A Phase so Magical that Advanced Technology can Spontaneously Animate.
To begin with, magic in Preikaph is a well-understood science that has been broken down to its fundamental levels, the results preserved through the development of the Posotic Sciences. This does not mean however, that magic is used indiscriminately, as most Preikaphians tend to be conservators.
Preikaphians understand that magic is a fundamental force of the universe, and like any other force, it can be good, bad, and benign- sometimes all at the same time. With this knowledge at hand, magic in the realm is most often used like technology is in our world. To do something that can not be done in any other fashion.
You want to build a house? Well, you could conjure one yourself, but you'd need to schedule an industrial
energy transfer from the grid, no one gets around e=mc², not to mention the spells coding and structure- room volume specifications,
interior design, landscaping, -unless you're going to do that later... or piecemeal if you're a DIYer.
Or... you could talk to an industrial magic fabricator.
Professional fabricators have production teams for large-scale castings, licensed casters for smart matter work, and golems for 2D systems integration. Many even have certified industrial psychologists on retainer for sentient system deployments as well- depending on what you're conjuring.
The entire phase works in the same way. If a mundane product can perform the operation, then why do it magically unless there's some benefit to the end result? Like using magic to create a single extrusion building whose curvatures would be structurally impossible if not for the magical forming process. Otherwise, using magic is just a waste of the Al'menged's resources.
This doesn't mean that no technology works, just that you have to stay within Preikaph's technology ratings to avoid problems. Not that a lack of technology and overabundance of magic has stopped the phases' expansion. Between a mix of magical science and mundane technology, the phase is filled with wonders from Mercury all the way to the Oort Cloud Settlements.
The second problem the phase has is its biology. While advanced magic requires training to cast rudimentary magic has been found in a wide array of specimens, from fungi all the way to the greater animals of the phase. Although limited in what they are capable of, some can be dangerous for the phase blind and magically handicapped if they are out unprepared in unsettled areas.
The third problem is the Natural Philosophers of Midneard. While they are not normally endemic to Preikaph the effect of the philosophers or Miṱis to use the colloquial term, is felt throughout the Al'menged. The difficulty arises from the Density Problem.
The magical field strength is different for each phase in the Al'menged, with Preikaph's being the densest, Kell'egh's the sparsest, and Midneard's falling in between the two. Because of this phenomenon Kell'egh becomes the yang to Preikaph's yin, with Midneard trying to hold the two together while holding opposing views within itself.
It has been theorized that, due to this, as well as other factors that are still unclear to biologists, Midneard has the highest rate of magical birth defects in the Al'menged and is home to the largest collective society of phase blind individuals. It is in this setting that the first of the Phase-Blind Natural Philosophers appeared. A group of individuals for whom magic simply did not exist because they were incapable of seeing it.
Who the first philosopher was is in dispute, however the discipline they began is not, and it may be the end of the Al'menged as it is currently known. The heart of the problem is the technology that their science enables and Midneard's magical-density that permits it without the complexity spontaneously animating. You see- the more complex Miṱi's technology gets, the more magical it may look but the further away from the other two phases it becomes. If their current rate of development continues, some say the Al'menged may decohere. No one has ever been sure exactly what that would entail however, which has given rise to preservation groups through history like the Preikaphian Guard, The Defenders of Kell'egh, and the Éilnakil to name a few.
Further information about the phase can be found in the section below.
Each heading can be clicked on and
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There are many different races in the Al'menged. In addition to the humanoids there are also many animal species,
each with their own history, culture and language, found throughout the phase.
There are also plants and animals that, while not considered intelligent themselves, have found a way to cast rudimentary magical expressions with minimal or poorly understood intelligence, even if it does not appear to be possible.
Biology can also mean different things in Preikaph than it does in other phases- just ask the cryptozoologists.
They have to deal with the spontaneous cross-phase animations that happens with Midneardian technology from time to time.
The Sol system in Preikaph has settlements throughout the Solar system. From the sentient Tear of Venus habitat to Đrakhar station at Jupiter, arguably one of the most avant-garde stations in the system, the range of interplanetary options abounds. Settlements occur on most moons and planets with a surface and range out as far as the Oort Cloud. The system's largest structure is the Angspeka platform, or Topring, as it's colloquially known. The platform orbits the planet at 2,000 km above the surface and is home to the 2D brane-world Sub Cale'm as well. A sovereign entity in its own right it is a part of a complex of 4 stacked orbital rings and administration hubs that are part of the system that anchors the brane that adorns it. Home to over 23 billion people, it is considered the jewel of the galaxy.
The humans of Preikaph are as varied as the humans in our own world and just as diverse.
For instance- each human has the ability to cast, or so it is believed, yet a persistent percentage of the population is often born magically handicapped in some fashion or another.
Due to this factor, as well as having the ability to create whatever they needed fairly effortlessly in groups, their society has become egalitarian
in nature.
It wasn't always the case, however.
Even Preikaphian humans have had a hand in many phase wars and the harmonic drifting that resulted from the conflict that gave an edge to the rising Miṱis over the centuries.
In response to or perhaps in penance for that fact, several organizations have arisen whose goals are preventing
further drift and the increased damage it brings to the Al'menged. Some can trace their roots to ancient Sumers and have been at odds with the order since its first appearance.
One of those groups is The Preikaphian Guard. A group dedicated to preserving and reclamating phasic damage by the preservation
of natural interphaic crossing points.
Of course, Humans in Preikaph have long since left the planet and established habitats and colonies throughout the solar system.
Whether in space or planet side Preikaphians work in harmony with the other races that they live alongside of and are staunch
ecologists, historians, and conservators whereever they go.
They also have deep ties with the humans from other phases and participate in robust cross-phasic cultural, and social
exchanges between phases.
They even support a cross-phasic social system that has ties to all phases and helps to regulate cross-phasic
travel, government, education, intellectual, and commodity exchanges.
While the humans of Preikaph may have a more whimsical and rosy outlook on the world, they understand that cooperation between the phases
and working to help everyone is the best path towards saving the Al'menged.
The Elvn races are present in all forms and phases, with the exception of the Ðrashki whose communities have not been seen in Preikaph for more than two centuries.
While there are many global variations to the Elvn they are all one race genetically and bipedal hermaphroditic descendants of monotremes. Even Ðrashki are capable of procreating with other Elvs,
even though they would appear to be of a different species at first glance, however.
Preikaphian Elvs are generally referred to as Sœmlnge and are among the more socially integrated of the Elvn races.
While they can be found throughout society in the phase Sœmlnge still maintain a few private clades that are only
accessible if you understand Elvn magic or are escorted by someone who does.
Most clades on Preikaph are casual affairs however, that openly allow non-Elvn races in the clade and are bustling centers of science, botany,
and commerce.
Elvn clades can even be found in many of the orbital habitats, and they have established Elvn colonies across the solar system as well.
Elvn theoreticians have contributed to the overall knowledge of magical science as practised by the humanoid races at times.
There is a fundamental difference between Elvn magic theory and Heibert equations at the quantul level however, that has yet to be reconciled, leaving the two systems successful yet incompatible in most cases with each other.
As a society the Sœmlnge may appear calm and serene, but are in reality just overly dry, and placidly sarcastic with little desire to rock the boat.
There are variations of course. Some of the Preikaphian Elvn work with The Preikaphian Guard, a few clades seem drawn to the depths of space
but, each loves their privacy as much as their elaborate parties and festivals, of which they have many.
Biologically Elvn are known to live for hundreds of years and are one of the most powerful of the casting races.
Preikaphian Dwarvs are never what anyone expects when they first meet them. To begin with, many of the dwarfen race, a term they despise culturally,
can be as tall as six feet and nowhere nearly as hairy as the tales would tell you.
You will know when you meet one, however. Oh, not at first- they're too polished for that, but it will dawn on you eventually because you will
never have met someone who simply knows the right thing to say and do in every situation.
It's not a boast racially, but it's not a society to be envious of either. Yes, you'll live for centuries, but it will be like you're living
with dyspraxia, a genetic disorder that affects neurological processes for the first twenty years of your life.
The Dwarvn physiology's adaptation to their genetic makeup is an exceedingly slow maturation rate within their race, who are considered children
until the age of thirty and don't enter adulthood until their 100s of years.
Dwarven mentorships and apprentice positions abound as a result, as each Dwarv must find their own path in all aspects of life.
Even the mundane ones.
That's how you can spot a Dwarv if you'd really want to do that. Look for their tic, that normal thing they casually do in a way that
no one else has even thought of before.
It's because they've had to do everything with difficulty, yet had to master it before they can move on to learning the next thing.
Just watching it being done doesn't cut it for a Dwarv.
"If you can't control your body, you can't control the world around you." - Dwarvn proverb.
You would think that this would put the Dwarvs at a disadvantage, but it has made them one of cleverest and most tenacious of all the races
in the Al'menged.
Preikaphian Dwarvs tend towards the arts, practical and theoretical sciences, as well as smithery of all kinds and are collectively known as The Family.
The renounced Dwarvs of the Antarctic are well-known weapons merchants and developers of all things lethal, however so some of the more pithy tales
about Dwarvs may have some merit.
The Cephs, or to use our world's term Mers are truly an unusual bunch if ever there was one in the Al'menged- and there are a lot of unusual
things strewn across the universe.
Passable as a human but with a physiology that resembles an octopus more than a hominid, they have a distributed neural network, cartilage
skeletal system, and can modify their skin at will, much like an octopus when it camouflages itself.
One of the only humanoids that can speak Burst and Bloom, the greater octopii languages, natively, as it involves coloration changes
on the speaker's skin to form words and sentences, Cephs walk in two worlds at the same time.
Exemplary cogitators because of their neural architecture Cheps have a sedate eagerness for exploration and live to be in the thick of things.
Chephs are one of the few humanoid races capable of grasping the underpinnings of Elvn magic, though few Cheps can cast it properly. Even so, Cheps
in general are always welcome at Elvn clades if they should choose to visit.
Chephs are in many ways the intermediaries for their cousins, the Cuttles. Similar to the Cephs but a different branch of the Mers entirely.
As much as the Cephs want to be in the middle of things, the Cuttles would- just rather be alone, please- so the Chephs benefit from the constant
interactions between the two, which is necessary as the Cuttles are the dominant humanoid of the seas.
Preikaphian Cephs are usually found working within the aquaculture industries alongside the Cuttles, but many Cephs also lead lives that
wind up quite far from their aquatic upbringings.
Chephs, like many of the aquatic races, are also drawn to the astro services sector and are in high demand as astrogators
on commercial vessels, as well as many other high computational sectors.
Cuttels, while highly evolved and intelligent, tend to look like an animator's idea of what a six-foot walking octopus would look like
if they came from a children's cartoon.
Morphologically speaking, cuttels resemble a tall squid with two limbs that have evolved a flat foot-like pad, allowing them
to ambulate in dry environments like the Chephs. For long periods, they need to use an environsuit to keep themselves hydrated until they return to the sea.
Unlike the Chephs the skin of Cuttles needs to be moistened periodically, so they tend not to leave their underwater cities for very long.
Cuttles are the ocean's management engineers and process control specialists routinely working with all of the greater ocean races as they
build, manage, and maintain ocean communities.
They are often project managers for new polyp cities under development, as they as almost on par with the Cephs information processing abilities,
even if they're more homebodies by nature.
Cuttles are often fluent in Burst, Blossom, and Cetacean songs as well as Elvish, Dwarvish, English, and Preikaphian, although they lack
the vocal system to communicate directly in the last four languages.
Cuttels involved with humanoids often use Ceph translators that are capable of speech however, they can communicate directly with humanoids
that have a Burst reader handy.
They are also capable of flashing binary code at readers, allowing them to use humanoid verbal languages graphically in a pinch.
Drawn inward as a society, but highly intelligent, the Cuttles find an inner peace and joy from helping the waters to flourish.
Cuttles have taken jobs in the astro sectors but usually work in environments that afford them a lot of solitary technical work where
they can spend hours poring over in minute detail.
Squirrels were one of the first greater animal races to develop a magic system of their own, and one of the last of them to be identified.
Initially discovered by the Dwarvs, the two races formed a deep kinship, often sharing magical developments, new ideas, and technologies
between their societies.
The squirrels did not stop there however, forming a relationship with the Corvidae, domesticating wild phase hounds, and partnering with
many of the Elvn clades through the phases.
One of the results of their society's gregarious nature has been the development of two pidgin languages that are used quite frequently.
One verbal and one gestural that is based on Preikaphian Sign Language.
Like the avians, lower squirrels often take up residence in the greater squirrels' arboreal habitats. Unlike the avians however, the squirrels'
lower brethren are not welcome.
The mental capacity of lower squirrels is minimal, but they are great opportunists and will quickly get into anything edible that is unsupervised.
Because of the rather steep mental divide between the two species, lower squirrels are considered a nuisance by the greater as they are incapable of anything
other than basic mimicry.
Their insistence on inserting themselves into modern squirrel society however, has led to a decline in the lower squirrel populations
due to them slowly domesticating themselves to death.
This has led to a social stance very similar to shunning in the greater squirrel population and frequent relocation efforts to drive the lower
squirrels back into the wild.
A such, while greater squirrels are often in demand for off-world biome management, they will not bring their lower cousins with them when establishing
a new habitat.
Habitat designers, however often include lower squirrels in their design specifications anyway, which has led to some inter-settlement disputes between the two branches.
The Greater Octopus is found throughout Preikaph's ocean states as well as off-world and in many of the habitats in the system. Members are often in high demand in cross-discipline and high computational positions throughout Sol. Not all follow that pathway however, and there are many noted Artists and Architects such as Carl74i-fxtpkGZX4o*! whose aquatic polyp city based off of sea-fans, that is almost as regarded as the terraforming of Earth's orbital platform. Communication can be difficult unless you have a burst reader, as speaking with a Greater Octopus is more like passing a database about a conversation between 6 people back and forth between just two. Each neural cluster has its own ideas and say in the matter, and there may be cross-talk and non-sequiturs that have nothing to do with the main topic. Because of the data issue, and because they live underwater, they flash specialized patterns that look similar to QR codes to communicate underwater. The main parlance is Burst, which is high contrast and usable in low light conditions. There is also a full color version called Blossom but it can only be flashed in shallow waters, or the glyph loses meaning with the color desaturation as the light attenuates in deeper water. They employ an axial grammar syntax that tracks each conversation as well as agreements and meta-decisions between the brains as they converse.
The greater bats of Preikaph were known to be intelligent for many years and had taken on the role of familiars before, but our inter-species
communication really began in the Scottish highlands.
It was there that bat song was first played on bagpipes modified to encompass the full vocal range of the species.
During the phase wars, it was not uncommon to see a Preikaphian regiment of pipers, each with a bat perched upside down on the end of
one of the instruments drones as they marched into battle.
Social and gregarious as a species, greater bats often work with other races.
Many have also left the planet working in fields as varied as aerial cartography and acoustic spectroscopy processing.
Their language resembles operatic recitative with bagpipe-like embellishments in many of the passages.
They also use a six-axis grammatical system of conjugations to convey complex information about their location in a volume of space
while in flight.
As a society, greater Preikaphian bats are very social and family-oriented. Where there are larger concentrations of greater bats
cliffside and cave cities have developed.
Most of their cities are unsuitable for humanoids but many of the greater animal races will often live within their communities as well.
The Corvidae of Preikaph have their own language and social structure. Sentient Corvidae are slightly larger than their lower brethren and
live in communal neighborhoods like areas, complete with gathering places, areas for exchanges and storage, as well as some public structures.
There are large corvidae cities after a fashion, and they can usually be found in or around one of the squirrel's arboreal cities. Corvidae often
work with squirrels in exchange for varying types of labor.
The Corvidae will often provide aerial services to the squirrels' forestry management groups in exchange for labor that requires physical
hands to complete the work.
Corvidae and humans do work together, but it has not always been easy. Early Corvidae were often drawn to early humanoid casters for their relatively
advanced casting abilities, considering the state of the magical sciences during the time.
The avians were often irritated and annoyed with early humanoids however, due to the lack of reliable communication between the two, but would put up with
the role of familiar in order to study the humanoids' magic.
In today's world, avians and humanoids often work together closely however, the Corvidae still prefer working with other animal races as they continue to
regard humanoids as- annoying.
Intelligent Corvidae often adopt and care for lower members of their phyla that take up residence in one of their cities or neighborhoods.
Regarded as idiot cousins, the lower corvidae are treated with care and respect however, valuables are kept locked up so that they can't
just fly away.
Corvidae can be found in all of Preikaph's major population centers, including orbital habitats all the way out to the Oort settlements, and
they usually bring their idiot cousins with them when they make a new settlement.
Much to the chagrin of many a squirrel.
The Cetaceans of Preikaph have a wide band of intelligence. While not all cetaceans can cast, they can all understand one another more or less
and share a common culture.
Cetaceans come in two main groups. The larger whale-like cetaceans and the smaller dolphin-like cetaceans.
The larger cetaceans, while nomadic and solitary, consider the entire cetacean race as one family.
Subgroups and family pods do develop in the larger cetaceans when needed, as their society has a no one left behind attitude towards their
brethren, but they spend the bulk of their time alone or in small groups.
Smaller cetaceans on the other hand are fairly gregarious and will often work with the oceanic cities and underwater habitats. Many emigrate to
off-world habitats to work in aquaculture, and some even take astro-navigation positions aboard space cruisers.
Colonies of smaller cetaceans can be found throughout the solar system, and they enjoy considerable success. Larger cetaceans however, tend to
stick to the planet although a few pods have established colonies on other planets.
Elephants of the Al'menged do have a language and society, however little is known about them as there is no known cross-cultural language.
Nomadic as a species with deep communal ties and an ecological mindset, elephants do not really have any kind of city structure. They have been known
to maintain community areas, however.
None of the community areas amounts to more than some natural things arranged in an artificial manner, and their utility to the elephants
is disputed among scholars.
Arguably, the most feral of the greater animals, an elephant,s mindset is often compared to that of a tree as what has been observed about them suggests
that they take a remarkably long point of view.
Elephants have engaged with humanoids in a cursory fashion from time to time, and only one group has ever left the planet.
It is currently undecided if The Red Elephants of Mars will stay off planet but it has only been a century so, a decision is unlikely
for at least another 200 years- give or take.
Blink wolves can be dangerous, but attacks are rare. As a lesser animal with a magical adaptation however, they need to be respected as they
can be dangerous alone or in packs.
Blink wolves got their name for their ability to port short distances as they hunt- even at a full gallop.
Packs use this ability to force natural phasers towards crossing points where additional pack members are waiting in the other phases for them to cross.
A deadly strategy in most cases for all but the most nimble unless, they can cast of course.
Riemann Spiders are one of the more studied creatures in the Al'menged, not only for their adaptations to multi-phasic living but for
information on how to avoid them as well.
They are the only known species that is capable of living in a macroscopic super-positional state, as each web is built with
multiple anchors in all three phases.
The spiders spin interphasic webs across crossing points to catch prey that may not be paying attention.
The webs are often hard to see as the geometry for them is based on the manifold spaces that gave the species its name.
Riemann spiders are considered magical, but they can not cast, a welcome fact considering full-grown adults are often well over
three feet in length and very poisonous.
Preikaphian Squirrel Hounds are a transphasic bloodhound of sorts. Their ability was first recognized by the greater squirrels, who domesticated
them in part to help guard their arboreal cities.
The hounds are natural phasers and can easily move from one phase to another. They are also capable of following someone's phase transitions
once they get a whiff their quarry's magic use.
Squirrel hounds are a popular breed with Preikaphian guardsmen who learned of their abilities from the greater squirrels who still occasionally
ride them into battle- even if it is just a recreation for one of the Elvn festivals.
Cats in the Al'menged are their own special kind of thing.
Do they have a society? Kind of...
A language- well, maybe.
Do they do magical cat stuff?
All - The - Time.