Magicka Mechanica Cultural Studies – The Peryaldyn

The Peryaldyn, Peryphylyn in their language, are what humans commonly refer to as pixies. Pixies are the smallest of the “civilized” races, measuring at an average of six inches tall. Their wings are similar to translucent dragonfly wings, but pixies, unlike dragonflies, only have one set of wings. Pixies have the most diversity of all the “civilized” races, ranging in hair, eye and skin colors of all kinds. These colors can range from bright blue to green and human tones. This distinction of coloring has no effect, however, culturally or otherwise in the fey community.

The Peryaldyn is the longest living race, and the most illusive. Pixies are considered a phenomenon in the cities, due to the Peryaldyn’s strong cultural ties to nature, though some pixies still live in “Doxydal”, which is a blanket term for all of the other larger races, cities for various reasons. The Peryaldyn are known for making the best spies, mainly because of their size and flying abilities, but also the race’s penchant for using illusion-based magic. Despite the spying reputation, Peryaldyn are often known to have very cheerful dispositions, though that is a general stereotype of the Peryaldyn. Though known for their size, it is often a grave mistake to underestimate one of the Peryaldyn. Most pixies rely on illusion, nature and conjuration magic to suppliment what they lack in size and physical strenth, as well as speed and ranged weapons. Being great pioneers in botany and herbalism, their ranged weapons are often tipped with deadly poisons.

The Peryaldyn mainly live in the great central forest that spans the middle of the continent between the two major mountain ranges. The Peryaldyn are governed by kingdoms and courts, the favored of the King or Queen becoming lords. Currently there are two courts of Peryaldyn in power, the Serylyn and Unserylyn courts. These are often translated by humans into the Seelie and Unseelie courts. The Serylyn court is often referred to as the Day, or Sun, Court, because of it’s stance on working with the Doxydals. The Unserylyn Court, known as the Night, or Moon, Court tends to take the hands off approach to the larger races, and the Unserylyn Court has been known to harbor a lot of the more malicious and tricksters of the two courts. This often gives the Peryaldyn a reputation for being practical jokers and con artists. Both Courts, however, enlist the help of the Forudyn, the forest elves, and have done so since the mortal war, where humans rebelled against the elves. The Forudyn do not interfere with the affairs of the courts, but act as delegates and protectors of the pixies from other Doxydals. For doing so, the Forudyn receive gifts and services for their protection.

Both the Peryaldyn and the Forudyn worship the “Mother Earth” nature goddess, known as Pery. It is said that the Peryaldyn were made from her, and so they took her name into theirs as a sign of worship. While the Peryaldyn have no organized religion, Pery is their figurehead, and they all, or at least the pious ones, abide by Pery’s rule to honor and respect nature. Her rule is to live with nature, and not just seek to control it. This is the chief reason why most Peryaldyn buildings, even in some Doxydal cities, are made from living wood and plants, shaped by magic and kept alive by feeding on Pixie Dust, which the Peryaldyn create naturally, and has magical growth properties for plants, and can even rejuvenate dead plants. This plant and pixie relationship is symbiotic. The plants get a steady supply of nutrients and the Peryaldyn get shelter. Pery is said to have no one form, but to be the earth itself, and is the only god not to be considered on the Astyr plane. Pixies say that if she has to appear to mortals, she usually comes in the form of either a Spriggan or as a dryad, as these are some of the only creatures created from plant life and magic.

Magicka Mechanica Cultural Study – The Umedyn

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The Umedyn, and by lesser extent the Astyrdyn and Curydyn are beings of spiritual nature. The Umedyn are beings that do not reside in the mortal realm, they are akin to what humans call “angels” and “demons”, but it is more complex than these concepts. The Umedyn are sentient entities, at least the major ones, and are broken up into three categories: The “Gods”; The Astyrdyn, or the god’s “servants”; and the Curydyn, or those Umedyn who actively meddle in the affairs of mortals. The Astyrkyn are the children of men and Astyrdyn, and are often known as “angel spawn”; Alternatively, Curykyn are the spawn of men and Curydyn, who actively meddle in the human world, these are often referred to as “devil spawn”. Generally there are more Curykyn in the world than Astyrkyn. It seems, however, that no matter who the Astyrdyn or Curydyn mate with, no matter what the race, they are born to appear to be half-human. This fact has lead some scholars to believe that humans are not creations of the Elvydyn, like previously believed, but are the spawn of the Umedyn directly.

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Magicka Mechanica Cultural Studies – The Elvydyn

The Elvydyn, otherwise known as elves by humans, have three major racial distinctions: the average Psylynumadyn and to a lesser extent the non-homeland born Imaloridyn; The wild Forudyn, or “forest elves” as they are commonly known; and the banished Duskorylun, commonly known as the “dark elves”. All of the Elvydyn are structured with the same slender builds and agile bodies, the major distinction between them are their abilities and skin coloration. The Psylynumadyn and Imaloridyn are almost indistinguishable, with fair skin and a range of common hair and eye colors, many of them are magically and artificially colored. The Forudyn are often more tan, slightly smaller, with darker hair and eye colors, mainly in the brown, black and greys. The most distinct of the Elvydyn are the cursed Duskorylun. The Duskorylun have near blue-black skin, with the lightest being more darker greys. The Duskorylun hair ranges from a silvery-grey to bright purple tinted grey, black hair is rare. Duskorylun eyes are often red, with the rare colors being purple, silvery grey and blue. Aside from being the second oldest aging sentient race, the first being the Peryaldyn, or Peryphylyn, also known as the pixies, they are also the most influential, and their religion is the most widely accepted and practiced, with their dogma the most believed.

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Magicka Mechanica – A Brief History of the Undyrkyn Struggle for Recognition as Civilized Peoples

The first mentions of the so called “Undyrkyn” first appear at the tail end of the Age of Might, around -200 T.C. when the Elven necromancer Undyr Thorymyr began his campaign of authoritarian assault on the known world. We know that period of nearly 200 years today as the Age of Terror. The end of the Age of Terror was appropriately dated 0 T.C., or Terminous Centura, when the man known as Thoran Hallar lead a small band of his followers into the Undyrcar and defeated the then undead sorcerer, also known as a lich, that was once Undyr Thorymyr. This group would then establish the kingdoms that would later make up the countries we know today. Continue reading “Magicka Mechanica – A Brief History of the Undyrkyn Struggle for Recognition as Civilized Peoples”

Magicka Mechanica Cultural Studies – The Lytherkyn

The Lytherkyn

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The Bird-like Lytherkyn, or the Sweal’Ter as they call themselves, meaning “(Song) Wind Riders” are perhaps the most xenophobic of the Bystalkyn. The Lytherkyn are the most remote of the Bystalkyn, their villages and cities reside in the central and western mountain range, where natural canyons and high altitude lakes are formed. Most of the Lytherkyn cities are built up on canyon cliffs and rocky outcroppings, making it near impossible for the other races without wings, or at least a levitation or teleportation spell, to reach them. This, quite frankly, is how they want it.

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Magicka Mechanica Cultural Studies – The Elcarikyn

The Elcarikyn

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The reptilian-like Elcarikyn, or the Byreshik as they call themselves, meaning “Scale-kin”, are the most feared and, in most cases, misunderstood of all the Bystalkyn, and if it were not for the Duskorylun, or dark elves, they would be the most feared of all the races. Most of this fear is attributed to their resemblance to snakes and reptiles. The Elcarikyn actually more resemble alligators and humanoid dinosaurs, but this really does not help their situation any, and the Elcarikyn are even banned from the most xenophobic settlements, and some are actually actively hunted by men for sport. This is highly illegal in most countries.
The Elcarikyn are the second-most autonomous, and second least nomadic of the Bystalkyn, being only out settled and stationary by the largely xenophobic bird-like Lytherkyn societies. Most of the Elcarikyn settlements and cities are located in the western-most swamp and marshlands of the Byre along the westernmost coast of the continent, although small communities of the Elcarikyn can be found in the southwest archipelago and central forests. Their nearly amphibious nature makes them great fishermen and sailors, where most of the Elcarikyn outside of their homelands can be found.
Elcarikyn soceity is probably the most purely democratic of the Bystalkyn societies, making rise to power in their settlements less bloody, but more subtle than the other beast races. Despite the distrust the Elcarikyn are given, most of them are taught not to give in to racial stereotypes and bias. Because of their mainly unbiased nature, all races are welcome in any of the Elcarikyn settlements. This tolerance has endeared them with the Duskorylun, or “drow” elves, and the most concentration of Duskorylun can be found in Elcarikyn settlements and neighborhoods of larger cities. The most common towns are found along the coastal areas and marshlands, and most Elcarikyn buildings are placed on stilts in the swampy waters, and long dock-like pathways along the coasts. The swamp-land towns usually have their buildings surrounding large treetrunks, with platforms and walkways in between each neighborhood.
Elcarikyn society is run by elected councilmen and women, who decide the goings on in their respective towns. As such, most of the Elcarikyn’s largest settlements are run like city-states, and a large conference of the council elect representatives will meet if there is an issue concerning a large portion of the Elcarikyn settlements and city-states, but most are autonomous in how they run and operate. Any member of the settlement can run for an office or council seat, which term lasts about three years. It is not uncommon to see Dyskim, or the “warm-bloods” on an Elcarikyn council, and it is even more common to see Duskorylun in the councils as well. A council seat opens up when a council member dies, making the council elections sporadic and often very common place.Not all seats open at the same time.
The Elcarikyn believe in an entity they call the “Spirit Dragon”, which is named “Byre’stom”, and speaks to them through what they call, the Oracle, a high priestess who is highly gifted, or as the Elcarikyn like to claim, blessed by Byre’stom, in divination and have been said to tell great prophecies. The councils send their representatives to the Oracle in Dyskyr once a year to convene and receive advice for the year to come. It is said that any priestess of any race can be an Oracle, but only those of Elcarikyn descent have been to this day. There are some “cults” of Elcarikyn, however, believe in a more shamanistic way to communicate with Byre’stom, and they are not sanctioned by the Oracle at Dyskyr. If the cultists are to be believed, after taking a Staskyka, or what is roughly translated to “Spirit flight”, they say they can come face to face with Byre’stom himself and he will test them. If they pass his test, they will be granted the powers of Byre’stom, and they will be granted the powers of a dragon, to fly, breath molten fire without magic, and if it to be believed, the most powerful of these “Dragon disciples”, or Stomskoresh, can take the physical form of Byre’stom himself as his avatar.
Most Elcarikyn city-states have their own militia, to be used in times of small conflict and city defense. They are usually used for clearing out monster dens and bandit encampments, as well as doubling as city guard auxiliaries. The milita can be gathered, however, if there is a threat to the whole of the Elcarikyn city-states, if claimed by the Elcarikyn major council, or the forum, necessary. The Elcarikyn Forum then elects the most esteemed militia leaders of the officers to control the congregated military assembled. This is rare, however, as most city-states can fend for themselves. The military collective is only called in times of dire war. Violent fighting among city-states is extremely rare, and most inter-city-state conflicts are delegated by the Forum, or if they cannot come to a decision, the Oracle is delegated to for an answer. It is a grave offense for a city-state to use it’s militia against another city-state.

Magicka Mechanica Cultural Studies – The Astrenakyn

The Astrenakyn

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The wolf-like Astrenakyn are perhaps the most integraded of all the Bystalkyn, or beast, races. In they’re language, they call themselves the Kukoru-Quin, or “Fang Blood”. For all the fear they inspire by their looks, not as regal as the lion-like Thumakyn or the Bird-like Lytherkyn,they are not are not as distrusted as the reptilian Elcarikyn. The Kukoru-Quin treats the non-bystalkyn, the  Durapak, or “Those without fur”, with concern, if not a little pity, for not being born with sharp teeth or great claws. Astrenakyn usually live on the outskirts of the cities and villages, mainly towards the central forests. The largest concentration of Astrenakyn are located in the country of Vasturn. Most make their living as hunters and trackers, as well as guides and mercenaries. There are a few Astrenakyn that build and maintain villages, but these are mainly trading outposts and resting dens, or their Korumak. The Astrenakyn view anywhere they claim as their main lodging or base to be their Korumak

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Magicka Mechanica Cultural Studies – The Thumakyn

The Thumakyn

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These Bystalkyn (Elven word for the beast races in general) are largely semi-nomadic caravaners, going from trade stop to trade stop over periods of time, before returning to their home cities and villages. Being the largest and strongest of the Bystalkyn, they have known to act as guards or monster hunters, if it doesn’t interrupt their trade routes or time spans.Being caravanserai allows them to move products from city to city and are often known for bringing news from other places, as well as foreign and rare items. Being the main source of trade for most of the smaller settlements around the eastern continent, they are the most trusted of the Bystalkyn.

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Magicka Mechanica Basic Information

This is the list of basic information on the game project I hope to make one day: Magicka Mechanica. Subject to change

Genre: Steampunk Fantasy Open World Sandbox Skill Based RPG

Camera Style: Third person and First person perspective

Customization Content

  • Character
    • Name
    • Race
    • Age
    • Sex
    • Background
    • Skin Tone
    • Hair
    • Face Sculpture
    • Nationality
    • Height
    • Weight
  • Wearables
    • Shirt
    • Pants
    • Shoes / Boots
    • Left Glove
    • Right Glove
    • Belt
    • Hat / Helm
    • Back / Cloak / Coat
    • Face / Mask
    • Curass
    • Left Pauldron
    • Right Pauldron
    • Greaves
    • Rings (3)
    • Necklace
    • Left Hand Weapon
    • Right Hand Weapon
    • Skirt / Dress / Robe
    • Weapon Slots
      • Back (2)
      • Belt (3)
  • Stats
    • Strenght
    • Dexterity
    • Constitution
    • Knowledge (Intelligence)
    • Willpower (Wisdom)
    • Agility
    • Charisma
    • Talent (Luck)
  • Skills
    • Combat
      • Spear
      • Axe
      • Sword
      • Dagger
      • Bow
      • Blunt
      • Two Handed
      • Light Armor
      • Medium Armor
      • Heavy Armor
      • Hand to Hand
      • Shield
      • Mounted
      • Throwing
      • Crossbow
      • Pistol
      • Rifle
    • Technology
      • Mechanics
      • Electrical
      • Herbal
      • Explosive
      • Gunsmith
      • Armorer
      • Blacksmith
      • Chemistry
      • Repair
    • Stealth and Other
      • Sneak
      • Lockpick
      • Pickpocketing
      • Wilderness
      • Unarmored
      • Acrobatics
      • Athletics
      • Speechcraft
      • Bartering
      • Disguise
    • Magic
      • Illusion
      • Fire
      • Water
      • Air
      • Earth
      • Divination
      • Restoration
      • Conjuration
      • Spacial
      • Metamagics
      • Transformation
      • Force
      • Nature
      • Enchanting
    • “Hidden” Skills (Does Not Effect Stats)
      • Music
      • Ambidexterity
      • Talent
      • Gambling
      • Animal Mounts
      • Mechanical Mounts
      • Sea Mounts (Ships and animal)
      • Air Mounts (Air Machines and Animal)
      • Culinary
      • Necromancy
      • Golemancy
      • Necro-Golemancy
      • Construct (Steamtech)
      • Crafting
      • Tailoring
  • Races
    • Human
      • City
      • Country
      • Desert
    • Half-Elf
    • Elf
      • Psylynumadyn (Homeland Elf)
      • Imaloridyn (“City” Elf)
      • Forundyn (Forest Elf)
      • Duskoralun (Dark Elf)
    • Dwarf
      • Thurdimar (“City” Dwarf)
      • Jornvarskar (Homeland Dwarf)
    • Halfling
    • Orc
    • Beast
      • Elcarikyn (Lizard-like)
      • Thumakyn (Lion-like)
      • Astrenakyn (Wolf-like)
      • Lytherkyn (Bird-like)
    • Gnome
    • Goblin
    • Minotaur
    • Astyrkyn (“Angelic” Blood)
    • Curykyn (“Demonic” Blood)
    • Peryaldyn (“Fey” or Pixie)