific part of their prefrontal cortex to wear down, this specific exhaustion of the brain is called ‘arcanic exhaustion’, and when an Arcanite receives enough arcanic exhaustion, they are rendered completely unable to generate arcana, this is known as ‘complete arcanic exhaustion’. How long it takes an Arcanite to undergo complete arcanic exhaustion depends on how fast their maximum generation speed is, and once they get it they usually take one to two days to recover. It is common for an Arcanite to have a headache or migraine along with general compromise of the prefrontal cortex when recovering from complete arcanic exhaustion. When an Arcanite is under complete arcanic exhaustion, they do not lose the ability to manipulate arcana, only the ability to generate it. As an Arcanite receives more and more arcanic exhaustion, their temporary maximum generation speed exponentially increases, yet their tripoint stays at the same speed.

  23. #23Arcanics

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    There are two main ways to utilize arcana by manipulating it with the motor cortex; sourcing, and conjuring. Sourcing is the act of imbuing arcana into a target and using the arcana to increase the proficiency of one of its aspects. An example of this would be an Arcanite sourcing their muscle’s strength aspect to make themselves physically stronger. Conjuring is the act of discharging arcana into open space in a fashion that forms it into an entity, the specifics of how the arcana is discharged dictates how much arcana will be allocated into each of its aspects. An example of this would be an arcanite forming fire in front of them and shooting it forward as a projectile. The term; ‘aspect’ in an arcanic setting, refers to the specific qualities of sourcing targets and conjurations, such as durability, strength, or speed. It is impossible to increase aspects of a target that it entirely lacks, for example; a metal cube cannot have its perception increased, and in the same way, neither could a conjured flame. ‘Arcana efficiency’ is the ratio of arcana input to aspect output, it dictates exactly how much an aspect of a conjuration or sourcing target increases when a specific amount of arcana is poured into them. The further developed an aspect is, the better arcana efficiency it has, for example, glass would take far more arcana to double in durability then steel would when sourced, and when conjuring the same concept is applied, for example, pouring the same amount of arcana into the projectile speed aspect of conjured flame as conjured lighting will result with the lighting conjuration having a far larger percentile increase to its projectile speed than the conjured flame. Arcana poured into sourcing or a conjuration is not consumed, it still exists there, and can be repurposed by the arcanite that generated it via arcanic manipulation. Components are steps an Arcanite can add to a conjuration to better the arcana efficiency of its aspects. There are two main types of components, oral components, and somatic components. An oral component will usually consist of saying something specific right before discharging arcana into a conjuration. There are two categories of somatic components; gestures, and signs, gestures are large motions usually including the limbs, while signs are specific symbols formed with the arcanite’s fingers. Visibility is a component found in the casting process to almost every conjuration, it increases arcana efficiency heavily, and unlike the other types of components, it has to be intentionally removed from the casting process of any given conjuration. A conjuration cast without the visibility component, cannot be seen. When an arcanite sources the perception aspect of their eyes, they can vividly see arcana and arcanic radiation, the same can be done by sourcing the perception aspect of their ears, noses, or any other sense.

  24. #24Arcind

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    When an arcanite begins to generate arcana, a twenty-seventh of all generated arcana stays in and around the prefrontal cortex regardless of how the arcanite attempts to manipulate it, only fading when the arcanite shatters. This residual arcana, is known as the ‘arcind’. The part of the arcind’s arcana that resides within the prefrontal cortex sources its generation speed factor. Because the arcind takes a small portion of all generated arcana and turns it into faster generation speeds, arcanites will generate faster and faster if they generate without stopping. When an arcanite generates for the first time, the arcind only takes the shape of their prefrontal cortex, overlaying that physical part of their brain, but as arcanites spend more and more time generating, their arcinds slowly change shape. This change usually takes place over the course of months, and is not affected by the arcind’s constant forming and unforming. Factors such as an arcanite’s personality, race, felt emotions, used conjurations and sourcing habits all play a role in how their arcind forms. The shape and ‘development’ of an arcind is responsible for the arcana efficiency of the prefrontal cortex’s generation factor. This means that greater developed arcinds increase generation speed far more than lesser developed arcinds. The formation of an arcind also influences the color of its arcanite’s arcana, the default color for a human’s generated arcana is white, though it changes as they develop their arcind.

  25. #25Multiplied discharge

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    When an arcanite with an at least mildly developed arcind executes an arcana-imbed strike as an action perfectly aligned with their arcind, the arcana used in the attack triples, and its color inverts, both changes last until the arcanite shatters. When an arcanite successfully executes a multiplied discharge, it considerably progresses the development of their arcind. When an arcanite lands a multiplied discharge, their maximum arcana generation speed triples for three minutes, it also mildly relieves any arcanic exhaustion they might have had.

  26. #26Arcanic dominion

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    Sometimes when an arcanite has an absurdly well developed arcind, they can develop an ability unique to them, this ability is called an ‘arcanic dominion’. An arcanite can only obtain an arcanic dominion in the midst of a life threatening event, and they will have considerably greater skill with using said ability in the encounter they developed it in, then immediately after. Once an arcanite gets out of the situation that caused them to gain an arcanic dominion, they will have to learn it from scratch. Arcanic dominions are often evidently separate from conjurations and sourcing, most who obtain one, use it as the cornerstone of their fighting style. An arcanite can only obtain one arcanic dominion, and the ability simply cannot be taught to others.

  27. #27Arcanic manifestation

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arcanic manifestations are one of, if not the most difficult application of arcana an arcanite can execute, requiring a thoroughly developed and refined arcind. To execute this ability, an arcanite uses advanced arcana manipulation to apply their arcind to the physical area around them, often changing the landscape around them dramatically. An Arcanite within their own manifestation can control it thoroughly, they are able to do things like applying their conjurations or arcanic dominion to the manifestation. Activating an Arcanic Manifestation requires a very large amount of arcana, meaning the activator will almost always need to generate past their tri-point and incur an extreme amount of arcanic radiation, along with adding oral and type two somatic components to the action. Once an arcanite is within their own Manifestation, their maximum generation speed triples, and until the manifestation is gone they are rendered immune to the effects of arcanic exhaustion, though can still receive it. About six minutes after activating a manifestation, potentially later if the activator’s manifestation is particularly refined, it will enter an ‘overclocked’ state. In this state the manifestation will no longer protect them from the effects of arcanic exhaustion, and the manifestation will start to demand arcana at an increasing rate to remain in existence, meaning that if the activator were to shatter, the manifestation would disappear immediately. The activator of a manifestation can de-activate the manifestation at any time and for no cost. When an arcanic manifestation is broken, the location it took over returns to its prior state.

  28. #28Arcanic radiation

    Keys: magic, source, manipulat, conjur, tripoint, arcan, sorcer, generat, shatter, null

    Enabled · After character · Order 10 · 100%

    Entry settings

    Whenever arcana is expended via an arcanite shattering after generating, the arcana is transformed into arcanic radiation. Arcanic radiation naturally falls downwards to the center of the planet, it moves slowly through air, and far slower through denser matter like wood, brick, dirt, or stone. Due to arcanic radiation travelling downwards, the underworld is full of it, along with geological formations like valleys or canyons, but to a smaller degree. This also means that places like mountain peaks have very low arcanic radiation. Arcanic radiation is naturally drawn to itself, it will gather into one place, but cannot densify too much, so larger amounts of it will take up more space. The main effect of arcanic radiation is that it will slowly apply beliefs held by nearby humans to reality, turning cultures and religions into feasible anomalies. Another thing arcanic radiation will do, if there is enough of it in one place, is form entities known as ‘nullspawn’. Nullspawn generally fall into one of two categories, malevolent Nullspawn, and benevolent nullspawn. Malevolent Nullspawn usually take the form of malevolent entities from the religions, myths, and cultures of nearby Humans, their behavior often takes the form of simply seeking and killing Humans. Benevolent nullspawn however, do not form nearly as often as malevolent nullspawn, they often take the form of benevolent entities from the religions, myths okay you get it. Their behavior is often that of guarding Humans from malevolent nullspawn, or helping villages or cities with advanced arcanics. Nullspawn of either type can come in many different levels of power and intelligence, depending on how much arcanic radiation they were formed of. Unbeknownst to most, every feasible deity of Sansaria is a nullspawn. When arcane radiation is produced, it takes the exact shape and size of the arcana that expended to create it, allowing it to be seen by arcane senses. Religions and cultures of which many follow, hold heavy influence over reality due to the presence of arcanic radiation. When Nullspawn are killed, they simply turn to smoke and disappear.

  29. #29Divine magicks

    Keys: bless, witchcraft, divine, curse

    Enabled · After character · Order 10 · 100%

    Entry settings

    Divine magicks are the art of using the effect religion and culture has on reality, often to execute rituals with the effects of blessings or curses on people or equipment. A very common use for divine magicks, is the destruction or creation of nullspawn, many of the powerful benevolent nullspawn in existence have been formed by divine magickers.

  30. #30The Null

    Keys: null

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Null is a world that mirrors Sansaria, it is a place overfilled with immeasurable arcanic radiation. Sometimes, when there is a particularly large amount of arcanic radiation in one place, a ‘nullrift’ will form. Nullrifts are feasible two dimensional portals of which malevolent nullspawn will pour out into Sansaria from until they close. Nullrifts form because the lesser amounts of arcanic radiation in Sansaria are pulled to the greater amounts of arcanic radiation in the Null, meaning that if there is enough of it on one place in Sansaria, it will be pulled to the Null, it will begin to push against the fabric separating the two worlds, until that fabric gives, and a hole is torn right through. The Null seems very similar to Sansaria, the two main differences are the deafening aura of dread and overwhelming amounts of powerful malevolent nullspawn within the Null. Areas of especially high arcanic radiation within the Null will appear warped, as if a fish eye lens was applied to the center of the energy’s density.

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