Jaywalk

Ryntol - My Magic System

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Over the last 6-8 months or so, this idea's been cooking in my head. The original idea was some sort of magical programming language made of runes, but has since developed into what I'm posting here. I would love some feedback on it, and maybe I'll start posting snippets of the novel I've begun as well.

Ryntol:

Ryntol is considered the language of the gods. After certain events in the history of the world of Valancia, such as the death this new and unfamiliar language was brought from the changeling realm to the human realm--by the first Ryntan Mage--and those that showed potential were accepted into the academy and taught to read and control the runes that make up the language.

How is Ryntol accessed and directed?:

The aether that powers Ryntol comes from a parallel realm, called the changeling realm by some, for it is where Valan, one of the "gods" of the world, Gilvara, Valan's sister, and the changelings reside. Aether flows freely in the changeling realm, but not in the human realm. Therefore, in order to access it, you must create a tear—a bridge between—that connects the realms, freeing the aether for the adept to direct. There are a few different ways to puncture the walling fabric, the most potent being opening your mind—dwelling within both realms at the same time. This way is required, but is quite debilitating to the adept, so there are safeguards in place to both enhance their abilities and protect their mind. These safeguards are rooted in a material called Ryntan Steel. Augments concentrate the aether in one place, allowing an adept to freely trace and direct. They are small, but having things such as Ryntan Steel jewelry may amplify the effect, leading the aether directly to the augment. Without one, it is much more dangerous, but easier to cast over distances.

Runes

Ryntan runes require the movement of an adept in order to express their functions.  Simple runes can be traced into combat tech during a fight, while more complex ones require focus and skill to trace properly.  Complexity can range from two lines crossing to three-dimensional shapes. The most complex ones are used to animate Ryntan AIs with a human-like intelligence, but only if the adept is pursuing the branch of Animation.

Examples of traceable features(not all, not even close):

Ray & Circle(Single finger)

Helix & Parallel Lines(Two fingers)

Fan shape(Spread open hand)

Many shapes have similar techniques of tracing to others, but each is very different in terms of function and appearance.


Branches of Ryntol

Casting: With the proper gear, adepts of the Casting branch can trace runes and cast them, causing many different effects depending on the rune. They are very focused on offense. These are the most common adepts.

Creation: The Creation branch is split into two sub-branches: Animation and Inhabitation. Animation deals with imbuing a sort of Artificial Intelligence into their creations through a specialized, much more complex rune that adepts develop themselves. Inhabitation deals with creating a Vessel to inhabit, also through a self-developed rune. Each adept is specifically attuned to one sub-branch, but each takes a basic understanding of the principles of the other. However, there are rare cases where an adept is easily able to learn both.

Translation: Translators, or Realm-dwellers, as they are known in Tadiar, have an innate ability to read runes, and often become Ryntan scholars. On the battlefield, Translators are the most dangerous soldiers, as they can learn both of the other branches, though this advantage is mostly undermined by their rarity, and something that they call the Haunting. The Haunting is just one effect caused by them living in both the human and changeling realm. This is where they get their name “Realm-dweller,” as they live in both realms at once. Compounded by the Haunting is all the side effects caused by the unnatural flow of aether in human adepts, even more prevalent in Translators due to the lack of the flow-controlling augments that most adepts use.

Prohibited Arts:

There are two other branches, not taught in the academies, that any adept can learn: Sensing and Editing. Due to the dangers posed, adepts are prohibited from learning and using these abilities, mainly because of the growing threat of the machinists and the fear of adepts defecting.

Sensing allows the user to sense, in a decently large radius, if an adept is using any branch of Ryntol or if a Ryntan AI is somewhere in the area, and allows for the user to detect if someone has aptitude to learn. They can extend this radius, and their overall abilities, by placing a detection rune. The detection rune also can sense non-Ryntan, or machinist, A.I.s and non-adept people, making them extremely useful in battle, no matter what side they may be on.

Editing allows for adepts to modify an already traced rune, refining it and making it more effective, or to cause the runes to backfire. This is very dangerous, as this can drive an A.I. to act differently or do something contrary to what they know they should or have learned. They do not need to be touching the runes to edit, but must be moderately near, and can detect when they are close enough to them. This would be very dangerous if an adept defected, as it would give the machinists--the anti-adept group--a major leg up.

However, there are some instances where an adept may learn the basics to help further the academies’ work. Some adepts, usually older adults, are sent out into the world to find those with aptitude, and need to have a basic training in Sensing to identify them. Other adepts may eventually become a teacher in the academy, and will learn how to edit in order to minimize the danger of someone new learning how to trace them.

Binding:

A very dangerous rune, but necessary to the art of Ryntol, is the rune of Binding. With this rune, adepts are able to bind the intelligence to its Vessel, or a reprint to their new body(A reprint is created when an adept begins recording their life experiences in the form of runes, eventually creating one unique to them. The reprint acts as a copy of their intelligence, memory, and personality, and can eventually be bound to a Vessel in place of their body). Another use, considered dishonorable if done without consent, is binding a soul to their body, virtually making them immortal. The rune causes great pain, branded into their skin, and renders them unable to die of old age. The pain goes deeper than that even, creating both psychological and emotional trauma, but compels the recipient away from suicide, though they may desire it.

Limitations:

Ryntan adepts deal with several barriers when trying to cast, animate, inhabit, or translate. The first of these is the training. Not all people have the mental ability to channel, though it is not clear who is able to and vice versa. Adepts have a great mental barricade in that they must train their mind to access the aether by linking to the changeling realm. Translators have a natural ability to do this, but this has many debilitating effects on them.

Of the four branches of Ryntol, Translation is easily the most dangerous, yet the most limited. Translators are extremely powerful, but this is mostly undermined by how rare they are. They also are deeply affected by something called the Haunting, caused by their natural ability to touch the changeling realm. Dwelling in both realms at the same time—the Tadians call them “Realm-dwellers”—visitations by imprints are common. They can also be attacked by sylph-blooded people traveling in the parallel realm.

All adepts of any branch are affected by certain side effects, Translators with them amplified. The aether flow is unnatural in the human brain, which is unhealthy for humans. Over time, and with enough exposure, the aether can permanently change their mind, causing them to become mute, go insane, or be exposed to any number of similar effects. It can be subtle, with change being largely unnoticeable, or violent.

Another limitation, this one relating to the actual casting of the system, is the need to trace with precision. Lack of correct detail can reduce the effect the rune has, backfire, or even produce a different outcome than desired. This also means that tracing takes time, which is not ideal for certain situations. Adepts will practice rigorously, and while their skill and speed does improve, it does not eliminate this limitation completely.

Another limitation, specific to the branch of Inhabitation, is the lack of casting ability whilst inside a Vessel. Most adepts don’t have this issue, however, Translators usually being the only ones affected. The aether that would normally be used for casting is all absorbed by the Ryntan Steel structure of the Vessel, instead fueling the rune of Binding.

A dangerous side effect that affects both Inhabitors and Translators is the amount of aether passing through their minds whilst inside a Vessel. It has slightly different effect compared to the aether used in Casting or Animation. While the morphing of the mind is still there, and it is very debilitating when exposed for long enough, the flow of aether is only passing through, drawn away by the Ryntan Steel, instead of pooling into a reservoir of power. This creates a feeling similar to seasickness, making it difficult to use a Vessel for extended periods of time without feeling intense discomfort.

Lastly, if an adept's movement is restricted, it is much more difficult to trace.

 

And that's all I've got! Sorry if it's a little cluttered to read. All feedback is very much appreciated.

Edited by Jaywalk
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On 12/27/2018 at 7:31 PM, Jaywalk said:

Over the last 6-8 months or so, this idea's been cooking in my head. The original idea was some sort of magical programming language made of runes, So literally Aons :P but has since developed into what I'm posting here. I would love some feedback on it, and maybe I'll start posting snippets of the novel I've begun as well.

Ryntol: I like this name

Ryntol is considered the language of the gods. After certain events in the history of the world of Valancia, such as the deathWhat's the death?  this new and unfamiliar language was brought from the changeling realm to the human realm--by the first Ryntan Mage--and those that showed potential were accepted into the academy and taught to read and control the runes that make up the language.

How is Ryntol accessed and directed?:

The aether that powers Ryntol comes from a parallel realm, called the changeling realm by some, for it is where Valan, one of the "gods" of the world, Gilvara, Valan's sister, and the changelings reside. Aether flows freely in the changeling realm, but not in the human realm. Therefore, in order to access it, you must create a tear—a bridge between—that connects the realms, freeing the aether for the adept to directThis really is sounding a lot like AonDor... There are a few different ways to puncture the walling fabric, the most potent being opening your mind—dwelling within both realms at the same time. This way is required, but is quite debilitating to the adept, so there are safeguards in place to both enhance their abilities and protect their mind. These safeguards are rooted in a material called Ryntan Steel. Augments concentrate the aether in one place, allowing an adept to freely trace and direct. They are small, but having things such as Ryntan Steel jewelry may amplify the effect, leading the aether directly to the augment. Without one, it is much more dangerous, but easier to cast over distances. Okay, this is cool. I don't know why my text got bigger.

Runes

Ryntan runes require the movement of an adept in order to express their functions.  Simple runes can be traced into combat tech during a fight, while more complex ones require focus and skill to trace properly.  Complexity can range from two lines crossing to three-dimensional shapes. The most complex ones are used to animate Ryntan AIs with a human-like intelligence, but only if the adept is pursuing the branch of Animation.

Examples of traceable features(not all, not even close):

Ray & Circle(Single finger)

Helix & Parallel Lines(Two fingers)

Fan shape(Spread open hand)

Many shapes have similar techniques of tracing to others, but each is very different in terms of function and appearance.


Branches of Ryntol

Casting: With the proper gear, adepts of the Casting branch can trace runes and cast them, causing many different effects depending on the rune. They are very focused on offense. These are the most common adepts.

Creation: The Creation branch is split into two sub-branches: Animation and Inhabitation. Animation deals with imbuing a sort of Artificial Intelligence into their creations through a specialized, much more complex rune that adepts develop themselves. Inhabitation deals with creating a Vessel to inhabit, also through a self-developed rune. Each adept is specifically attuned to one sub-branch, but each takes a basic understanding of the principles of the other. However, there are rare cases where an adept is easily able to learn both.

Translation: Translators, or Realm-dwellers, as they are known in TadiarI love this word , have an innate ability to read runes, and often become Ryntan scholars. On the battlefield, Translators are the most dangerous soldiers, as they can learn both of the other branches, though this advantage is mostly undermined by their rarity, and something that they call the Haunting. The Haunting is just one effect caused by them living in both the human and changeling realm. This is where they get their name “Realm-dweller,” as they live in both realms at once. Compounded by the Haunting is all the side effects caused by the unnatural flow of aether in human adepts, even more prevalent in Translators due to the lack of the flow-controlling augments that most adepts use.

Prohibited Arts:

There are two other branches, not taught in the academies, that any adept can learn: Sensing and Editing. Due to the dangers posed, adepts are prohibited from learning and using these abilities, mainly because of the growing threat of the machinists and the fear of adepts defecting.

Sensing allows the user to sense, in a decently large radius, if an adept is using any branch of Ryntol or if a Ryntan AI is somewhere in the area, and allows for the user to detect if someone has aptitude to learn. They can extend this radius, and their overall abilities, by placing a detection rune. The detection rune also can sense non-Ryntan, or machinist, A.I.s and non-adept people, making them extremely useful in battle, no matter what side they may be on.

Editing allows for adepts to modify an already traced rune, refining it and making it more effective, or to cause the runes to backfire. This is very dangerous, as this can drive an A.I. to act differently or do something contrary to what they know they should or have learned. They do not need to be touching the runes to edit, but must be moderately near, and can detect when they are close enough to them. This would be very dangerous if an adept defected, as it would give the machinists--the anti-adept group--a major leg up.

However, there are some instances where an adept may learn the basics to help further the academies’ work. Some adepts, usually older adults, are sent out into the world to find those with aptitude, and need to have a basic training in Sensing to identify them. Other adepts may eventually become a teacher in the academy, and will learn how to edit in order to minimize the danger of someone new learning how to trace them.

Binding:

A very dangerous rune, but necessary to the art of Ryntol, is the rune of Binding. With this rune, adepts are able to bind the intelligence to its Vessel, or a reprint to their new body(A reprint is created when an adept begins recording their life experiences in the form of runes, eventually creating one unique to them. The reprint acts as a copy of their intelligence, memory, and personality, and can eventually be bound to a Vessel in place of their body). This concept is very interesting to me, but also reminds me of soulstamps, so maybe I'm just being weird.  Another use, considered dishonorable if done without consent, is binding a soul to their body, virtually making them immortal. The rune causes great pain, branded into their skin, and renders them unable to die of old age. The pain goes deeper than that even, creating both psychological and emotional trauma, but compels the recipient away from suicide, though they may desire it.Please tell me this happens to someone in your story? 

Limitations:

Ryntan adepts deal with several barriers when trying to cast, animate, inhabit, or translate. The first of these is the training. Not all people have the mental ability to channel, though it is not clear who is able to and vice versa. Adepts have a great mental barricade in that they must train their mind to access the aether by linking to the changeling realm. Translators have a natural ability to do this, but this has many debilitating effects on them.

Of the four branches of Ryntol, Translation is easily the most dangerous, yet the most limited. Translators are extremely powerful, but this is mostly undermined by how rare they are. They also are deeply affected by something called the Haunting, caused by their natural ability to touch the changeling realm. Dwelling in both realms at the same time—the Tadians call them “Realm-dwellers”—visitations by imprints are common. They can also be attacked by sylph-blooded people traveling in the parallel realm.

All adepts of any branch are affected by certain side effects, Translators with them amplified. The aether flow is unnatural in the human brain, which is unhealthy for humans. Over time, and with enough exposure, the aether can permanently change their mind, causing them to become mute, go insane, or be exposed to any number of similar effects. It can be subtle, with change being largely unnoticeable, or violent.

Another limitation, this one relating to the actual casting of the system, is the need to trace with precision. Lack of correct detail can reduce the effect the rune has, backfire, or even produce a different outcome than desired. This also means that tracing takes time, which is not ideal for certain situations. Adepts will practice rigorously, and while their skill and speed does improve, it does not eliminate this limitation completely.

Another limitation, specific to the branch of Inhabitation, is the lack of casting ability whilst inside a Vessel. Most adepts don’t have this issue, however, Translators usually being the only ones affected. The aether that would normally be used for casting is all absorbed by the Ryntan Steel structure of the Vessel, instead fueling the rune of Binding.

A dangerous side effect that affects both Inhabitors and Translators is the amount of aether passing through their minds whilst inside a Vessel. It has slightly different effect compared to the aether used in Casting or Animation. While the morphing of the mind is still there, and it is very debilitating when exposed for long enough, the flow of aether is only passing through, drawn away by the Ryntan Steel, instead of pooling into a reservoir of power. This creates a feeling similar to seasickness, making it difficult to use a Vessel for extended periods of time without feeling intense discomfort.

Lastly, if an adept's movement is restricted, it is much more difficult to trace.

 

And that's all I've got! Sorry if it's a little cluttered to read. All feedback is very much appreciated.

I'm the blue.

I didn't say a lot, sorry for that, and what I did say was mostly just the opinions passing through my head at the time. Any chance I could read what you have in the Writer's Guild?

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3 minutes ago, AonEne said:

I'm the blue.

I didn't say a lot, sorry for that, and what I did say was mostly just the opinions passing through my head at the time. Any chance I could read what you have in the Writer's Guild?

Yeah, I’ll put up a link to my novel once I finish this chapter.

It does sound a bit like AonDor, but it’s actually quite a bit different. I actually hadn’t read Elantris when I came up with the magic.

You can also see some of the magic use in the Superfight.

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