I'm looking at setting up a science vs magic obviously by the title.
It'll start off in a land where the north is filled with mystical beasts, and monsters. Villages tend to be small or nomadic to avoid being destroyed by the magical beasts. While south of the wall magic has lost its grip, science has ruled over the land, and it takes on a very steampunk esque world. Where science has taken a different rout than our own.
So basic overlay of the world. The known world is a fairly large continent with a single massive wall spanning the thinnest section This also divides magic side and modern side. The wall is guarded by the modern side as the magical side tends to lean on the powerful and unknown.
Magic: Not all people can use it, at birth a special contract has to be signed with the blood of the infant for them to be able to use magic. Every time one wants to use magic, one has to either trace said spell I'm the air, willing the spell they chose to exist, or they can carve runes and glyphs into equipment or items to give them spontaneous use. Though after a short while it will become worn and disintegrate. Magic is based around the elements. Fire, earth, water, and wind.
Blood magic, free magic: magic that is considered evil, blood magic is used in the form of blood sacrifice where they pay a tribute for powerful magic that bends the current laws of magic. While free magic is where some one wills their body to magic and I'm turn turns into a monster that is essential a magical being.
Necromancy: for better or worse the dead are always trying to climb back Into the realm of the living. They Wade through the ten gates and at any avalible moment spring back Into life. A necromancer takes a different pact with magic, they in turn can sacrifice their soul in exchange for a set of six bells, panpipes, whistles, mandolin, or other music apperatus to control the dead.
The first and largest Finis hurdles those in a 15 meter circle past the sixth gate, those of weak will out side of 15 meters will also be deposited in death but not past gate six. (Must be kept secured at all times, the magic of the bell will cause it to ring when ever it sees fit. )
The second and second largest Pacta, binds the dead, and lesser dead also weak mortals to the will of the user of Pacta. Though to be of any use not had to be continuously played. Otherwise the magic wears off quickly.
The third Sonmun, sleep bringer it cause those to hear it to fall into a slumber. It can cause the user to also fall asleep.
The forth Gehen forces the lesser dead to walk, often used in conjunction with pacta.
The Fifth wecken causes those who hear it to awaken, also wakens beasts in the precincts of death.
The final: dicere causes those who hear it to speak and very hard to lie when dicere is being played.
If sm inexperienced user tried to use necromancy they will find themselves either possessed or dead often considered the most dangerous form of magic other than free magic.
There are nine levels of hell, each level is a river but the further you go the harder it gets to come back.
Precinct 1: A large slowly moving body of fridged water that is shrouded in a thick fog. The gate is hidden and takes some time to find. Spend too long and you'll freeze to death and end up being led down stream.
Precinct 2: Fast moving water that has alternating currents that can knock down the unsuspecting necromancer/undead
Precinct 3: Shallow, water that can immediately give way to deep pools, areas where the dead gather I'm clusters trying to get back out.
Precinct 4: Slow, and rythmic is can lul the person navigating into death.
Precinct 5: A rapid river that can sweep some one quickly to the final gate. A small rope bridge spans the gap. Often the dead loiter on or cling to this bridge. Only the strongest survive.
Precinct 6: With no current, one has to locate the ever shifting seventh gate and use a long forgotten spell to open the gate when its found.
Precinct 7: unknown
Precinct 8: Unknown
Precinct 9: Unknown
Precinct 10: Unknown
Modern side.
Things are on the up and up! Airships are a thing of the future, they're massive I'm size and some are incredibly luxurious. Steam power is on everything from walking machines, to the flying ships engines! Cities are all rustle and bustle with people zipping from one place to another on fantastical contraptions.
People generally dress as they would the Victorian era. And everything revolves around science, where there's a question science has an answer. Unless it is of course matters that belong on the other side of the wall.
The people of the south tend to shy away from the north because after some distance from the wall southern science becomes extremely unreliable and same goes for the northern magic in the south.
The military often employs battleships ( large zeplin like contraptions heavily armed with cannons and guns ) also they use mechanical walkers, sort of walking tanks to take care of infantry.
It is extremely difficult for a southerner to cross the wall one would almost have to be apart of a special military unit. While the northerners find it even note difficult to move southward with little to no chance of ever hoping to cross the ancient wall.
There's a lot I know but if you're interested let me know and I'll set it up right snap in a jiffy.
It'll start off in a land where the north is filled with mystical beasts, and monsters. Villages tend to be small or nomadic to avoid being destroyed by the magical beasts. While south of the wall magic has lost its grip, science has ruled over the land, and it takes on a very steampunk esque world. Where science has taken a different rout than our own.
So basic overlay of the world. The known world is a fairly large continent with a single massive wall spanning the thinnest section This also divides magic side and modern side. The wall is guarded by the modern side as the magical side tends to lean on the powerful and unknown.
Magic: Not all people can use it, at birth a special contract has to be signed with the blood of the infant for them to be able to use magic. Every time one wants to use magic, one has to either trace said spell I'm the air, willing the spell they chose to exist, or they can carve runes and glyphs into equipment or items to give them spontaneous use. Though after a short while it will become worn and disintegrate. Magic is based around the elements. Fire, earth, water, and wind.
Blood magic, free magic: magic that is considered evil, blood magic is used in the form of blood sacrifice where they pay a tribute for powerful magic that bends the current laws of magic. While free magic is where some one wills their body to magic and I'm turn turns into a monster that is essential a magical being.
Necromancy: for better or worse the dead are always trying to climb back Into the realm of the living. They Wade through the ten gates and at any avalible moment spring back Into life. A necromancer takes a different pact with magic, they in turn can sacrifice their soul in exchange for a set of six bells, panpipes, whistles, mandolin, or other music apperatus to control the dead.
The first and largest Finis hurdles those in a 15 meter circle past the sixth gate, those of weak will out side of 15 meters will also be deposited in death but not past gate six. (Must be kept secured at all times, the magic of the bell will cause it to ring when ever it sees fit. )
The second and second largest Pacta, binds the dead, and lesser dead also weak mortals to the will of the user of Pacta. Though to be of any use not had to be continuously played. Otherwise the magic wears off quickly.
The third Sonmun, sleep bringer it cause those to hear it to fall into a slumber. It can cause the user to also fall asleep.
The forth Gehen forces the lesser dead to walk, often used in conjunction with pacta.
The Fifth wecken causes those who hear it to awaken, also wakens beasts in the precincts of death.
The final: dicere causes those who hear it to speak and very hard to lie when dicere is being played.
If sm inexperienced user tried to use necromancy they will find themselves either possessed or dead often considered the most dangerous form of magic other than free magic.
There are nine levels of hell, each level is a river but the further you go the harder it gets to come back.
Precinct 1: A large slowly moving body of fridged water that is shrouded in a thick fog. The gate is hidden and takes some time to find. Spend too long and you'll freeze to death and end up being led down stream.
Precinct 2: Fast moving water that has alternating currents that can knock down the unsuspecting necromancer/undead
Precinct 3: Shallow, water that can immediately give way to deep pools, areas where the dead gather I'm clusters trying to get back out.
Precinct 4: Slow, and rythmic is can lul the person navigating into death.
Precinct 5: A rapid river that can sweep some one quickly to the final gate. A small rope bridge spans the gap. Often the dead loiter on or cling to this bridge. Only the strongest survive.
Precinct 6: With no current, one has to locate the ever shifting seventh gate and use a long forgotten spell to open the gate when its found.
Precinct 7: unknown
Precinct 8: Unknown
Precinct 9: Unknown
Precinct 10: Unknown
Modern side.
Things are on the up and up! Airships are a thing of the future, they're massive I'm size and some are incredibly luxurious. Steam power is on everything from walking machines, to the flying ships engines! Cities are all rustle and bustle with people zipping from one place to another on fantastical contraptions.
People generally dress as they would the Victorian era. And everything revolves around science, where there's a question science has an answer. Unless it is of course matters that belong on the other side of the wall.
The people of the south tend to shy away from the north because after some distance from the wall southern science becomes extremely unreliable and same goes for the northern magic in the south.
The military often employs battleships ( large zeplin like contraptions heavily armed with cannons and guns ) also they use mechanical walkers, sort of walking tanks to take care of infantry.
It is extremely difficult for a southerner to cross the wall one would almost have to be apart of a special military unit. While the northerners find it even note difficult to move southward with little to no chance of ever hoping to cross the ancient wall.
There's a lot I know but if you're interested let me know and I'll set it up right snap in a jiffy.