The Velan Codex

Faction

The Evane

The light side

  • Believes magic may only be used for good and must never break the rules of nature.
  • Divided into five well-defined factions, each with its own drawing style. The five are in constant competition over who's best, with tension and conflict between them.
  • Each faction owns exactly one drawing style.
  • One faction is the Waymakers, who guard motion (what moves keeps its course). They draw parallel, and Gale is their spell.
  • Factions should NOT be the cliché classical elements (fire, water, earth, air).
  • (Idea) Each faction guards one rule of nature, for example:

From Mobile RPG Codex › The Two Sides › The Light Side: magic with limits

Factions

Spells

Connected

Characters

World

Spells

Items

Concept art

Elsewhere in the Codex

Working names (work in progress): the light side is the the Evane (a soft spin on "even"). Others call the other side the Shattered (a broken mirror). They call themselves the Facets (each shard catches the light its own way).

From Mobile RPG Codex › The Two Sides

The attack comes from a warp upstream, opened partly by an Evane mistake. Details: Story Bible.

From Mobile RPG Codex › Story Opening

The casting prototype ships eight spells, five Evane and three Facet. Repel, Coil, Gale and Facet Seal came first, one per drawing style; Brace, Mend, Bevel Lash and Prism Snare are the first batch from the Spell Set tab. Each lives in its own data file (Assets/StreamingAssets/Data/Spells/<id>.json), and the scorer checks exactly what this table describes. Shapes are written as the player sees them on a landscape phone; "outward" means toward that thumb's screen edge.

From Mobile RPG Codex › Spellcasting › Spell Book (Prototype)

Composite
Bulwark
Chain
Repel, then Facet Seal (Evane and Facet together)
Effect
35 shield, 3 s stagger, 10 damage
Breath window
1,190 ms

From Mobile RPG Codex › Spellcasting › Composite Spells (Prototype)

(Idea) A shape drawn on the Glass takes hold only when the world and its reflection agree on it. The Evane teach that one hand speaks for the world and the other for its reflection, so every spell needs both hands. That is Evane tradition, not law: Rook, a one-armed Facet, casts anyway (section 2).

From Story Bible › World › The Glass: why magic takes two hands

(Idea) In Evane teaching, the three drawing styles are three ways of asking the reflection:

From Story Bible › World › The Glass: why magic takes two hands

Mirrored: the second hand draws exactly what a mirror would show. The world is asked to act within its own nature. This is why the Evane, who guard nature's rules, draw mirrored.

From Story Bible › World › The Glass: why magic takes two hands

(Idea) The Evening, about 5,000 years ago. Casters agree that only true reflections are safe and found the Evane, "those who keep things even". Five factions form around five rules of nature and have competed ever since.

From Story Bible › World › History

(Idea) The Facets. Casters who settle among the shards find that asymmetric glyphs surface there, and that they work. The Evane call them the Shattered and blame them for the Breaking.

From Story Bible › World › History

The First Pair. Two lake-folk, one on each shore, drew the first glyph between them across the water. The Evane say they were twins; the Facets say they were strangers.

From Story Bible › World › History

The Girl with the Circle and the Square. The first asymmetric caster drew Facet Seal over her village on the night of the Breaking. The Facets say she saved it; the Evane say she caused it.

From Story Bible › World › History

Right about (Idea)
Evane
Asymmetric casting does strain the Glass and widen cracks. The rules keep ordinary people safe.
Facets (others call them the Shattered)
Evane rules forbid healing that would save lives. Evane archives keep glyphs from anyone they don't approve of.

From Story Bible › The Two Sides

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