Galatea

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pedromvilar
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Galatea

Post by pedromvilar »

-- EDIT: The people have spoken, I am replacing 'metamage' with 'metamancer' throughout, here.

So I had a dream and it had a plot and a setting and stuff and the setting was called Galatea in my brain and I don't know why but I needed to write it down. So I am. Writing it down.

Magic
A fair number of people - about 1% of them - are born with some kind of magic. It's not obvious then, however, as magic can remain inert for a while. The first time someone with magic performs it is called Expression. Expressing magic is always a strictly voluntary process - you won't one day suddenly wake up to enchanted teddy bears - and the way to do it is somewhat ineffable. It's technically possible for someone to Express magic at any point in their life, as it only depends on them having magic in the first place and finding the correct subjective trigger to do it, but normally by the time you're an adult you have tried doing magic for long enough that you probably don't really have it (although late-in-life Expressions are not unheard of).

There are four types of magic you can have. They are mutually exclusive, and you'll only find out which kind you have when you succeed at Expressing your magic.

Enchantment
Enchanters' thing is imbuing objects with magic. They can create magical artefacts by spending a while thinking about all the effects they want and how they'll related to/be used with the object, and then dumping that effect into it. Possible effects range from making a sword really really sharp to creating a golem to even more complex things. One cannot add magic to an already magical artefact nor replace the magic on it without thoroughly destroying it (and magical artefacts are by default more resilient than their nonmagical counterparts), so it's impossible to upgrade an already existing artefact. It's not necessary to keep all the details in working memory (à la Hex) to enchant an artefact, you can just write it all down and consult as you enchant. You cannot however pause enchanting, even to go to the loo, nor get distracted from it; if you do, the artefact will only have whatever magic you managed to pour into it up to that point.

It's possible to enchant separate pieces of a thing which can communicate with other enchanted things (and build a computer that way). It's not possible to create artefacts that enhance their user's capabilities - no eidetic memory necklace. Only the artefacts themselves are magical, and they cannot easily simulate any of the other kinds of magic. Enchanters have a sort of mana charge that they spend in order to turn an object into an artefact, and they have intuitive knowledge about whether they have enough mana to create a given artefact they have in mind. They don't have a maximum amount of mana, it merely keeps accumulating inside them from the moment they're born at a constant rate.

When an enchanter attempts to Express magic, they will typically accidentally make a magical artefact out of a random object nearby. Given the amount of mana they've accumulated since birth, it'll frequently be a very powerful artefact, with very bizarre/useless/dangerous powers. Because of this, when trying to Express magic, people usually surround themselves with harmless items and/or items they would like to see turned into artefacts.

Elaboration on artefacts

Arcanism
Arcanists' thing is imbuing symbols with magic. They're the stereotypical wizards, with magic scrolls and spells, casting fireballs and what-have-you. Each arcanist's spell is unique to them, and created by them. An arcanist has to pick a string of "symbols" - and they do not have to be written, a sequence of words spoken out loud while striking a pose is as good a string of symbols as any - and assign a magical effect to it. Thenceforth, for the rest of their life, whenever they invoke that string of symbols, that effect will happen. Furthermore, if the string of symbols happens to be written, they can write scrolls with them that other people can use to cast, a process which then destroys that scroll. Arcanists also have mana that recharges indefinitely, and when they create a spell they get an intuitive reading of how much of their mana casting that spell costs. Creating a scroll also spends that much mana.

The types of effects arcanist magic can have are effects on other things/people. They can heat up the environment, create fire balls, perform telekinesis, lock or unlock doors, etc. Other than magic scrolls, none of an arcanist's spells has a permanent effect, they're all instantaneous/sustained. There's an upper limit to how powerful/destructive a spell can be. Spells cost more mana the shorter their strings are, and the less their strings have to do with their effect.

When an arcanist attempts to Express magic, they will usually accidentally tie some random specific symbol to a random magical effect. Since it is easier to associate spells with symbols that are already related to them (a fire spell that doesn't contain any references to the concept of fire will typically cost much more mana to cast), people usually start spewing many obscure nouns when trying to Express magic so they won't accidentally bind themselves to conjuring newts whenever they say "hi."

It is now common to use a conlang specifically created for this, that won't be used in regular conversation, especially for shorter/more expensive spells. When time is not of the essence, though, it is typical to go flashy and include gestures and poses and what-have-you.

Elaboration on spells

Elementalism
Elementalists' thing is imbuing themselves with magic. At any time, an elementalist can grant themself a blessing, replacing the previous blessing they had. They are called elementalists because some very common blessings in the past were AtLA-style elemental bending, but other blessings include flight, strength, speed, endurance, and cognition. Each blessing has its own mana charge, which recharges whenever you're not actively using the blessing but have it on - in other words, if you pick flight as your blessing, you can fly until you run out of mana, and then you have to recharge by not picking any other blessing and not flying (so elementalists always have at least one blessing active). Elementalists have the most direct intuitive access to their mana charges, knowing pretty precisely how much more they can use a given type of magic before they run out of mana. Also, unlike the previous two magic forms, each blessing has a mana cap, and doesn't recharge indefinitely. An elementalist can swap blessings instantly if they're not actively using a blessing, and not at all if they are.

When an elementalist attempts to Express magic, they try to pick a blessing, with no control over what it will turn out to be. Relatively speaking, elementalists have the least chance of a negative consequence upon Expression, since they can stop doing whatever magic they got as soon as they get it, and they have a pretty intuitive understanding of it. Consequently, there aren't any typical precautions taken by people attempting to Express for the case they turn out to be elementalists.

Elaboration on blessings

Metamancy
The three other types of mages make up about 99% of all people with magic. The remaining people are metamancers. They don't have mana, nor can they natively perform or generate any types of magic on their own. Metamancers, rather, can manipulate other people's magic. The thing I said about how it's impossible to disenchant/upgrade an artefact, or how an arcanist's symbol is forever tied to a spell for that arcanist, or how an elementalist can only recharge a blessing's mana charge while it's on? Yeah, metamancers can fuck with all of that. And in the very distant past, they used to! They used to be magic teachers and scholars, and many of the artefacts and spells of the past are actually way more powerful/versatile than modern ones because of metamancers improving them.

But metamancy is the least intuitive of all forms of magic. Or, rather, the way magic is used is very personal and subjective, and a metamancy has to be able to figure that out for each person/effect they're helping/studying, to understand how to mess with their magic.

Or the metamancer can just downright steal someone else's magic.

Not permanently, but a metamancer can, say, drain an arcanist of their mana and use their spells and even create new spells and scrolls. A metamancer can get an enchanter's magic and create their own artefacts. A metamancer can nonconsensually "borrow" an elementalist's blessings, causing them to be inaccessible for as long as they have it (though they can't recharge another elementalist's blessing's mana like that, naively). And a subtle, smart metamancer can just pretend to be one of the other types of mage by sneakily draining some magic from people around them. If a metamancer's actually appropriating and using someone else's magic, it becomes as easy for them as it is for the person they stole magic from. A metamancer can also disenchant an artefact and absorb enchanting mana from it, or destroy a scroll and absorb arcanist mana from it, or capture excess mana escaping an elementalist's use.

There are no externally discernible effects to a metamancer's Expression. The metamancer themself merely gains a new sense, which can be used to perceive magic. Metamancers can tell whether someone else is an enchanter, arcanist, or elementalist, even before they've Expressed, but it's impossible to detect whether someone is a metamancer - if a metamancer is using elementalist magic, they will read as an elementalist to other metamancers; if they don't have any magic - active or passive - they will read as a nonmage. Non-metamancers cannot tell between mage types or mages and nonmages without seeing actual magic in action.

A very little-known fact is that metamancers can actually turn other people into mages. The knowledge of how to do this has been lost, however, and it is suspected that this requires the sacrifice of someone who is already a natural mage.

Elaboration on metamancy

Aesthetics
The aesthetic of the setting is magitek fantasy. You have stuff like stone vehicles à la Disney's Atlantis, balloons, magical fire-arms, automata, computer-like things (with different aesthetics, like crystal balls), while at the same time having various kingdoms and people with swords and lost artefacts and power mad evil mages. Mages (with the exception of metamancers) are high status, and there are different functions that they tend to occupy. There are various university-like institutions where magic can be taught - principally arcanism and enchanting, elementalism is easy enough and metamancy is... well - and your kid having magic is an almost guaranteed ticket to a cushier life and higher social status.

History
Most of the history of the setting is similar to early human history on Earth, modulo magic. At a time roughly analogous to 1,000BC, though, a great conqueror appeared. He was a metamancer, and had a guild of same with him, as well as an army with many magical commanders. That guild had spent decades performing rather horrifying experiments with various other kinds of mages, and continued performing same as the war progressed. Half a continent had been unified under that banner before other countries banded together and fought back, performing some of those experiments themselves in order to be able to compete.

The conqueror was eventually defeated, and all metamancers working for him were executed, and the remaining kingdoms on that continent divided the territory and decreed laws that prohibited the practice of metamancy. Works of metamancers were burned, artefacts were lost, society was set back a few hundred years, technologically. A great taboo was brought to existence, which was only reinforced by a few powerful metamancers who tried to overthrow these governments and were painted as evil and mad. It is now very rare for people to openly perform metamancy, and occasional witchhunts happen.

Elaboration

Religion
There are a few religions, but the most popular one by far is a polytheistic one with four major deities: Laoku, Teinn, Bezana, and Vinkar. Each of these is associated with one type of magic plus a myriad other subdomains.
  • Laoku the Enchanter is the god of work, creation, ingenuity, and beauty. He is said to have fashioned the physical world and, when Bezana created life and humanity and Teinn elevated them from other animals, he gave them magic. He is typically depicted as a smith, with a hammer in one hand and a chain in the other;
  • Teinn the Arcanist is the goddess of knowledge, justice, writing, and war. She is said to have taught humanity how to write and communicate, thus elevating them from mere animals. She sits in judgment of the souls of the dead, sending those deemed unworthy to another life so they can learn their lessons. She is depicted as a scholar, always reading a book and holding a lantern;
  • Bezana the Elementalist is the goddess of ambition, growth, harvest, and healing. She created all life on the planet, and she's the one who taught humans that there is more to the world than meets the eye, and they should go figure it out. She's depicted as a sort of nymph, often with animals around her;
  • Vinkar the Metamancer is the god of manipulation, cunning, corruption, and disease. He opposes the other three, destroying what they create and corrupting what he can't destroy, tempting people into damnation. He's depicted as a young man made of shadows, always at night.
There is however a secret cult of Vinkar, which claims that the other three gods have painted him that way out of jealousy because he was the freer and most flexible of the four, capable of improving on their work and combining it in beautiful new ways. They seek ancient artefacts and documents proving that metamancers used to be a productive force for good, but the social taboo is very strong.

Politics
The five kingdoms on that continent after the war eventually became three very strongly allied ones - one could even consider them a single very large kingdom. Each of the three is associated with one of the three main magics and deities, and their regents have religious as well as political positions. The royal families are said to have been chosen by the gods themselves, and this blessing means that the regents are always mages. This is, of course, quite false, so they've developed various, variously elaborate ways of faking it when it turns out not to be the case - 99% of the time (actually a bit less because they're incentivised to have many children due to this and there isn't a strong primogeniture custom). Being good at magic is a good way to rise in social and political status. Famous or powerful mages often get marriage offers from nobles, in the erroneous belief - or perhaps desperate hope - that they are more likely to produce magical offspring.

The Three Kingdoms
World Map
Languages
Political Organisation
Guilds
Dates and Customs
Some more details starting here
Last edited by pedromvilar on Sun Jun 04, 2017 12:04 pm, edited 16 times in total.
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Re: Galatea

Post by pedromvilar »

Okay my brain is now of its own volition producing stuff about the three kingdoms and about the other continents, I will post these things once they have been produced.

I do know however that this setting's Sadde is either a metamancer or an elementalist (prooooobably metamancer), and that the Tobias is the regnant of one of the three kingdoms. The Laura came from another kingdom's family, and I think there might be a taboo (or actual laws) about divorcing/remarrying (at least in their kingdom), which causes significant problems when Tobias turns out to not be an ideal father and Laura wants to leave.

(The dream happened to include a runaway metamancer prince who was serving as a magic teacher to a bunch of children in a city in the south. So. Uh. Yeah.)

(This Sadde will probably be a Kaede.)
Last edited by pedromvilar on Wed Aug 24, 2016 7:10 pm, edited 1 time in total.
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Re: Galatea

Post by Kappa »

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Re: Galatea

Post by DanielH »

This sounds interesting!

Given the way this came to you, my first thought is “if this were a story, his next post will say that arcanists can manipulate people’s dreams, elementalists can give themselves world-scrying blessings, and metamages can connect these two powers somehow”.
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Re: Galatea

Post by pedromvilar »

I'm pretty sure metamancers can create all sorts of broken magic combinations between the other three, but I don't think those specific powers are actually things :P
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Re: Galatea

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The Three Kingdoms
As a group, they're called just that, perhaps in an effort to make them more politically distinct than they really are. Separately, their names are Laokab, Teinnab, and Bezanab. The suffix -ab means, roughly, "domain," with connotations of being blessed by the appropriate deities. The respective names given to the regents of the kingdoms are (masc./fem.) the laoku/laokal, the teann/teinn, and the bezino/bezana, with the connotation that they are, if not avatars of, at least handpicked by the gods. They're not religious leaders, though - they have elevated positions in the Church but are ranked below the Pope-like, who doesn't have a named title but is referred to unambiguously as "Your/His/Her Eminence." Their Eminence is also always a kind of mage, who must've risen through the ranks of the Church, and they always cycle enchanter > arcanist > elementalist. Coronation ceremonies always include Their Eminence declaring that the ruler was in fact chosen by the god.

Geography
Geographically, the continent (named Galatea) is a rough curved isosceles triangle pointed south, and the territories are divided (also roughly) along the lines from the continent's vertices to its centroid. The planet's equatorial line crosses it a bit north of the centroid, and its north is dominated by a mountain range and, north of them, a desert that's informally called Vinkab, "because only snakes and scorpions live there." I'm working on a map on Inkarnate but the northern kingdom is Bezana, lush with wildlife and rainforests and very fertile land due to past volcanic eruptions; the southwestern one is Laokab, which is mostly steppes; and the southeastern one is Teinnab, which has lots of swamps and some grasslands.

North of this continent there is a perpetual storm, making it impossible to travel north. The southeastern and southwestern borders are peppered by small islands, and another continent with very few inhabitants (and tech level roughly equivalent to Aztec) to the west. South of Galatea there is a polar continent very much like Antarctica.

(Map)

Succession
The succession rules of the Kingdoms are... complicated.

The most important aspect the ruler must have is the appropriate magic - they must after all be handpicked by the gods to rule. The next important thing to succession is primogeniture: if more than one child of the ruler has the appropriate kind of magic, the one that came first becomes the ruler. However, if none of the ruler's children are mages, they can still become the next ruler by marrying someone with the appropriate magic and royal blood. When that happens, their spouse becomes the de jure, even if not de facto, new ruler of the Kingdom. Add to that late-life Expressions: if someone who would have a better claim than the current ruler (more primogeniture, or is actually a child of the previous one rather than just married to one) Expresses, they then can become the ruler.

The end result is that the Three Kindgom's royal families are basically a single family, and very complex genealogical trees are on every royal's mind, and the line of succession is ridiculously complicated and can change a lot. And even though it is heresy to pretend to be a mage (of a certain kind) if you're not, this does in fact happen pretty often, and every now and then there are scandals (usually orchestrated by other people in line for the throne) when it is revealed that the current ruler was actually faking it all along - and the punishment for that is, of course, death. Their Eminence is also supposed to be able to discern whether someone is faking it during the coronation ceremony, so if a ruler is found to not be the appropriate kind of mage Their Eminence is also executed.

The Teachings say that if one finds themself to be a metamancer they should never perform magic, and should step down from any position of power. In practice, most reasonably pious metamancers merely pretend to be nonmages. But of course, every now and then one of them decides they can get away with pretending to be another type of mage, and sometimes they can; if a ruler or ex-ruler is found to be or have been a metamancer, not only are they and Their Eminence executed, but the (ex-)ruler's whole lineage removed from the succession line and made illegitimate.

Glowficcers like thinking about incentives. I'll leave the deduction about what incentives this creates as an exercise to the reader.

Culture and Economics
Bezanab is a mostly agricultural country, making very good use of their hyperfertile soil. They're the only Kingdom of the three without access to the ocean because of the mountain range and the desert, which has the predictable consequences. They have an image of a very laid back, relaxed, even lazy people, which is helped by their strong tourism industry. Being the overall warmest of the three all year round, it's often the destination chosen by elderly rich people who can afford to move. People have a very mother-nature aesthetic, wearing very little and making a point of decoration that evokes animals and plants. Tattoos are commonplace, and some enchanters make a living out of magical ones that move or change.

Teinnab has beautiful and somewhat inaccessible beaches, but is mostly swamps and some hills, which curbs some of the potential for tourism. The country is renowned for its floating universities and libraries, artefacts ancient enough there are myths they were built and are kept in the sky by Teinn herself. The main seat of the Church is in one such university, where it is said Teinn communicates the will of the gods directly to Their Eminence sometimes. They have a more austere aesthetic, with very symmetrical fashion and in general favouring simple things. There is a common cultural sentiment that jewelry and other adornments are for foreigners who have nothing better to do with their time, with a few Cultural Exceptions like rings that denote status within a university (which is a political as well as educational and sometimes religious institution).

Laokab is where most renowned architects, smiths, artificers, and artists go to learn, and has a very Greece-as-a-medieval-kingdom aesthetic, with grand architecture and pretty statues - moving ones, to boot. It is mostly plains and steppes, and when it comes to natural resources it's abundant in valuable minerals and not a whole lot else, so it exports Pretty Things and Technology and imports Food. It has good boats, though, and a well-developed tradition of seafood. Everyone wears lots of fancy jewelry, to the point where the cycle of fashion sometimes has a conspicuous lack of it as a countersignal of wealth.
Last edited by pedromvilar on Sun Jun 04, 2017 12:05 pm, edited 3 times in total.
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Re: Galatea

Post by pedromvilar »

This world's Sadde is indeed a Kaede, and is Laokab's princex. The Tobias is an enchanter, the previous queen's first child, and particularly pious. The Laura is an arcanist noble in line for Teinnab's throne, and their marriage was arranged.

(I need other names for Laura and Tobias...)

Kaede turned out to be a metamancer and to Express their magic very early in life, before they really understood the taboo. They meta'd their mum without her knowledge and people thought they were an arcanist when they made a spell that gender-swapped them. Tobias, who was the enchanter first child of an enchanter first child (not actually true, Tobias' mother was a nonmage who pretended and Tobias never found out), was quite put out by this.

And then one day a few years later Kaede meta'd their father, who spent a second marvelling that his child was really actually an enchanter before the penny dropped. Enraged and in denial, he became more and more abusive, and forbade Kaede from performing magic. He spent some time wavering between just keeping this under wraps and disowning until Laura decided enough was enough and left, taking Kaede with her. This was a huge scandal, naturally, and the fact that Kaede was a metamancer who had been "pretending" they were an arcanist was leaked, and the only politically sensible move Tobias could make (not to mention the only way he could avoid being executed for keeping this a secret) was denouncing Laura and Kaede as the real traitors, saying Laura had hidden it from him, and Laura was excommunicated and sentenced to death. Too bad she and Kaede have disappeared.

(I think at some point Laura's found and captured when Kaede's not nearby and the obvious thing happens.)
Last edited by pedromvilar on Mon Oct 31, 2016 5:45 pm, edited 3 times in total.
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Re: Galatea

Post by DanielH »

What is supposed to happen if Their Eminence is found to be a metamage? Anything other than that one person being executed?

Incentives exercise for reader: I’m not sure I know the magic system enough for it to be as obvious as you seem to think; were you getting at the incentive to steal somebody else’s magic so that you could completely fake being another type of mage?
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Re: Galatea

Post by RoboticLIN »

I just want to reiterate that this is good, and that the secret cabal of mage-batteries to a leader-[metamage] sounds like a fun story. :D

Also, Autorealm. Wow. I used that once for a specific reason (fractal coastlines and a hexmap) and I still have it around for it's name generator. Hahaha. Best of luck!
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Re: Galatea

Post by pedromvilar »

DanielH wrote:What is supposed to happen if Their Eminence is found to be a metamage? Anything other than that one person being executed?
They are executed, anyone they appointed to anything (including rulers) is very heavily scrutinised and investigated and this is terrible for everyone involved.
DanielH wrote:Incentives exercise for reader: I’m not sure I know the magic system enough for it to be as obvious as you seem to think; were you getting at the incentive to steal somebody else’s magic so that you could completely fake being another type of mage?
I was actually talking about the incentives created by the whole succession thing, like stealing somebody else's magic to fake it, like faking it via other means, like lots of arranged marriages causing hasty shifts in who the ruler is, and revenge plots due to that.
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