Wild Magic

Long ago, Wild Magic came into the world.

Within moments, the world and everything in it descended into chaos, warped beyond recognition. As the Wild Magic swept over the world, each thing within it shifted, swapping its place with another like thing – building for building, tree for tree, being for being. Beings were strewn across the world, appearing in strange places together with beings they did not know. Even the selfsame words of written and spoken language became muddled, such that no two beings in all the world spoke with the same tongue.

The Wild Magic seeped deeper into the cracks of space and time, and the laws of existence came unraveled, no longer to be trusted. Millions, perhaps billions, perished as the old world of the Time Before collapsed around them. For an age, the beings of the world lived in hardship and struggled to rebuild a society on sinking sand.

Natural Magic and the Six Races

In this time, Natural Magic emerged.

Each of the Six Races of Beings, through exposure to the Wild Magic, became imbued with a Natural Magic known as Powers.

Humans

Humans bear the Power of Invocation through meditation and lucid dreams. With this Power, a human may convince the Wild Magic to do as they ask. No humans live within the Wild Magic, and the Halcyon Magic is too placid to respond to this Power. It is relegated in practice to the conduct of the Ritual of Resonance once every year in each settlement, beginning with the settlements closest to the Capital on the spring equinox, moving outward to the furthest, and culminating in the Capital itself on the summer solstice. Some humans may also experience prophetic dreams as a manifestation of this Power, though no one knows why, and there is no way to know which dreams will come true, and which will not.

Cobolds

Cobolds bear the Power of Warding through craftsmanship. With this Power, anything a cobold creates with their own hands will be imbubed with a strong protection from wear and tear and deterioration over time.

Cobolds are shorter and stockier than the other races, and they tend to have broad shoulders, thick arms and legs, and large hands and feet. They have a long, thick tail, typically around the same length as their arms. They are steady and balanced, well capable of performing even the most precise of tasks without shaking or falling. Male cobolds tend to have tufts of hair at the tips of their tails, but they are otherwise no hairier than an arm or a leg.

Wights

Wights bear the Power of Transfiguration through a connection to a bestial form. With this Power, a wight can change their shape at will from their wight form to that of the animal to which they are connected. All wights take the form of a hunting mammal, and a wight takes their bestial form from their birth-giving parent.

Wights bear tells in their wight form that indicate their animal form, such as bestial eyes, fangs, claws, and hair or other markings that match the color of their animal fur. Wights in their bestial forms are commonly known as "in fur", and in their wight forms are known as "in skin".

Jinns

Jinns bear the Power of Concealment through a connection to fire. With this Power, a jinn can conceal themself at will from any form of sensory and magical detection except touch.

Jinns have entirely white eyes with no distinguishable iris or pupil, and their bodies are surrounded by a heat haze as at the edges of a flame, yet they feel no hotter to the touch than other races. A jinn typically feels more comfortable while undetectable and must concentrate to reveal themself.

Sprites

Sprites bear the Power of Divination through a connection to nature. With this power, a sprite can listen to an aspect of the natural world to learn of events that have passed nearby. Each sprites may listen to only one natural aspect – such as wind, trees, water, soil, or stone – and a sprite takes their aspect from their birth-giving parent.

Adult sprites each bear horns or antlers of a prey mammal, and they have chromatic-colored hair – blue, green, red, and so on. They are born hornless, and 'earning' their horns is commonly considered a rite of passage into young adulthood.

Elves

Elves bear the Power of Restoration through song. With this power, an elf can make inanimate objects become as they were when newly made and speed along the healing and rejuvenation processes in living things. Elves have naturally perfect pitch and a strong affinity for artistic performance.

Elves are taller and slimmer than the other races and have long ears and metallic-colored hair – copper, brass, gold, iron, and so on.

The Six Races are all capable of having children with one another, and the birth-giving parent always passes their race on to their offspring.

Resonant Magic

The First Monks learned to guide the Wild Magic.

Through force of will, they created a modicum of safety, consistency, and stability for the remnants of the races of beings. Through the Ritual of Resonance, these Monks discovered Resonant Magic. This feat of Natural Magic catalyzes a harmonious interaction between Wild Magic and the souls of beings as they celebrate the Ritual, which pacifies the Wild Magic. Where Magic and the soul intersect, the two intertwine and crystalize, and a magical gem condenses.

The months of the year1 are each associated with one of the Twelve Colors of Resonant Magic, and the days of the week2 with the Six Primary Colors. While there is no guaranteed method to predict the color of a being's magic, some believe that the date and day of their birth can affect if not predict it, and some others hold a belief that like the being, Magic itself has moods, passions, virtues, and vices – and that Magic Resonates with each being where their virtues and vices most closely align with Magic at the moment of Resonance. Others believe that both are true – that a being's birth can predict their personality, which then in turn can predict the color of their magic.

However the Resonant interaction determines the color of the condensing gem, that color in turn determines the schools of Magic within which the being can work. Where beings live together, and the Ritual is conducted on a regular basis, the Wild Magic becomes entirely placid and creates the Halcyon Magic.

There are three magnitudes of Resonance, which determine the breadth of the being's access to magic. The first magnitude results in a small gem that grants a single cantrip, a simple – though sometimes still quite powerful – spell. The being may cast this cantrip without additional spell components, which are required to cast spells at higher magnitudes. These small gems are typically set into rings, which the being commonly wears at all times.

The second magnitude results in a mid-sized gem that grants the being access to one of the two schools of magic associated with its color and a fairy familiar. This familiar takes on its own consciousness, born of the deeper intersection of Magic and the being's soul. Each fairy's shape is similar to that of its master, and they have wings reminiscent of those of winged animals. Beings with magic of the second magnitude are known as Mages or Wizards. To cast spells from their Resonant school requires a Mage to perform certain actions or create certain works, which provide direction to Magic. The color of the Mage's gem determines the method by which they may harness magic. These mid-sized gems are typically set into a wand, staff, or some other tool.

The third magnitude results in a large gem that grants the being access to both schools of magic associated with its color and a dragon familiar, similar to a mage's fairy. Dragons have gem-like scales over most of their bodies. They have the head and ears of an elk and the horns of an impala. Their manes are a cross of a horse's and a lion's. Their shoulders and hips are saurian, they have long, ferret-like body, their legs are deer-like, and they have claws like crows. They have fur like that of their manes on the backs of their legs and at the tips of their tails. Their wings are those of a flying fox. Dragons can change their size at will, becoming large enough to carry their masters and small enough to ride on their shoulders. Beings with magic of the third magnitude are known as Knights. They cast magic in the same way a Mage of the same color does, and their large gems are typically set into a ceremonial sword.

Dragon Knights form a fighting force that gathers and flies into the air to combat the Darkness, a supernatural occurrence that began with the advent of the Halcyon Magic. Its appearance is irregular and unpredictable. The sky dims, blocking out the sun, and blobs of pure darkness fall. Dragonfire is the only thing that can destroy this Darkness. Anything the Darkness touches disappears forever. It bores holes through larger structures like houses and other buildings, but smaller objects and living things disappear entirely.

Colors of Magic

      
   

Red

Red Magic is Evocation and Invocation harnessed through willpower and the spoken word. A Red caster binds spells to Words of Power through focused meditation. When they speak thus, the world obeys. They can call forth lightning and fire with a command.

Red Magic is associated with the virtues of Courage – heart, perseverance, and tenacity – and with the vices of Hubris – vainglory, recklessness, and impudence.

Orange

Orange Magic is Invocation and Warding harnessed through the written word – a complex system of ideographs combined together to express poetic meanings in beautiful patterns. These spells combine a bold series of instructions with masterfully crafted persuasion. An Orange caster changes the world with a pen or stylus. They can turn back the tide of time as easily as an enemy onslaught.

Orange Magic is associated with the virtues of Loyalty – steadfastness, trustworthiness, and integrity – and with the vices of Bigotry – stubbornness, hatred, and fanaticism.

Yellow

Yellow Magic is Warding and Conjuration harnessed with drawing, sketching, and painting. A Yellow caster turns image into reality. They can call forth in truth what they can put to paper or canvas.

Yellow Magic is associated with the virtues of Love – passion, kindness, and fellowship – and with the vices of Wrath – rage, fury, and possessiveness.

Chartreuse

Chartreuse Magic is Conjuration and Transfiguration harnessed through the braiding of leather, the weaving of wool, the carving of bone. A Chartreuse caster weaves thoughts through fiber into fact and etches change through bone to body.

Chartreuse Magic is associated with the virtues of Joy – levity, humor, and cheer – and with the vices of Gluttony – wastefulness, overindulgence, and avarice.

Green

Green Magic is Transfiguration and Enchantment harnessed through forming bonds with living animals. A Green caster grants boons, lays curses, and changes form and function, through their connection to the very pulse of life. Whatever the caster can teach the animal mind to understand, they can do.

Green Magic is associated with the virtues of Mercy – forgiveness, forbearance, and gentleness – and with the vices of Folly – gullibility, imprudence, and naivete.

Turquoise

Turquoise Magic is Enchantment and Concealment harnessed through concoctions of meat, bile, and blood. A Turquoise caster roasts meals and brews potions to bolster and bog down, to cloak and chicane.

Turquoise Magic is associated with the virtues of Grace – dignity, poise, and elegance – and with the vices of Guile – treachery, deceit, and fraud.

Cyan

Cyan Magic is Concealment and Revelation harnessed through fire and light. A Cyan caster illuminates the hidden with a candle, bends sight with a prism, binds images in mirrors, and creates illusions with pyrotechnic flash.

Cyan Magic is associated with the virtues of Wit – adroitness, cleverness, and ingenuity – and with the vices of Envy – covetousness, rivalry, and bitterness.

Azure

Azure Magic is Revelation and Divination harnessed through glass and ash. An Azure caster gazes through the window to the future, sifts through the sands of time, magnifies the truth with a lens, and unmasks the hidden with the remnants of fire.

Azure Magic is associated with the virtues of Wisdom – prudence, discernment, and insight – and with the vices of Pride – arrogance, condescension, and conceit.

Blue

   

Blue Magic is Divination and Purification harnessed through connecting to the natural world. A Blue Mage draws out corruption with the pull of crystal and wood, sees the truth reflected in still water, and listens to the word of the wind.

Blue Magic is associated with the virtues of Peace – serenity, harmony, and composure – and with the vices of Sloth – indolence, apathy, and negligence.

Purple

Purple Magic is Purification and Restoration harnessed with the tones and rhythms of instruments and drums. A Purple Mage washes away injuries with flourish of a flute. With the boom of a drum, they draw out sickness and poison.

Purple Magic is associated with the virtues of Charity – compassion, benevolence, and generosity – and with the vices of Contempt – scorn, disdain, and haughtiness.

Magenta

Magenta Magic is Restoration and Destruction harnessed with song and verse. A Magenta caster sings paeans of healing and chants dirges of death. Their cantos spell weal or woe, reverse the ravages of time and trauma, or speed them along to their finale.

Magenta Magic is associated with the virtues of Justice – truth, right, and order – and with the vices of Brutality – cruelty, ruthlessness, and tyranny.

Fuchsia

Fuchsia Magic is Destruction and Evocation harnessed with dance, expressive motion, and sign. A Fuchsia caster throws fire and breaks bone with the sweep and sign of a hand. With the kick of a leg, they hurl blasts of sound and crumble stone.

Fuchsia Magic resonates with the virtues of Diligence – mindfulness, earnestness, and zeal – and with the vices of Bias – prejudice, favoritism, and obsession.

Schools of Magic

Evoke

Evocation is the Magic of calling for bursts of energy of all sorts – electromagnetic, kinetic, chemical, and so forth.

Invoke

Invocation is the Magic of control – ordering objects and creatures to obey and perform discrete actions.

Ward

Warding is the Magic of protection – guarding places, people, and objects from immediate or specific harm, intrusion, and weathering.

Conjure

Conjury is the Magic of calling forth physical objects and connections between physical places.

Transfigure

Transfiguration – or Transmutation – is the magic of changing one physical thing into another.

Enchant

Enchantment is the magic of programming physical things to behave a certain way in a certain situation.

Conceal

Concealment is the magic of making one object appear to be another, to make illusions, and to make objects and knowledge undetectable.

Reveal

Revelation is the magic of laying bare the hidden, finding lost things, and discovering buried truths.

Divine

Divination is the magic of seeing distant people, places, times, and events.

Purify

Purification is the magic of banishing the unwanted and removing the detrimental.

Restore

Restoration is the magic of renewing old and broken things and healing injuries.

Destroy

Destruction is the magic of unmaking, breaking apart, and dissolving both physical things and magic.

The Halcyon Calendar

In the Halcyon World of the Eterenal Moment, the beings speak a new language born of a thousand years of shifts and changes in the tongues that emerged from the chaos of the Wild Magic. This language is influenced by two primary language groups – the Southern tongue, and the Northern tongue. By convention, the Southern tongue is represented with words of Latin origin, and the Northern tongue is represented with with words of Germanic origin.

The Week

The Days of the Week are named for the Six Primary Colors of Magic: Red, Yellow, Green, Cyan, Blue, and Magenta. In the Southern tongue, the days of the week have a common or vulgar name and a formal name. The vulgar name is used in speech and informal communications, and the formal name is – as the name suggests – used in formal communications. In the Northern tongue, they have new name and an old name. Only the new name is in everyday use. In the following chart, the names are listed in that order.

Dirubis


Dies Rubri
Roadsday
*raudas dag

Diflavis


Dies Flavi
Yewsday
*yelwis dag

Divirdis


Dies Viridis
Grungesday
*grōnijas dag

Diquaris


Dies Aquarum
Skewsday
*skiwis dag

Dicaelis


Dies Caerulei
Blouseday
*blewas dag

Dirosis


Dies Rosei
Blominsday
*blominiz dag

The Year

The Months of the Year are named for the traditional virtues associated with each of the Twelve Colors of Magic: Courage, Loyalty, Love, Joy, Mercy, Grace, Wit, Wisdom, Peace, Charity, Justice, and Diligence. Each month is 30 days long.

There are five festival days during the year: New Year's Day, which is considered the first day of spring, the Vernal Equinox (Easter), the Aestal Solstice (Midsummer), the Autumnal Equinox (Harvest), and the Hibernal Equinox (Midwinter). Every fourth year, a sixth festival – the Veiled Feast is held on the first day of fall. These days are independent of any month or week. In the Gregorian calendar, the equinoxes and solstices traditionally begin their respective seasons; however, in the Halcyon calendar, these days occur at their midpoints.

The festivals are often associated with one of the Six Races, and by extension, with one of the Six Primary Colors. While every festival brings feasting and fellowship, each also has its own traditions.

Cordumber
Heartnung

New Year's Day
04 Feb
01
05 Feb
02
06 Feb
03
07 Feb
04
08 Feb
05
09 Feb
06
10 Feb
07
11 Feb
08
12 Feb
09
13 Feb
10
14 Feb
11
15 Feb
12
16 Feb
13
17 Feb
14
18 Feb
15
19 Feb
16
20 Feb
17
21 Feb
18
22 Feb
19
23 Feb
20
24 Feb
21
25 Feb
22
26 Feb
23
27 Feb
24
28 Feb
25
01 Mar
26
02 Mar
27
03 Mar
28
04 Mar
29
05 Mar
30
06 Mar

Fidlumber
Triwthung

01
07 Mar
02
08 Mar
03
09 Mar
04
10 Mar
05
11 Mar
06
12 Mar
07
13 Mar
08
14 Mar
09
15 Mar
10
16 Mar
11
17 Mar
12
18 Mar
13
19 Mar
Vernal Equinox
20 Mar
14
21 Mar
15
22 Mar
16
23 Mar
17
24 Mar
18
25 Mar
19
26 Mar
20
27 Mar
21
28 Mar
22
29 Mar
23
30 Mar
24
31 Mar
25
01 Apr
26
02 Apr
27
03 Apr
28
04 Apr
29
05 Apr
30
06 Apr

Amrumber
Lovung

01
07 Apr
02
08 Apr
03
09 Apr
04
10 Apr
05
11 Apr
06
12 Apr
07
13 Apr
08
14 Apr
09
15 Apr
10
16 Apr
11
17 Apr
12
18 Apr
13
19 Apr
14
20 Apr
15
21 Apr
16
22 Apr
17
23 Apr
18
24 Apr
19
25 Apr
20
26 Apr
21
27 Apr
22
28 Apr
23
29 Apr
24
30 Apr
25
01 May
26
02 May
27
03 May
28
04 May
29
05 May
30
06 May

Gadrumber
Gliwung

01
07 May
02
08 May
03
09 May
04
10 May
05
11 May
06
12 May
07
13 May
08
14 May
09
15 May
10
16 May
11
17 May
12
18 May
13
19 May
14
20 May
15
21 May
16
22 May
17
23 May
18
24 May
19
25 May
20
26 May
21
27 May
22
28 May
23
29 May
24
30 May
25
31 May
26
01 Jun
27
02 Jun
28
03 Jun
29
04 Jun
30
05 Jun

Clemtsumber
Milthung

01
06 Jun
02
07 Jun
03
08 Jun
04
09 Jun
05
10 Jun
06
11 Jun
07
12 Jun
08
13 Jun
09
14 Jun
10
15 Jun
11
16 Jun
12
17 Jun
13
18 Jun
14
19 Jun
15
20 Jun
Aestal Solstice
21 Jun
16
22 Jun
17
23 Jun
18
24 Jun
19
25 Jun
20
26 Jun
21
27 Jun
22
28 Jun
23
29 Jun
24
30 Jun
25
01 Jul
26
02 Jul
27
03 Jul
28
04 Jul
29
05 Jul
30
06 Jul

Gratsumber
Aizung

01
07 Jul
02
08 Jul
03
09 Jul
04
10 Jul
05
11 Jul
06
12 Jul
07
13 Jul
08
14 Jul
09
15 Jul
10
16 Jul
11
17 Jul
12
18 Jul
13
19 Jul
14
20 Jul
15
21 Jul
16
22 Jul
17
23 Jul
18
24 Jul
19
25 Jul
20
26 Jul
21
27 Jul
22
28 Jul
23
29 Jul
24
30 Jul
25
31 Jul
26
01 Aug
27
02 Aug
28
03 Aug
Veiled Feast
29 Feb
29
04 Aug
30
05 Aug

Ingiorumber
Witjung

01
06 Aug
02
07 Aug
03
08 Aug
04
09 Aug
05
10 Aug
06
11 Aug
07
12 Aug
08
13 Aug
09
14 Aug
10
15 Aug
11
16 Aug
12
17 Aug
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18 Aug
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19 Aug
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20 Aug
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21 Aug
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22 Aug
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23 Aug
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24 Aug
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25 Aug
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26 Aug
22
27 Aug
23
28 Aug
24
29 Aug
25
30 Aug
26
31 Aug
27
01 Sep
28
02 Sep
29
03 Sep
30
04 Sep

Saptrumber
Wisdomung

01
05 Sep
02
06 Sep
03
07 Sep
04
08 Sep
05
09 Sep
06
10 Sep
07
11 Sep
08
12 Sep
09
13 Sep
10
14 Sep
11
15 Sep
12
16 Sep
13
17 Sep
14
18 Sep
15
19 Sep
16
20 Sep
Autumnal Equinox
21 Sep
17
22 Sep
18
23 Sep
19
24 Sep
20
25 Sep
21
26 Sep
22
27 Sep
23
28 Sep
24
29 Sep
25
30 Sep
26
01 Oct
27
02 Oct
28
03 Oct
29
04 Oct
30
05 Oct

Pacumber
Frithwung

01
06 Oct
02
07 Oct
03
08 Oct
04
09 Oct
05
10 Oct
06
11 Oct
07
12 Oct
08
13 Oct
09
14 Oct
10
15 Oct
11
16 Oct
12
17 Oct
13
18 Oct
14
19 Oct
15
20 Oct
16
21 Oct
17
22 Oct
18
23 Oct
19
24 Oct
20
25 Oct
21
26 Oct
22
27 Oct
23
28 Oct
24
29 Oct
25
30 Oct
26
31 Oct
27
01 Nov
28
02 Nov
29
03 Nov
30
04 Nov

Cartsumber
Godaizung

01
05 Nov
02
06 Nov
03
07 Nov
04
08 Nov
05
09 Nov
06
10 Nov
07
11 Nov
08
12 Nov
09
13 Nov
10
14 Nov
11
15 Nov
12
16 May
13
17 Nov
14
18 Nov
15
19 Nov
16
20 Nov
17
21 Nov
18
22 Nov
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23 Nov
20
24 Nov
21
25 Nov
22
26 Nov
23
27 Nov
24
28 Nov
25
29 Nov
26
30 Nov
27
01 Dec
28
02 Dec
29
03 Dec
30
04 Dec

Justumber
Rectaizung

01
05 Dec
02
06 Dec
03
07 Dec
04
08 Dec
05
09 Dec
06
10 Dec
07
11 Dec
08
12 Dec
09
13 Dec
10
14 Dec
11
15 Dec
12
16 Dec
13
17 Dec
14
18 Dec
15
19 Dec
16
20 Dec
Hibernal Solstice
21 Dec
17
22 Dec
18
23 Dec
19
24 Dec
20
25 Dec
21
26 Dec
22
27 Dec
23
28 Dec
24
29 Dec
25
30 Dec
26
31 Dec
27
01 Jan
28
02 Jan
29
03 Jan
30
04 Jan

Digentsumber
Carung

01
05 Jan
02
06 Jan
03
07 Jan
04
08 Jan
05
09 Jan
06
10 Jan
07
11 Jan
08
12 Jan
09
13 Jan
10
14 Jan
11
15 Jan
12
16 Jan
13
17 Jan
14
18 Jan
15
19 Jan
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20 Jan
17
21 Jan
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22 Jan
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23 Jan
20
24 Jan
21
25 Jan
22
26 Jan
23
27 Jan
24
28 Jan
25
29 Jan
26
30 Jan
27
31 Feb
28
01 Feb
29
02 Feb
30
03 Feb
World by Aaron Coventry
Rune art by Tin Wizard
Character art by AedenSolus
Dragon art by Sailorjubs