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Its been a hot minute since I posted anything OWW, a continuation of the magics chart, this was meant as a companion piece which I forgot to post!
Drawn by
Nyne
Now, shall we begin?
The world of Srreesh is a shining one, brimming with magic, gods, and abundant life. Magical energy permeates it all! Many can wield it, but then there are those who become one with the power which grants them both life and power.
Creatures born on Srreesh have an innate attunement of varying strength leaning towards one element above all others. All beings bear some part of the many elements which make up our world, but the magical attunement of a being determines the type of powers they have access to, be it a breath weapon, or boosted power when working within their element.
If a being is born or raised in a place greatly saturated with their element, it will begin to alter them physically. Mutants are a small part of the overall population, but wherever you go where people congregate in numbers, you will find them. Displayed above is a simple if brief explanation for the types of mutations one might expect to see develop. More drastic changes are of course possible with high saturation of magical energy over a prolonged period. While most mutants are commonly born as such, or will see mutation shortly after birth, it is possible for adults to mutate where they had never shown changes before (Much like one’s attunement can be changed, though not as dangerous.)
Elemental Mutations can range from minor cosmetic changes that help slightly to great changes which can truly change an individual. Greater suitability for the environ you live in is obvious benefit, greater strength, stamina, speed etc depending on your flavor. Greater changes can include an innate ability to manipulate their environment to some degree, and though a rare change, unlocking the ability for spellcasting in people once incapable of such feats.
The power of the magical connection one has to their element is based upon a myriad of factors, ranging from your typical environmental pressures; eg, what elements were your parents? Do you live closer to the sea, or the mountains? A wide windy plain or by geothermal vents or volcanoes? But to induce such mutations, there are more overt factors. From magical artifacts left behind from ancient times, to Remnant Crystals.
A piece of raw primordial magic leftover from the Time of Beginnings, Remnant Crystals are still charged with power from one of the elemental gods who made the world. It also happens that many clans, villages, towns etc etc will form around these usually large (Think the size of hovel) or even times giant (Think the size of an inn) crystals. Both a natural source of power, these crystals also serve as anchors for islands in the Second Life, a natural place to settle if you wish to keep your afterlife close to home.
There is also, of course, one surefire way to make sure your whole city is affected by your element to the point of mutation. Living close to your god. Primordials are physical beings, and to live and bask in their presence is to become one with their influence.
A short list of possible novel mutations not listed above:
Water - Fish scales, exotic colors and patterns based on fish such as zebrafish, angelfish, clownfish, etc.
Earth - Stoney textures on fur/scales, potential changing of nails from keratin to types of stone; quartz, chalk, slate, obsidian, the list goes on.
Wind - Feathers, if you don’t have any. Thick plumage, decorative wings.
Fire - A fiery aura, reddening scale/fur hues, flame patterns
Storm - The possibility of developing additional mutations from Earth, Wind, or Fire, owing to the Storm element being an amalgamation of all three.
Life - Bark-like skin, a natural flowery scent, brighter overall colors.
Death - Duller overall colors, green and purple hues
Umbral - [REDACTED]
Drawn by
NyneNow, shall we begin?
The world of Srreesh is a shining one, brimming with magic, gods, and abundant life. Magical energy permeates it all! Many can wield it, but then there are those who become one with the power which grants them both life and power.
Creatures born on Srreesh have an innate attunement of varying strength leaning towards one element above all others. All beings bear some part of the many elements which make up our world, but the magical attunement of a being determines the type of powers they have access to, be it a breath weapon, or boosted power when working within their element.
If a being is born or raised in a place greatly saturated with their element, it will begin to alter them physically. Mutants are a small part of the overall population, but wherever you go where people congregate in numbers, you will find them. Displayed above is a simple if brief explanation for the types of mutations one might expect to see develop. More drastic changes are of course possible with high saturation of magical energy over a prolonged period. While most mutants are commonly born as such, or will see mutation shortly after birth, it is possible for adults to mutate where they had never shown changes before (Much like one’s attunement can be changed, though not as dangerous.)
Elemental Mutations can range from minor cosmetic changes that help slightly to great changes which can truly change an individual. Greater suitability for the environ you live in is obvious benefit, greater strength, stamina, speed etc depending on your flavor. Greater changes can include an innate ability to manipulate their environment to some degree, and though a rare change, unlocking the ability for spellcasting in people once incapable of such feats.
The power of the magical connection one has to their element is based upon a myriad of factors, ranging from your typical environmental pressures; eg, what elements were your parents? Do you live closer to the sea, or the mountains? A wide windy plain or by geothermal vents or volcanoes? But to induce such mutations, there are more overt factors. From magical artifacts left behind from ancient times, to Remnant Crystals.
A piece of raw primordial magic leftover from the Time of Beginnings, Remnant Crystals are still charged with power from one of the elemental gods who made the world. It also happens that many clans, villages, towns etc etc will form around these usually large (Think the size of hovel) or even times giant (Think the size of an inn) crystals. Both a natural source of power, these crystals also serve as anchors for islands in the Second Life, a natural place to settle if you wish to keep your afterlife close to home.
There is also, of course, one surefire way to make sure your whole city is affected by your element to the point of mutation. Living close to your god. Primordials are physical beings, and to live and bask in their presence is to become one with their influence.
A short list of possible novel mutations not listed above:
Water - Fish scales, exotic colors and patterns based on fish such as zebrafish, angelfish, clownfish, etc.
Earth - Stoney textures on fur/scales, potential changing of nails from keratin to types of stone; quartz, chalk, slate, obsidian, the list goes on.
Wind - Feathers, if you don’t have any. Thick plumage, decorative wings.
Fire - A fiery aura, reddening scale/fur hues, flame patterns
Storm - The possibility of developing additional mutations from Earth, Wind, or Fire, owing to the Storm element being an amalgamation of all three.
Life - Bark-like skin, a natural flowery scent, brighter overall colors.
Death - Duller overall colors, green and purple hues
Umbral - [REDACTED]
Category All / All
Species Unspecified / Any
Size 1939 x 1900px
File Size 2.98 MB
FA+

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