This is still a work in progress. Some information will be missing.
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<aside> 🌱 What is magic?
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Every being in Otal has an internal energy source. It’s similar to a pouch that holds this energy. A person can draw energy out of this pouch and shape it into whatever is needed. Depending on the element a person is, this internal energy source will do different things from summoning flames at one’s fingertips to controlling the movement of plants to speeding up a physical healing process. This pouch can be “trained” with lots of practice like we can train our lungs to hold more air. Yet there’s a limit, even with training heavy spells can drain this energy quickly.
<aside> 🌱 What determines how well someone can use magic?
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This determination is genetic. If one comes from a line of strong magic wielders chances are they’ll have a similar grasp on magic themselves. If one’s family is average, chances are they will be too. That doesn’t mean there aren’t oddities, like anything that is genetic, mutations happen and there’s a possibility someone can be born from a strong line of magic wielders and have an average grasp, or none. Vise versa applies for average usage. However there in an expectation. If one is human, they will not be able to use magic no matter what.
<aside> 🌱 Are there negative effects to using magic?
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Yes, there are negative effects. If one drains themselves completely of magic they will be in a critical condition and are putting themselves at a high risk of dying. For magic wielders it’s extremely important to allow their bodies to recharge which can often take a moon or two (days), to moons (months). The lower this energy source becomes the harder it is to cast spells effectively, the user may faint before the energy source is completely depleted. This is the body’s way of trying to save itself. Physical pain, delusions, and hearing voices are often common before fainting. The physical effects can leave a wielder bed bound for moons (months); and possibly lose their magic completely.
<aside> 🌱 What are the elements?
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There are four elements in total. Fire, earth, water, and air. Each element can be represented in many different forms with spells. Fire doesn’t have to be a literally flame, some fire elements can form light in their hands. Air elements might not be able to summon a breeze but can move the clouds. Water elements might not be able to pull water directly from the rivers but can created condensation. Some earth elements may not be able to form gems but can understand flora. There are social stigmas around each elements such as water and earth tend to be life givers and air and fire take life away.
<aside> 🌱 What determines which one someone has?
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This is also genetic but at the same time dependent on where one is located. If someone is a magic wielder your element comes from whatever element you have control over. However this is not a genetic condition that can mutate. If someone’s parents are both fire elements, they will be too. If one’s parent is a water element and one a fire element, it’s a 50/50 chance. If someone is a non magic wielder their elements come from what district they’re citizens of. If someone is from Aithiwyh, they’re an earth element, Okits is fire element, Slelum is water and The Court is air.
<aside> 🌱 What about Merfolk?
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Merfolk are special cases, they do not abide by the four elements. In fact Merfolk have their own abilities all together. They are able to bend and twist the tides, creating issues for people on shore as well as boats out at sea. They can pull in and form storms, creating dangerous situations for those they deem have done them wrong or are a threat. They too have a limit on how much they can do just like anyone else, but once a storm or choppy seas are created it will react with the environment on its own accord and is no longer under Merfolk control.
<aside> 🌱 Otal has 13 months each with 28 days. There are a total of 13 “months” which are knowns as moons.
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| Moon Name | Description | Season |
|---|---|---|
| Honeydrop | This moon is when flowers known as Honeydrops push their way through the thick layers of snow signaling the end of Moonveil and the beginning of Sundrift. | Sundrift |
| Bloomstorm | This moon begins when the snow has melted and flora along with fauna begin to emerge. This is also the moon of reproduction. | Sundrift |
| Dewkiss | Soft and light showers during this moon that cover plants in a dew in the early mornings and late night. | Sundrift |
| Sunhigh | This moon signals the start of the hot moons and many places begin to get humid. Signals the end of Sundrift and beginning of Emberglow. | |
| Everglow | ||
| Atherflame | This is the peak of the hot moons, some places will get so hot flora will catch flame. | Everglow |
| Emberfall | The peak of the hot moons are over and the temperature is still hot yet comfortable. | |
| Everglow | ||
| Harvestshade | This moon is when most of the cultivated goods are harvested. This moon signals the end of Emberglow and the beginning of Nightshade. | Nightshade |
| Nightlume | This moon is when the temperature drops and slight breezes become more common. | Nighshade |
| Whisperingwoods | The wind in most places has picked up and it often rains, with the tides being unforgiving; a dangerous time to sail. | Nightshade |
| Celestria | This moon still has winds not as strong, yet they have turned into a piercing cold breeze. This moon also signals the end of Nightshade and the beginning of Moonveil. | Moonveil |
| Oceancrest | The shoreline, lakes, and other bodies of water have frost collecting during this moon. They are not completely frozen over but the temperature has dropped drastically. | Moonveil |
| Frozenwaters | During this moon the waters have frozen over and only deep sea away from Slelum remains unfrozen. Snow storms at high altitudes become very common. | Moonveil |
| Snowmelt | This moon starts when the snow storms die down and the waters start to thaw out. They will stay semi frozen until the very end of the moon. | Moonveil |