Szeirs and Shards - A magic system explanation + lore
This is a lore dump and magic system explanation for my story. A main part of the story has the characters discovering these Shards and their secrets, so in-universe a lot of this information is unknown or purposefully kept hidden by greater powers.
The Szeir
All Szeirskaine are born with a Szeir in their heart. The Szeir is a small, white stone, about the size of one's palm. “Szeirskaine” means “People of the Szeir,” and they believe it is what gives them life and proves that their Gods are the true ones, as other peoples do not have a Szeir.
The Szeir is a respected part of Szeirskaine culture, when elders die their families place their Szeirs somewhere special in their home as a reminder of their ancestor.
There has been a new development as of late. Karishita was once an independent nation but it was conquered by the Empire. After many years, the Szeir began appearing in the hearts of the Karishitans. This made the Szeirskaine more steadfast in their beliefs, they saw their Gods blessing these new people and welcoming them into their Empire.
The Incantor
The Incantor is the Szeirskaine’s ancient enemy. He is a force that appears every few generations and commits heinous acts of magical terror. He razes cities and burns forests. He erupts volcanoes and sinks islands. He has killed millions throughout his many lives. After each attack he disappears and then returns with a new face. He is unpredictable and untraceable and he is still far more powerful than the Szeirskaine could understand.
The Szeirskaine fear magics and its users. Even going as far as to execute those suspected of it. They know that cultures in distant lands can wield strange powers but they see magics as the tools of the Incantor and using them likens you to Him. The Szeirskaine refuse to use magics but what they don't realize is that they are physically incapable of it. The Incantor is a being of magics and knows his only weakness would be the very same magics he is made of. It was he who placed the Szeir within the hearts of all Szeirskaine, for it is not their soul, but rather a device to block them from accessing magics. He successfully instilled a fear in these people that would prevent them from seeking out the very things that could stop him. Though, there are some who have broken free of his curse.
Shards
Shards are magical metals that are created within the destructive magics of the Incantor. His magics are a disease that infect the very earth, changing it. They have been found and used by other cultures for centuries, yet the Szeirskaine remain unaware. These Shards, like standard metals, can be forged into armour and weapons and each one contains unique, magical properties. (List of Shards at the bottom)
Most Shards have a passive effect; a natural, magical property that is always present in the metal. But they can also be Cast which will grant a temporary additional ability.
Casting Rules
In order for someone to Cast a Shard they must be in contact with the Shard at all times. It can be done through direct or indirect contact. For example, a sword made of VerdantBronze can still be Cast if the person is holding the attached grip of the sword handle. If contact is broken the Cast stops immediately.
Anyone is capable of Casting a Shard, but like any other skill it can be difficult to do at first. It requires practice and concentration but as one becomes more experienced Casting comes to them more naturally.
The Hallow Council and The Flame Bespoken
The Hallow Council was founded with the goal of uncovering the Incantor’s secrets and finding a way to defeat him. It was also founded under the purview of Zykavda, God of Candor. Through Zykavda, the Szeirskaine believe words hold power and greater, divine, meaning.
The Council trained Flamespeakers and placed them in the courts of the great Doms in the Empire. The Flamespeakers would transcribe all words said by their Lasza and send the writings back to the Hallow Council. Scribes at the Council would then parse and sort these writings, flagging for prophecies or abnormalities hidden among the words that could potentially be a clue in regards to the Incantor.
The Flame Bespoken are kept secret outside of the highest reaching offices of the Hallow Council, called the Zethed. The average person would believe that the Flame Arbiter orchestrates the Council, but he is simply the mouthpiece of the Bespoken.
The Flame Bespoken, and thus the Hallow Council, operate above the scope of even the Emperor. The Bespoken know the truths of the Incantor and the Szeir but they keep that information secret, lest it cause mass panic among the Szeirskaine. But in knowing His secret, they know how to defeat Him and have started developing their weapons.
The Seekers
It only happens occasionally and the way they are chosen is unknown outside of the Zethed, but a lowly scribe may find himself brought before the Flame Bespoken and given the opportunity to become a Seeker.
Using ResonantJade, the Bespoken put their subject into a stasis where they remove the Szeir from their heart. This process would normally result in fatality but the stasis can temporarily suspend the effects of death. The Bespoken then replace the Szeir with a Shard of their choosing.
The removal of the Szeir opens up the subject to the realm of magics, though they are still inexperienced and ignorant of it. It would take many years of first breaking their fear of magics and then many more to be able to train them to do even the most basic abilities. However, inserting a Shard into their heart gives them a fundamental understanding of certain magics and how to use them. This is the birth of a Seeker.
Each Shard gifts unique abilities that tie to the Shards properties. An experienced Seeker is able to open their mind more to the realm of magics and expand their array of powers, surpassing what the Shard alone is capable of.
The role of the Seeker is to follow up on things found within the Flamespeaker’s writings. They travel the Empire and the world outside of it in search of rumours of magics and they consolidate any found Shards and information they can find and return them to the Zethed. During their travels they are expected to practice their magics and hone their skills, while keeping their identity and powers a secret. They are the hunters of the Incantor, created specifically to defeat Him.
Shard List
ResonantJade - Found in Karishita and had been used by the Karishitans for hundreds of years before the Alumach Empire’s conquest. Its origin is unknown but the Karishitans see ResonantJade and BoundOnyx as part of their cultural identity.
Shard Powers - ResonantJade has the ability to store soundwaves within itself, and, using a specific device, one can access its stored sounds.
Cast - Records sounds and ambient noises or voices spoken into it Using a Tuner, a person can tap into the Jade and listen to its recordings. Using a Tuner, a person can overtune the Jade, causing an explosion of sound
Jade Chamber - An additional power unique to ResonantJade. One can incase a room or small container in ResonantJade to create a Jade Chamber. Once a person or other living creature is within a Jade Chamber, it can be activated to force the subject into a stasis. They cannot move their bodies during this time but they are fully conscious, they also feel no pain and cannot die no matter what is done to them. The subject can only die if the stasis ends and they remain in a state that is otherwise fatal.
However, should a subject reach fatality while in a stasis but lives after the fact, something still changes within them. All Seekers have their heart cut open to replace the Szeir with a Shard of BoundOnyx, this kills them, but they are stitched up and live after the process. Seekers are unable to eat or sleep, they breathe like normal humans but their emotions have also been cut from them. They tend to become recluse since they cannot hold a love for family or other such things, though this benefits their roles as a Seeker.
Szeir Replacement - A ResonantJade user can amplify their voice to different decibels and frequencies. They can whisper across great distances or make a shockwave with their voice. Skilled users can match their voices to specific frequencies that can disorientate or cause confusion in their targets. They are able to perfectly mimic the voices of others that they have heard. They can also place others into a forced temporary stasis. A ResonantJade user has a full understanding of the Shard and has no need to use a Tuner.
BoundOnyx - The second Shard from Karishita. The Karishitan nobility once dignified themselves as Onyx or Jade Lords. The Shards they used represented different ideologies. But much of this part of their culture was lost after the conquest. Almost all known BoundOnyx was taken by the Empire, orchestrated by the Flame Bespoken. The first Seekers were all equipped with BoundOnyx in their hearts.
Shard Powers - Extremely magnetic metal, never loses its magnetism
Cast - the user can make the shard “magnetic” to their chosen material; wood, cloth, glass, etc., though nothing biologic.
Szeir Replacement - The basic abilities granted by BoundOnyx include being able to magnetically charge small objects. Seekers are able to “throw around” their weapons in a fight and recall them to their person using their magnetic attraction. The objects do not need to be magnetic, BoundOnyx, or even metallic. Also, the user has an innate sense of direction as well as the ability to “Bind” to a target and track them across great distance. As a Seeker becomes more experienced they are able to control more and larger objects with their magnetism.
ShadowIron - Found after the Battle of Digoran’s Hill where the Incantor ambushed an ongoing fight between Empire and Valkish forces. He obliterated the battlefield, killing thousands.
Shard Powers - ShadowIron is an extremely dark metal. It absorbs all light and sound. Assassins place a thin sheet of ShadowIron under their boots so that their footsteps make no noise. Cast - Becomes shadow and can pass through solid objects
Szeir Replacement - Those with ShadowIron gain abilities that let their steps and movement become so quiet they are almost imperceivable, they are able to blend into shadows and the dark night, becoming nearly invisible. As they become more experienced they may eventually be able to gain the Cast ability of the Shard, allowing them to become living shadow and pass through solid objects.
VerdantBronze - From the continent of Kypriin across the Ahara Sea. It was introduced to the Empire by Dom Otiar of the Ashar Isles, who has heritage to the mystical lands from across the ocean.
Shard Powers - VerdantBronze is one of the best Shards to use in an extended battle. Any cut made with it on your opponent would take their energy and give it to the wielder. It also has an aura that can accelerate ones natural healing.
Cast - For a brief moment, the wielder can walk on air
Szeir Replacement - VerdantBronze users heal from injuries much faster than normal. They can also transfer energy from one person to another. This can be done to steal energy from others to the benefit of the user or transfer healing energies to others, to the detriment of the user. Experienced users may learn the ability of flight.
MagmaGold - The second Shard introduced to the Empire by Dom Otiar. After the civil war was declared and ShadowIron found by the rebels, Dom Otiar confirmed their allegiance to the crown by introducing the two Shards they had in their possession.
MagmaGold was formed after the Incantor erupted the volcanoes of Ashar, destroying the once lush, tropical chain of islands and making it into what it is today; an ashen wasteland where only those with a magical heritage were able to adapt and live.
Shard Powers - MagmaGold is a naturally warm metal to the human touch. It melts all other (non-Shard) metals it comes in contact with.
Cast - The metal becomes like molten magma, it can bend making swords like whips and flicks specks of lava off with every swing
Szeir Replacement - MagmaGold grants its user an increased internal temperature, giving them a natural resistance to cold weather and an immunity to some diseases. Through their touch, the user is able to melt metals with their hands and as they get more advanced, it becomes easier to control the temperature of these items, such as being able to both increase and decrease the heat. They may also gain a greater resistance to heat and burning.
BantamBrass - Found by Dom Oakburn in their holding of Bantam Mine, this Shard builds static electricity and can sometimes randomly discharge it.
Shard Powers - The wielder has enhanced reflexes Cast - Charges the Shard with electricity, upon striking an opponent the electricity will discharge, damaging, even temporarily paralyzing the target. The electricity is attracted to metals and will bounce to any nearby.
Szeir Replacement - Those with BantamBrass have an enhanced brain as the electricity overclocks it. They think and reach conclusions faster than the average person and also have quicker reflexes. As they get more experienced they are able to better control their electricity and use it outside of their own body. Leading to damaging abilities to other people. They may also be able to affect the electrical synapses within the brains of others.
SilverSteel - First founded by Izalda Vrent by accident when she used a “lucky stone” she had to escape from prison. After the escape she returned to her home of SilverStone where and had prospectors look for more stones like it.
Shard Powers - SilverSteel is an extremely reflective metal. It can be used as a mirror, or to bounce and amplify light around a room. Cast - A targeted ray of blinding light erupts from the metal.
Szeir Replacement - The user can manipulate light around them. They can reflect, refract, bend, and amplify light. As they get more experienced they can gain the power of invisibility by bending light away from themself.
EmberLead - Founded within the ruins of Emberstone. Dom Inno had abandoned their home after the Incantor brought a section of the Devilrise Mountains down atop it. It was many years later that anyone dared return.
Shard Powers - EmberLead is nearly weightless but extremely durable.
Cast - The metal becomes extremely heavy to anyone but the wielder.
Szeir Replacement - Someone with EmberLead within their heart immediately gains impenetrable skin, only Shard metals are able to penetrate. They also gain a boost to their strength. As they become more experienced they gain the ability to manipulate the weight of not just themself but of objects as well.
The Szeir The Szeir is technically a Shard by definition of a magical stone/metal created by the Incantor. It's a truth that would be very hard for the Szeirskaine to face once the time comes. Seekers tend to wear their removed Szeir around their necks, as a reminder of their lost humanity, but even they don’t know the power it still holds.
Cast - Nullification effect on other magics and Shards
If you got this far, thanks for reading! Any feedback is welcome :)