Catalurgy: Flow from the gods
Magic from those who came from nothing
Everything came from something... aside from the Gods. Popular theory is that they've always existed -- which requires far more power than you can even imagine. Now that they're "dead", we can extract some power their Husks, and use it for ourselves.Incredible power flows through the veins of ancient gods. Old wounds gape and drip ooze from the still standing eternal undead, occasionally dripping upon poor unfortunate wildlife -- spawning forms of terrifying Rendlings. This liquid is known as Ichor, which is incredibly dangerous when unrefined -- poisonous to the point of mutation -- but incredibly powerful when properly treated. Catalurgists may use specific Ichor to create, to modify, and to enhance.
The Cost of Magic
To even begin down the road of learning Catalurgy, one must pay a heavy cost. The operation replacing a kidney with a Thymalladus is dangerous, painful, and irreversible. Approximately 30% of all operations result in death; even more rarely, 1 in every 10 of those death cases results in a horrific event known as a Rendling-Human Chimeric event. This means hopeful Catalurgists must find a doctor willing to risk a chimeric event, pay them enough to go through with the operation, and still have a 30% chance of losing their life.Burn
The life of a Catalurgist gets no easier after the operation is complete. The recovery time is long, sometimes taking more than 6 months for the implanted Thymalladus to be ready for Ichor to be introduced. Catalurgist must get used to living with tubes and harnesses all across their body in preparation for Ichor tanks and pumps. The style of harness worn is often a point of personal style, as Catalurgists work it into their wardrobe. Once the Catalurgist is ready, they can introduce Ichor to their system, and begin learning what it is like to experience Burn. Burn occurs at a slow, constant rate at any time the Thymalladus is processing Ichor. Low level Burn presents its self as a deep restlessness, and a mild ache in the bones. Some Catalurgists report feeling mild unscratchable itches, and report body temperatures that are always just slightly too warm to be comfortable.Active Burn
Actually conducting magic causes the Thymalladus to go through and metabolize Ichor at a much faster rate, sending it across the body to the Catalurgist's key points. At this point, Burn becomes an effect that is much more important to mitigate. Active Burn matches it's name -- the Catalurgist's core temperature rapidly rises, and hotspots begin to flare up across their body. This is combated with ice packs and coolant systems within their garments, but those can only do so much. Should a Catalurgist push their limits too far, they will erupt into a ball of acrid flames, and ultimately die.Ichor is only to be introduced to the body via the Thymalladus. Should it enter the bloodstream directly, or be ingested... well, there's more than one way have a Chimeric Event.
Table of Contents
The Use of Magic
Catalurgy is fueled through the use of Ichor. Genesists have the power to create. Beginners create simple temporary objects, most often water or ice, or other compositionally simple objects. Experts can increase the complexity -- including making things permanent. Transmutists generally go through a long period of research before attempting their form of Catalurgy, as Transmutive Catalurgy is so dependant on understanding. Beginners are usually tasked with something simple like pulling heat from water to create ice, while intermediate Transmutists can attempt to change colour, size, or even composition of things. Aurists take a unique research path, learning to recognize and control their emotions, as well as understanding how their emotions modify the electromagnetic fields that surround them. These fields, referred to by Aurists as their "Aura", are what they are able to affect. At the beginning they work on hardening this "Aura" into a protective barrier. Once mastered, Aurists will begin to learn how to apply different effects to their "Aura" -- things like heating the space around it, or projecting it away from their body.
Ignore the black sooty mark behind the desk, and focus on your studies.
Creator of Araea, Megacorpolis, and many others.
Stormbril
This is wonderful stuff, Q! I've been so close to this for so long now, unable to see things that are off/need fixing. Really really appreciate it, I'll definitely be updating this to fix its issues!
It's some real fun stuff to read, too. <3 I'll continue today or this weekend
Creator of Araea, Megacorpolis, and many others.
Creator of Araea, Megacorpolis, and many others.
Stormbril
Been slowly working through these, just wanted to again thank you for this effort! It's incredible, Q. I was thinking of going point by point and responding, but instead I'll just focus that effort into the article its self :P Though...
I hadn't thought of that, but yes, because that's hilarious and awesome. Enchantment of minds is usually thought of as like, at a distance hand-wavy magic... but I really really love the thought of like, combat enchantment. Sounds fantastic! Also, I'll look into the comment box weirdness!Stormbril
actually following that combat-thought-enchantment idea more, I'm now thinking of like... a catalurgist that went rogue and became a serial killer. he hunts people down and transmutes their thoughts with head to head contact, to make sport out of it. gives a great mental image of someone in dark monk-like garb, chasing people down and head-butt-tackling them great question there, now I have more fun stuff to think about!