ID:90258
 
Keywords: design, musing, nocturne
Moving along on Nocturne development, I'm looking into the nature of the City. Nocturne is not an earthly bound place but a bottle-neck between several supernatural planes that would otherwise cast dominance over Earth.

The City takes the form of an infinite sprawl of streets and urban life populated by the supernatural entities which have been barred entry to the mortal planes. Fae, demons (slang for the collective host of abyssal entities from something like Hell), angels (slang for the collective host of psionic entities from another plane), as well as mortal creatures which inevitable find their way into Nocturne from behind the many cracks between worlds. Mirrors and areas of darkest shadow are especially weak points. These creatures have carved out their own sections of the City to call home until they can find a way to leave. In their stay, some have decided to return home, others want to escape into Earth for many reasons, while some have found a place of power.

Nocturne, being forged outside and around Earth's existence, lacks the innate elements of Fire, Water, Earth, and Wind. Instead, the innate elements of this hyper-urban plane are things like Concrete, Glass, Metal, Electricity, and Shadow.

Magic is fueled by tapping into these fundamental energies, which run throughout the plane as if it were alive. It manifests itself as something akin to psionics. An alternative to this is Etching. Etching is spray painting the City with alchemical acids to interfere with the lifeblood of the plane - it's sort of like acupuncture, but to carve runes instead. The third manifestation of mystic energy are Relics which are items cast from these energies; the Graces are even purer than Relics and allow one to interface with Nocturne itself.