Silver Angel: Occam's Razor
Plot: In a world ruled by monarchy, clans and democracy, things are difficult and have been for a while. A new political power seeks to rule, not only Quaesar, but Telph and Zannap too. Lord-Democrat Garan is the leader of the United Future movement and has recruited one of the most powerful Enikase, Foreseer of Truth. Foreseers of Truth exist only to twist truths into lies and gain ultimate power in the changing political world, for doing so. Thus it goes that the truth is the simplest explanation.
The world itself, beside the clans on Quaesar, are highly political and most power revolves around being able to twist truths into lies. Enikase can do this extra well, and, in doing so, also spin a web of truth/untruth barrier around themselves, fooling anybody into thinking that they are lying when they aren't and vice versa.
This serves as a form of power, because in this world, everything revolves around truth and lies. These are mostly present in their original form, where the leader of the current democracy in power will tell lies to the people to make them think that things will be better, so that they gain the vote to win. These lies all make birth other lies smaller lies, which are all passed down. Once you get through the entire population, you realise that everything is basically a lie.
Setting: Korlathia, The three Isles (Quaesar, Telph and Zannap). This is a large world, consisted of three massive continents, separated by dangerous, stormy oceans and icebergs.
Quaesar is a warm continent generally, though the northern regions are much colder than southern regions. It is made up of temperate forest, large, unclimbable mountains and many long, braided rivers. Quaesar is generally inhabited by the many clans that make their home on the continent.
Telph is cold. It is the northern-most of the three continents and closest to Korlathia's Roof. Most of the continent is habitable, and the Moors have created much technolohgy to allow them to survive in the harsh condidtions.
Zannap is a mixture of the two. Though it can get very cold, it can also get very hot, as it is the southern-most of the continents, but it is also long enough to be closer to Korlathia's Roof, than Quaesar, which is smaller. Zannap has a very variable landscape, it can be flat, with small hills, mountainous regions, temperate and tropical forest, meadows, flatlands and river valleys.
These clans are particularly fierce and war-like, often having competitions between different clans/tribes. Not only that, but some of the clans are at war with each other, which has lead to an uneasy truce between other clans, for the time being. There are eight clans that are living on Quaesar, as of the start of this storyline:
Na'salan: Debatably the most fearsome of all the clans... Their warriors are known to be some of the toughest in Quaesar. Their current Clan Leader is Jiera'Na. (Clan members have their names, followed the first two letters of their clan on the end)
Tu'kalar: Also one of the tougher clans in Quaesar, but arguably, also the have some of the most intelligent and cunning warriors too. Their current Clan Leader is Solon'Tu.
Gi'ralan: These warriors have been branded cowards by the Tu'kalar and Na'salan, and are currently at war with both. Their current Clan Leader is Hordan'Gi.
Fe'hebel: A bunch of 'pacifists', that don't believe in fighting, in any form. Their current Clan Leader is Daran'Fe.
Cr'feluun: A mysterious clan, that have their own way of using link-magic. Their Shaman, Nedra'Cr, is an expert in healing and other mysterious arts. Their current Clan Leader is Tiera'Cr.
Jo'repiir: A very sadistic clan, their warriors aren't the toughest, but they sure know how to fight and they are very, very determined, especially if it involves bloodshed. Their current Clan leader is Kigan'Jo.
Wk'laffan: Decisively average in every way, none of this clan have ever distinguished themselves, however they are possibly the most civilised of the clans. Despite that, they have their source of determination and sometimes follow it. Their current Clan Leader is Niero'Wk.
Ye'Geffir: At war with the Jo'reppir. Their warriors are quite tough, but, because they have many cowardly warriors, the bravest of their warriors often do most of the work. Their current Clan Leader is Xexel'Ye.
The Foundation of Link-Magic by Articus Releum
Introduction: The Basic Principles of Link-Magic and the Definition/application of Link-Magic
Link-magic is an interesting concept, one that has been studied for many years and used for many different purposes; though it is an obscure life-force, at least, in application and takes many years of training to master, even to a small degree. The most difficult piece of the puzzle, is working out how to use it and to understand the principles behind it. To date, only four principles have been discovered and used in practice.
1. Construction: This can be used to create something, at the cost of an equivalent amount of energy. Under this basic principle, anything can be created from nothing, but requires the user to sacrifice that same amount of energy, that was expended in the crafting of the item. If the user has too little energy and uses this Prinicple, they will die from loss of body energy. The second Principle of Energy applies to this: Any energy used will be given off as heat and contribute a certain amount of disorder to the atmopshere, as a small portion of that energy can never be used to 'work' again.
2. Apparition: Can force an existing item to appear, at the cost of a small amount of energy. The item cannot be summoned if it belongs to someone. Every item has an energy signature, which is the sign of ownership by the owner. If the signature is broken, that object can be forced to submit to user and forfeits any rights the previous had over the item in question. The possessor of the item/object cannot destroy it: this is a direct component of the Principle of the Conservation of Energy. Energy can neither be destroyed, nor created... Only transferred/or transformed.
3. Transfiguration: Can summon 'Golems', that are non-living creatures, that serve their 'Master', until they are destroyed or cast away by the user themselves. In order to summon these creatures, the user must sacrifice a small portion of blood, depending on the strength of the Golem. These can only be destroyed by an existing source of magic/life-force. In addition to these Golems, other creatures can also be summoned. These are known as Shades, and, when they are summoned, the user decides what creature they want it to look like. Once this has been completed, the Shade becomes a 'shade' of the creature that the user decided on. The magic works like thus: 'threads' of link-magic, a mixture of chaos and order that sustain each other, form into longer strands, which grow larger and larger, until they begin to shape themselves. When the Shaping Process begins, the Mage decides what form they want it to take and then imagine it, letting their thoughts flow into the Shaping Process. These thoughs are what finalises the Process and allows the form to become whatever form the user desires.
4. Transmutation/recontruction: This attempts to re-create something that once existed, but no longer does. This can be applied to objects, which is what it is mostly used for... However, for an abnormally strong 'Mage', this ability can re-create a creature, that looks exactly like the person that died. This is where the magic begins to become complicated. While it 'creature' may look like the deceased, it has no real 'soul' and cannot speak or remember anything from the life that the deceased lead. In order to achieve this magic, the user must be willing to sacrifice an appendage (for human transmutation), or a large amount of energy and relatively small amount of blood, in order to re-create an object.
Link-magic, being a life-force, is present in every being of energy and sustains them. If their life-force disappears, then that being will die. This applies to all 'beings', including plants, animals, trees and humans. However, link-magic also exists in a small amount in any element, or chemical, and can be used to convert into energy. Hence the life-cycle of link-magic: life-force exists in all beings, but can be converted into energy, either from existing elements/chemicals, or beings. That 'energy' can be used for link-magic, and to create other objects, or modify existing ones. When that energy is used up - it goes back into the atmosphere as heat and a portion is lost forever, still existing, but unable to be used.
Enikase: A small order of powerful men and women, who have mystical powers. As of yet, no-one but the Enikase themselves can hope to understand how it is they gathered this power in the first place. They are experts at tangling nets of lies and truths, which also hold a mystical value. This has not been witnessed since the Great Age of Truths, when the world of Korlathia was young. It is said that just being in their presence prompts even the strongest of men to insanity, through voices crying out inside their head and replicating truths and lies they don't wish to hear.
Lybringer: Personal attendants to Lord-Democrats in Telph and Zannap. They are skilled at lying and recognising lies. They have no mystical powers, but are instead revered for their proficiency to further a Lord-Democrat's cause.
Truth-teller: A rare person who cannot tell a lie, no matter what the cost. Their soul and spirit cannot withstand the simple chaotic revelation of lying and will cause them illness, even at a thought of telling a lie.
Mage: One who embraces the ways of magic and its teachings. Mages are even rarer than Enikase, but much more skilled in 'mystical arts'. There are many types of Mages, which all depend on how they ultimately choose to use the magic. Mages choose their own way in life and, once they have made their decision, they cannot revoke that decision.
Creatures/monsters: Living creatures, or organisms, that live in their chosen habitats and can potentially be very dangerous to humans.
Ecology: This covers interactions between different species of animals and is very useful in helping humans to understand and augment those ways.
Biology: The study of life. Important for many reasons. Biology also covers the life-force, link-magic, and helps Mages to understand it better.
History: History of Korlathia and past wars and events.
Geography: The study of the physical land, including how the land works and how it came to be. This is closely related to geology. Geography also includes studying environments and how they work, especially the effects of human culture on the land. Geography even covers the study of man-made environments and how they work.
Sociology: The study of human interactions between one another and how this affects the man-made environments.
Healing/medicine: This covers medical treatment and hospitalisation.
Lord-Democrat Garan (antagonist)
The Silver Angel (protagonist)
Hawk Avalon (main character)