Showing posts with label guidetomaluna. Show all posts
Showing posts with label guidetomaluna. Show all posts

Monday, 24 August 2026

On the Ragged Perimeter

Maluna is commonly represented as a kingdom bounded by mountains, waste, sea and disputed ground. Such maps are useful for teaching geography to children, collecting duties from merchants and reassuring officials who prefer every danger to occupy a coloured shape on a page, but they are less useful at the borders themselves. Maluna's outer limits are not simple divisions between one jurisdiction and another, they are active fractures in natural law, each marked by a condition that resists measurement, habitation and ordinary sense. 

Together they form a ragged perimeter around the known kingdom; whether that perimeter confines Maluna or protects it remains a matter upon which no responsible scholar should pretend certainty.

The most intimate of these boundaries lies within Badarr itself; Ebbsfloe was once a proud district of blue-timbered buildings, canals and stone bridges which is now enclosed behind high walls because of the Gloom. The affliction began as a soul-devouring plague raised by cultists whose patron survives only in damaged invocations. The Order of Symphora destroyed the ritual chamber and its occupants, yet the Gloom had already entered the soil, masonry and recollection of the place. Undead walk its streets, corpse-flowers open in alleys and hallucinations invite the unwary towards whatever end they most fear or most desire. Paladins maintain the walls and conduct their cleansings from the Grand Symphoran Cathedral. Mercenaries, cult remnants and those survivors who have ceased to regard either group as unusual continue to live within. The Order admits that the Gloom cannot be cured by its present methods.. it therefore calls containment a victory, as such institutions often must.

Beyond the Farsi Peaks, the Edgelands arrive less decisively. A silver-grey mist waits among the trees and advances most readily when attention has turned elsewhere. Within it are memory-leeches, sound-echoes and pulses of strange luminance which have been compared to a heartbeat. Prolonged exposure does not always kill. It may instead remove names, loosen memories and return a traveller who answers correctly while remaining wrong in some less negotiable respect. Edgebeasts, mistwalkers, rootkein and the thing called the Howling inhabit the region. No expedition has mapped its centre because routes alter, distances fluctuate and maps themselves do not remain dependable. Thaumaturges have compared the mist to Soul-warped Glamour that learns the intruder through breath and remembrance. This theory remains speculative, which has not prevented several colleges from arguing over priority.

The Fog of War which covers the Endless Battlefield is often compared to the Edgelands' mist, though the resemblance is chiefly visual. The Edgelands diminish the self through forgetting and the Fog replaces it. Those who enter may experience dread, battle-frenzy and memories belonging to soldiers dead for generations. Spectral companies charge, retreat and die in cycles which neither victory nor exhaustion interrupts. Survivors have grieved for comrades they never met and confessed to crimes committed before their birth. The land remembers violence with sufficient force to distribute it among strangers. Its source is said to be the Assault Palace, a moving siege fortress that ruined Galiria and now proceeds with patient hostility towards Badarr. The Fog follows it like weather following a mountain, though mountains in general give us the courtesy to remain where placed.

Beneath the kingdom lies a second boundary, if the word beneath retains its usu


al meaning there. The Moonfault Depths were enlarged through centuries of mining, particularly for daltium. Daltium extraction opened routes to mutation, corruption and Rancour. The Shroud permits workings impossible elsewhere, including certain restorations of the dead, but it also presses upon mind and Soul with the weight of an old grievance. Those who claim to know what waits at the lowest reaches have not produced evidence that survives scrutiny or, in several cases, daylight.

Beyond the Darman Range stretch the Truska Wastes, also called the Scablands. Their Haze is dry and sharp, distance alters within it. Mirages persist after the heat changes and sometimes display an interest in the observer. Travellers report oases that grant visions, offer choices or vanish once an answer is given. There are accounts of a city made from sand and mirrors, though no two returnees agree upon it. Some do not return with the same face. Crown agencies are rumoured to monitor the region. Despite the Haze, settlements endure beyond the mountains. People trade, raise families, cultivate wells and conduct ordinary disputes beneath a sun that may not always be singular.

The surrounding seas provide the final visible boundary. Coastal waters are dangerous in familiar ways while the stormbelt begins roughly fifty miles from shore and proceeds into difficulties for which sailors have fewer useful names. Winds and tides behave with apparent intention, ships vanish or return altered and most charts become unreliable in the extreme. Some theologians describe the ocean as a single ancient intelligence, others maintain that the stormbelt contains something worse. 

These borders differ in substance but not in conduct. The Gloom feeds upon sorrow, the Edgelands loosen identity, the Fog of War imposes violence, the Depths punish intrusion, the Haze distorts possibility and the Brine is a ceaseless appetite. Maluna therefore persists within a ring of conditions that cannot be conquered and can rarely be understood. 

Tuesday, 23 June 2026

On Magical Theory

Magic on Maluna is an ambient presence that anyone with proper theory and practice can manage. Tiny magics, charms smaller than a prestidigitation in scope, can be completed by people with the right knowhow and practice. Things like a little saying and motion to keep a knot tight, to produce a breath's worth of a breeze, that sort of thing are possible for all creatures with a soul.

Because of the ambient suffusion of magic or perhaps because of some inborn blockage inherent in mortal souls, permanent enchantment is very, very difficult to manage. On the flip side potions, scrollwork and other consumable magic is relatively easy to produce.

The best way to produce a lingering enchantment is to use a creature's remains, already suffused with the stuff, but even then it's not easy to do. Whatever changed when the Pale King didn't die changed the scope of Malunan history, magic included.


Thaumaturgy, as a practice, encompasses various fundamental principles and intricacies that define its workings and applications. Practitioners are invariably (and confusingly) referred to by many terms, specific to each individual, though some examples are: thaumaturgist, arcanist, magician, wizard, sorceress, witch, evoker and more!

Thaumaturgy centers around the manipulation and control of the fundamental energy that permeates all existence within the world. This energy is referred to by arcanists as thauma and is considered to be a renewable resource that shapes and binds the fabric of reality together. Skilled practitioners possess the ability to harness and shape thauma for various magical purposes.

Thaumaturgy comprises distinct schools or disciplines, each emphasizing different aspects of manipulating thauma, though it should be noted that these are academic categorizations and hedge magi, witches and other thaumaturges outside of the academia may use all manner of definitive wordings. These schools serve as specialized avenues of magical study, guiding arcanists in honing their skills and understanding specific branches of magic.

Some examples of Thaumaturgical Disciplines are as follows:

  • Conjuration: Focused on summoning and manipulating objects, creatures or energies from other planes. An advanced facet of the discipline is called Covenantry.

  • Necromancy: Centered on the manipulation of life force, death and spirits. An advanced facet of the discipline is called Umbramancy.

  • Divination: Pertaining to gaining knowledge through supernatural means. An advanced facet of the discipline is called Chronomancy.

  • Evocation: Concentrating on manipulating elemental energies for spells and attacks. An advanced facet of the discipline is called Harmonics.

  • Abjuration: Specializing in defensive magic and protective barriers. An advanced facet of the discipline is called Oneiromancy.

Thaumaturges often specialize in specific "schools" of magic, dedicating their efforts to mastering the intricacies of one or two disciplines. While they possess a basic understanding of other schools, their expertise and proficiency lie primarily in their chosen areas.

Thaumaturgy is regarded as a blend of artistry and science. It demands creative thinking, intuition and innovation to push the boundaries of magical possibilities. It also requires rigorous study, adherence to magical principles and an understanding of the underlying laws governing reality.

Advanced magical spells often involve weaving multiple aspects of thauma together from different schools of magic. Adept practitioners can combine various disciplines to create intricate and multi-layered spells, although these require heightened skill, concentration and precision to execute successfully.

Thaumaturges often utilize specialized tools or magical focuses to aid in their spellcasting endeavors. These aids can range from wands, runes, crystals, enchanted objects and various other implements. These tools act as conduits or enhancers, aiding in the channeling or manipulation of thauma, enhancing precision, focusing and/or amplifying magical effects.


Theurgy is a catch all term for any faith-based magical practice, whether the miraculous abilities of the devoted or the heretical fiendishness of the now-defunct druidic circles; if one's magic comes from a supernatural entity of some kind it is considered theurgy.

Theurgy involves channeling power directly from deific figures (the Nine in this case) or other sufficiently powerful entities (some daemons fall into this category, frighteningly enough, and others may as well). Practitioners act as conduits, drawing upon the presence and energy of these higher beings to shape thauma so as to perform miracles and spells.

Each deity represents different domains, such as justice, wisdom, nature and the like. Theurgists may specialize in aligning themselves with a particular deity, gaining access to spells and abilities associated with that domain.

Theurgy is granted through communion, prayers or rituals performed to establish a connection with divinity in whatever form the theurgist worships. This connection allows practitioners to beseech deific figures for their favour and intervention. Theurgy is deeply tied to the practitioner's faith, devotion and purity of heart. The strength of their connection to the divine is influenced by their unwavering belief and adherence to the teachings and principles of their chosen spiritualism.

Theurgists receive divine gifts or guidance through visions, signs or prophecies, aiding them in performing miracles or carrying out tasks aligned with the will of the subject of their worship. Theurgists can perform miraculous acts such as healing, blessing, protection or even summoning daemonic entities, all by invoking the power granted by devotion.

Theurgists might perform rituals, offer sacrifices, or partake in ceremonies to honour the object of their devotion, seeking favour and reinforcing their connection to the divine source.

Unlike Thaumaturgy, which relies on understanding thauma and manipulating it, Theurgy involves beseeching and channeling the power bestowed by external entities. While Thaumaturgy leans on the laws of reality, Theurgy hinges on divine intervention and the interpretation of the practitioner's faith.

A great many of the varied spells (some pedants insist on referring to theurgical spells as miracles) available to theurgists directly parallel the various thaumaturgical disciplines in their use and effects. For levity as well as categorization, many such spells have been defined by thaumaturgists as belonging to one of these schools (although in the case of some more complicated spells, they may belong to several, but such is the way of the divine).


Finally within all acts of magic, thaumic or otherwise, lie the universal truths of Colour Theory. Colours effect life for every inhabitant of Maluna from the Pale King himself to the basest bug that finds itself underfoot. Even the blind can interact with colour and some theorize that perhaps it is only the blind who can truly know the full depths of a colour.

Whatever the case may be, none can argue that with the ambient suffusion of thauma on Maluna, colour itself has become as much a result of magic as it is an ingredient.

A prime example of how colour can effect the world at large even without magical interference is blue’s effect on daemonkind. Shades of blue are known to repel daemonkin and indeed the Oaths that daemons take upon being Invoked reference and amplify this naturally unsettling effect.

Conversely, areas rife with daemonic influence trend toward having a prevalence of orange. Whether this is an atmospheric shift in visible light or simply the daemon’s preference for orange things, none can say for certain.

Correlation is not Causation

It should be noted that that these interactions do not represent a deep understanding of daemonkind or that blueness in and of itself is somehow more pure.

The subtle interactions of colour are many and varied and only one facet of existence as a whole.

Scent - Colours are each theorized to have a smell, although the basic scent of a colour is in itself impossible to detect with the naked nose. It is only when the essence of a colour is quickened through use in magic that the scent of each colour makes itself known to the world at large.

The smells reported are approximate; this is because each colour smells like itself. It is very common in Badarr and in Ma’mooh’al and the Tatterjagd Spires especially for incenses and oils to be made with richly pigmented ingredients. Some of the more expensive of these items will be mixed with a magically-infused yet neutral agent in order to add the colour’s scent to the perfumed result.

Synesthetic Reference

Imagine trying to describe the smell of a lemon. You'd say citrusy and sharp, but that isn't it exactly; there’s an ineffable nuance that cannot be distilled further.

Colour

Red     A passionate hue, bold and lusty, smelling of citrus fruit, dry wood.
Orange     An inspiring hue, hopeful and rebellious with scents of tobacco smoke and saffron.
Yellow     A gratifying hue with a melancholy tinge that smells of tree syrups, mint and dust.
Green       A cheerful hue, bright yet impassive and smelling of tea leaves and resin.
Blue     A cool, bracing hue that smells strongly of minerals, ozone and oiled metal.
Purple     A rich, intoxicating hue with an air of mystery to its scent of cloves and green plants.
Shades     Impurities in a hue that darken it, causing scents of rot, smoke and burned things.
Tints     Impurities in a hue that lighten it, causing scents of seawater, rainfall and flowers.