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Fomor: The broad name for the various races of Mag Mell, 'Fomor' is less a specific label and more an umbrella under which all sapient beings fall. Fomor, while they vary a great deal between 'races,' are descended from the same root ancestors, and superficially resemble humans, but with varying animalistic traits(animal ears, tails, fangs, eyes, etc.); racial lines are drawn along these traits, with Fomor identifying themselves by those they resemble(apekin, catkin, wolfkin, etc.). Fomor civilization has reached roughly modern technological levels, but skewed significantly in certain fields by the presence of magic.

Aurite: Also known as aurichalcam and orihalcon, Aurite is the common name of a crystalline mineral with uniquely energy-conductive properties. Aurite exposure is what allows Fomor to use magic and craft magical devices, and serves as the primary power source on the planet. For all its benefits, though, Aurite is an extremely dangeous and tightly-controlled substance; overexposure to Aurite can cause madness, mutation, and far worse. A number of activist groups violently oppose the use of Aurite, citing huge spikes in the manifestation rate of Barghest in regions with heavy Aurite mining operations; some of these groups have even turned violent, notably the eco-terrorist organization known as The Long Hand. Aurite mining itself is extremely hazardous, but has recently been revolutionized by the introduction of the DULLAHAN automated labor construct.

Hunting Guild: The primary means of defense against magical threats, the Hunting Guilds are an ancient tradition dating back a thousand years. In those days, they served as informal alliances of warriors and mages banding together to defend settlements against Barghest. Now, the Hunting Guilds are more formalized, operating as paramilitary regiments granted authority by the internationally-recognized Aurite Enforcement Bureau. Individual Guilds have wildly different traditions, but the broad generalizations that can be read are that that they all hunt Barghest and Unseelie, contract their services out to nations and cities, and train and arm their own operatives.

Slayer: Slayers are deputized mages who are licensed by the Aurite Enforcement Bureau, tasked with tracking and eliminating Barghest, Unseelie, and other magical threats. Slayers are scouted by the Hunting Guilds early in their studies(usually between ages 12 and 16); training typically lasts for 4 years, with prospective Slayers organized into squads called Cabals. Slayers are permitted to carry Focuses openly upon completion of basic combat training and assignment to a Cabal, and training follows a sink-or-swim mentality: rookies are deployed into active field missions as auxilliary support for fully-licensed Slayers as soon as they are assigned to a Cabal. Once fully-licensed, Slayers are granted legal authority to assess magical threats and significant operational latitude in dealing with them; many Slayers choose to remain in their training Cabals due to the close working relationship such teams develop.

Focus: A Focus is a weaponized casting implement; they differ from ritual casting devices in a number of ways. Firstly, they're designed to allow for extremely rapid casting to permit for functional use of magic in battle, and secondly, they are explicitly designed for the primary purpose of inflicting harm. Focuses come in a number of varieties; mass-produced Focuses are used widely by both civilians and government agencies, while Slayers typically have custom-made Focuses designed for their specific use by Hunting Guild artificiers. Many newer Focuses utilize aurashells, miniaturized canisters containing refined Aurite that may be expended to boost the power of a spell or magically bolster an attack.

Riastrad: The embodiment of a mage's magical energy, Riastrad are unique to individuals, and provide benefits to a trained user. Different traditions place different significance upon it; many older Hunting Guilds regard it as deeply spiritual and prophetic, while modern magical traditions treat it as an expression of self rather than a matter of fate. Riastrad are difficult to classify, and seem to be influenced by personality far more than training; they often 'break the rules' of more formalized magic and are still rather mysterious by scholastic standards. This capacity to violate the normal rules of magic is poorly-understood to this day, but makes it an invaluable tool to experienced Slayers, who are trained to exploit their Riastrad to the fullest. Visually, Riastrad take the form of an aura or spirit surrounding the user; while in early stages of development this is simply a glow that envelops the caster, at greater degrees of mastery Riastrad become more and more complex, appearing as great beasts, knightly protectors, or even stranger things. At extreme degrees of skill, true masters can even command their Riastrad to become tangible and fight alongside them.

Barghest: Exposure to raw, unrefined Aurite can have horrific effects on living beings, and the Barghest is the logical extreme of that: an animal who has been fully-contaminated by Aurite pollution. Typically massive, twisted versions of their prior selves, Barghest often have crystalline Aurite growing from their flesh and fused to their bones. Driven mad by the constant influx of magical energy, Barghest are universally hostile and can only be dealt with via execution. Barghest demonstrate limited magical capability, but are incapable of directing such capabilities into anything more complicated than destructive blasts and supernaturally quick healing. While rarely a threat to an experienced soldier or Slayer, in groups, Barghest can quickly overwhelm the unwary.

Unseelie: Unseelie are born when a Fomor is exposed to enough Aurite contamination to become a Barghest, and can be thought of as intelligent Barghest. Unseelie retain many of the traits of their former selves, but twisted and distorted; they may present themselves as their original selves, but they are entirely without compassion and live only to amass power at the expense of others. Unseelie demonstrate some capacity to hide their true nature, and often will attempt to reassert themselves into their former lives; when this inevitably goes wrong and their loved ones realize the truth, bloodshed is always the result. Unseelie demonstrate some ability to command Barghest, and often seek to corrupt animals into Barghest to become their servants. Unseelie are able to use Focuses, and will often seek to claim them as trophies and weapons as part of their instinctual hunger for more Aurite. While intelligent, Unseelie lack the ability to form attachments to others, and consider all life to be equally disposable in pursuit of their lust for more power; they rarely if ever work in groups unless forced to, as their greed and naked self-interest inevitably sabotages any working relationships.

Tuatha: Particularly powerful Unseelie are known as 'Tuatha,' and they are feared by all. Unlike other Unseelie, Tuatha have retained some ability to form emotional attachments, and in particular demonstrate the capability to utilize a corrupted form of Riastrad. They will often devote themselves to particular causes, some of which are even noble in nature if not in execution; all Tuatha ever interacted with in captivity have professed a belief that the world is 'broken' and needs to be remade in their image. The only beings Unseelie will show true loyalty to is Tuatha; the reasons behind this are poorly-understood, but many believe that the Tuatha are capable of compelling lesser Unseelie into service as Unseelie do to Barghest. Whatever the reason, left unchecked, Tuatha will bring together hordes of Barghest and Unseelie and embark on crusading rampages to bring the world in line with their vision; such events are known as 'Wild Hunts' and have been the end of many civilizations over the course of Mag Mell's history. Many older magical traditions hold that Tuatha can be 'redeemed,' citing their ability to use Riastrad as evidence of a soul. Modern magical traditions, meanwhile, simply call for greater firepower in dispatching them: the presence of even a single Tuatha represents a grave threat to any community or region.

Date: 2015-02-11 03:41 am (UTC)
indicoyote: By StrawberryNeko (Default)
From: [personal profile] indicoyote
Oh, yeah, the 'sequence of invasions' story of mythic Ireland is really interesting, I shouldn't have oversimplified so much in my question. :) The constantly-revised, syncretic nature of it all is one of the things that makes it fascinating to me, in the bits I've read.

It's also really telling, I think, that more modern stuff just goes for the 'Heroic Tuatha, Evil Fomori" thing. Typical, I'd say. So I really like this, because I suppose I am still a sucker for the 'Traditional Hero as Megalomaniac" deconstruction. ;) But yeah, I love the nuance you put between them and the general Unseelie.

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