Mykinkaiser
Literally the worst
GENERAL
Edgewater is a large city situated on the banks of Lake Felburn in the Pacific Northwest of the United States. On March 15th, 2017 a Rift leading to another world opened in the city and the denizens of that world began to come through. The initial opening of the Rift was accompanied by the sound of something shattering, a crack in the air appearing, and an earthquake that caused considerable damage around the breach. Furthermore, a dense fog surrounded the city and the lake, making it impossible to leave as anyone who tried would simply find themselves returning to the city even though they never turned around.
Within the months following the opening the city descended into chaos and riots as people from both sides tried to make sense of the situation. These were finally quelled by the formation of the Rift Investigation and Containment Taskforce, a governmental agency with the job of researching the Rift and dealing with its accompanying dangers, though opposition groups still exist.
Currently it is 2042, 25 years after the opening, and for the most part people coexist peacefully with each other. However, there are still those who refuse to accept those from the Rift and those who refuse to fit in. Furthermore, Research has made some progress but the cause of the opening is yet unknown, as is how to get back through. This is made especially worrying as there's also no way to prevent more things from coming through, things that aren't always friendly.
Despite the crack appearing in the sky during the opening, the Rift encompasses the entire city of Edgewater. It normally cannot be seen, the exception being when a portion of it opens to spit out whatever person or creature was unfortunate enough to be caught up in it on the other side. For those in Edgewater, those openings appear like a miniature version of the opening as a crack appears in the air with a shattering noise and the traveler falls through. For those coming through they simply hear that same noise before feeling like they're falling into an abyss.
The world that the Rift connects to is known to its inhabitants as Valtira. It is a turbulent and dangerous land, technologically in the middle ages but full of magic and fantastical things. There, the Rift primarily encompasses The Adrana Empire, The Truis Magedom, and Mascad, as well as some of the areas surrounding them.
Many theories have been put forth about how the Rift formed, though no one actually knows the true cause for it or how it operates. Some of the more prevalent theories include it being some sort of magically induced wormhole due to a large scale spell gone wrong, that it happened due to a misalignment of the planes, or more recently, that some god-like being created it for reasons yet unknown.
After the Rift opened and those from another world began to come through, they brought magic with them as well. For the first few chaotic years, they kept the knowledge mostly to themselves but eventually those who were more accepting of their new home began to teach humans to be mages. Since then, mages have become more common, though the years of study necessary to practice magic mean that they are still a relative minority within the city.
In order to cast spells, a mage taps into their subconscious to construct a runic array out of atmospheric mana. This array acts as a sort of instruction set for the processes of a spell, almost like computer code. These processes are defined as each action the spell seeks to achieve. For example, to simply create a flame would consist of a single process and would be an incredibly easy and simple spell with the array consisting of a single rune. However, should the mage create a fireball and shoot it at an enemy that would require 3 processes, the first to create the fire, the second to condense it, and the third to shoot it. Generally, spells with 3 processes or less are considered fairly simple, though exceptions exist if a certain process is particularly complicated.
Runic arrays can be physically created and imbued with mana in order to cast spells as well. The benefit of this is the fact that the mage doesn't have to bear the mental burden of creating the array subconsciously. However, due to the fact that it takes far longer as the mage must draw the runes out by hand this method is usually only employed for very complex or large scale spells. Its other main use comes in the form of enchantment. By marking arrays onto objects a mage can imbue them with a spell that activates to certain triggers or when mana is channeled into it. A certain subset of enchantment deals with tattooing enhancement spells onto people, though such spells create a burden on the user's body, meaning that they must have adequate strength in order to fully utilize the spells. Another drawback of physical arrays is that, unlike mana arrays, they cannot be changed on the fly. This means that the spell produced by such an array will always manifest in the same way, making them far less flexible in unpredictable situations. Also, while the mage does not have to deal with the mental burden of creating the mana array, they do still need to process the spell.
In short, using any sort of magic, whether it be through a mana array or an enchanted object, incurs some level of mental burden on the user.
Lastly, while magic is powerful it does have some limitations. For one, it is impossible to create matter through magic, one can only use what is already present. It is also impossible to alter or manipulate the flow of time, such as through time travel or divination. Though it is possible to peer into the past in a certain place given a strong enough magical residue. Such residue is usually left when casting powerful spells but not for day to day life or large scale non-magical events.
Dampeners:
Formally known as Mana Array Dampeners or M.A.D., dampeners are devices designed to disrupt the formation of magical arrays and thus prevent the casting of spells. However, as the serve to disrupt the creation of the array they do little to prevent casting spells using physically formed arrays. Dampeners come in two main forms, Area dampeners and restraint models.Area dampeners refer to both field generator models and single-use grenade forms. The generators work by producing a constant dampening field that decreases the efficiency of spellcasting, causing the mage to expend more mana as well as making spells harder to control. That being said, they serve only to make casting spells harder, but not impossible.Restraint models on the other hand serve to block a single individual from using magic, though expert mages might be able to cast minor magic with effort. These usually come in the form of bulky hand or ankle cuffs and require a power source to stay active.
Last edited: