Empty Space and Magic

Empty Space and Magic.

Remember that, in the quantum realm, ‘empty’ space isn’t empty. Down at this sub-sub-microscopic level, it is in constant turmoil, with pairs of particles and their corresponding antiparticles continually popping into existence before rapidly recombining and vanishing.  This means, that if you 'add' a tiny quantity of energy, and thus destroy antiparticles, you have set into motion a potential.  If this potential be enhanced, via submicroscopic black holes, gravitic influence or even higgs bosun manipulation, the result will be a wave-form.  This wave can take the form of a probability wave, altering the path of quantum level particles in such a way as to affect a change in any outcome.  The more skill, and power, the practitioner possesses/exerts, the greater the alteration in probability.  If we subscribe to the, as yet unproven, theory of strings, we can think of magic as a kind of music, played on the strings of sub-quantum reality.

To date, the critical density is estimated to be approximately five atoms (of monatomic hydrogen) per cubic metre, whereas the average density of ordinary matter in the Universe is believed to be 0.2 atoms per cubic metre.
A much greater density comes from the unidentified dark matter; both ordinary and dark matter contribute in favor of contraction of the universe. However, the largest part comes from so-called dark energy, which accounts for the cosmological constant term. Although the total density is equal to the critical density (exactly, up to measurement error), the dark energy does not lead to contraction of the universe but rather accelerates its expansion. Therefore, the consumption of Dark Energy, with a production of any other thing, (matter and/or energy) would slow the expansion of the universe, eventually stopping it altogether and precipitating a collapse. (this would require an incredibly vast consumption, such as the creation of stable wormholes, or Hyperspace Drive for starships, et al)
  The vacuum state is associated with a zero-point energy, and this zero-point energy has measurable effects. In the laboratory, it may be detected as the Casimir effect. In physical cosmology, the energy of the cosmological vacuum appears as the cosmological constant. In fact, the energy of a cubic centimeter of empty space has been calculated figuratively to be one trillionth of an erg (or 0.6 eV)

 
Off the coast of  Magic Isle, the mobula rays can be seen performing their mating displays, leaping high into the air.  The Hippogriffs and Tearns can be found there as well, trying to time a dive just right to capture one of the huge aquatic creatures in the air.

   Centaurs, it would seem, do exist.  Since they are smarter and more capable of survival than the rest of mankind, one wonders why they are so rare.  Perhaps it is because they make such excellent warriors, servants and slaves.

    The small, flying mammals who look so much like squirrels, or perhaps chipmunks, survive because they are unbelievably quick. They seem to live at a faster pace than the rest of the world.

    List of Monsters, by no means complete, but the ones most often encountered since the current incursion began.

  • Bugbears - a creature with a carapace and the general configuration of a bear.  The teeth and the claws on the upper two arms are bearlike, as are the eyes, but the lower legs are more insect like and there are four of them used for locomotion
  • Buzzardbear - a creature that lives on carrion and follows Hobgoblins, Ogres, Trolls and the like, feeding of their leavings.
  • Ogres- extremely large, strong and stupid primates.  Ogres kill and eat anything with protein in it.  From oversized insects to small giants, Ogres are not picky.  Easily controlled, Ogres are often used as a source of muscle for raids.
  • Troll, Grey - A humanoid creature that is just crafty enough to ambush prey.  they hide in forests, under bridges, behind any handy cleft in the rocks or anywhere else they can.  Singular creatures, unless controlled, they represent no danger to a well-armed party, since they only attack if they feel certain of victory.
  • Troll, Green - The exact nature of a green troll is not quantified.  They seem to have some intelligence.  They appear to be attracted to anything shiny.  They are made up of a slime like paste, possibly a fast growing fungus.  They can be destroyed, but do not 'die' in the conventional sense.  They cannot experience fear, unless magically induced.  They grow into exactly as many pieces as remain when they are broken apart.  Each piece will, eventually, be a full sized green troll.  They are flammable.
  • Goblins - smallish creatures that have little intelligence.  They eat and kill, in whatever order is easiest.  They will attack anything that their 'horde' outweighs, even a giant, if there are enough goblins.  They keep anything magical or metal that they find, the metal for an unknown use in their life cycle, and the magic for its soothing effects.
  • Hobgoblins - 9 foot tall versions of Goblins, but without as much stupid.  They will wear armor, wield weapons, and keep treasure, but can only be trained, not taught.  Skills above simple language escape them.
  • Orcs - creatures that were once something else, but have been turned into Orcs by Fifnir's magic.  They exist to hunt the item that Fifnir seeks, but do not know what, or where, it is.  They will probably recognize it if they ever encounter it, and then Fifnir will know where it is and will come for it.
  • Umfs - these creatures are creations of Fifnir, designed to search for an item.  They are so hideous that the sight of them prohibits attack, causing instead nausea and panic.  Nothing has been found that can attack them while meeting their gaze.  Their howl can cause paralysis, and usually does.  They are slightly venomous, so that any scratch, bite or even an abrasion can cause a loss of motor function.  This slowing of reactions and movement is usually fatal to the victim, as the Umf will capitalize on it as soon as possible.  It fades after a day, but resists all attempts of the healer's craft.
  • Evil Dragons - these are the remains of once normal Dragons who have fallen under the control of Fifnir.  They can be multi-headed, or crippled.  The usual Evil Dragon is not complete, because of the damage to its physical form needed to make it helpless long enough for Fifnir to perform his control magic.  
  • Dark Warriors - these include Black Witches, Swamp Fiends, Unholy Paladins, and a host of otherwise normal creatures that follow Fifnir, having allowed him to assume control of their wills.  There are devices that will bring persons and animals under the control of Fifnir, or his minions.  Controlled creatures/persons are not Dark Warriors, due to the fact that they regain control of themselves when the item/Minion is destroyed.
  • Goons - these are the remains of men who fell under Fifnir's control, either through his personal effort, or by the action of his minions.  They are not intelligent beyond basic instruction, and will fight to the death, given the option.  They cannot be recovered, because who and what they were perished when they came under Fifnir's control.
  • Fifnir's Minions - These unholy beings have chosen to become slaves of Fifnir, for whatever reason.  They like their roles and seek to enhance their personal power at every opportunity.  They can only be recovered if they are not actually evil, and this is very rare.
  • Raiders - these are creatures who prey on travelers.  They have camps, but seldom lairs.  They kill, rape and torture victims, just for the fun of it.  Completely amoral, they will work for Fifnir as easily as not.  They thrive on the suffering of others and seem to have no desires beyond that which will distort reality, make them feel pleasure, and/or bring them the coin to buy such things. They are not always a group of mankind.  Monsters have been known to ride with them.
  • Blood Monkeys - these creatures have evolved into something that can digest blood.  Probably originally creatures of Fifnir, they are now found in tropical climes and are valued as attack animals.  They can be trained but eat little besides blood.  They are more than reasonably loyal to their trainers, but will turn if starving.  They aren't much liked by run-of-the-mill folk.
  • Demons - while thought to be evil incarnate, these creatures are mostly comprised of magic.  The average demon is a collection of spells and evil thoughts, with a core of something created by Fifnir to provide animation. Due to the need for their 'core' they are quite rare.
  • Shades and Shadows - these creatures were once turned by Fifnir, but their entire physical form has decayed until all that is left is the essence of the evil that they followed.  They cannot stand full daylight, and are not as dangerous physically as most monsters.  They can corrupt the individuals they attack, and can cause rot and diseases of other kinds.  They are most dangerous due to the fear they cause.  It is often said of them that they can make you hurt yourself trying to escape.
  • Cavebarrows - These creatures live in caves, generally, and eat a diet similar to that of a crocodile. Lizard like, their bite is poisonous, for the same reason as that of the giant lizard. Since their digestion is performed by microorganisms of rot, the detritus in their teeth is lethal.  They have a distinctive footprint, and are strong, fast and hunt in groups.  They will track a blood spore to its end, and will follow prey until it prove more effort than the meal.  In a cave environment, they are extremely deadly. One of a group of saxicoline predators which include Rock monsters, Droppers, and Crushers.  
  • Rock Monsters - Saxicoline creatures who closely resemble a collection of rocks, and feed on almost any creature, from insect to humanoid. They are one of the few monsters who can eat green trolls.
  • Droppers - Saxicoline creatures who cling to the upper surfaces of caves, caverns or even rock overhangs, dropping on any perceived prey, to engulf and devour them.
  • Crushers - Creatures who closely resemble boulders, using their mass and extremely hard outer surface to overbear and ingest prey.  Saxicoline in nature, these creatures are seldom found anywhere except in rocky or boulder strewn areas.
  • Barrow wights - these creatures feed on the flesh of dead Humankind. Whether Human, Dwarf, Elf or some other member of Humankind, the flesh is considered fit to eat.
  • Draugr possess superhuman strength, can increase their size at will, and carry the unmistakable stench of decay. The appearance of a draugr is that of a dead body: swollen, blackened and generally hideous to look at. Fifnir made hundreds, perhaps thousands of them during the great war, and some still exist.  The preferred method  of killing as draugr is to cut off the head, burn the body, and dump the ashes in the sea; the emphasis being on making absolutely sure the creature is dead and gone.
  • Ahnis - Fifnir worked to create creatures that would be able to search for the item he wanted.  They needed to be durable, dangerous to the local flora and fauna, and controllable.  The Ahnis was one of his more 'successful' attempts at this.  He made a fairly large number of the creatures, but since they were energy expensive, he eventually quit.  Only a dragon can face an Ahnis in single combat and hope to win, unless circumstances cause the creature to miscalculate and fail to attack with all its skill.
  • Tengoo - creatures that have human bodies with bird’s wings and red beaks with glowing green eyes.  They are carnivores and as likely to be controlled by Fifnir as not.  They live among the Backbone mountains.
  • Dogmen - created by fifnir, these creatures are a mixture of Dog and Humankind, which are loyal to him.  They live in packs, hunt humankind, and are constantly hungry.  When controlled, they are trainable and will use bow and arrow to good effect.  Physiological constraints limit them to short bows.
  • Hags - these creatures are the female of the species Haroughs. The male is a Horror, usually enough description of the breed.  Hags use natural abilities that mimic such spells as magic dart, flame burst, ice spear, and the like.  The males breathe corrosive gas and can project a strike of magical force that has been known to unseat a rider from his mount.  Both Hags and Horrors have fangs and claws, to go with their fist blows that mimic a mace strike.
  •  Blemmyae - Usually called blemmies, these creatures are headless, made by Fifnir from beheaded corpses.  They have a full set of sensory organs in their chests, with the cardiovascular and respiratory organs relocated appropriately.  How and why they became a viable species is unknown, since their brain system is rudimentary at best.  Still, they work for their master and perform such tasks as he finds necessary.  
  • Vampyr creatures - From the dreaded Vampire Ghost to the vampire bat, Fifnir has often found that creating creatures who feed on blood is efficacious, since blood is easy to find and the creatures become easy to feed.  Inasmuch as Fifnir does not care if they survive as a species, vampires are often wiped out, when discovered.  The passing of vampirism via a bite or as an STD is possibly legend and possibly fact, but there is a treatment, and so some form of infection must occur.
  • Skin Walkers - Lycanthropy is not considered a form of monsterism, but is instead a skill that can be learned.  Only certain of the were creatures transmit this via infection, and they are rare.  Were-rats and were-wolves are the result of disease, but not were-tigers or were-bears.  Other were types exist. It is rumored that the form of any animal may be taken if the skill is present.
  • Manticore -  While a manticore is a beast typically depicted as having the body of a lion, the face of a man, and the sting of a scorpion, they usually have a tail full of poison spikes.  The spikes may be used as a bludgeoning weapon, or fire as projectiles, albeit with little accuracy at range.  The man face part is also inaccurate, as the face is more that of a baboon.  The interior teeth and the wide opening jaw are certain.

This list is not intended to be complete, and is for reference only.

The arrival of Fifnir at Thoss has been put together as an image by the computers still able to function from the original ship and sensors.  The sensors put into orbit did not all fail, and this image is the result.
Since he is obviously a creature of space itself, his impact with Thoss cause damage not only to the planet, but to the creature as well.  How he continues to survive, after all these centuries can only be speculated, but it is believed to relate directly to the object for which he searches.

For the curious, this is a picture of Alhabra and Sapheara when they were visiting Seacliff.  The occasion was when they were 'turning Dragon' for a morning flight, to watch the sunrise over the eastern sea.

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