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

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<b>This is an ONGOING ROLEPLAYING EVENT.</b> Information is being updated as it becomes available.</b>
<h2>The Long Lead Up</h2>
=Phase 1 & 2: The Lead Up=
<p>438-05-38(ish) (June/July 2021) - People started receiving occasional odd messaging when casting spells. During Hollow Eve 2021 (and 2022), several Merelew Greeters asked adventurers if they had been having these strange feelings, too. For a comprehensive list of messaging and probability over time, see [[Urbaj#Weird_Mana|Urbaj's roundup]].</p>
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.
<p>448-05-04 (March 2, 2024) - Mazrian hosts the "Investigating the Magical Mind" event, where adventurers participated in an experiment to try to recreate these oddities in a controlled way. Various mana types and spells were tested, with casters being observed, and other casters attempting to tamper with the mana streams to induce resonance or dampening, with the goal of inducing a similar state as the oddities. There were no conclusive outcomes of this investigation.


<p>449-05-20 (June 14, 2024) - The magic oddities (sometimes referred to as surges) begin increased in frequency, eventually culminating on June 14, 2024 to occur on each and every each cast. Several meetings are held to discuss what this might signify, with no solid hypothesis. One idea that comes up is to try to reduce the amount of casting that adventurers are doing, but it's decided that would be too hard to orchestrate.
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.


<h2>Magic is Out</h2>
=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]].
<p>449-05-184 (June 15, 2024) - Realm wide, people felt one of the below messages, depending on their mana type/Guild:


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.
* Pain stabs through your mind and body as your attunement to the breathing rise and fall of Life is suddenly severed! (Empath / Ranger)
* Pain stabs through your soul as your attunement to the footsteps of the gods wavers and becomes lost! (Cleric / Paladin)
* Pain stabs through your mind and body as your attunement to the elemental forces around you is suddenly severed! (Warrior Mage / Bard)
* Pain stabs through your mind and body as your attunement to the heavenly bodies is suddenly severed! (Moon Mage / Trader)
* Pain stabs through your scarred mind as your multifaceted attunement to the mana spectrum is suddenly undone! (Necromancer)


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.
After this, attempting to use the magic system (such as prepare a spell, harness, invoke a tattoo, or use a wand) you would receive one of two messages. Magic was off!
* [The magic system is inoperative at the moment. Sorry for the inconvenience.]
* Strangely, you can sense absolutely nothing. It's as if magic didn't exist.


=Phase 4 & 5: Adventurers Investigate=
Over the next hour, we felt (in this order):
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 4 & 5: Adventurers Investigate|here]].
* Your body trembles as your mind instinctively reaches toward that place where you usually feel your connection to magic. It is cold.
* You feel a surge of mana reaching toward you! You instinctively reach out to grasp it. You struggle to hold on, but it slips away again, leaving you feeling exhausted.
* You sense a fleeting trace of mana. It briefly grows stronger, but quickly fades away again.
* Your senses explode and you are momentarily blinded! Mana overfills your being, and you struggle to control the flow! Just as suddenly, it seeps away, leaving you empty.
* You feel a deep sense that something has changed. Your attunement to the breathing rise and fall of Life is restored, but it does not feel controllable!


The [[The Grey Dragons|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.
Casting had returned, but with mixed results.


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.
<h2>Wild Magic Returns</h2>
From the Discord announcement:


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]].
<pre>Wild Magic is active!
There are a variety of effects. So far people have discovered:
+ Increased TM accuracy
+ Increased TM damage
+ 1-second preparation
+ Full attunement refill


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.
- Chance to "break glass" and cause no magic in the room for a short period of time (less than 1 minute)
- Increased backlash chance
- "Mana burn" - weaken your attunement! quickly!
- Chance to spawn a mini-mana storm
</pre>


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.
<h3>Break Glass</h3>
<pre>> cast
Emotional pain and exhaustion lingers in your mind, even after you regain rational control.
A crash of shattering glass echoes through the area. You are overcome by a sense of wrongness.
>
> prep lw 5
Something in the area interferes with your spell preparations.</pre>


=Phase 6: The Sorcery Messengers=
This would prevent anyone in the room from casting magic for about 30 seconds.
Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 6: The Sorcery Messengers|here]]. For an overview of each of the Sorcery Messengers individually, please see the [[Dantia/Storylines/Mana Surges & Wild Magic/Sorcery Messengers|Sorcery Messengers]] page.


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]].
<h3>Mini-Mana Storm</h3>
<pre>A swirling vortex of brilliant light spins across the area.
Raw energies rupture near Navesi, leaving her looking pale and drained.
A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake.


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, and urging adventurers to cease its use.
> look surge
Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area. Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace.


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.
A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake.


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.
The howling wind pounds against you, making it very difficult to maintain your balance.
Pilot Sarahkyth staggers slightly as wind pummels it.


Concurrent with these arrivals, various adventurers are engaged in efforts to rescue the missing five. While beseeching Elanthia for assistance, they learn that the balance of life was disrupted when civilizations began to harness mana, and continues to this day. Bards are able to determine that the kidnapping was a lesson in the dangers of meddling in extraplanar matters, and that the only way to help them is to facilitate stability with magic.
A swirling vortex of brilliant light spins across the area.
Raw energies rupture near Thanataar, leaving him looking pale and drained.


During one event, where adventurers focused on casting a lot of sorcerous spells, all magic users felt a briefly stronger connection to magic, and a fleeting bit of relief.
A swirling vortex of brilliant light spins across the area.
A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you! Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm.
Dasheek collapses to the ground as the world seems to stretch and pull around him briefly.
Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly.


A sorcery party is held with the intent to draw the attention of those who are causing Wild Magic. [[Miraena]] and [[Asildu]] plead with adventurers not to continue, but they do regardless. This appears to draw the anger of the Heralds, who summon an invasion of drakes. After the invasion, there is a refreshing calm that washes over the land, and everyone feels as if things are more stable.
> peer forward
You peer forward and see ...


In a daring attempt to rescue missing individuals, a group of adventurers undertakes a complex ritual to open a portal. As the ritual unfolds, unexpected events occur, including the appearance and disappearance of a Godling and the formation of a deadly anomaly. [[Meraud]] briefly appears, cryptically suggesting that this outcome is a "necessary step." The ritual's consequences are severe, with enraged voices promising wrath and meteors falling from the sky. The aftermath reveals that [[Knife Clan]] has been transformed into a crater, from which a lifesculpted spire of thorny vines grows, topped by a golden beam of light. At the end of the event adventurers felt: A refreshing calm washes over the land, and you feel a sense of pervasive balance. Everything feels more significantly more stable.
[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon's Slave which is afloat in Segoltha Bay facing south.]
[The Dragon's Slave, Aft Waist]
Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank. The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above. A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters.
You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail.
Ship paths: forward, aft, down.
Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south).
</pre>


=Phase 7: Heralds vs Immortals=
<h3>Mana Burn</h3>
People could also die from "mana burn." Sometimes when casting you would feel: <pre>Excruciating pain sets your nervous system afire! Something is wrong with your mana attunement and you must weaken it!</pre> At this point you had to harness and release to lower your attunement, to something like 20%. If not, you would die. The death window looked like:


Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 7: Sorcery vs Non-Sorcery|here]]. For an overview of each of the Sorcery Messengers individually, please see the [[Dantia/Storylines/Mana Surges & Wild Magic/Sorcery Messengers|Sorcery Messengers]] page.
<pre>[20:18] * Grief was just struck down!
[20:18] * Grief was burned out!
[20:19] * Jacquelyn was just struck down!
[20:19] * Jacquelyn was burned out!
[20:19] * Morgaunt was just struck down!
[20:19] * Morgaunt was burned out!</pre>


The world is gripped by escalating crises and cosmic disturbances. [[Asildu]] and [[Miraena]] state that the [[Immortals]] have become lax in their monitoring of the use of sorcery, and that this has forced the [[Heralds]] to step in with drastic actions to curb it's use, leading to the encasement of entire Clans as a warning to adventurers. This has only deepened the conflict between the [[Heralds]] and the [[Immortals]].
<h2>Research WILD & Bonegrinder</h2>
<pre>There is a new RESEARCH option! It could be dangerous! This is on a lengthy global cooldown, but can be completed several times a day.
When you perform the new RESEARCH, several things happen.
1. You will lose your memorized spell scrolls. You will gain some magic experience - sometimes more than other times.
2. If you have the Magic Theorist, you will gain new spell scrolls.
3. There's a chance to learn a brand new spell (being previewed here before it finds its permanent home).
4. There's a chance to earn a spell customizer for certain spells, if you know them.</pre>


[[Asildu]] has become a central figure in the growing unrest, facing accusations of terrorism and calls for his execution. This has further inflamed tensions and divided opinions among those faithful to the [[Immortals]], and those willing to heed the warnings of the [[Heralds]].
With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells. At this time, this was the only way to gain a NEW spell called [[Bonegrinder]].


Amidst this turmoil, [[Liraxes]] completes a crystalline device to record sentiment on the usage of mixed mana versus pure mana casting for restoring balance. Adventurers are invited to interact with the pedestal, either [[Touch_command|TOUCHING]] it to support pure mana casting or [[Tap_command|TAPPING]] it to support mixed mana casting. It confirms that it still advises sorcerous casting as the best way to accomplish the return of balance.
You could also gain a spell customizer for a spell you already know, meaning you will only receive this IF you can use it.

=Phase 8: TBD=

=Phase 9: TBD=

=Phase 10: TBD=

Latest revision as of 20:51, 9 September 2024

This is an ONGOING ROLEPLAYING EVENT. Information is being updated as it becomes available.

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. 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 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" 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 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 here. For an overview of each of the Sorcery Messengers individually, please see the Sorcery Messengers page.

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, and urging adventurers to cease its use.

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 adventurers are engaged in efforts to rescue the missing five. While beseeching Elanthia for assistance, they learn that the balance of life was disrupted when civilizations began to harness mana, and continues to this day. Bards are able to determine that the kidnapping was a lesson in the dangers of meddling in extraplanar matters, and that the only way to help them is to facilitate stability with magic.

During one event, where adventurers focused on casting a lot of sorcerous spells, all magic users felt a briefly stronger connection to magic, and a fleeting bit of relief.

A sorcery party is held with the intent to draw the attention of those who are causing Wild Magic. Miraena and Asildu plead with adventurers not to continue, but they do regardless. This appears to draw the anger of the Heralds, who summon an invasion of drakes. After the invasion, there is a refreshing calm that washes over the land, and everyone feels as if things are more stable.

In a daring attempt to rescue missing individuals, a group of adventurers undertakes a complex ritual to open a portal. As the ritual unfolds, unexpected events occur, including the appearance and disappearance of a Godling and the formation of a deadly anomaly. Meraud briefly appears, cryptically suggesting that this outcome is a "necessary step." The ritual's consequences are severe, with enraged voices promising wrath and meteors falling from the sky. The aftermath reveals that Knife Clan has been transformed into a crater, from which a lifesculpted spire of thorny vines grows, topped by a golden beam of light. At the end of the event adventurers felt: A refreshing calm washes over the land, and you feel a sense of pervasive balance. Everything feels more significantly more stable.

Phase 7: Heralds vs Immortals

Details on specific events during this phase are here. For an overview of each of the Sorcery Messengers individually, please see the Sorcery Messengers page.

The world is gripped by escalating crises and cosmic disturbances. Asildu and Miraena state that the Immortals have become lax in their monitoring of the use of sorcery, and that this has forced the Heralds to step in with drastic actions to curb it's use, leading to the encasement of entire Clans as a warning to adventurers. This has only deepened the conflict between the Heralds and the Immortals.

Asildu has become a central figure in the growing unrest, facing accusations of terrorism and calls for his execution. This has further inflamed tensions and divided opinions among those faithful to the Immortals, and those willing to heed the warnings of the Heralds.

Amidst this turmoil, Liraxes completes a crystalline device to record sentiment on the usage of mixed mana versus pure mana casting for restoring balance. Adventurers are invited to interact with the pedestal, either TOUCHING it to support pure mana casting or TAPPING it to support mixed mana casting. It confirms that it still advises sorcerous casting as the best way to accomplish the return of balance.

Phase 8: TBD

Phase 9: TBD

Phase 10: TBD