Talk:Dantia/Storylines/Mana Surges & Wild Magic: Difference between revisions

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(Replaced content with "<b>This is an ONGOING ROLEPLAYING EVENT.</b> Information is being updated as it becomes available.</b> =Phase 1 & 2: The Lead Up= Details on specific events during this phase are here. Adventurers start noticing unusual messaging during spellcasting, with reports of strange feelings and effects emerging. To address these anomalies, an event called "Investigating the Magical Mind" is organized. P...")
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<b>This is an ONGOING ROLEPLAYING EVENT.</b> Information is being updated as it becomes available.</b>
=Phase 1 & 2: The Lead Up=
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 1 & 2: The Lead Up|here]].

Adventurers start noticing unusual messaging during spellcasting, with reports of strange feelings and effects emerging. To address these anomalies, an event called "Investigating the Magical Mind" is organized. Participants test various mana types and spells in an attempt to recreate and understand the oddities. Despite their efforts, the investigation yields no conclusive results.

As the magical oddities, referred to as surges, intensify, every spell cast becomes affected. Meetings are held to explore potential causes and consequences, but no solid theories emerge. One suggestion is to reduce spellcasting activities, but implementing this measure proves too challenging.

=Phase 3: Magic Goes Awry=
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 3: The Magic Goes Awry|here]].

A realm-wide magical disruption causes all magic users to experience intense pain as their attunements are abruptly severed, making the magic system inoperative. Adventurers endure a range of sensations, from coldness to overwhelming surges of mana, before magic is restored in an uncontrollable "[[Wild magic (concept)|Wild Magic]]" state. This new state renders spellcasting erratic and unpredictable.

In response to this phenomenon, new research options emerge. Each guild receives specific breakthrough messages revealing various insights into the magical disruptions. These findings uncover issues such as imbalances in mana flows and threats to divine and elemental forces.

=Phase 4 & 5: Adventurers Investigate=
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 4 & 5: Adventurers Investigate|here]].

The [[Grey Dragons]] consult with [[Anmuva]] about the effects of wild magic on mana streams and Immortals. [[Ayrell]] hosts a discussion about Wild Magic theories, during which participants experience an unsettling sensation of being watched. At a follow-up vigil hosted by [[Jaelia]], participants experience intense magical disturbances, culminating in divine intervention that eliminates two effects of Wild Magic and adds new spell customizations.

Adventurers explore the [[Astral Plane]], encountering unusual chaos and hearing mysterious voices mentioning "[[Liraxes]]." They are warned about the instability of the Microcosm and urged to depart. [[Miskton]] performs predictions for individuals researching Wild Magic, with visions hinting at impending changes, and continue to mention "[[Liraxes]]." [[Ayrell]] attempts to meet with Ecclesiarch [[Suulnir]] of the [[Dragon Priests]], but the meeting fails to occur.

Various events follow, including a blood ritual to bolster mana streams, a Wild Magic theory discussion, and an attempt to contact Commodore [[Khoheke]] Moglin. Research continues with lectures on [[Othersight]], investigations at the [[Zaulfung Stones]], and explorations in [[Zengmodaleth]], where participants experience unusual sensory phenomena. [[Aislynn]] organizes a meeting to discuss [[Harawep]]'s fight against corruption and the possible emergence of a new avatar named [[Liraxes]].

A second attempt to meet with Commodore [[Khoheke]] is successful, revealing his observations about the [[Bulwark]]'s integrity and its connection to planar matters. [[Jaelia]] hosts a Vigil for [[Meraud]], during which Clerics receive a symbolic vision. The phase culminates in a dramatic event at Arhat's Tower, where five adventurers vanish during a wild magic experiment. The remaining participants are briefly trapped in a "Null Prison" before returning, injured, to the tower. Despite efforts to locate the missing adventurers, they remain lost, and a mysterious voice briefly causes magic to disappear.

=Phase 6: The Sorcery Messengers=
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 6: The Sorcery Messengers|here]].

Breath of the Heralds [[Asildu]], a Human Scholar, first appears at an Overhealers Anonymous meeting. He believes sorcery is a dangerous "disease" exacerbating magical imbalance and causing wild magic. Shortly after, Avatar of the Summoning [[Valenal]], Elemental Conduit of Elanthia, makes his debut at the Crossing Empath Guild Courtyard. As a former researcher in inter-planar communication, [[Valenal]] believes energy theft through non-sorcerous magic is causing a dangerous imbalance in the [[Plane of Abiding]].

Messenger [[Miraena]], Voice of the [[Heralds]] of Elanthia, emerges at the West Gate of Crossing. She's a simple farmer who claims to have received visions from the [[Heralds]] warning of sorcery's disastrous effects. Later, [[Asildu]] and [[Miraena]] meet for the first time in Gaethrend's Court, where they face both support and skepticism from adventurers.

During a discussion about Wild Magic and the [[Arbiter in Darkness]], Steward of Recursion [[Liraxes]], Warden of Adaptation, makes his first appearance. [[Liraxes]] is focused on addressing an imbalance in mana flow that's weakening planar boundaries, suggesting that certain forms of sorcery may be necessary to correct the imbalance.

Conqueror of the Wilds [[Unaka]], Maul of [[Truffenyi]], appears with a mission to protect and safeguard civilization, as given through visions from her deity. She emphasizes a cautious approach to the current magical situation.

Concurrent with these arrivals, various players are engaged in efforts to rescue the missing adventurers.

=Phase 7: TBD=

=Phase 8: TBD=

=Phase 9: TBD=

=Phase 10: TBD=

Latest revision as of 20:33, 13 August 2024