Arcana | Its Sources & How to See Them
All sources of magic on the surface of Partheus and beyond are referred to as Arcana, or magical essence. Arcana can be derived from a wide variety of sources, from living beings to those touched in some way by a magical force, primarily a god or creature made up entirely of Arcana.
Living Creatures: All life on Partheus is sourced from the life energy of the god after which the planet was named. Being the original god born into the emptiness of the Thestimosa, it is said that Partheus’s power and life energy is limitless. However, in order to maintain the balance of life on the surface, that life energy must be released back beneath the surface to be renewed. For creatures made entirely of this life energy, such as dragons and mowkies, the most proper way to do this is through expending Arcana and creating magic. This means a few things.
Expending Arcana is expending one’s own life force. This drains the user’s energy, of which each user has only so much. Expend all Arcana available to a single user, and the user dies. This is true for all living creatures on the surface, including those considered “timeless” or “immortal.”
Arcana can be renewed with time and rest in order to give the flow of life energy time to make its way back above the surface for another day. The more Arcana expended, the longer the period of rest between uses must be.
More “Arcane” creatures – that is, creatures who are made of more life energy than others, such as the dragons, mowkies, Elements, and gods – have a much greater pool of Arcana to draw from, release less energy with simpler spells than those of “lesser” making, and need significantly less time to rest between uses.
Borrowed: Falling under the same idea of living creatures, it is also possible to borrow Arcana from other living beings. The borrowing is almost always with consent, and it is considered exceptionally difficult to steal the Arcana from another creature. The most widely known sources to share their Arcana are the Elements, who enjoy befriending mortals and immortals alike and granting unique power that cannot be found elsewhere. That is to say that one cannot create fire without the help of the Element, Fire.
Stealing Arcana has only so far been proven possible on “lesser” beings – those who are not considered timeless, immortal, or high in Arcana. This can mean that one can more easily steal the life energy from a tree than the elf who cares for the tree.
Stealing Arcana from a dragon or greater being has never been proven possible. Most creatures who steal Arcana do so because they do not have enough of their own to use.
Arcana theft is highly looked down upon by all intelligent races, even varonians, who are not known to have a high volume of Arcana to draw from.
In order to use the borrowed Arcana, one must tie it to their own pool of Arcana and draw from within. This means some of the original user’s Arcana is still used – just a significantly less amount.
Inanimate Objects: To be inanimate is to be unable to express major signs of life, but many objects considered inanimate may be derived from previously living beings. This can be something as simple as the heart stone left behind after the death of a dragon, who leaves no other trace of its existence after passing to the afterlife. It can also be an object that has come in touch with a creature of major Arcana and has stored a snippet of that life energy within itself. Many times, objects are used to store Arcana willingly in order to draw from them later. Other times, the transfer of Arcana is entirely accidental. Finally, there are objects with the entire or partial soul trapped inside, and with the soul trapped, so too is some of the originally-living being’s Arcana. Some examples are below:
Dragon heart stones can sometimes retain the memories, magic, and even spirit of a lost dragon. Some dragons choose to remain on the surface via their own heart stone instead of returning to their Inhalla’s Heart Stone to rest. The more of the dragon that remains, the more Arcana there is to draw from. Dragon souls can also be chased from their heart stones involuntarily by drawing too much Arcana at once.
The ashes of the Maw on Ethos are a primary example of the accidental transfer of Arcana from an Arcane being into inanimate objects. Many ashes are imbued with the ancient magical power of the mountain and its original inhabitants.
Though exceptionally rare and often collected by other strange Arcane creatures, there have been reports on the surface of weapons and other useful items imbued with the souls of creatures besides dragons. Many of these creatures have been trapped against their will, either by a god or other unknown source. It’s said that to wield one of the weapons is to have the power to destroy all enemies. Whether or not these “intelligent weapons” are actually helpful or just another trick of the Exhartuus is unknown.
The Aura: The aura of a creature is more than just that being’s connections to its inner spirit, emotional turbulence, or control over the flow of their energy. It is the mark of a being’s Arcane ability. Those with a smaller aura that may not have as vibrant of coloration are often less involved with their Arcana, either because there is little tie to the pool of life energy or simply the lack of intelligence. By contrast, a larger aura with more vibrant coloration is a surefire sign of a better connection to the inner sense of self and thus the pool of Arcana within.
It should, however, be noted that most ordinary beings cannot see the Aura of others. Only those with the Unseeing Sight can see this mysterious field, and that is a rarity on the surface.
Arcana Use | Who Uses it & How Much
Arcane Beings: The general rule with Arcana use is the more of it that makes up the being, the more naturally it is used. This means that beings that are closer to the sources of Arcana are much more likely to use them. For example, dragons use Arcana as easily as breathing from even before hatch. By contrast, many elf species, though closer to Arcane sources, such as the Kalidyrre and dragons, must be taught how to use their Arcana before it can be done. However, because creatures such as elves are often much closer to Arcane creatures, they have a greater relationship with them and can learn the ways of Arcana much faster and more easily than creatures with a lesser relationship, such as varonians. It’s said that this is due more to an elf’s naturally longer life span and disconnection from Varon, the shunned Exhartuus, than any special qualities of an elf.
Complex Life: From the lowly bird to the varonians, all complex life has the ability to learn more advanced Arcana if there is a will to do so. However, whether it is due to the simplicity of a species’ thought processes, shorter life spans, or the mark of a greater being holding them back, some life forms simply do not take to the use of Arcana as easily. In the sense of varonians in particular, this simply means that without a teacher, the average man or woman could not possibly dream to learn how to draw from Arcana to produce magic. There are, of course, exceptions to this rule. Some varonians, even without a teacher, can still learn magic. It may simply take them a good portion of their considerably short life spans to do so. Others may be lucky enough to learn from an Arcane source, such as an Element, god, or other beings.
The Natural Flow: Because Arcana is simply the life energy of Partheus, all living things, even the smallest blade of grass or the newest born ant, have Arcana. However, many simpler life forms, from the ants to the grass to even some trees, simply use that Arcana to live before breathing back the energy to be renewed in the next generation. This is simply the cycle of life.
Arcana Use | How it Works
There are three primary ways Arcana can be used as well as four core branches (and an extra “branch” that is limited to Arcane creatures only) that magic is broken into. These are all listed and explained below.
Ways Arcana Can be Used
For the Individual | Drawing on Arcana: The most typical way to use magic is to reach deep within the core of the user and draw from the Arcana found. It is often described as finding the thread that ties the user’s mind to their soul and following it. This is mixed with the will or desire of the user and an image borne within the user’s head, allowing Arcana to bring the idea to life. The bigger the idea and the more it interacts with the world, either destructively or constructively, the more Arcana is required and the longer the magic takes to go into effect.
For the Group | Ritualistic Arcana Pooling: When particularly massive ideas are desired, a group of Arcane Users (those who are closely connected with their Arcana) will gather and create either an image or written spell on the ground and surround it with actual objects to pool their Arcana into. Together, they will all reach for their Arcana and pool it together over their common idea, allowing it to come to life without the death of a single user. This requires a great deal of time and energy from each user and typically is only found in species that are not made entirely of Arcana.
For the Group or Individual | Borrowed Arcana: As stated above in Arcane Sources, some items are imbued with Arcana from previous entities. These items can be drawn from either as a supplement to an individual’s pool or to help with a ritual. For ritual usage, the item can be in the center of the group to be added to the pool. For individual usage, the individual must be touching the Arcane item in order to draw on its power. For Arcana that is borrowed from another living entity, freely given Arcana does not require touch in order to be used. For stolen Arcana, whether by a group or individual, the one whose Arcana is being stolen must be touched. For ritualistic stealing, every group member participating in the theft of the Arcana must be touching the victim. Otherwise, the drawing of stolen Arcana can be detrimental for the group doing so.
The Branches of Magic
Offensive Magic: The use of Arcana to cause harm, fear, or some form of debilitation. On par with Healing Magic in how much Arcana it can drain, this form of magic is designed to destroy. The most basic forms of this magic range from turning the air into poison, causing stone to crumble, to even firing a missile at a target. The Element, Fire, is particularly prone to gifting its users with more power from the Offensive branch.
Healing Magic: Using Arcana to rebuild what once was. To give up your life energy to another. This can be used for healing the wounds of another living being, repairing a broken door, or calming the trauma within another spirit. It’s said that the most talented healers may even be able to bring another life back from death, but this in practice is extremely dangerous, as one may simply trade their own life for another’s. Those who are aligned with the Element, Life, are typically more gifted in Healing magic than the other branches.
Illusion Magic: Requiring the most concentration and mental imagery of all branches, Illusion Magic uses Arcana to trick the minds of others. This magic focuses entirely on the senses – all five of them. For some, it can be used simply to play a trick on another living being. Others use Illusion to help them hear or see something or someone. This can include things such as clairvoyance, which may help the user see a clear path to their desire, or scrying eye, which helps the user spy on another living being. Light and Darkness in particular have a fondness of granting additional power from the Illusion branch.
Protective Magic: Like Illusion magic, this branch requires a great deal of concentration and mental fortitude. As the name suggests, Protective magic is that which shields others and the user from harm. This can be from physical attacks, Arcane advances, or simply mental or psychic onslaughts. This branch can also be used to bolster energy and morale or help another concentrate on their own spells by shielding them from things that break concentration. It can also be used to enhance or strengthen an object. Because many Arcane creatures are telepathic in nature, the Protective branch is one of the more commonly used among them. Earth and Spirit are particular towards the Protective branch.
Telepathy | Arcane Creatures Only: For creatures that are made up entirely of Arcana and those blessed with special abilities to link to those creatures (such as a varonian who has made the Pact with a dragon – more on this below), there is an additional form of Arcane use that is more instinctive than actively pursued: telepathy. Most dragons, for example, prefer to speak telepathically to one another as well as other creatures. Not only does this allow for more precise ideas to be shared, but it can also cross some barriers in terms of language or dialect differences. Though dragons have their own language, which is different from any other race on Partheus, they can oftentimes learn other languages faster by speaking telepathically with those races. The Elements have a similar ability, but because Elements do not speak in words, but rather melodies, their ideas are often much more abstract in form. This can make it a little more difficult for the one listening to make out the thoughts of the Element exactly. Finally, it should be noted that for a telepathic creature to speak to one who is not either naturally telepathic or given the gift of telepathy via some kind of bond to an Arcane creature, the telepathic creature must enter the mind of the non-telepath. This can cause anywhere from mild damage to extreme pain that will ultimately end in the death of the non-telepath. For Arcane creatures, the use of telepathy is so minimal on the draw of Arcana that they often do not even feel a difference even after an entire day of dialogue.
Arcane Limitations
The Arcana Pool: Every shell can only contain so much Arcana at any given point in time. If the spell that is being cast requires more Arcana than the user has within their shell, there is a great risk of death. As the Arcana flows from the pool, the life energy is delivered back to Partheus, and the only way to replenish that pool again is to rest and give the renewed life energy time to flow back into the shell.
Imagination, Willpower, & Concentration: Generally speaking, most branches of magic are heavily reliant on the user’s imagination. Whatever the user can conjure within their thoughts is potentially possible with the right skills and the right amount – and type – of Arcana. Arcana even has the ability to make some things appear out of thin air, within certain boundaries. For example, a teapot could theoretically be conjured, but without Fire, one could not simply spark a flame from nothing. Imagination is not the only mental factor, though. How much desire the user has to create whatever image they have conjured and how able they are to maintain the mental image will also have a factor to play in how well something turns out. Some imagery takes more discipline than others.
Elemental: Anything involving the Elements – who in their own right are living beings – must first require friendship with that particular Element. As stated above, one cannot conjure a flame with simply the imagination and willpower to do so. The user must first have a relationship with Fire. The same goes for any of the known Elements. Sometimes even unknown Elements will not allow for something to happen.
The Pact | What it is & How it Affects Dragons & Varonians
The Pact is a defensive tool created specifically by Addanyre with the help of the Exhartuus, Sohnya, to bond the souls of varonians and dragons together. This special bond, which can only happen when the smallest of the three moons is full, merges the two souls into one. Unlike other humanoids on Partheus, varonians are considered malleable enough to do this, as they have unique traits that none of the other races have. The primary trait is a varonian’s ability to adapt swiftly to sudden change.
The process of the Pact can take anywhere from a mere few moments to hours, depending on the compatibility of souls and how much access they have to the moonlight of Una. It begins with a touch between the pair as Una bathes the surface in moonlight. Both heads are drawn back as the eye begin to glow with a more intense beam of light the same color as their aura. The beams shoot towards the skies, and when the colors collide is when the spirits are drawn from the bodies in the form of twisting vapors that never leave their respective lights. Those spirits are pushed towards the collision of light, where they dance around each other.
At this point, the souls are still two separate beings. Two distinct entities with two different colors. They swirl around each other, touching and testing the other’s strengths and weaknesses, gaining speed with each passing second. After a while of gaining speed, the colors from both beams begin to twist and mix before the souls finally collide in a shower of light and color. For a brief moment, neither aura contains any of its previous coloration – both are simply the same silvery light of the moon. Then, the new spirit slows itself to reveal a new color, typically a blend of the original two.
The final step is to separate once more in order to maintain both shells. The new soul begins its dance anew, this time with the opposite intentions. As it does so, the new color begins to bleed into the shafts of light. Then, with enough heat, the soul splits itself back into two halves – each with an equal amount of power and weakness – and begins its descent into the two separate shells, finalizing the new auras and merging into its two distinctive shells. These shells must be able to accept the changes that come with the new soul, however. The rider, who was once mortal and full of limitations, must be able to handle the raw power of the dragon. The dragon, who was once timeless and nearly without limit, must accept the frailty of the rider. As this acceptance is made, the beams shine brighter and become one for the first time before winking from the eyes of dragon and rider and thus completing the process.
Though death during this transformation is rare, the process is a painful one, and some have been known to simply be too weak or not compatible. The souls of those who perish during the Pact, however, are always welcomed into Inhalla’s Heart Stone to rest.
Pacted Dragons | Physical & Arcane Changes
Dragons are timeless creatures, many of whom never stop growing in all their years. Some can get so massive, in fact, that they can carry entire villages upon their backs if they so desired. However, the Pact puts a hindrance on the dragon’s growth to keep them at a more ideal size for riding. Even the largest of dragon species can no longer grow past 25 feet. For dragons whose species never get to such large sizes, those who make the Pact will still grow to their maximum size.
It should be noted that dragons who make the Pact as adults are not limited to this size. If a dragon who is significantly larger than 25 feet long makes the Pact after reaching beyond the limitation, they simply stop growing. However, they cannot shrink down to size.
Though physically stunted and considerably lacking in strength compared to their normal-sized counterpart, the dragon gains speed and dexterity, both on the ground and in the air. They also gain a great deal of defense defense, their scales thickening to allow for a greater amount of hits compared to those without a rider.
Dragons with bodies made entirely or even partly of sharp scales will naturally begin the transformation to create a harmless seat at the point between the shoulders and neck. For example, Obsidian Dragons, whose sharp scales jut out at every possible point with what might appear to be flowing magma beneath, will form a spot of what might appear to be the same color and texture of basalt flexible enough for the dragon to move and harmless enough for their rider to sit.
Mentally, a Pacted dragon must also be able to maintain a greater control over their thoughts, feelings, ideas, and power. The typical power of even a baby dragon is significantly stronger than any varonian. Because dragons, unlike varonians, are teleptathic creatures by their very nature, wild dragons don’t tend to consider the repercussions of telepathic power against creatures that don’t have similar abilities. As such, a wild dragon speaking telepathically to a varonian would usually tear the varonian’s mind to shreds in seconds. A Pacted dragon gains the ability to control this telepathic ability, using their mind more as a harnessed tool with precision rather than a wild weapon.
This means that Pacted dragons gain the ability to prod the natural mental barriers of other creatures before entering, a natural mental link to their rider (where they share thoughts – both intrusive and active, emotions, and even some physical sensations), and a barrier that they can use to block oncoming telepathic intrusions from any other telepathic creatures. All of these new abilities work just like a muscle, meaning they must be exercised to gain greater control.
Pacted Varonians | Physical & Arcane Changes
Just as dragons must change their bodies, so too must a rider. Their bones become strong and lightweight with a denser, more honeycomb structured marrow, allowing for a higher production of white blood cells. Their lungs restructure to quickly and efficiently take in and separate oxygen from what the body considers to be toxins while red blood cells gain the ability to more efficiently absorb oxygen from the lungs. The body temperature rises to over 100° F (38° C), having to work harder to keep all organs running properly. This means the rider can withstand colder temperatures as well as altitudes with significantly less oxygen in the air.
Still, the rider is frail and easily crushed. Like the dragon, the rider gains speed, dexterity, and even strength, especially on the ground - typically double that of a non-rider humanoid. Also, due to their natural ability to more effectively soak in oxygen, riders have significantly increased endurance, able to run for up to three times the length of the average non-rider varonian. However, unlike the dragon, the rider cannot gain armor, and must either wear armor or risk the wrath of mortal weapons.
Like the mind of a dragon, that of the rider must change and grow to accept the new telepathic abilities of the counterpart. It is no longer so weak that it risks being torn apart when a dragon speaks telepathically and gains a natural link to their Pacted dragon (naturally sharing thoughts, images, ideas, emotions, and sometimes even physical sensations). It can stretch out and feel for other minds like a dragon, learn languages faster by speaking telepathically like a dragon, and even potentially cause harm like a dragon. The rider also gains the barrier ability unique to the Pact, allowing them to shield themselves from intruders - this can eventually include their own dragon (though at an emotional and sometimes even physical detriment to both rider and dragon). However, like all abilities, the rider must train to gain a greater control.
As dragons are Arcane creatures, timeless in their age and with no limit on how old they can grow before death, riders now share this trait. So long as the dragon lives, so too, does the rider. However, because their souls are now a single being, neither can live without the other. This means if a rider or a dragon dies, the partner will share in that death.
As varonians are not natives to the use of Arcana, the barrier that their race has on their own Arcane pool is lifted upon making the Pact. This unlocks a great deal of magical potential in each rider. Elements also seem naturally drawn to riders, and most riders are chosen by an Element sometimes even before that rider has come to know their own destiny. Whichever Element chooses the rider will also – almost always – choose their dragon as well. However, the rider must learn everything about Arcana, as they do not also gain the knowledge or understanding of how Arcana is used.
The Elements
Unlike other forms of Arcana, Elements are living creatures all their own - Arcane creatures born before the surface was formed by the Kalidyrre over the spirit of Partheus. Though not necessarily corporeal, they live and breathe just like any other creature of Partheus. Each Element commands certain aspects of the world, itself. The temperament of that Element can determine the success of its charges at any point in time.
Every so often, each Element finds itself in need of a friend. In that desire to have friendship with other creatures, the Element can bless another with some of its power and the ability to call upon the Element, itself, in times of need. Unlike the other types of Arcana, this draws from both the Element and that who has been blessed. Instead of training in specific skills like other types of Magic, the user must instead gain a greater friendship with the Element. Each one who is chosen to befriend a specific Element must learn how to speak to it, nurture it, and learn from it. Over time, the abilities will get better with the teachings of the Element, itself.
This is not something that dragons or any other race are better at. While dragons are chosen by Elements much more often than varonians, those chosen stand an equal chance of gaining friendship with that Element. It's all a matter of perseverance.
There are currently ten known Elements on Partheus, broken up into two circles. They are listed below:
Tardas | The Circle of Bases
Ihnora | Earth – The literal foundation to the very surface upon which all creatures live and breathe, Earth is the backbone of Tardas. The one who grows mountains and gives way to oceans, who nourishes plants and provides stability to growing civilizations. Those blessed with this Element can create walls, steppingstones, shields, and much, much more. They can change the fertility and integrity of the soil, and if strong enough, can even ask great trees to do their bidding. This Element is very mellow and stable, a good support when you need it.
Thuus | Air – The opposite of Earth, Air is the winds that hold onto the heavens and contain the gases that are necessary for survival. The currents that birds and dragons have learned to harness, the life-giving breeze that keeps a fire from sputtering out – or the tempest that tears at the very surface, itself. Those who find a friend in Air may find themselves caressed by a light breeze or awaken to find themselves floating above their beds. Air is a whimsical Element, happy and free. It is harder to calm than Earth and has a lighter spirit, but its friendship is an unbreakable bond.
Xhaken | Fire – The most volatile of Tardas, Fire is the energy that brings warmth to the surface of Partheus. It can be gentle like the rays of the suns after a cold night or blazing heat whose flames eat away at all life. It can burn away fears and corruption, bring back the light of memories, and chase away the cold of a harsh winter. By contrast, it can take away life, harm the world, cause devastation. It can cause death as much as it helps sustain life. It takes stability to maintain a bond with Fire. Unfortunately, this Element seems to enjoy choosing the most volatile of creatures to befriend.
Kxara | Water – The greatest shape-changer and the opposite to Fire, Water is the most flexible of Tardas, able to fit into any environment, sometimes even changing as it goes. It is strong enough to melt away Earth and smother Fire, yet supple enough to change its ways to befit any Element. The cool and the cold, Water washes away what Fire burns and Earth defends. It soothes and relaxes, freezes and sears. This Element shifts much like Air, and though it is not as whimsical, it changes its shape to fit its environment. It is mysterious and beautiful, but it can be harsh and terrifying if the one chosen by it is not careful.
Ynxir | Spirit – The leader of Tardas, Spirit has no true opposite. It is that which gives life beyond the shell born onto the surface, ties the shell to the Arcane, and calls the soul home after the shell has given back the borrowed life energy permanently. The closer one is to Spirit, the less likely they are to be lost after death. But Spirit is more than just what comes after death has taken the shell of a creature. Spirit is what can keep a lost soul from giving up on life, give a frightened spirit the courage to move forward, or even bolster one who has felt the sting of failure. Spirit is that which keeps the souls of the living lifted during their darkest moments. Those who find a friend in Spirit also find that the Element tends to be one of the most difficult to control – especially if their own spirit is not pure in nature. Yet its bond is unlike any other felt.
Tedra | The Circle of Being
Ihkari | Life – The first wielder of Partheus’s life essence, Life is that which gives the soul of a being the ability to fill a shell that breathes and grows. It is the pull of life essence from beneath the surface to grace the shell above with animated beings. It is that which can close wounds and give the shell the ability to breathe, think, and grow another day. Being only one half of an endless cycle, however, Life must always end in Death sooner or later. For many creatures on Partheus, this simply means that immortality is not achievable. This Element is very tender and easily hurt by those it befriends, but with the right touch, it is arguably one of the most giving Elements on the surface.
Inthar | Death – The second half to Life, Death is the final breath of a living shell and that which allows a soul to be released back to where it once came from. It is what gives back to Partheus and allows the cycle to continue, for without Death, there can be no Life. Death is the Element which allows for decay, and it plays a great role in many Element usage, especially Earth, who is responsible for replenishing the nutrients in the soil for Life to continue. Though considered evil in many ways, especially by those who have no understanding of it, Death is a quiet and serene Element, giving tranquility to many who are troubled in their last moments.
Uhdyr | Light – Like Fire brings warmth to creatures on the surface, Light brings sight, beauty, and color to the surface. It is reflected in the stars and moons at night, invigorated in the suns during the day, and brought forth by sentience all across the surface in the forms of torches, candles, and magic. It is a lighthearted and warm Element, easy to "talk" to and befriend, but sometimes, it can hard to see through all the Darkness.
Dhanor | Darkness – The opposite to Light, Darkness is the natural state of all things within the Thestimosa and on the surface. It is the backbone to Tedra and the heavy blanket that nestles one into the comforting embrace of Death. While it can be a great help, it is also known as an even greater hindrance in many cases. Darkness is that which blinds the souls of the living and the shadows the dance on the walls when they are afraid. Yet, though it is often a very heavy burden to bear, there are many who find comfort within its embrace and many more who have grown so accustomed to its thick cloud that the Light can often hurt. Like Death, Darkness is often seen as evil, but like many Elements, it can make a steadfast and loyal friend.
Inortia | Chaos – The first Element born from the actions of Addanyre that began the creation of the planet and leader of Tedra, Chaos is a mystery beyond the understanding of nearly all beings, Arcane and otherwise. Chaos is so volatile that none can understand or even glimpse the Element’s intentions. It is so rarely known to befriend a creature of Partheus that it is thought to be unwilling or possibly unable to grant its power to others. Perhaps that is for the best.
Interactions With the Exhartuus | A Double-Edged Sword
Like the Elements, the gods have unique control over the Arcana they are made of. While the Kalidyrre do not have direct interactions with creatures of the surface, the Exhartuus (see The Birth of a World) choose to interact with any who call their names or simply wish for their presence. Some magic is simply used to guide lost souls to their resting place, bestow gifts, or simply make the world a little bit different in a way. But many of the Exhartuus enjoy playing with the fickle hearts of mortals. Examples of each can be found below, though the lists provided to not include all Exhartuus known on the surface.
Wishes & Deals
The bonds forged via the wish or deal of a mortal to an Exhartuus cannot be broken in any way. Even the Exhartuus is sworn to follow through to the end. Oftentimes, however, deals made with the gods are made in that god’s favor.
Some examples are as follows:
Making a wish to Rhazdyr, the god of wishes and greed, will grant a mortal with whatever they desire, but at the cost of their most precious memories or sometimes simply their sense of self.
A soul wishing for their chance at vengeance to Tyrrana, the goddess of wrath and revenge, will allow the spirit to take a form of life on the surface long enough to act upon that desire, though at the cost of a peaceful afterlife.
To wish ill will on one’s enemies, a mortal may call upon the names of Yagi, god of plague and disease, Dravus, god of destruction, war, and revolution, or even Palsupiach, god of manipulation, trickery, and deceit. To call on any of these names long enough may draw forth power that could destroy both sides and wreak havok on the world.
Gifts
Not all Exhartuus are created equally, however. Some gods are known to bestow gifts on the creatures of the world without their being a wish or deal to make. Some examples of those gods are as follows:
After seeing the difficulties with mating rituals between Sunstone and Moonstone Dragons, Badeceri created the Dancing Lights near the northern pole of Partheus. These lights are a direct reflection of the health and happiness of thost unique dragons.
For many lost souls who have passed, there is a beacon of light through the form of Lazarus, the god of clemency and guardian of lost souls. Unlike Tyrrana, Lazarus gains power by guiding souls to Draora, goddess of purgatory and the unseen. If the souls can grant forgiveness to the unanswerable natures of their deaths, Lazarus passes them to Draora, who weighs their hearts and sends them to their final resting place.
For the most clever - or lucky - to see the legendary golden fox anywhere on the surface, Veziina enjoys bestowing gifts of wealth, comfort, or even sometimes the simplicity of conversation. She is the most playful of the Exhartuus, and she rarely spends time away from the surface.
Curses
The counterpart to the gift-givers are those who simply stir the pot, so to speak. Many of these Exhartuus are never outright seen, but their names are known through whispers, curses, and screams of insanity. Some examples are as follows:
Mahj, goddess of dreams and nightmares, draws power from turning the thoughts and memories of those who sleep into reflections played back over and over again. Some dreams are pleasant, and those who wake to an answer they didn’t before have will even praise Mahj for her gifts. But Mahj is often merely a puppet to her older brother and cousin, twisting the dreams into reflections of the worst fears of those who slumber. While asleep, mortals are at the mercy of Mahj.
Palsupiach and his older cousin, Gryndal, god of madness, are the greater puppeteers that use Mahj for their own gain. Gryndal is the master puppeteer, using the other Exhartuus to enact harsh punishments that drive mortals crazy. He can twist grief into anger so fierce it burns the mind or turn brothers into enemies. He can even make children see their parents as not more than monsters. But his power directly reflects the willpower of his targets. Not everyone is as prone to Gryndal’s power as some.
Yagi’s name is either so reverently worshipped or so deeply shunned that there is no in-between for creatures on the surface. The god of plague and disease only has one purpose: to introduce a new way to destroy the creatures of Partheus. Most of his time is spent in his plane of existence in a deep slumber, and it is said that the only way to wake him is to eradicate all sickness on the planet and start again. Some worshippers do just that, while others believe that spreading disease in Yagi’s name is a better way to worship.
Magical Poisoning
Though extremely rare, there have been events in which the action of soaking in Arcana from a living being without their express permission can cause illness, disease, or sometimes death of a magical nature. This can sometimes lead to results that would otherwise not be possible.
The most notable of Magical Poisoning seen on the surface of Partheus is that of the Ash Maw. It is said that the ashes of the Maw contain leftover Arcana from either the dragon Family that used to live within the mountain or from the mountain, itself. However, due to the nature of historical timelines, it is difficult to say which has caused the Arcana – and the poisonous gases – to continue for so long. However, for whatever reason, the fumes around the Maw as well as the ashes, themselves, are known to cause a disease seen nowhere else on Partheus – the Ash Plague. This disease is seen most often in creatures that are more attuned with their own Arcana, most notably elves, dwarves, and even dragons. It causes a series of effects, beginning with a simple cough. The cough is then followed by burning skin and a scale-like appearance that starts at the initial interaction with the body (ie if one breathes in the fumes before touching the ashes, the scales begin at the mouth and nose, but if the ashes are touched first, the sight where the ashes touched the body will begin to scale). Finally, as the flesh beneath the scales begins to glow like an ember, the creature dies before reanimating after the entire body is covered in the scale-like flesh.
Other notable forms of magical poisoning are as follows:
Islands South-West of Ethos contain Malachite Dragons infected with Arcane ooze “symbiotes” that force the dragons’ bodies to change to accommodate the parasite. The ooze cannot live without a host, and once the transformation is complete, the dragon cannot live without the ooze. This is thought to be the direct result of Yagi waking from his slumber.
On Kabola, Bloodstone Dragons are said to be cursed directly by Addanyre to live a life of undeadness as a direct result of their actions during the times that the dragons simply call the “Severing of Talons.” This kind of magical poisoning is so powerful that there is yet no known cure for it, and some consider it to not be poisoning at all, but rather a very powerful curse.