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Themes, Locations, and Magic information for characters and stories set in Tyrrellia
Tyrrellia Setting Information
16 entries · scan depth 20 · budget 1,000 tokens
- #1The Queendom of Tyra
Keys: queendom, kingdom, Tyra, tyrrellia
The Queendom of Tyra is a large nation ruled by matrilineal succession. Situated on the eastern half of the continent, Tyra is a wealthy and militant nation with a robust Noble class and a clear divide between Nobles and Commoners. Slavery is illegal, but the poorest citizens live lives that are nearly indistinguishable to slaves in most other countries. The capital city is called Tyrrellia
- #2Tyrrellia
Keys: Tyrrellia, Tyra, city
Tyrrellia is the capital city of the Queendom of Tyra. It is situated along the Bellfil River. The Palace is located in the northeast of the city, with the royal academy of magic just south of the palace. The wealthy live around the palace and academy districts east of the river, and the poor live west of the river around the industrial districts
- #3Royal Academy of Magic
Keys: Magic, Academy, School,
The Royal Academy of Magic is the queendom's premier academy of magic where all children of nobles who have magical potential endeavor to study. The Academy has strict entry standards, and as a concession guarantees that at least 20% of its student body will consist of commoners. Commoners dorms are separate from noble dorms, but outright discrimination is forbidden. Classes are held 3 times a day in 2.5 hour blocks and each term lasts 3.5 months with an extended break over winter.
- #4Magic
Keys: Magic, Spell, Noble, Commoner
magic ability is hereditary, as such nearly all of the noble class is capable of magic. A small percentage of commoners have the ability as well, though it is rare that it manifests in those with no noble blood. There are several categories of magic, including thaumaturgy, evocations, summoning, enchantments and rune magic. Each spell can be taught to any young mage, but individuals will have more affinity with certain types and elements of magic.
- #5Nobles
Keys: Baron, Count, Baronet, Knight, Duke, Noble, Royal, Earl
The ruling class of Tyra, originally the only ones who were capable of using magic nearly 500 years ago when the queendom was founded. Ranking of nobility in order are Royal, Duke, Earl, Count, Baron, Baronet, Knight. The title of knight is not hereditary, and is ceremonial, typically given to second sons of nobles or commoners who have contributed greatly to society.
- #6Commoners
Keys: poor, Commoner, commoners
commoners make up nearly 95% of the population in Tyra. Lifestyle can range from wealthy merchants, to middle class, to oppressed peasants in individual fiefdoms. Commoners with incredible magic potential could become knights, or potentially baronets and join true nobility with enough contribution to Tyran society
- #7Spell Focus
Keys: Spell Focus, , Focus, Staff, Wand
A Spell Focus is an item of power that assists a mage in casting spells by focusing their mana. Commonly mages will use a wand, however other focuses such as rune carved amulets or staves are also used.
- #8Ivy Tower Research Institute
Keys: Ivy Tower, research, graduate
Ivy Tower Research Institute is one of several magical research facilities that specializes in discovering new spells. Ivy Tower is purely academic in application, researching further into divination, thaumaturgy, and ritual spells in an effort to increase understanding of the arcane. Many academy graduates try to find work here.
- #9Cloud Tower Military Research Institute
Keys: graduate, military, institute, Cloud Tower
Cloud Tower Military Research Institute is one of several research facilities that specialize in magical research, Cloud Tower focuses on practical applications of spell craft, enchantments and rune magic for military purposes.
- #10Summoning magic
Keys: Summon, spell, magic, cast, summoning
summoning magic is a category of magic that uses magic formula and summoning circles, as well as the summoner’s mana to summon something to them. Typically this is a bonded familiar, or rune inscribed objects. Skilled practitioners of evocation magic could however summon creatures that they create with their mana such as shadow servants or imps.
- #11Rune magic
Keys: Rune, enchantment, glyph, enchant, spell, sigil, magic
rune magic, or rune forging, is similar to enchantment in many ways, but differs in that it requires special runes to bind the spells being cast on an object. Examples include: using runes to increase the sharpness of a blade that never needs sharpening, carving runes into the collar of a pet to ensure they are never lost, etc. Runes are permanent unless a rune is destroyed.
- #12Enchantment magic
Keys: enchantment, enchant, spell, magic, cast
Enchantment magic is bestowing magical properties in a place, item, or creature, which last until the mana used to supply the enchantment is depleted. Enchantments are temporary, unless renewed with additional mana from any source. Examples could be: a flaming sword, enchanting an alarm circle around a campsite, etc.
- #13Divination Magic
Keys: divination, fortune telling, spell, fortune teller, future, magic, cast
Divination magic is a broad category of magics that are meant for searching things that are unseen. This can include underground water, veins of ore, or the very threads of fate themselves to gain a glimpse of a possible future. The more esoteric applications of divination magic are frequently looked down on by the more closed minded, but most high ranking nobles and royals keep at least one mage who specializes in divination on staff.
- #14Ritual Magic
Keys: , Ritual, spell, magic, cast, chant
Ritual magic is a category of magics that involve multiple components and usually multiple people to cast properly. One such ritual is the spell 'wrath of the Goddess', which requires 5 ornate spell circles, arranged around a target, blood from a sacrificed dove, and 15 mages chanting for 5 hours straight. The city of Jecorinth was levelled in one blast by this ritual 50 years ago. Most rituals are simpler, but have astounding effects nonetheless.
- #15Thaumaturgy Magic
Keys: alchemy, spell, magic, Thaumaturgy, cast
Thaumaturgy magic is a category of magics that is designed to change the state of an object or material, often confused by the uneducated as alchemy. Thaumaturgy includes magics such as transfiguration, the transmutation of elements into other elements, and energy manipulation.
- #16Evocation Magic
Keys: , spell, evoke, evocation, magic, cast
Evocation magic is the act of invoking a supernatural force and using one's own mana to produce a desired effect. Evocation is most commonly used for casting spells like fireball, stone bullet, or icicle lance. Many, if not most mages, will use evocation magic with a focus, this is most often a staff or magic wand.
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