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Alembria

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Alembria Basics

Alembria is the name given to mathematical magic.

Alembria requires immense dedication and study. It is the gathering and channeling of energies, both natural and magical, through mathematical equations(commonly called spells) made up of runewords. These are expressed in a number of ways including, but not limited to concise gestures, thoughts, tones and sounds.

The most adept alembrists(commonly called mages) can simply perform equations in their heads with the solutions creating the desired effects. Though some of the most complex spells would prove too difficult even for masters of this craft.

Alembria is incredibly taxing on the mind and body, and alembrists generally have lives involving perpetual study to improve their craft and keep their minds sharp.

Equations

Equations, more commonly called a spell, are complex calculations that take into account a huge variety of factors, and thus requires immense knowledge of Alembria, deep concentration and as complete understanding of runewords as possible.

The Alembrists mind and body must be capable of harnesses the energies they wish to manipulate. Second they must have the runewords perfectly memorized. Third they need to be able to manifest the requirements of the runewords. Manifestation requires gesticulation through subtle and precise hand movements, audible tones and exact cues, correct pacing with breathing, and unbroken concentration. Despite these requirements the most powerful in the art are able to perform equations using only their minds requiring additional complex runewords to emulate the outcomes of physical requirements.

Inputs

What results from an equation is a variety of inputs, weighted against situational variables, to give a desired output.

Inputs may include:

  • Residual magical energies from the environment or an object,
  • The users own magical energies
  • Natural energies from the environment such as heat, kinetic, pressure
  • Force applied from themselves or others

Variables may include:

  • Humidity
  • Environmental pressures
  • Elevation
  • Position of self against target on 3 axis
  • Personal energy levels if using oneself as a vessel
  • Wind direction

Results

The result of an equation can result in fantastical outputs, classified into different categories.

Evocation

Evocation formulae result in the production of a fantastical output, usually used offensively

  • Conjuring of fire, lightning, acid or other elements
  • Manifestation of magical energies with varying properties. Magical arrows and balls of energy are most common
  • Alteration of localized gravity
  • Creation of wind currents

Conjuration

Conjuration formulae result in the temporary creation of fantastical creatures or objects.

  • Temporary creation of creatures, incapable of complex desires.
  • Creation of temporary fissures in the earth
  • The creation of bindings to retain an individual or object in place
  • The creation of temporary weather effects
  • instantaneous transportation or creations of portals to distant locations

Transmogrification

Transmogrification formulae result in the temporary or permanent alteration of a person, object or substance. Alchemists use transmogrification in their arts.

Some effects include:

  • Adjustment of ones own form, either in part of wholly
  • Changing of one creature to another, similarities between creatures reduce the complexity of the equation(eg a cat into a puma)

Necromancy

Necromancy is a complex art involving the temporary or permanent resurrection of the dead. Practitioners of necromancy are referred to as necromancers.

The age of the subject, and whether or not their soul has left their body, or able to return to it, results in the intelligence and capabilities of the arisen corpse.

Soulless bodies are usually only ever temporary and dependent on the necromancers will, though a talented necromancer can create conditional instructions for them to give them pseudo intelligence. Eg: see door, knock on door, wait 10 seconds, if door open stop knocking, if door closed, turn and walk.

Prayers to [Nergu], in conjunction with necromancy can relocate souls to other bodies placing the soul of a rat in a human body will result in terrifying outcomes and it is frowned upon in all necromantic circles but the most vile.

Fresher resurrections are possible bringing those freshly deceased into undeath. The binding of souls to the mortal plane is also a capability of a necromancer. Bound souls are required to be released by necromancers or Servants of Lorne.

Necromancy is typically shunned or completely forbidden though factions exist in Bolochtar where necromancy is common place

The Curse of Bolochtar is widely considered to be the greatest act of necromancy ever performed. Instantly resurrecting all fallen humans as undead for a second chance.

Healing

Many attempts have been tried to find a means of using alembria for healing individuals. These efforts have proven futile. While equations have been found to alleviate ones pain or aid in the natural healing process it cannot be used to heal others.

Healing is for the present appears to be preserved for Priests of Lorne or Nergu and for Attunists.

Alchemy

Alchemy is a derivative form of Alembria, using equations derived from transmogrification runewords combined with runetched equipment to change the very properties and nature of substances.

Alchemists can synthesize materials from seemingly benign components. They can also create new forms of plants and fungi, such as shimmershrooms. Some alchemists try to create new forms of simple creatures with varying success. A notable example are buckrats – large rat like creatures with deer antlers used for laborious tasks. An alchemical creature capable of breeding has never been accomplished, however.

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