line i spotted during my lemuria playthrough that i thought was really interesting for reasons
(context is the scene where dasein is talking about how the heroes are created in part by their environment)
seen from United States
seen from Russia
seen from Chile

seen from Russia

seen from Malaysia

seen from United States

seen from Israel
seen from China

seen from United States

seen from United States
seen from Russia
seen from United States
seen from Chile
seen from Bangladesh

seen from Malaysia
seen from United States
seen from Malaysia
seen from United States
seen from Yemen
seen from China
line i spotted during my lemuria playthrough that i thought was really interesting for reasons
(context is the scene where dasein is talking about how the heroes are created in part by their environment)
Spiral Lore Limits
So OK other posts got me thinking about the spiral family tree and I realized we don't know a lot about what happened in the First World.
Like how did it come about? When and how did Raven and Spider come into being? What role did the Old One play in this? How long was the First World around before the Titans exercised their autonomy in conflict against each other?
It feels like a lot of issues could come from the First World, but it would be nice to be able to close the book on that eventually and get a full picture of that timeline.
Maybe Raven and Spider always existed? Maybe the Old One came into being before the First World? Maybe after? Maybe the Old One made Raven and Spider? Maybe they were made by some other, greater force?
It would be nice to know about things that far back, but until then we're left with theories.
Does anyone else have the same questions I do or personal favorite theories that fill in the gaps?
thougts on how companions work in the battle circle thing
companions like dyvim are like solely melee combatants, which obviously isn’t a mechanic in wiz. instead companions give us a boost to our stats, like damage, resist, pierce, etc. i wish our companions appeared in the battle circle with us, but alas ):
i have a few thoughts on how this all works in-world. like... okay so, the whole battle/duel circle thing is probably due to the surrounding magic and like a mutual but unspoken agreement between duelists? it prevents both combatants from taking the ‘brunt’ of physical damage from magical spells, instead channeling it into ‘hp’ or what i’m going to call our lifeforce? idk. it also prevents solely melee combatants from entering/interfering in the traditional way, b/c if they enter traditionally then they’re pulled into a magic-only duel basically
anyways. so the duel circle is this magic thing thats created from the surrounding world’s natural magic, based on the mutual but unspoken intentions of both parties to duel. this is also why bosses who can cheat... welll, cheat. instead of letting the natural magic form the duel circle, part of their magic actively has to work towards circumventing those natural rules/turn cycle type dueling?
anyway, back to companions??
there are a few ways this can go:
1) the duel circle isn’t actually formed - think like, fast mob battles, where the popular strat now is just to blade and then sling an aoe at them? i feel like this is equivalent to sort of... pulling a fast one? getting an ambush round on mobs? like it’s so fast that it doesn’t really.... matter. the duel circle isn’t formed, so in this case any companions are actively aiding you with their chosen proficiencies... so dyvim is swordsmanshipping, the drake twins are slinging spells too (think 5 boxes, etc)
2.0.1) the duel circle is formed, and it allows for the companions chosen form of proficiency, while also protecting the companion from any spell-induced harm? you as the wizard are spending just a tiny bit of concentration/magic to keep that part up? it’s sort of like your own form of ‘cheating’ bosses, who get around the traditional duel circle rules
2.0.2) in this case, then your companion is still.... doing what they do best? but it’s... hm. well it’s sort of like flourishing/flavoring in d&d? they’re there and they do stuff but its always in addition to what you as the wizard are doing. i’m not sure how to describe it... maybe as like, combo attacks? one always has to follow the other for it to be effective... idk?
this is a pretty messy headcanon so i’ll prolly go back and edit/refine it later
on fizzling, part 1
first, credit to the fic that inspired me: Coldsnap, chapter 3
different schools can tell when their spellwork will fizzle
ice - ice about stucture and persistence and patience, inflexibility. if they know the structure of their spellwork was off, there is a slight crack when the magic releases
life - life uses the song of creation, or echoes of it, so disharmonious notes tell them when their magic has failed
storm - storm is about creativity and spontaneity, so when a storm spell fizzles the wizard feels like it’s like words on the tip of your tongue or an idea in the back of your mind that you just can’t place, like artist’s block
balance - the harmony of all things is balance so the wizard feels vertigo, like they’re falling in the air and have no sense of orientation, when they fizzle
things i think are interesting: the YW can sense “corrupt magical radiance”
schools of the spiral - from the official website
fire
Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line. Having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding.
ice
Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them.
storm
Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storm, known as Diviners, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them.
myth
Myth is imagination. The power of the mind, and everything it can create, drives Myth Magic. It is illusion and dreams made real. If the Wizard can conceive it, it can be brought forth and even brought to life. Beware, though, for when imagination becomes too fanciful and whimsical, dreams can escape control and run wild. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name.
Myth dwells between Fire and Ice, for that is where the shadows lie, and Myths are the shadowy forms of thought made real.
life
Life is spirit, the force of awareness and existence. It is about constant growth and movement. Practitioners of Life Magic, known as Theurgists, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Theurgists use Songs to breathe life and spirit into a vessel. Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed.
Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.
death
Death is about ending and closure. All things pass eventually, and time cannot be held back forever. Wizards devoted to Death Magic, known as Necromancers, understand this fact about everything around them and strive to face it without fear. They try to make the most of their time. Beware, though; some Wizards become morbid or try to cheat death through undeath. Necromancers use Whispers to strengthen their will, and draw on the power of courage to channel their own fears out of themselves and at their opponents.
Death Magic sits between Ice and Storm, for the cold energy of undeath draws on those two forces.
balance
The Magic of Balance is harmony and finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to fill in the spaces between the Schools. Wizards who focus on Balance Magic, known as Sorcerers, are broad-minded. In their minds, all things deserve consideration, and there may be many answers to a single question. The drawback to this point of view is a tendency to seem impassive or indecisive and never willing to embrace a side or position. Sorcerers use Transmutation to blend the forces of the other schools for their spells.
Sorcery does not draw upon internal aspects of the caster, nor does it rely on external forces. Instead, it is the creation of something new by combining elements in unique and powerful ways.
sun
Sun Magic is about power. Power to endure, power to persevere, and power to change. Wizards that choose to learn the supplementary school of Sun magic will charge up their strength and focus their efforts to cast stronger, more accurate main school spells, and even manipulate those spells into other forms.
moon
Moon Magic is about Change. Historically the moon represents change; in seasons, tides and even in the moon's phases. The moon is important in mythology; it is said the full moon brings on the change of the werewolf! Wizards choosing the supplementary school of Moon Magic can change themselves into other creatures. That change comes with all the strengths, weaknesses and spells associated with the chosen creature.
star
Star Magic is similar to Sun Magic -- after all the sun itself is a star -- but where Sun Magic enhances individual spells, Star Magic enhances the Wizard. Wizards that choose to learn the supplementary school of Star Magic can boost themselves over the course of several rounds to raise shields, strengthen spells or improve stats.
The star school is focused around a new type of magic called Auras. Auras are magical energy that surround and protect or strengthen the Wizard.
make way, new gods from ash
six word memoir: fire