FearItself
There is nothing to fear
World history
The world of aria is a realatively large planet roughly 11,980 miles in diameter with no moons. A massive singular ocean spans the world dividing up its 3 large continents. However incredibly dangerous waters with massive creatures and super storms cuts one continent off from the other two. It is on that continent that our story takes place.
The large continent is home to 13 kingdoms that were a great empire 8000 years ago. This empire crumbled after the disaster known as the darkening. This disaster caused the air and water currents around the continent to become hectic and violent causing storms and whirlpools to drag ships and aircraft down. That is if the leviathans of the sea dont take them down. Even the mightiest of Dragons cannot escape. Cut off from the world and greatly disorganized this great advanced empire turned on themselves and a vicious civil war broke out. This war would last 1000 years as the factions repeatedly broke into more factions that continued to fight long after the great empire had been reduced to fighting with sticks and stones. The wars finally ended when the first recorded child of infinity was born and created the first of the 13 kingdoms, the nation of Xaxxis.
As the first perished the next was born in the then called wildlands and would go to forge a new kingdom on the opposite end of the continent. Eventually the wildlands were tamed as more kingdoms rose from the example of the other two. These nations would each grow and develop and soon after the last kingdom rose the gods of the old empire returned. They would split themselves evenly among the 13 kingdoms and teach the continent the wonders of magic. Thousands of years would pass with occasional conflicts breaking out between nations but the gods always intervening before a nation was ever destroyed entirely.
It wasnt until 30 years ago that things began to destabilize as suddenly across the world Hundreds of children of Infinity were born. Previously only one would ever be in the world at any given time, when they died another would be born. With their power to draw great abilities from the world itself that rival even magic these children became a sought after resource for many kingdoms. Then Ten years after that the gods fell silent without warning, no more would they speak to their followers and the powers of clerics and paladins began to fade. Finally the past ten years have seen the forces of magic itself begining to grow unstable and unpredictable. With the nation of Xaxxis gathering a large amount of children of infinity a power imbalance has begun to cause the fragile peace between nation to begin to crumble as the nations each begin to stockpile power in their own ways and brace for war.
~~~
Magic
In the world of Aria magic is a force generated by a mages Soul. If it can use magic it has some form of soul this includes monsters. Mages draw power from within and blend it with natural energies to preform spells such as hurling fireballs and casting healing hands. This DOES NOT mean mages can have overarching abilities like pyrokinesis. A flame mage is simply a mage whose list of spells includes several flame spells such as fire whip, fire ball, flame bolt, pyroclysm etc. Being a fire mage does not mean you just "control fire". Keep this in mind and dont be afraid to multiclass and use healing and damage one neednt be a single focus mage.
Enchanments work in a similar way. The main difference being the mage puts a fraction of lifeforce into the spell to bind it to the item, usually using the life force of a monster. The amount of life force determines the duration and power of the enchantment. There are however incredibly rare artifacts made by the gods that have no duration limit and are amazingly powerful. Golems are also technically enchanted items.
Alchemy is the process of taking the natural energies within things like stones monster parts, plants, and a variety of different chemicals. These can create potions and gases and other strange things designed to react to the natural magics within whatever they are ingested or otherwise exposed to.
Domains are another name for the aura of the mage. It is a zone where the mages magic takes precedence usually located on and around a mage. This prevents people from controllong a mages mind, reading their mind, targeting the internal structure of their body such as organs and bones or causing their clothes to explode. You can fire attacks that can do alot of these things however you cannot make the effect spontaneously appear on the enemy with some invisible spell. (In short manipulating another persons character with auto effects, auto hits, and other such unavoidable shennanigans is not possible via magic, infinity power, or any other means.)
Passive magic is a thing that all beings in this world posses. Even if you dont choose to learn to cast spells. This allows warriors to achieve inhuman levels of strength, or theives to have stealth buffs that allow them to do what would otherwise be physically impossible. Like other magics these passive magics can be trained and will grow stronger with experience in that area. So a swordsman for example can get good enough to do that anime slash where nothing happens until they sheath their sword.
~~~
Infinity powers are the abilities granted to the children of infinity. These powers fill their domain much like magic but unlike magic the power is drawn in from the natural world rather then in magics case where the power of the domain is forced out of the mage and into the natural world. This inverse of the usuall flow of magic causes children of infinity to be completely incapable of learning magic. They do however possess two quirks usually that make them valuable. Their passive magic is usually incredibly high making them have potential to become powerful in any class they aplly themselves too, furthermore their power does not have a tax on it they will not grow tired or "run out of gas" as it were. If a kid had the infinity power to hurl fireballs he could do so all day everyday no problem. Unlike mages however the Child of infinity will only ever have one "power". These powers vary from child to child and can range from powerful eye beams to the ability to transform into a variety of creatures. These abilities are also immutable and cannot be dampened, weakened, strengthened, exhausted, or otherwise altered. So for example a potion that makes a person slower would not be able to effect a child of infinity. However they are far from unkillable in most cases usually relying heavily on their personal power and being loners. The best rule of thumb to remember is you dont overpower or outlast a child of infinity. You out-think, out-strategize, or out-maneuver them because as the name suggests they dont have a bottom to their reservoir.
The world of aria is a realatively large planet roughly 11,980 miles in diameter with no moons. A massive singular ocean spans the world dividing up its 3 large continents. However incredibly dangerous waters with massive creatures and super storms cuts one continent off from the other two. It is on that continent that our story takes place.
The large continent is home to 13 kingdoms that were a great empire 8000 years ago. This empire crumbled after the disaster known as the darkening. This disaster caused the air and water currents around the continent to become hectic and violent causing storms and whirlpools to drag ships and aircraft down. That is if the leviathans of the sea dont take them down. Even the mightiest of Dragons cannot escape. Cut off from the world and greatly disorganized this great advanced empire turned on themselves and a vicious civil war broke out. This war would last 1000 years as the factions repeatedly broke into more factions that continued to fight long after the great empire had been reduced to fighting with sticks and stones. The wars finally ended when the first recorded child of infinity was born and created the first of the 13 kingdoms, the nation of Xaxxis.
As the first perished the next was born in the then called wildlands and would go to forge a new kingdom on the opposite end of the continent. Eventually the wildlands were tamed as more kingdoms rose from the example of the other two. These nations would each grow and develop and soon after the last kingdom rose the gods of the old empire returned. They would split themselves evenly among the 13 kingdoms and teach the continent the wonders of magic. Thousands of years would pass with occasional conflicts breaking out between nations but the gods always intervening before a nation was ever destroyed entirely.
It wasnt until 30 years ago that things began to destabilize as suddenly across the world Hundreds of children of Infinity were born. Previously only one would ever be in the world at any given time, when they died another would be born. With their power to draw great abilities from the world itself that rival even magic these children became a sought after resource for many kingdoms. Then Ten years after that the gods fell silent without warning, no more would they speak to their followers and the powers of clerics and paladins began to fade. Finally the past ten years have seen the forces of magic itself begining to grow unstable and unpredictable. With the nation of Xaxxis gathering a large amount of children of infinity a power imbalance has begun to cause the fragile peace between nation to begin to crumble as the nations each begin to stockpile power in their own ways and brace for war.
~~~
Magic
In the world of Aria magic is a force generated by a mages Soul. If it can use magic it has some form of soul this includes monsters. Mages draw power from within and blend it with natural energies to preform spells such as hurling fireballs and casting healing hands. This DOES NOT mean mages can have overarching abilities like pyrokinesis. A flame mage is simply a mage whose list of spells includes several flame spells such as fire whip, fire ball, flame bolt, pyroclysm etc. Being a fire mage does not mean you just "control fire". Keep this in mind and dont be afraid to multiclass and use healing and damage one neednt be a single focus mage.
Enchanments work in a similar way. The main difference being the mage puts a fraction of lifeforce into the spell to bind it to the item, usually using the life force of a monster. The amount of life force determines the duration and power of the enchantment. There are however incredibly rare artifacts made by the gods that have no duration limit and are amazingly powerful. Golems are also technically enchanted items.
Alchemy is the process of taking the natural energies within things like stones monster parts, plants, and a variety of different chemicals. These can create potions and gases and other strange things designed to react to the natural magics within whatever they are ingested or otherwise exposed to.
Domains are another name for the aura of the mage. It is a zone where the mages magic takes precedence usually located on and around a mage. This prevents people from controllong a mages mind, reading their mind, targeting the internal structure of their body such as organs and bones or causing their clothes to explode. You can fire attacks that can do alot of these things however you cannot make the effect spontaneously appear on the enemy with some invisible spell. (In short manipulating another persons character with auto effects, auto hits, and other such unavoidable shennanigans is not possible via magic, infinity power, or any other means.)
Passive magic is a thing that all beings in this world posses. Even if you dont choose to learn to cast spells. This allows warriors to achieve inhuman levels of strength, or theives to have stealth buffs that allow them to do what would otherwise be physically impossible. Like other magics these passive magics can be trained and will grow stronger with experience in that area. So a swordsman for example can get good enough to do that anime slash where nothing happens until they sheath their sword.
~~~
Infinity powers are the abilities granted to the children of infinity. These powers fill their domain much like magic but unlike magic the power is drawn in from the natural world rather then in magics case where the power of the domain is forced out of the mage and into the natural world. This inverse of the usuall flow of magic causes children of infinity to be completely incapable of learning magic. They do however possess two quirks usually that make them valuable. Their passive magic is usually incredibly high making them have potential to become powerful in any class they aplly themselves too, furthermore their power does not have a tax on it they will not grow tired or "run out of gas" as it were. If a kid had the infinity power to hurl fireballs he could do so all day everyday no problem. Unlike mages however the Child of infinity will only ever have one "power". These powers vary from child to child and can range from powerful eye beams to the ability to transform into a variety of creatures. These abilities are also immutable and cannot be dampened, weakened, strengthened, exhausted, or otherwise altered. So for example a potion that makes a person slower would not be able to effect a child of infinity. However they are far from unkillable in most cases usually relying heavily on their personal power and being loners. The best rule of thumb to remember is you dont overpower or outlast a child of infinity. You out-think, out-strategize, or out-maneuver them because as the name suggests they dont have a bottom to their reservoir.