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Category Archives: A Beginner’s Guide to Drucraft
A Beginner’s Guide to Drucraft #11: The Five Limits
More than any other principle in drucraft, the Five Limits define how drucraft operates. The Faraday Point, the Lorenz Ceiling, and the geographical distribution of Wells are all important, but on a larger scale, none are even remotely as significant … Continue reading
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A Beginner’s Guide to Drucraft #10: The Branches
Essentia in its natural form is highly mutable. It attunes to anything it passes through, and this attunement can be quite fast – a matter of seconds, in the case of living creatures. This means that drucrafters don’t generally need … Continue reading
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A Beginner’s Guide to Drucraft #9: Shaping
The third, last, and hardest of the drucraft disciplines, shaping is also the rarest. Channellers aren’t exactly common, but they’re not that hard to find; learning to channel is slow and difficult, but anybody who works at it long enough … Continue reading
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A Beginner’s Guide to Drucraft #8: Channelling
In the eyes of most, channelling is the point at which one becomes a ‘real’ drucrafter. Someone who can only sense is technically a drucrafter, but they’ll never get much respect until they learn to channel as well. At its … Continue reading
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A Beginner’s Guide to Drucraft #7: Sensing
Sensing is the ability to feel essentia, and it is the first and most basic discipline of drucraft. At its most primitive level, sensing gives a drucrafter awareness of their own personal essentia (the essentia that is attuned to a … Continue reading
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A Beginner’s Guide to Drucraft #6: Corporations
Drucraft corporations are much less ancient than Drucraft Houses . . . which is to be expected, as they originated from them. Houses dominated the drucraft world for thousands of years. While outsiders could and did learn drucraft themselves, the … Continue reading
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A Beginner’s Guide to Drucraft #5: Houses
Drucraft Houses are essentially magical aristocracy, and like the regular aristocracy, their origins go back thousands of years. Drucraft requires sigls, and sigls require Wells. Drucrafters with reliable access to Wells have a significant advantage over those who do … Continue reading
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A Beginner’s Guide to Drucraft #4: Wells
Creating a sigl requires an enormous quantity of essentia, and the only place where so much essentia can naturally be found is at a Well. Despite its name, a Well is not created in the same way as a human-dug … Continue reading
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A Beginner’s Guide to Drucraft #3: Sigls
Sigls and the effects they create are the ‘finished product’ of drucraft. Essentia comes first, Wells come second, and drucrafters come third – the creation of sigls is the second-to-last link at the end of a very long chain. When … Continue reading
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A Beginner’s Guide to Drucraft #2: The Three Disciplines
Drucraft is comprised of three disciplines, namely: Sensing: Perceiving essentia. Channelling: Controlling essentia. Shaping: Creating sigls. All drucraft is an application of one or more of these things. Sensing is the first and most basic of the disciplines. A drucrafter’s … Continue reading
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