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== Sette and Duane are [[Decoy Protagonist|Decoy Protagonists]]. The real story is going to revolve around Murkoph. ==
Ashley pretty much says it outright [http://www.formspring.me/GlassShard/q/181887214744011439 here.]{{Dead link}}
 
== Murkoph's body is made out of First Materials. ==
Murkoph is a roleplaying character of Ashley's who will be appearing in the story eventually. He's apparently a zombie who has maintained sentience, like Duane. We don't know much about him other than that -- all we have to go on is a short comic on Ashley's deviantArt page. That comic (assuming it's canon) is pretty enlightening, though. In it, not only is Murkoph surprisingly well-preserved (unlike Duane, who is a skeleton), ''he's standing over water''. Pymary doesn't work over water, and since zombies are held together purely through pymary, they just collapse if they go over water. But Murkoph is just fine. The only things that can maintain magical properties over water are enchanted First Materials, so it's probable Murkoph made a body for himself out of some. (This would also explain why he doesn't decay, since the enchantment preserving him would be permanent.)
* A possible problem with this theory -- in the comic, there's another wright who uses pymary, even when he's out as far as Murkoph. It's possible that he just wasn't out far enough for the [[Anti -Magic]] to take effect, though the fact that he was willing to get that close to something that should be fatally dangerous to him still lends credence to this theory.
* Most likely [[Jossed]]. Ashley says that docks and the like can be "grounded" by filling them with earth -- this allows the khert to move over them unhindered. The dock Murkoph was standing on was one such object, so even if the comic is canon, it can't be used to prove anything.
 
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* Blank ocean is like a void in the khert, or there are no [[Ley Line|Ley Lines]] over it or whatever. Perhaps magical energy is attracted to land, so there's nothing to tap into if you go out too far.
** This theory is impossible -- the khert is required for life. There's life in the ocean, so there must be a khert (or something very similar) over it.
* Water is [[Anti -Magic]] for some reason, though only in large quantities.
* Vengeful water spirits. They were apparently trapped and controlled by wrights earlier in history in an attempt to stop natural disasters, so perhaps those that remain have learned to stifle pymary.
* There's a competing force that bonds to water and water animals to contrast with the khert that bonds to land and land animals. They're not compatible and wrights haven't had the means or maybe even the chance to develop something like pymary to control the water-khert.
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* The khert's powers fade with distance. If you were to travel by airplane, the same effect would occur. Since the khert is bound to the land, the farther you are away from it, the weaker it is. Just like magnetism and gravity. Water has nothing to do with it beyond acting as a physical barrier between you and the khert.
 
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[[Category:Wild Mass Guessing/WebcomicsWeb Comics]]
[[Category:Unsounded]]
[[Category:WMG]]
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