Arcana
“Everyone is capable of learning Arcana. It exists all around us in the form of Esen, found in the smallest grain of sand, to the highest mountain peak. In some, it lies dormant but always aware, as when one is shaken by anger or is able to sense when they are not alone. Esen is alive and it moves through all of us.” Soren Everfield — Master of Runes.
There is no record of the first to discover Arcana, lost to time or fire and war, as most things often are. History has a tendency to remember only the few who use such vices for acts of good or great evil. There are, however, those who have dedicated their lives to the craft, both living and dead, who have recorded and kept their findings hidden throughout the ages. Some have provided just enough information to lead curious minds down the rabbit hole of dangerous possibilities, giving answers that would only arouse more questions.
The use of Arcana in the present world is common, ever evolving, and yet, still unknown. Schools have been erected to study these disciplines, known as the Twelvefold or Laws of Balance, in hopes of understanding their connection to the world around them. If one thing is certain, Arcane knowledge, practice, and application are limitless, but so too are its consequences. Those that seek to discover great power may find exactly what they seek, and expect to pay the ultimate price for its acquisition.
*** Note: Move To NPC Section Info: One such magus is, Soren Everfield. Believed by many to be the Anti-Wizard, Soren’s life work was devoted to the practice of finding ways to stop or limit the power of Arcana with anti-spells in the form of special symbols he called runes. Little is truly known about his work beyond the basics of halting elemental Arcana, something many of the indigenous races of Noar are attuned to. There are those who worked as apprentices of Soren, who now wander the world teaching and refining his craft. Similarly, those who use Arcana for the wrong reasons, are just as likely to pass on their talents, keen on stubbing out the flame of good.
Esen is the energy that runs through all things residing in the world of Noar; those of the living, the dead, and everything in between. It exists in everything and is seen everywhere from the blossoming landscapes and furious storms, to the flesh, sweat, and blood of mortals and creatures alike, and the unimaginables that linger in the other realms. The art of sensing, manipulating, and controlling this energy with your own is what is defined as Arcana.
Many people have claimed to see this energy in different forms, that being of strings, orbs, an aura, or mist of enchanting, ethereal light. Its appearance is entirely based on what or who the energy is flowing from and/or through. For example, if one is trying to manipulate esen from a collection of trees, they might see soft green strings or a mist reach out from its trunk, branches, or roots. When casting spells, esen manipulation is based on the requirements of what is being cast thus, the mage may have to recite words, perform gestures or motions, draw circles, runes, or offer sacrifices to produce a successful outcome.
Mortals are a different matter entirely as their esen signatures are never the same and completely unique to anything in the world. They can have a variety of colors appear in their esen and produce it in multiple ways either by gesture, voice, tattoos, from tombs, artifacts, enchanted items, or rituals.
While all things carry esen, not everything can manipulate the energy. Some are more sensitive to its presence than others. Some are never able to sense it at all within their lifetime. There is no rhyme or reason as to why this happens, though mortals like to speculate it is the Gods’ way of playing a hand in the mortal’s fate for their past life deeds. Even so, should these individuals incapable of manipulating esen wish to use it, they are limited to enchanted items and artifacts only, as these things are already equipped with power and spells to be used freely by anyone.
Esen may also be extracted from nature and other living/non living things through intense focus, practice, and meditation. Resting also helps a mage refuel their esen pool, though this is slow compared to mediation. Just like other natural resources, Esen can be depleted in areas where Arcana is commonly used. If there is no balance maintained when these depletions occur, the toll they take on the surrounding environment could be quite devastating. These depletions may result in barren wastelands void of any life and require a vast amount of time and energy to see them returned to the way they once were.
Mortals who are completely drained of esen, be it by their own hand or from the hand of another, will likely meet the same fate. Should a magis’ esen pool become depleted, there is likely no consequence unless they push the boundary by continuing to manipulate other energies they have no power doing so. This push causes an instinctual reaction to occur within the caster where they begin to pull esen from their surroundings. As stated before, this process is slow, thus this reaction turns on the caster and starts to drain the energy from their skin, blood, and bones. If the manipulation is stopped in time, the caster might recover with intensive care and some lifelong damage/side effects. If it continues, however, the individual will slowly mummify before crumbling into dust.
One might also extract another being’s esen, with or without consent, though this action is very invasive and considered a crime in some parts of the world if it is done with malicious intent. Depending on the individual and their mental and physical fortifications, it is often difficult to siphon their energy without securing ample time to break their protections down. Once broken, the victim’s esen pool is easily obtainable and consumed.
Mortals can also willingly give their esen to other people and items, some of which help bolster their power during prolonged battles. As with most things involving esen, this is a timely, tedious process that, given attention and effort, could prove beneficial for the caster and/or their entourage in the long run.
Wild Esen is classified by scholars as the purest, unrefined, unattached energy found in certain discovered and undiscovered parts of Noar. While its origin is as unknown as the birth of the universe and the world, most speculate this type of esen to be leftover remnants of deceased Titans from ages long passed. This particular rumor surfaced from the cave paintings found by the Ontari Tribesmen which depict powerful beings struck down in battle, exploding into sunlight that rained upon the land and corrupted it. Most would think the paintings trivial at best if not for the strange and monstrous creatures that are seen in some parts of the world.
Due to this particular esen being unattached to any specific thing, it easily overpowers and corrupts anything that it touches, be it the land, creatures, or mortals. Wild Esen is considered dangerous, known to distort reality, twist the minds of some mages, infect people with dark gifts, and even spawn strange entities attracted to its pull. Some scholars who dare study this energy describe it as being heavier and harder to gather, move, and manipulate than normal Esen. Many are drawn by the allure to study, use and apply Wild Esen, though most will warn that it is something best avoided.
One should think of this kind of energy as a type of radiation. Some races, like the Ontari, have adapted to living in the land of Emanys where Wild Esen is rife, especially in the area of Oshar. Individuals of races who aren’t immune to the effects of this kind of energy have experienced a range of problems from rashes, strange illnesses, birth defects, miscarriages, and many other mild and/or serious conditions. Some believe the Ontari’s immunity to the effects of Divine Esen accounts for their short pregnancies, and subsequent lifespans, believing that their genes adapted due to the dangers of Divine Esen.
As of right now, there is no way to remove Wild Esen from an area, no matter how large or small the contamination is. Mortals are another matter entirely and while it is possible to help one remove Wild Esen from their being, it can be fatal, and if successful, leave lifelong scars and side effects.
All mortals have something called an Esen Pool, which is in its simplicity, the amount of energy residing within them at their most rested, healthiest state of being. Esen Pools are like natural pools that swell and drain with the use and accumulation of energy, and grow given time and practice. One who is invested in the Arcane Arts will see their Esen Pool expand over time as they use spells, meditate, and continue to manipulate the energies around them. Someone who doesn’t delve often into this area of focus will notice their Esen Pool remaining as it always has.
Growing one’s pool of esen is pivotal, especially if Arcana is their primary use of protection. It allows the mage to cast more power spells with prolonged usage, a number of spells that can contribute to attacks, defenses, and boons, as well as provide aid and healing to those in need of it.
OOC Note: This is your Esen Stat. Anything in Roleplay that affects your ‘Esen Pool’ is referring to your Esen Stat.
The suns and moons of Noar play a big part in the replenishment of Esen found and formed naturally around the world. Bloom is the season of Soros (Summoning), Eros (Healing), and Sol (Spirit) Arcana. Blaze is the season of Pyros (Fire), Vexus (Blood), and Lunos (Illusion). Harvest is the season of Teras (Earth), Hydras (Water), and Aeros (Air) Arcana, and Frost is the season of Morphus (Shapeshifting), and Necros (Necromancy). Runas (Rune) Arcana is the only type of arcane manipulation that gains no boon from the positions of the suns and moons but remains just as effective from season to season. The positions of the suns and moons only determine when natural sources of Esen are replenished, making them much more abundant in the correlating seasons, however, it has little to do with extraction.
OOC Note: During these seasons, the cost of all spells that require Esen for casting are halved (and rounded down), for example, if a spell costs 5 Esen to cast outside of its restoration season, within its season it only costs 2 to cast. This only counts towards casting spells and nothing else.
Meditation
Those seeking to widen the scope of their arcane discipline will understand that they can’t hope to delve further into it without the practice and application of meditation. Meditation helps to enhance focus by blocking out distractions and centering concentration to direct Esen into a character’s casting. Due to this, meditation is linked to the Mind Stat and is used not only to refill esen once per day, but to unlock spells for whatever arcane discipline the character is using.
It should be noted that when a player attempts to refill their esen using meditation, they may only refill as much as their Esen Stat allows. For example, if a player has a Mind Stat of 20 and an Esen Stat of 5, they may only refill their Esen up to 5. Refilling Esen through meditation has no negative side effects. By this same rule, if your character has a Mind Stat of 10 and 20 in Esen, you can only refill your character’s Esen by 10 points.
Discovering spells through meditation is a long and often rare occurrence. Players should not expect to acquire new spells this way, however, it is offered as another means at random chance to gain spells. When a character gains spells from meditation, it will be awarded based on the storyteller and/or administrator’s discretion only.
Esen is as easily gained as it is lost within the world of Noar. It’s a common sight to behold every-day citizens using magic to make their lives easier. However, when a spell is cast successfully, it always consumes esen and leaves the user more worn than before. Therefore it’s simple for a young mage to find themselves depleted after casting only a few spells. Thankfully, scholars disciplined in Soul Magic have discovered how to craft any item into a conduit that can either cast a specific spell(s) or absorb esen to be used in the most critical situations.
Conduits are formed by spelling soul fragments or entire souls into items by a Master Scholar of Soul Magic, which then become receptive containers for any kind of spell, magic, or energy. When a conduit is broken, either by exhausting its uses or physically breaking the item, the spell or energy housed within the conduit is broken and the soul fades in a soft cloud of smoke. Some believe that the soul returns to its place in the afterlife, while others believe that it fades entirely from existence, too damaged to know rest. Whatever the case may be, a soul or soul piece can only be used once to create a conduit.
Charging a conduit is simple enough. A mage must push their esen into the conduit through meditation to charge it, if it is able to be charged. How much esen the conduit retains is completely dependent on the mage and their concentration, though failure to charge the item is a very rare occurrence.
Base Prices
Poor - Contains 5 Esen Max - 100 KR [One Time Use, No Requirements]
Simple - Contains 10 Esen Max - 1000 KR [5 Mind Stat Required]
Common - Contains 20 Esen Max - 2000 KR [10 Mind Stat Required]
Advanced - Contains 30 Esen Max - 3000 KR [15 Mind Stat Required]
Expert - Contains 40 Esen Max - 4000 KR [20 Mind Stat Required]
Master - Contains 50 Esen Max - 5000 KR [25 Mind Stat Required]
To Be Written.
It is possible for a character to expend their Esen so entirely that they end up hurting themselves both physically and/or mentally. When characters cast spells to the point their Esen is depleted, they may continue to conjure power with a higher chance of failure until their efforts are exhausted. In action, this overuse takes place when a character tries to use more Esen than they have in reserve. For example, if they have an Esen Stat of 5 and use a spell that takes 10 Esen, the spell will almost always fail and the character will have ‘overused’ their ability for casting, exhausting them.
The consequences of overuse vary from character to character and the amount of Esen used. This may range from headaches, exhaustion, bloodshot eyes, to much more severe inflictions depending on the magic used, such as small or large wounds, broken bones, and minor or major mental instability. Whatever the consequence may be is up to the player to decide and cannot benefit their character or other characters in any way.
Spell Failure is another consequence that many mages recognize when casting new, powerful spells for the first time. Failure to successfully manipulate esen may result in catastrophic results or nothing at all. This is entirely dependent on the strength of the spell being cast and the esen of the user casting the spell. Some mages might experience their fingers tingling, burning themselves, having limbs dissolve, being blown back, or having their entire bodies sacrificed to cast the spell.
“I’ve seen mages use Arcana for good and evil, which led to my discovery of runes, a sort of anti-magic I was able to wield against those who chose to use their knowledge for the wrong reasons. Every single thing is susceptible to some type of arcane influence, which is why finding a way to protect oneself against it has become paramount. My fear is that one day, they will learn how to collaborate, mixing what is known to create what is not.” Soren Everfield — Master of Runes
As stated above, certain individuals are attuned to esen and its manipulation while others are not, or experience difficulty when attempting to cast spells. This is important to note as most mages who wield Arcana for the first time do it with a discipline they better sense than the others. For example, an Ecrede child might find that the first discipline they attune to is Hydras, since their race is often situated near great lakes or open oceans. Attuning to an Arcane Discipline isn’t always about location, however, and might involve certain critical situations arising that offer mages the chance to attune. Sometimes it’s just luck.
Attuning to a discipline happens when the mage is able to successfully cast a spell within that practice for the first time. It is unlimited how many disciplines a mage can attune to, however, expanding one’s practice and learning spells associated with it is both time consuming and strenuous.
One discipline is not like the other, therefore the approach a mage takes to acquire and use them must be unique and tuned to the practice. One cannot hope to force Eros Arcana, or healing magic, with the fury of Pyros, or fire magic, and expect a successful outcome. Likewise, the esen the caster manipulates might sometimes influence their physical or mental features in the form of personality shifts, hallucinations, euphoria, hair, eye, or skin color change. What occurs when a mage casts a spell is unique to them specifically and decided completely by the player.
Players are allowed to choose from one of the twelve known arcane disciplines when starting a character for the first time. They are provided five starter spells to get them accustomed with the way Arcana works in the World of Noar. However, developing a discipline and further attuning to others is a difficult task.
Advancing your character’s discipline is done through plot work. As the player, you must delve into your character’s practice by either quest hunting for artifacts, tombs, or Arcane tutors who can further teach your character about their practice. You may also use meditation to grow your discipline, but this surely isn’t a ‘fast track’ way to do so.
New spells must be submitted to the Help Desk for approval before they can be used in roleplay. The only exclusion to this rule is if the spell is given to you by an Author or Storyteller as a reward for the completion of an event. If you are interested in pursuing more spells for your character, you must submit a quest idea to the help desk along with the spell you’re questing for. Please do not begin the quest until the request is approved. View a sample submission here.
On OIA, we have many plans for the expansion of Arcana, which is why perhaps we are so secretive about it and all of its uses. The team is happy to work with players to design quests, stories and gifts to delve deeper into this expansion of the game.
In Game Play: A Character with an Esen Stat of 5 cannot cast a spell that costs more than 5 Esen. This rule is flexible for all spells that cost less than 5 Esen to cast. For example, they can try to cast two spells of 3 Esen and subject themselves to Overuse, one spell costing 5 Esen, or many spells costing only 1 Esen.
In writing: There Game Play Rules are concerned, Writing Rules are always a lot more flexible. Story comes first, but during Live Role-play and World Events, the OIA Team expects players to honour the mechanics of Game Play. A character can use as many spells as they like in a story, however, this should follow the guidelines set above as closely as possible. We enjoy writing our characters victories as much as we do their pain.
Your character may start with one of the following twelve classes of arcana. Read from the list below to determine which one you like best. List the discipline you have chosen for your character on your Character Sheet, along with a backstory on how they acquired it, and the five starter spells.
Teras (Earth)
Teras encompasses the use of the world around you, pulling, shifting and shaping the earth. It is a powerful and highly underrated practice, full of known area spell effects that usually target more than one foe. Characters who are attuned to this magic are usually followers of Karamea, said to mimic her abilities to create and sculpt new life. Some historical and very powerful mages have been known to wield earth arcana in order to communicate with the world around them, speaking with trees and governing the laws of nature to align with their plight. For those blessed with the ability to move the earth around them in such a way, crops grow better, flowers last longer and the winters are kinder.
Aeros (Air)
Users of this ancient magic are usually adventurers who long for spontaneity and freedom. They are known to make quick decisions and go with the flow. Those attuned to Aeros are often at peace with the world, don’t let the little things get them down and are prone to travel, never staying anywhere too long. Like the earth discipline, Aeros is known for area spells, counters and enchantments which are used to trap, bind and halt a single target or multiple foe. Aeros is perhaps the easiest to conjure, only difficult to summon and use underwater. Alone, Air Arcana can seem somewhat underwhelming, but in groups, focused by more than one caster, Aeros can be as powerful as a storm summoned by Lochren himself.
Pyros (Fire)
Pyros has always been believed to be attuned at a young age to those with darker souls. Though, in recent times, this line of thinking has developed into the belief that mages who start their magic journeys with Fire are leaders, said to harness the power to tolerate and create change well. Pyros symbolises both an end and a new beginning, making it the great leveler of the four elemental disciplines. Used against a single target, Fire can be devastating, but is also known to work extremely well against large groups of foes, depending on the caster’s skill and level of ability. Still, there is a stigma surrounding this practice and the use of it in cities, in forests and aboard ships is usually prohibited.
Hydras (Water)
Attuned to those said to be pure of heart, Hydras, like the sea, is a discipline most mages teach with caution. It is powerful, silent, but deadly. The use of Hydras is easiest in areas where there is a great body of water, though new mages may find that freshwater is easier to work with than seawater. None are sure why this is, though some believe it is the salt in seawater that, like the land, makes it heavier and harder to pull and form, while others believe it is a link to Lochren. At low levels, Hydras spells tend to target a single foe, while at higher levels, it can be used for vast area effects, sweeping a group of enemies off their feet, or blocking them from entering a specific area. It lends itself well to binding spells.
Vexus (Blood)
Some say it was a Healer who first discovered the use of Vexus Arcana, while others believe it was a Necromancer. For as long as mortals have walked the lands, the use of Blood Arcana has sparked curiosity and fear in the hearts of the ignorant. Vexus is a practice used for single target hex spells, curses and poisons. Of course, Vexus can and has also been used for good, said to be the key to unlocking the power to reincarnate and bring people back from the dead or preserve corpses for such rituals. Many have toyed with the fantasy of eternal life and many mages believe that, if such exists, Blood Arcana is the key to unlocking such secrets. At low levels, most mages can only control their own blood and any given target within touching range.
Eros (Healing)
Eros is a popular starting practice for most adventurers who, even at low levels, are able to target their party with ranged healing spells as well as single targets within touching distance. Said to be the most popular of all twelve magics, to this day, Eros Arcana is still used with less frequency than traditional medicine. Though most doctors and nurses practice and even use Eros Arcana, there is something to be said for the old ways, the use of herbs and time to rest. Done well, Healing Arcana can mean the difference between life and death for most individuals on the road who find themselves too far from any settlements to seek traditional healing. Used poorly, Eros can and has made things worse.
Necros (Necromancy)
A dark and terrible discipline used by those with twisted minds, Necros is taboo in most cultures and used in secret. The practice of Necros is said to be followed by an air of rot that lingers around the caster and cast site, making it difficult for people to use without being caught. Necromancers give a little of themselves each time they use this powerful practice, most of the time leaving them very tired and drained. Some Necromancers even begin to take on the appearance of the dead with overuse of this discipline. The skin under their eyes darkens, their hair begins to thin and they become more prone to wrinkled or pale flesh. At low levels, this magic usually only works on a single target, but can also be used to reanimate the dead.
Sol (Spirit)
It is very rare that anyone new to Arcana can attune themselves to the Sol discipline, though there are individuals known to be more attuned with the Spirit Realm than others. Some Spirits seek only to rest after death, while others linger, both kind and malevolent, trapped in the Realm of the Living. Users of this practice are said, when successful, to invoke the help of those Spirits who have not yet moved on. At higher levels, mages have been known to project their own Spirit into the Spirit Realm, doing so to commune with and call upon those who have passed on. Some of the most powerful mages history recalls have been able to pull a living Spirit from its host.
Morphus (Shapeshifting)
Said to have been discovered by the Tabai people, Morphus has spread across the world of Noar to become one of the most popular and widely used magics of all time. Morphus allows the caster to take on the appearance or singular features of any given animal or person they have had time to study in detail. A caster can conceal everything about themselves from their appearance to their voice. However, there is one feature many casters are never able to change or master. That is the ability to change or alter one’s scent or esen signature. For this reason, even though someone may look and sound like a wolf, they may not be accepted by the pack due to their smell. Transform too often and the caster may even become stuck in a given form, unable to change back.
Lunos (Illusion)
Lunos is thought of by most to be very deceptive, used mainly by thieves and con men to trick everyday people into believing something is what it is not. In reality, Lunos can be used for so much more, including war and city tactics. Some people use it to make their homes seem nicer than they are, while others are known to use Lunos in battle, casting doubles of themselves to confuse their foe. Though it is known by many to be one of the most deceptive types of disciplines, Lunos has a time and place, making it quite popular for those who use it well. Even at low levels, Illusion Arcana can be very useful, especially for quick escapes and easy concealment of self and objects.
Soros (Summoning)
Soros is best described as a shortcut. Need light? Conjure fire. Need a drink? Conjure water. Need that weapon you accidentally left back home in the city a day’s ride away? Learn the Soros Discipline. At low levels, Soros allows the caster to bind an object to their person, allowing them to summon it from miles away. At higher levels, this can be done from greater distances, ensuring that nothing is ever truly out of reach. Of course, Summoning Arcana isn’t restricted to just everyday objects. Pets and close allies can be summoned to a location by well trained Summoners. Perhaps one of the most useful practices a mage can have at his or her disposal, Soros is quickly growing in popularity around the world.
Runas (Rune)
Known as the Anti-Magic, Runas was created to combat powerful mages who used Arcana for the wrong reasons. Runas, and those who know how to use it, has the power to both halt and absorb esen, allowing a caster to use it to their advantage at a later date. At low levels, runes are easy to destroy, but at higher levels, they can set quite the challenge, even for master mages. Runas is used to protect anything from objects and people to houses, castles and even entire cities. Runas is a silent powerhouse and, used correctly, it can mean the difference between winning and losing individual fights, group battles and world wars. Runas should never be underestimated or overlooked.
Origin of Arcana
There is no record of the first to discover Arcana, lost to time or fire and war, as most things often are. History has a tendency to remember only the few who use such vices for acts of good or great evil. There are, however, those who have dedicated their lives to the craft, both living and dead, who have recorded and kept their findings hidden throughout the ages. Some have provided just enough information to lead curious minds down the rabbit hole of dangerous possibilities, giving answers that would only arouse more questions.
The use of Arcana in the present world is common, ever evolving, and yet, still unknown. Schools have been erected to study these disciplines, known as the Twelvefold or Laws of Balance, in hopes of understanding their connection to the world around them. If one thing is certain, Arcane knowledge, practice, and application are limitless, but so too are its consequences. Those that seek to discover great power may find exactly what they seek, and expect to pay the ultimate price for its acquisition.
*** Note: Move To NPC Section Info: One such magus is, Soren Everfield. Believed by many to be the Anti-Wizard, Soren’s life work was devoted to the practice of finding ways to stop or limit the power of Arcana with anti-spells in the form of special symbols he called runes. Little is truly known about his work beyond the basics of halting elemental Arcana, something many of the indigenous races of Noar are attuned to. There are those who worked as apprentices of Soren, who now wander the world teaching and refining his craft. Similarly, those who use Arcana for the wrong reasons, are just as likely to pass on their talents, keen on stubbing out the flame of good.
Esen
Esen is the energy that runs through all things residing in the world of Noar; those of the living, the dead, and everything in between. It exists in everything and is seen everywhere from the blossoming landscapes and furious storms, to the flesh, sweat, and blood of mortals and creatures alike, and the unimaginables that linger in the other realms. The art of sensing, manipulating, and controlling this energy with your own is what is defined as Arcana.
Many people have claimed to see this energy in different forms, that being of strings, orbs, an aura, or mist of enchanting, ethereal light. Its appearance is entirely based on what or who the energy is flowing from and/or through. For example, if one is trying to manipulate esen from a collection of trees, they might see soft green strings or a mist reach out from its trunk, branches, or roots. When casting spells, esen manipulation is based on the requirements of what is being cast thus, the mage may have to recite words, perform gestures or motions, draw circles, runes, or offer sacrifices to produce a successful outcome.
Mortals are a different matter entirely as their esen signatures are never the same and completely unique to anything in the world. They can have a variety of colors appear in their esen and produce it in multiple ways either by gesture, voice, tattoos, from tombs, artifacts, enchanted items, or rituals.
While all things carry esen, not everything can manipulate the energy. Some are more sensitive to its presence than others. Some are never able to sense it at all within their lifetime. There is no rhyme or reason as to why this happens, though mortals like to speculate it is the Gods’ way of playing a hand in the mortal’s fate for their past life deeds. Even so, should these individuals incapable of manipulating esen wish to use it, they are limited to enchanted items and artifacts only, as these things are already equipped with power and spells to be used freely by anyone.
Esen may also be extracted from nature and other living/non living things through intense focus, practice, and meditation. Resting also helps a mage refuel their esen pool, though this is slow compared to mediation. Just like other natural resources, Esen can be depleted in areas where Arcana is commonly used. If there is no balance maintained when these depletions occur, the toll they take on the surrounding environment could be quite devastating. These depletions may result in barren wastelands void of any life and require a vast amount of time and energy to see them returned to the way they once were.
Mortals who are completely drained of esen, be it by their own hand or from the hand of another, will likely meet the same fate. Should a magis’ esen pool become depleted, there is likely no consequence unless they push the boundary by continuing to manipulate other energies they have no power doing so. This push causes an instinctual reaction to occur within the caster where they begin to pull esen from their surroundings. As stated before, this process is slow, thus this reaction turns on the caster and starts to drain the energy from their skin, blood, and bones. If the manipulation is stopped in time, the caster might recover with intensive care and some lifelong damage/side effects. If it continues, however, the individual will slowly mummify before crumbling into dust.
One might also extract another being’s esen, with or without consent, though this action is very invasive and considered a crime in some parts of the world if it is done with malicious intent. Depending on the individual and their mental and physical fortifications, it is often difficult to siphon their energy without securing ample time to break their protections down. Once broken, the victim’s esen pool is easily obtainable and consumed.
Mortals can also willingly give their esen to other people and items, some of which help bolster their power during prolonged battles. As with most things involving esen, this is a timely, tedious process that, given attention and effort, could prove beneficial for the caster and/or their entourage in the long run.
Wild Esen
Wild Esen is classified by scholars as the purest, unrefined, unattached energy found in certain discovered and undiscovered parts of Noar. While its origin is as unknown as the birth of the universe and the world, most speculate this type of esen to be leftover remnants of deceased Titans from ages long passed. This particular rumor surfaced from the cave paintings found by the Ontari Tribesmen which depict powerful beings struck down in battle, exploding into sunlight that rained upon the land and corrupted it. Most would think the paintings trivial at best if not for the strange and monstrous creatures that are seen in some parts of the world.
Due to this particular esen being unattached to any specific thing, it easily overpowers and corrupts anything that it touches, be it the land, creatures, or mortals. Wild Esen is considered dangerous, known to distort reality, twist the minds of some mages, infect people with dark gifts, and even spawn strange entities attracted to its pull. Some scholars who dare study this energy describe it as being heavier and harder to gather, move, and manipulate than normal Esen. Many are drawn by the allure to study, use and apply Wild Esen, though most will warn that it is something best avoided.
One should think of this kind of energy as a type of radiation. Some races, like the Ontari, have adapted to living in the land of Emanys where Wild Esen is rife, especially in the area of Oshar. Individuals of races who aren’t immune to the effects of this kind of energy have experienced a range of problems from rashes, strange illnesses, birth defects, miscarriages, and many other mild and/or serious conditions. Some believe the Ontari’s immunity to the effects of Divine Esen accounts for their short pregnancies, and subsequent lifespans, believing that their genes adapted due to the dangers of Divine Esen.
As of right now, there is no way to remove Wild Esen from an area, no matter how large or small the contamination is. Mortals are another matter entirely and while it is possible to help one remove Wild Esen from their being, it can be fatal, and if successful, leave lifelong scars and side effects.
Esen Pools
All mortals have something called an Esen Pool, which is in its simplicity, the amount of energy residing within them at their most rested, healthiest state of being. Esen Pools are like natural pools that swell and drain with the use and accumulation of energy, and grow given time and practice. One who is invested in the Arcane Arts will see their Esen Pool expand over time as they use spells, meditate, and continue to manipulate the energies around them. Someone who doesn’t delve often into this area of focus will notice their Esen Pool remaining as it always has.
Growing one’s pool of esen is pivotal, especially if Arcana is their primary use of protection. It allows the mage to cast more power spells with prolonged usage, a number of spells that can contribute to attacks, defenses, and boons, as well as provide aid and healing to those in need of it.
OOC Note: This is your Esen Stat. Anything in Roleplay that affects your ‘Esen Pool’ is referring to your Esen Stat.
Gathering Esen
The suns and moons of Noar play a big part in the replenishment of Esen found and formed naturally around the world. Bloom is the season of Soros (Summoning), Eros (Healing), and Sol (Spirit) Arcana. Blaze is the season of Pyros (Fire), Vexus (Blood), and Lunos (Illusion). Harvest is the season of Teras (Earth), Hydras (Water), and Aeros (Air) Arcana, and Frost is the season of Morphus (Shapeshifting), and Necros (Necromancy). Runas (Rune) Arcana is the only type of arcane manipulation that gains no boon from the positions of the suns and moons but remains just as effective from season to season. The positions of the suns and moons only determine when natural sources of Esen are replenished, making them much more abundant in the correlating seasons, however, it has little to do with extraction.
OOC Note: During these seasons, the cost of all spells that require Esen for casting are halved (and rounded down), for example, if a spell costs 5 Esen to cast outside of its restoration season, within its season it only costs 2 to cast. This only counts towards casting spells and nothing else.
Meditation
Those seeking to widen the scope of their arcane discipline will understand that they can’t hope to delve further into it without the practice and application of meditation. Meditation helps to enhance focus by blocking out distractions and centering concentration to direct Esen into a character’s casting. Due to this, meditation is linked to the Mind Stat and is used not only to refill esen once per day, but to unlock spells for whatever arcane discipline the character is using.
It should be noted that when a player attempts to refill their esen using meditation, they may only refill as much as their Esen Stat allows. For example, if a player has a Mind Stat of 20 and an Esen Stat of 5, they may only refill their Esen up to 5. Refilling Esen through meditation has no negative side effects. By this same rule, if your character has a Mind Stat of 10 and 20 in Esen, you can only refill your character’s Esen by 10 points.
Discovering spells through meditation is a long and often rare occurrence. Players should not expect to acquire new spells this way, however, it is offered as another means at random chance to gain spells. When a character gains spells from meditation, it will be awarded based on the storyteller and/or administrator’s discretion only.
Esen Conduits
Esen is as easily gained as it is lost within the world of Noar. It’s a common sight to behold every-day citizens using magic to make their lives easier. However, when a spell is cast successfully, it always consumes esen and leaves the user more worn than before. Therefore it’s simple for a young mage to find themselves depleted after casting only a few spells. Thankfully, scholars disciplined in Soul Magic have discovered how to craft any item into a conduit that can either cast a specific spell(s) or absorb esen to be used in the most critical situations.
Conduits are formed by spelling soul fragments or entire souls into items by a Master Scholar of Soul Magic, which then become receptive containers for any kind of spell, magic, or energy. When a conduit is broken, either by exhausting its uses or physically breaking the item, the spell or energy housed within the conduit is broken and the soul fades in a soft cloud of smoke. Some believe that the soul returns to its place in the afterlife, while others believe that it fades entirely from existence, too damaged to know rest. Whatever the case may be, a soul or soul piece can only be used once to create a conduit.
Charging a conduit is simple enough. A mage must push their esen into the conduit through meditation to charge it, if it is able to be charged. How much esen the conduit retains is completely dependent on the mage and their concentration, though failure to charge the item is a very rare occurrence.
Base Prices
Poor - Contains 5 Esen Max - 100 KR [One Time Use, No Requirements]
Simple - Contains 10 Esen Max - 1000 KR [5 Mind Stat Required]
Common - Contains 20 Esen Max - 2000 KR [10 Mind Stat Required]
Advanced - Contains 30 Esen Max - 3000 KR [15 Mind Stat Required]
Expert - Contains 40 Esen Max - 4000 KR [20 Mind Stat Required]
Master - Contains 50 Esen Max - 5000 KR [25 Mind Stat Required]
Tombs, Grimoires, and Artifacts
To Be Written.
Overuse
It is possible for a character to expend their Esen so entirely that they end up hurting themselves both physically and/or mentally. When characters cast spells to the point their Esen is depleted, they may continue to conjure power with a higher chance of failure until their efforts are exhausted. In action, this overuse takes place when a character tries to use more Esen than they have in reserve. For example, if they have an Esen Stat of 5 and use a spell that takes 10 Esen, the spell will almost always fail and the character will have ‘overused’ their ability for casting, exhausting them.
The consequences of overuse vary from character to character and the amount of Esen used. This may range from headaches, exhaustion, bloodshot eyes, to much more severe inflictions depending on the magic used, such as small or large wounds, broken bones, and minor or major mental instability. Whatever the consequence may be is up to the player to decide and cannot benefit their character or other characters in any way.
Spell Failure is another consequence that many mages recognize when casting new, powerful spells for the first time. Failure to successfully manipulate esen may result in catastrophic results or nothing at all. This is entirely dependent on the strength of the spell being cast and the esen of the user casting the spell. Some mages might experience their fingers tingling, burning themselves, having limbs dissolve, being blown back, or having their entire bodies sacrificed to cast the spell.
Acquisition
“I’ve seen mages use Arcana for good and evil, which led to my discovery of runes, a sort of anti-magic I was able to wield against those who chose to use their knowledge for the wrong reasons. Every single thing is susceptible to some type of arcane influence, which is why finding a way to protect oneself against it has become paramount. My fear is that one day, they will learn how to collaborate, mixing what is known to create what is not.” Soren Everfield — Master of Runes
As stated above, certain individuals are attuned to esen and its manipulation while others are not, or experience difficulty when attempting to cast spells. This is important to note as most mages who wield Arcana for the first time do it with a discipline they better sense than the others. For example, an Ecrede child might find that the first discipline they attune to is Hydras, since their race is often situated near great lakes or open oceans. Attuning to an Arcane Discipline isn’t always about location, however, and might involve certain critical situations arising that offer mages the chance to attune. Sometimes it’s just luck.
Attuning to a discipline happens when the mage is able to successfully cast a spell within that practice for the first time. It is unlimited how many disciplines a mage can attune to, however, expanding one’s practice and learning spells associated with it is both time consuming and strenuous.
One discipline is not like the other, therefore the approach a mage takes to acquire and use them must be unique and tuned to the practice. One cannot hope to force Eros Arcana, or healing magic, with the fury of Pyros, or fire magic, and expect a successful outcome. Likewise, the esen the caster manipulates might sometimes influence their physical or mental features in the form of personality shifts, hallucinations, euphoria, hair, eye, or skin color change. What occurs when a mage casts a spell is unique to them specifically and decided completely by the player.
Development
Players are allowed to choose from one of the twelve known arcane disciplines when starting a character for the first time. They are provided five starter spells to get them accustomed with the way Arcana works in the World of Noar. However, developing a discipline and further attuning to others is a difficult task.
Advancing your character’s discipline is done through plot work. As the player, you must delve into your character’s practice by either quest hunting for artifacts, tombs, or Arcane tutors who can further teach your character about their practice. You may also use meditation to grow your discipline, but this surely isn’t a ‘fast track’ way to do so.
New spells must be submitted to the Help Desk for approval before they can be used in roleplay. The only exclusion to this rule is if the spell is given to you by an Author or Storyteller as a reward for the completion of an event. If you are interested in pursuing more spells for your character, you must submit a quest idea to the help desk along with the spell you’re questing for. Please do not begin the quest until the request is approved. View a sample submission here.
On OIA, we have many plans for the expansion of Arcana, which is why perhaps we are so secretive about it and all of its uses. The team is happy to work with players to design quests, stories and gifts to delve deeper into this expansion of the game.
The Mechanics of Arcana
In Game Play: A Character with an Esen Stat of 5 cannot cast a spell that costs more than 5 Esen. This rule is flexible for all spells that cost less than 5 Esen to cast. For example, they can try to cast two spells of 3 Esen and subject themselves to Overuse, one spell costing 5 Esen, or many spells costing only 1 Esen.
In writing: There Game Play Rules are concerned, Writing Rules are always a lot more flexible. Story comes first, but during Live Role-play and World Events, the OIA Team expects players to honour the mechanics of Game Play. A character can use as many spells as they like in a story, however, this should follow the guidelines set above as closely as possible. We enjoy writing our characters victories as much as we do their pain.
Arcane Disciplines
Your character may start with one of the following twelve classes of arcana. Read from the list below to determine which one you like best. List the discipline you have chosen for your character on your Character Sheet, along with a backstory on how they acquired it, and the five starter spells.
Teras (Earth)
Teras encompasses the use of the world around you, pulling, shifting and shaping the earth. It is a powerful and highly underrated practice, full of known area spell effects that usually target more than one foe. Characters who are attuned to this magic are usually followers of Karamea, said to mimic her abilities to create and sculpt new life. Some historical and very powerful mages have been known to wield earth arcana in order to communicate with the world around them, speaking with trees and governing the laws of nature to align with their plight. For those blessed with the ability to move the earth around them in such a way, crops grow better, flowers last longer and the winters are kinder.
Aeros (Air)
Users of this ancient magic are usually adventurers who long for spontaneity and freedom. They are known to make quick decisions and go with the flow. Those attuned to Aeros are often at peace with the world, don’t let the little things get them down and are prone to travel, never staying anywhere too long. Like the earth discipline, Aeros is known for area spells, counters and enchantments which are used to trap, bind and halt a single target or multiple foe. Aeros is perhaps the easiest to conjure, only difficult to summon and use underwater. Alone, Air Arcana can seem somewhat underwhelming, but in groups, focused by more than one caster, Aeros can be as powerful as a storm summoned by Lochren himself.
Pyros (Fire)
Pyros has always been believed to be attuned at a young age to those with darker souls. Though, in recent times, this line of thinking has developed into the belief that mages who start their magic journeys with Fire are leaders, said to harness the power to tolerate and create change well. Pyros symbolises both an end and a new beginning, making it the great leveler of the four elemental disciplines. Used against a single target, Fire can be devastating, but is also known to work extremely well against large groups of foes, depending on the caster’s skill and level of ability. Still, there is a stigma surrounding this practice and the use of it in cities, in forests and aboard ships is usually prohibited.
Hydras (Water)
Attuned to those said to be pure of heart, Hydras, like the sea, is a discipline most mages teach with caution. It is powerful, silent, but deadly. The use of Hydras is easiest in areas where there is a great body of water, though new mages may find that freshwater is easier to work with than seawater. None are sure why this is, though some believe it is the salt in seawater that, like the land, makes it heavier and harder to pull and form, while others believe it is a link to Lochren. At low levels, Hydras spells tend to target a single foe, while at higher levels, it can be used for vast area effects, sweeping a group of enemies off their feet, or blocking them from entering a specific area. It lends itself well to binding spells.
Vexus (Blood)
Some say it was a Healer who first discovered the use of Vexus Arcana, while others believe it was a Necromancer. For as long as mortals have walked the lands, the use of Blood Arcana has sparked curiosity and fear in the hearts of the ignorant. Vexus is a practice used for single target hex spells, curses and poisons. Of course, Vexus can and has also been used for good, said to be the key to unlocking the power to reincarnate and bring people back from the dead or preserve corpses for such rituals. Many have toyed with the fantasy of eternal life and many mages believe that, if such exists, Blood Arcana is the key to unlocking such secrets. At low levels, most mages can only control their own blood and any given target within touching range.
Eros (Healing)
Eros is a popular starting practice for most adventurers who, even at low levels, are able to target their party with ranged healing spells as well as single targets within touching distance. Said to be the most popular of all twelve magics, to this day, Eros Arcana is still used with less frequency than traditional medicine. Though most doctors and nurses practice and even use Eros Arcana, there is something to be said for the old ways, the use of herbs and time to rest. Done well, Healing Arcana can mean the difference between life and death for most individuals on the road who find themselves too far from any settlements to seek traditional healing. Used poorly, Eros can and has made things worse.
Necros (Necromancy)
A dark and terrible discipline used by those with twisted minds, Necros is taboo in most cultures and used in secret. The practice of Necros is said to be followed by an air of rot that lingers around the caster and cast site, making it difficult for people to use without being caught. Necromancers give a little of themselves each time they use this powerful practice, most of the time leaving them very tired and drained. Some Necromancers even begin to take on the appearance of the dead with overuse of this discipline. The skin under their eyes darkens, their hair begins to thin and they become more prone to wrinkled or pale flesh. At low levels, this magic usually only works on a single target, but can also be used to reanimate the dead.
Sol (Spirit)
It is very rare that anyone new to Arcana can attune themselves to the Sol discipline, though there are individuals known to be more attuned with the Spirit Realm than others. Some Spirits seek only to rest after death, while others linger, both kind and malevolent, trapped in the Realm of the Living. Users of this practice are said, when successful, to invoke the help of those Spirits who have not yet moved on. At higher levels, mages have been known to project their own Spirit into the Spirit Realm, doing so to commune with and call upon those who have passed on. Some of the most powerful mages history recalls have been able to pull a living Spirit from its host.
Morphus (Shapeshifting)
Said to have been discovered by the Tabai people, Morphus has spread across the world of Noar to become one of the most popular and widely used magics of all time. Morphus allows the caster to take on the appearance or singular features of any given animal or person they have had time to study in detail. A caster can conceal everything about themselves from their appearance to their voice. However, there is one feature many casters are never able to change or master. That is the ability to change or alter one’s scent or esen signature. For this reason, even though someone may look and sound like a wolf, they may not be accepted by the pack due to their smell. Transform too often and the caster may even become stuck in a given form, unable to change back.
Lunos (Illusion)
Lunos is thought of by most to be very deceptive, used mainly by thieves and con men to trick everyday people into believing something is what it is not. In reality, Lunos can be used for so much more, including war and city tactics. Some people use it to make their homes seem nicer than they are, while others are known to use Lunos in battle, casting doubles of themselves to confuse their foe. Though it is known by many to be one of the most deceptive types of disciplines, Lunos has a time and place, making it quite popular for those who use it well. Even at low levels, Illusion Arcana can be very useful, especially for quick escapes and easy concealment of self and objects.
Soros (Summoning)
Soros is best described as a shortcut. Need light? Conjure fire. Need a drink? Conjure water. Need that weapon you accidentally left back home in the city a day’s ride away? Learn the Soros Discipline. At low levels, Soros allows the caster to bind an object to their person, allowing them to summon it from miles away. At higher levels, this can be done from greater distances, ensuring that nothing is ever truly out of reach. Of course, Summoning Arcana isn’t restricted to just everyday objects. Pets and close allies can be summoned to a location by well trained Summoners. Perhaps one of the most useful practices a mage can have at his or her disposal, Soros is quickly growing in popularity around the world.
Runas (Rune)
Known as the Anti-Magic, Runas was created to combat powerful mages who used Arcana for the wrong reasons. Runas, and those who know how to use it, has the power to both halt and absorb esen, allowing a caster to use it to their advantage at a later date. At low levels, runes are easy to destroy, but at higher levels, they can set quite the challenge, even for master mages. Runas is used to protect anything from objects and people to houses, castles and even entire cities. Runas is a silent powerhouse and, used correctly, it can mean the difference between winning and losing individual fights, group battles and world wars. Runas should never be underestimated or overlooked.