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Rules & Magic of Our Cultures

Overview

TSKM is a world filled with magic and mysticism. However, the differences are incredibly vast and difficult to categorize.

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Essentially, each culture brings about its own set of magic, and such customs remain strong with each new dynasty and generation of merfish.

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Shamanism is real, magic of pantheons are real, holy realms and hells are real, and even ghostly manifestations and exorcism. If a culture is rich with folktales and mythology of magic, then it will exist in TSKM in some form or another.

Set Rules

Despite the vast array of magic that is present in this world, there are still overarching rules that the denizens are aware of.​

General

  • Magic is not an endless supply. The more powerful you are, the more you happen to be able to store

  • Each species differs on innate ability for magic

  • Living creatures can have magic. Inanimate objects can have magic

  • No one culture’s magic is superior to another. It simply depends on individual practice and training

  • Sea Dragons have the most powerful magic

Prohibited Use

  • Magic and curses that are made to harm others, whether living or dead

  • Reviving the dead

  • Theft of another’s magic

  • Nonconsentual magic affliction (such as influencing emotions, hypnotism, or mind control)

  • Destroying magic relics and sacred spaces without a permit

  • Magic to cheat through examinations

  • Attempts at surpassing the magic of the Sea Emperors

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