Technology & Science

Despite being a magical world, not everything is performed with just magic. Magic in this world is a practice that takes dedication and time, not some force of nature that can be manipulated with the wiggle of an eyebrow. Technology is very real and possible, as Aurora has Complex Elements, which are minor elements that involve three or more Basic Elements in their making. These elements are very complicated in their build-up, and give off unique effects that normal Magic does not tap into at all.


Alchemy is mastering the biology and chemistry of the world; Alchemy examines elements through their natural complex forms. It is all about the study of how everything in the natural world functions, and making man-made elements that can have wondrous effects, being benign or disastrous in effect. Chemists, Botanists, Biologists and anything biologically-relate on Aurora tend to take this practice to get a deeper insight into how the world around them works. Doctors also take up Alchemy in their study but most of the time, they do not make their own potions or poisons.

Facts about Alchemy

Alchemy does not adhere to the same rules as Magic, and while it does acknowledge the Basic Elements structure (with their proper symbols), it has a whole expanded table of elements and symbols, divided into the categories of Solids, Liquids and Gases.

Alchemy also recognizes the material world manifesting in what is referred to as the Three Kingdoms, which are Vegetable, Animal and Mineral.

Alchemy adheres to Principles of its own. They follow universally accepted truths that all Alchemists tend to follow, or mostly all, unless an Alchemist decides to challenge a Principle. These are:

  • Principle of Mana: Without Mana, nothing is produced.
  • Principle of Singularity: All is One.
  • Principle of Elements: Everything Physical is made of 4 Basic Elemental Elements. Everything Spiritual is made of 3 Basic High Elements. From these, all Complex Elements stem out, of all that is physical and all that is spiritual alike.
  • Principle of Cycles: The world moves in cycles (Cycle of Day & Night, Cycle of Seasons, Cycle of Life, Cycle of Elements, ect.)
  • Principle of Polarity: Everything has an Opposite
  • Principle of Rhythm: Opposites change, to and fro. (ex.: heat and cold)
  • Principle of Vibration: Everything is in motion.
  • Principle of Cause and Effect: Every action begets a reaction.
  • Principle of Balance: Every input of Mana creates a result of at least equal output of Mana.

Please Note:

  • There please do no use Equivilent Exchange fluff from Fullmetal Alchemist. Please make a distrinction between the anime and Aurora because these are two complete different worlds. In Aurora it is not referred to in the same context as in the anime, and instead, the Principle of Balance is to be applied along with other Principles.
  • It is important to draw a line between the Alchemy in Aurora, and the Chemistry in the real world. They do not operate the same, and they can’t, because the basics here are different. Chemistry in the real world is define by atoms and quarks, while Alchemy is defined with mana. With this fundamental difference, alchemy formulas in Aurora would most probably be written far differently than what we’re used to. We will not go into tremendous detail on how this works however; we’re a roleplay server, not a science hub.


Is mastering sciences of the world through tools, weapons, constructs, robotics and engineering of multiple kinds. Whether it is Artifice or Tinkering, Technology is all about imitating natural occurrences of the real world through man-made objects and gadgetry, whether it is benign, supportive or destructive.

Technologies range from man-made machinery to magical constructs, as well as firearms, devices and others. Relics, in their own respect, are rather technological in the sense that they are man-made and mimic an effect of a spell, rather than being a spell cast by an individual.


Artifice is the study of magic on a very technical level that is not offered, but usually combined with, the practice of Magic. It also sometimes combined with Enchanting, but not necessarily. A solid manifestation of Artifice is known as Magi-Technology, which is the knowledge of building relics, constructs, complex magical machinery and other fantastical mechanisms that replicate effects of magic.

Example of Magi-Technology:
Rune House of Reason's newest machinery, in order to support their healing techniques. It is considered as Magi-Technology, as it is paired to use with Holy Magic.
Nosgard Os’s Technology. One strong practice owned is Portal Gates, which are proper gates with mechanisms to open up magic portals.
Juperos Ancient Tule Technology. The Cannon that the city holds fired an extraordinary amount of Mana. Such a feat can only be done with Magi-Technology.
Turris Memoria Ancient Tule Technology, appearing in Episode 5. This spectacular time-machine operates entirely on Magi-Technology.

Artifice also consists of manufacturing constructs that operate on a magical core, which mechanics differ far differently than the nuts and bolts used in Tinkering. For example, Constructs tend to replicate the biology of Elementals, and therefore while being magical, they are also involve a lot of technicalities to assemble. A befitting example would be golems, or Spellborn.

Example of Constructs:
Vahk'Sala The Golems of Avidion found in this area are considered to be made from Artifice practices. They might have feelings and perhaps a soul, but they still operate on magic-oriented machinery.
El Quattor Grande The city of Tortuga is built atop the Turtle Colossus, which in ancient times was an immense elemental creature, solidified into a land mass, and then re-animated via complex arcane engines and mana-powered machinery to fly through the sky.

Artifice involves Magical Constructs, Portal Building, Magical Toolmaking, Relic-Making, Enchanting, Catalyst Craft


Tinkering is the study of physics and engineering on a level of its own, basing their study with great importance on mass, acceleration and force. Inventors and engineers cannot do without Tinkering, and tends to take this practice in order to study, mimic the world’s complex wonders, to which in turn inspires creations that aren’t existent in nature. This involves making simple firearms, making heavy moving transportations like trains and airships, and even making explosives and traps.

Tinkering intimately involves complex elements when it comes to manufacturing the engines in question, and therefore it is natural that one uses coal or oil in order to operate a machine, rather than a magic core. It also allows the existence, and manufacture, of robotics and machinery that is independent from anything that involved conjuring or using basic elements at all. Republican Technology, as well as Dwarven and Goblin Technology all tend to fall in this category.

Tinkering essentially has little next to no magic involved, as mathematics and physics take priority. There is such a thing as a Tinkerer delving in Artifice to make certain Magi-Technology, however Tinkering can stem into a raw, strong branch on its own. It’s an independent practice if one wishes to go solely technical without dealing with magic studies. Primarily, engineers and other tinkerers tend to follow certain Laws of Physics, which are simply forces that occur between physical objects.

Example of Tinkering Technology:
Transportation No matter how basic or advanced, normal means of transportation are put here. Be it carts, automobiles, trams, trains or airship, these devices use no magical cores whatsoever all fall under pure Tinkering. These tend to run on the materials you'd expect them to run on; animal power, coal, oil, gases and other minor elements.
Devices Simple traps and nets are considered as being purely of Tinkering practices. If there are traps that appear to have some magical results, such as spitting fire or firing lightning, this is because of a chemical reaction with complex elements
Explosives Bombs, missile rockets, claymore mines are all of Tinkering practices. Even if some might give off shards of ice while in motion, this is a chemical reaction that happens with other minor elements involves in its chemistry.

Tinkering involves Devices & Gadgets, Toolcraft, Gunsmithing, Missile Weaponcraft, Explosives, Fletching, Handloading, Robotics.


Smithing is the practice of making weapons of various kinds, and usually no magic involved. These involve a close study of complex elements in order to manufacture swords, gauntlets, shields and other items that one may use either in combat or even daily tasks. Not everyone is capable in making a balanced sword or a good set of greaves, and Smiths usually are familiar with, mostly, manipulation of leathers, metals and their alloys. Smiths are also able to make certain ingredients of the physical kind; they are able to make cogs, gears and other parts that would serve as basic ingredients to Tinkerers, or forge an actual physical Relic without its magical mechanisms.

Example of Smithing:
Human Smithing Smithing Guilds have honed the craft to reach a pretty decent standard of smithing that one would expect. As racial attribute dictates that Humans are very versatile in their practices, a different kind of smithing mastery might be at hand when compared to other types of smithing, such as Dwarven.
Dwarven Smithing Completely lacking the capability of casting magic, Dwarves have poured an immense amount of efforts in forging perfect weaponry and machinery, from generation to generation. Due to such a fact, Dwarven wares that to be far superior than that of Humans, who have versatility, but a lack of focus on developing one-to-two specific craft.

Smithing involves Martial/Weaponsmithing, Armorcraft, Leatherworking.

world_setting/technology.txt · Last modified: 2016/08/09 12:59 (external edit)