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The Falxician Arcanisms are the categories of arcane use by the beings of the Weilovian Plane. Upon their introduction, their were five: Clerics, which was seen as arcana granted directly from the Aisennik Gods. Sorcerers, which was defined as arcana passed down from an inherently arcane source within your bloodline. Warlocks, which was defined as arcana granted by a higher mortal to lower mortal. Witches, which was seen as arcana harvested from the plants, land, or spirits. And finally Wizards, which was arcana procured through studied incantations and runes.
Upon Wonys's introduction, however, Shadow Arcana was introduced-- mixing partially into all of the main five except for Clerics, who always have Chromatic Arcana; this also introduced four new arcanisms: Mask Makers, initially called Cloaked, who are shape changers, able to hand-craft new forms. Keepers, sound based arcans afflicted with a symbiotic mould. Plaguebearers, who can steal ailments, afflictions, or emotions from other people. And the Damned, who are corrupted by the plane of Descamp, often pyromancers.
With the realisation of the 'sex gods', Zyxil and Vingol, Une were introduced, chaotic illusors and transmuters, often being tricksters either for the sake of it or as a means to reproduce. Une were the first users of Light Arcana to roam Crynn. Soon after the first birds were blessed with song, the first Melodians, arcans that use music to cast, came about. Melodians are also Light Arcans.
While these are the only arcanisms as of now, there are plenty of niche uses of the arcane arts. For instance, late into the Age of Lanyr, the founding document of arcane boundaries, Falxinc's Pages, were amended to include displacement. This amendment was called the Exhibitor's Scroll and outlined five new types of safe displacement. With its introduction, it has been debated whether Displacers should be an arcanism in and of themselves. That being said, this stands as proof that standing documents may be edited to better fit the mortal world.
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Shadow Arcan
Born of desire and envy, Mask Makers are one of few arcanisms that can be created and/or entered at any stage of life or experience level.
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Light Arcan
Une are a limited arcanism specialising in illusory or self-transmutational Light Arcana. Une are most commonly found as Kitsu, though over the years Talfenis, Seriqen, Luprys, Fincoe and Falcer have all exhibited this arcanism, albeit far less frequently. The arcanism is split into four sub-arcanisms, Dusk, Starlight, Daylight, and Twilight, each with their own specialties and quirks.
Une often restrict themselves to a more "normal" looking 'false form', as their true form is prone to aphrodisic effects or involuntary transmutation of any bystanders. An Une can protect specific people from these effects using attuned charms in their image. Regardless of sub-type, all Une have 9 tails in their true form.
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Dusk Une, also called Crimsic Une, are one of the more common sub-types, coming into being initially due to excessive concentrations of Wonic arcana within an order of Krallan and Zyxilian Clerics. Dusk Une use red Light Arcana and are commonly characterised as having stark white fur with red eyes and markings. These are likely the most 'sex-focused' Une, given that they came from clerics of Zyxil-- that said, Dusk Une have been known to lure lone individuals into secluded areas in order to reshape and breed them. Additionally, their Krallic sides are shown in how this is this most physically aggressive sub-type of Une, in the way that a predator is aggressive to its prey.
Dusk arcana will show itself as red flames, commonly holding residuals over each ear, as well as the tip of each tail. It is most common for Dusk Une to have 6-9 tails in their false form.
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Daylit Une came into being through the blending of Wonic and Vimentan arcana in high concentrations, which was then diffused into the populace, likely through the water. Daylit Une nearly exclusively sport tan or light brown fur with white accents-- the most common of which is dappling on the ears, trailing down, as if light was filtering a canopy of leaves. These use use light blue or teal Light Arcana.
Daylight Arcana will materialise as teal flames, sitting as a residual over each ear and tail. It is most common for Daylit Une to have 7-9 tails in their false form.
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Starlit Une are the least common sub-type of Une, coming into being through unknown means. Starlit Une use yellow or golden Light Arcana and have yellow eyes; unlike the other sub-types, Starlit Une do not tend to bear fur markings. Golden Arcana is only found from two sources, Starlit Une are one of them-- Golden Arcana is untamed and random. In order to properly use their arcana, many will make their casting appear as traditional crafts, such as weaving or painting. Without this focusing, Starlit Une are capable of casting any spell or ritual at random. This is incredibly dangerous for obvious reasons.
Starlight Arcana will show as a soft glow or small sparkles at the tip of each tail. It is most common for Starlit Une to have 3-5 tails in their false form.
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Twilight Une came into being somewhere in the early UPB amidst the Plague of Ten Hundred Mourners, entangling the residual Byntial arcana of the plague, the excess Timgylic arcana of the machines, and an unknown source of Wonic excess within arcane stores[]. Twilit Une are characterised by their dark grey or black fur with white speckling; commonly, these Une will have runes of an unknown script lining their shoulderblades, foreheads, or along their lower abdomen in white or violet. Twilit Une are the most well known, as they are the most active in their 'tricks.' These tricks will ofen include persuasion to accept fake money, diffuse filled food, or other similar, mostly harmless, smoke-and-mirrors types of illusions.
Twilight Arcana will be shown in the form of violet fire or electricity (rarely both); use of this arcana will typically stain the fur, skin, scales, or feathers of its user. It is most common for Twilight Une to have 2-4 tails in their false form.
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The Krallic Martialisms are the categories of combat used by the beings of the Weilovian Plane. Upon their introduction, there were five primary categories: Archers, ranged combat specialists. Svate, unarmed fighters, commonly skilled in a specific discipline. Warfodder, strongmen and tanks who use fury to their advantage. Knights, martialists who use bladed or otherwise sharp weapons to fight. And finally Rogues, stealth based fighters who commonly use dual weaponry.
Unlike with arcanisms, martialisms are commonly created by mortals as they engage in combat. As such, many of the martialisms have come about with little to no official record. The Bluntman for instance, came about as some Knights began fighting without bladed weaponry-- such as clubs. The Improviser came about presumably from a lack of proper weapons, requiring the commonly poorer Rogues to need to find other options. The Waveform likely came about at the same time as the Melodian, considering they use the same source to achieve a similar goal. The most recent addition is the Gunslinger, an offshoot of the Archer which focuses exclusively on firearms.
On top of an arcanism, one may have an addition, being one of the following: A Shifter, giving them the ability to move between one of up to three forms, usually in the "feral-anthro-monstrous" or "feral-feral-anthro" configurations. An Infuser, giving them the ability to embue weapons or constructs with additional effects/power using potions or balms. An Ascended, giving them perceivably 'pure' attributes as well as the ability to mend curses such as the afflictions of the Damned or of a Keeper.
Martialisms are formed by mortals but recorded and regulated by Kral. Unlike arcanisms which need to be officially approved by Falxinc, a fledgling martialism may be used or made by anyone.
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Additive
Shifters are a subset of the total population capable of limited transmutation at will. All Shifters are limited to a select set of forms in which they can take, developed during childhood as they mature. Some governments have implemented a regulatory system for these individuals, see Collar Initiative (WIP), including a physical signifier, an official registry, a regulatory method, and a classification method. Said Classification method has three parts; Species, Efficiency, and Form Class.
Species is as it sounds, proclaiming the defined Shifter's specific species[1]. This, along with a Shifter's primary predation class defines the bulk of their restrictions; whereas a Rex Rabbit Shifter may not require a form restriction, a Grey Wolf Shifter likely will.
Efficiency describes how quickly a shifter can transition between each form on average. This is determined through periodic screenings with specialised technicians from the day following a Shifter's Starlit Hunt to the day in which they reach full maturity. Most Shifters will fall into A, B, or C rank, with S rank being nearly exclusive to those predisposed to more than one transmutative trait, and D being reserved for those from non-Shifter parents or those with particularly weak arcana.
Form Class describes both how many and what kinds of forms a Shifter possesses. This, like Efficiency, is determined through periodic screenings with specialised technicians from the day following a Shifter's Starlit Hunt to the day in which they reach full maturity. Additionally, like Species, Form Class plays a large role in determining restrictions when they're imposed; For instance, a 1 or a 2 won't usually require much restricting, however, 3s, 4s, and 5s are likely to be given full form locks, as well as surveillence on general shifting.
| Eff. Rank | Avg.Time | Form Class | Spec.# | Form # |
|---|---|---|---|---|
| S | 29s or less | 1 | 1 | 2 |
| A | 30-60s | 2 | 2 | 2 |
| B | 61-120s | 3 | 1 | 3 |
| C | 121-600s | 4 | 2 | 3 |
| D | 600s or more | 5 | 2+ | 3 |