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SEASONED in the game

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drawn about 3 or 4 years ago. pre turn-around but id settled for the star on yodit's blouse by this time. i still wasnt sure about her ribbons though. i colored it last night.


"the chronically adventurous Ralph dolfyn"


In a distant future the world will face complete devastation .
Humanity finally learned how to really use magic. The scientific community did all they could to
refute this phenomena. This split the world in two. Some people clung to science. Others gave respect to magic. The masters of science were referred to as sages. Masters of magic were called mages. One scientist, Dr. Reese Clamor, decided to try to utilize magic to solve the problem of time travel. The result was an inter dimensional rip in Australia sky. It was soon after realized that this was the gateway into the consciousness of man. A bridge to the dreaming world. This event was hereafter referred to as the “Clamor project”. Dr Reese Clamor, having being driven insane by the process of searching for relationships between the two contradicting disciplines, will go down in history as the worlds first supermage. A supermage is one who has combined science and magic. It is believed that a supermage can rival an entire metropolis.
Within a year, humanities population had been reduced by 1/3rd, all they're nightmares having haunted them down and killed them. Each time the dreaming world was was overfilled with new thoughts and dreams, it would pour out its contents onto Australia. All of the psychic, winged, and sea creature based nightmares encircled the world. Travel by air or sea became impossible. Australia was congested with all these and most of the terrestrial dreams and nightmares.
The north American continent is in ruin. The united governments of human recovery ( the u.g.h.r.) was formed to “aide in the preservation of humanity.” This organization employs the use of both magic and technology. They have all three of the metropolises of the north American continent under their jurisdiction. Many of their laws are enforced outside the safety of the walls of the metropolises as well. Among them being the prohibition of orbs. Any warring clans or tribes are urged to cease war and apprehend any wielder of false magic.
Outside the walls of the metropolises is a constant war zone. Small sage tribes and mage clans are scattered throughout the continent. Battles over scraps of metal, food, dominion and other necessities for living are fought everyday. Nightmare attacks occur throughout the continent from sun up to sun down. The divide between magic and technology is still very deep outside the walls. Many religions have sprung up surrounding wielders of false magic who claim to be prophets sent by god to save the world. The “gods” they refer to are the archetypes of human consciousness who have sent what the u.g.h.r. refers to as orbs through the rip in Australia's sky. They are known as lords to their followers. The rest of the people call them Arch Ethereals.
The Arch Ethereals are strengthened by the thoughts of man. The more intense the thought, the stronger the Arch Ethereal becomes. They've established religions through false magic to get people to focus on them, increasing their energy. The Arch Ethereals are the 8 remaining parts to one whole so their energy is shared between them. Each can become stronger feeding on humanities prayers, but if one dies they all become stronger by an equal distribution of the fallen Ethereals energy. Most of them want to kill all the others and merge the two world to rule over all. Mobli, the inner child, wears the head of law and is unaffected by the death of another Ethereal. He isn't part of morpheus. The other Arch Ethereals make up the body. It takes the entire body to rival Mobli's power.
They're many different categories and sub categories of magic. The strongest by far is false magic. This is magic obtained through orbs. Orbs include magic jewelry, tattoos, powders, staffs and clothing etc. Civilian possession of which is illegal. No training or knowledge is needed to use false magic.
Black magic is the second strongest. Black magic summons the power of ghosts and demons. The user only acts as a conduit for the power. More sacrifice than training is needed to use black magic.
The third strongest type of magic is elemental magic. Elemental magic draws from the forces of nature. This is the most misunderstood type of magic. The elements were long believed to be: earth, water, wind, fire, and spirit/ the void, but a young warrior on a quest to master all the earths sciences will soon discover the full potential of elemental magic. This type of magic requires much training to wield.
True magic is generally the weakest type of magic. It depends on the strength of ones own spirit in conjunction with binding combinations of words. Most students of true magic only master 3-5 spells in a lifetime, and very few ever develop any original spells. The wielder of this type of magic doesn't rely on any outside sources. This discipline requires extreme training.
The human residents of the continent once known as Australia have been dealing with the most extreme conditions. They have mostly become one race due to the need to produce more warriors and preserve humanity. The old European settlers, African immigrants, students of the Chinese acting and martial arts schools, and the native Aborigines make up this race. They call themselves the Ohman. The extreme conditions of life on this continent have forced the resident to become extremely strong. The weak have all died and the strong have reproduced for six generations. Any body who is of pure ethnicity is said to be a member of the elder race.Any pure Aborigines are called great elders. The “big hair” style is popular in australia.
The Australians aren't as dependent on technology as the rest of the remaining word is. They practice all the magics, but the most common is true magic. A true mage of this continent can rival a blackmage of the north American continent. Through both science and magic the people have become masters of their environment.
The different types of waking dream creatures have been divided into two categories and several subcategories. The first category of nightmare is the bender dream. A bender dream is either omni present or perpetually existent. The omni dreams are conscious energy which usually takes the form of an inescapable environment. Perpetually existent dreams usually take the form of some immortal inescapable creature. The dreams of this type must either be tricked or submitted to. They can also sometimes be defeated through very sophisticated magic and technology.
The second category of waking dream is the breaker dream. A breaker can be overpowered through conventional means or through common magic spells. Breakers usually take the form of some sort of creature. Any dream from either category is either a horror based dream, a mimetic dream, a comedy based dream, or a prophetic dream.
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daetymn's avatar
thanx fellas. i got more.