The Visitor's Guide to Weyard
Jun. 6th, 2020 08:43 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Or, an examination of the peculiarities of this world.
Part the First: Psynergy and Alchemy
Alchemy, in general, is the manipulation of elemental forces by the power of one's will. Psynergy is the least powerful, least subtle, and least complex form of Alchemy, generally involving no more than crude reshaping or transportation of a quantity of a single element's physical form. In the time before the placement of the Seal, to say that someone used Psynergy was to imply that they were simple-minded or otherwise incapable of the higher uses.
As the name suggests, Psynergy is performed purely in the mind - one of the most dramatic available cases of "mind over matter". Although many Adepts use names and hand motions for particular moves they use often, neither is necessary. There is one partial exception; some Psynergetic abilities are based on the possession of particular items; in these cases, the power must be channeled through the item in question, which is usually done by touch.
It is, then, an Adept's state of mind that allows him or her to use Psynergy - or indeed, any form of Alchemy. It is done by assuming the manner of thought of a particular element, and using that similarity to suggest that things ought to be in such a state, rather than the way they are. These thought patterns are generally self-reinforcing, which is a large part of the reason that unless Djinn get involved, no person can use more than one element (generally; it's not unknown for someone to know one or two abilities affiliated with a sympathetic element, such as Venus Adepts with Move).
Thus, it is an Adept's mindset that generally determines what element he or she can control. Whether one is or is not an Adept, by contrast, is determined largely by the environment in which one is raised, and particularly the presence or absence of Alchemic influences. So, for instance, those raised near a Psynergy Stone or an Elemental Lighthouse are more likely to be Adepts than those who aren't. That said, many areas tend to have a greater concentration of adepts of one element than another; for example, Imil, near Mercury Lighthouse, is unlikely to produce an adept of either Wind or Earth, and Fire would be practically impossible. Depending on the area, this may be a result of the world itself shaping the potential Adept's thought patterns.
There is a peculiarity in the interaction of Alchemic abilities and mind-altering substances. In the main, any such thing tends to make the use of such abilities both easier and more uncontrolled. Occasionally, a particularly affected Adept will produce effects that cannot easily be explained in terms of his or her own element - for instance, a Mars Adept half-burying buildings.
All Alchemy requires a balance. If fire is generated in one place, the rest of the world becomes correspondingly colder. Similarly, matter cannot be created nor destroyed; any material that appears to be spontaneously created is, in fact, transported from somewhere else. Particularly skilled and careful Adepts can, with practice, learn to discover, and later to control, the source of such material. It is even possible, with practice, to use this ability to create sculpture more intricate than can be produced by hand.
Similarly, although several abilities are typically perceived as employing a gigantic pale hand, this is simply a manifestation of a common visualization technique. Such hands have no physical reality, instead being a representation of the individual molecules of the target being moved directly by Alchemic forces. Likewise, their appearance can change, although it is unusual for an individual's manifestations to differ over the course of his life, or to be different than those of the person who trained him in Alchemy.
It is sometimes said that those who aren't Adepts can't see such manifestations, or other direct signs of Alchemy in use, although its effects on the physical world are obvious to anyone who looks. In fact, though, this effect is specific to Weyard: visiting mages of other traditions will find that their mundane counterparts can only see the physical results of their spells, while Adepts traveling to other worlds should be prepared for others noticing their work.
Part the Second: The Seal
The Seal on Alchemy is a truly astonishing piece of Alchemic engineering. In essence, the Elemental Lighthouses were built in such locations and in such a way as to become major foci for Alchemic energies of a particular element. Once this was done, four Adepts - each of the relevant element - sacrificed their own lives in order to become the Elemental Stars - inanimate objects with the appearance of gems, literally made of the combined energy of their respective elements. Each Star was composed of nearly all of its element's energy, which is what caused the problems leading to the Proxians' quest; the Adepts who implemented the seal recognized that sealing away all of even one element would imperil the physical existence of the world. However, they also wanted to prevent further abuses of Alchemy such as they saw among the Emperors. They thus attempted to strike a balance in the amount of energy they sealed, but ultimately miscalculated for the long term.
Part the Third: The Djinn and other spirits
In fact, the term "spirit" may be a misnomer when applied to Djinn, as it implies ethereal qualities, and Djinn are in many ways more "real" - and therefore more solid - than most things to which they can be compared.
The Djinn were involved in the later stages of the creation of Weyard, and are thus very old, and in theory both wise and knowledgeable. Like many varieties of immortal, though, they are often careless and apparently forgetful, so even when they are allied with a person that person may not have access to any significant quantity of that knowledge.
The number of Djinn is, for all practical purposes, set and constant. They are not truly alive, and so cannot die except in the event of some catastrophe affecting the nature of their element. Nor are they capable of reproducing; although the majority of individual Djinn self-identify as either male or female, they are physically identical. It is possible for additional Djinn to be created by the common consent of the elements themselves, but this has probably never happened in all of Weyard's history.
Although they were originally identical in every way, each Djinni has developed a distinct personality over the succeeding eons. Most tend to be within the scope of their associated elements, although there are a few who vary. Indeed, there are even Djinn who seem completely against type.
This is currently a work in progress.
Part the First: Psynergy and Alchemy
Alchemy, in general, is the manipulation of elemental forces by the power of one's will. Psynergy is the least powerful, least subtle, and least complex form of Alchemy, generally involving no more than crude reshaping or transportation of a quantity of a single element's physical form. In the time before the placement of the Seal, to say that someone used Psynergy was to imply that they were simple-minded or otherwise incapable of the higher uses.
As the name suggests, Psynergy is performed purely in the mind - one of the most dramatic available cases of "mind over matter". Although many Adepts use names and hand motions for particular moves they use often, neither is necessary. There is one partial exception; some Psynergetic abilities are based on the possession of particular items; in these cases, the power must be channeled through the item in question, which is usually done by touch.
It is, then, an Adept's state of mind that allows him or her to use Psynergy - or indeed, any form of Alchemy. It is done by assuming the manner of thought of a particular element, and using that similarity to suggest that things ought to be in such a state, rather than the way they are. These thought patterns are generally self-reinforcing, which is a large part of the reason that unless Djinn get involved, no person can use more than one element (generally; it's not unknown for someone to know one or two abilities affiliated with a sympathetic element, such as Venus Adepts with Move).
Thus, it is an Adept's mindset that generally determines what element he or she can control. Whether one is or is not an Adept, by contrast, is determined largely by the environment in which one is raised, and particularly the presence or absence of Alchemic influences. So, for instance, those raised near a Psynergy Stone or an Elemental Lighthouse are more likely to be Adepts than those who aren't. That said, many areas tend to have a greater concentration of adepts of one element than another; for example, Imil, near Mercury Lighthouse, is unlikely to produce an adept of either Wind or Earth, and Fire would be practically impossible. Depending on the area, this may be a result of the world itself shaping the potential Adept's thought patterns.
There is a peculiarity in the interaction of Alchemic abilities and mind-altering substances. In the main, any such thing tends to make the use of such abilities both easier and more uncontrolled. Occasionally, a particularly affected Adept will produce effects that cannot easily be explained in terms of his or her own element - for instance, a Mars Adept half-burying buildings.
All Alchemy requires a balance. If fire is generated in one place, the rest of the world becomes correspondingly colder. Similarly, matter cannot be created nor destroyed; any material that appears to be spontaneously created is, in fact, transported from somewhere else. Particularly skilled and careful Adepts can, with practice, learn to discover, and later to control, the source of such material. It is even possible, with practice, to use this ability to create sculpture more intricate than can be produced by hand.
Similarly, although several abilities are typically perceived as employing a gigantic pale hand, this is simply a manifestation of a common visualization technique. Such hands have no physical reality, instead being a representation of the individual molecules of the target being moved directly by Alchemic forces. Likewise, their appearance can change, although it is unusual for an individual's manifestations to differ over the course of his life, or to be different than those of the person who trained him in Alchemy.
It is sometimes said that those who aren't Adepts can't see such manifestations, or other direct signs of Alchemy in use, although its effects on the physical world are obvious to anyone who looks. In fact, though, this effect is specific to Weyard: visiting mages of other traditions will find that their mundane counterparts can only see the physical results of their spells, while Adepts traveling to other worlds should be prepared for others noticing their work.
Part the Second: The Seal
The Seal on Alchemy is a truly astonishing piece of Alchemic engineering. In essence, the Elemental Lighthouses were built in such locations and in such a way as to become major foci for Alchemic energies of a particular element. Once this was done, four Adepts - each of the relevant element - sacrificed their own lives in order to become the Elemental Stars - inanimate objects with the appearance of gems, literally made of the combined energy of their respective elements. Each Star was composed of nearly all of its element's energy, which is what caused the problems leading to the Proxians' quest; the Adepts who implemented the seal recognized that sealing away all of even one element would imperil the physical existence of the world. However, they also wanted to prevent further abuses of Alchemy such as they saw among the Emperors. They thus attempted to strike a balance in the amount of energy they sealed, but ultimately miscalculated for the long term.
Part the Third: The Djinn and other spirits
In fact, the term "spirit" may be a misnomer when applied to Djinn, as it implies ethereal qualities, and Djinn are in many ways more "real" - and therefore more solid - than most things to which they can be compared.
The Djinn were involved in the later stages of the creation of Weyard, and are thus very old, and in theory both wise and knowledgeable. Like many varieties of immortal, though, they are often careless and apparently forgetful, so even when they are allied with a person that person may not have access to any significant quantity of that knowledge.
The number of Djinn is, for all practical purposes, set and constant. They are not truly alive, and so cannot die except in the event of some catastrophe affecting the nature of their element. Nor are they capable of reproducing; although the majority of individual Djinn self-identify as either male or female, they are physically identical. It is possible for additional Djinn to be created by the common consent of the elements themselves, but this has probably never happened in all of Weyard's history.
Although they were originally identical in every way, each Djinni has developed a distinct personality over the succeeding eons. Most tend to be within the scope of their associated elements, although there are a few who vary. Indeed, there are even Djinn who seem completely against type.
This is currently a work in progress.