Post by Cyncie on Aug 26, 2024 0:16:33 GMT
When I got Realm of Magic, I felt that Morgyn Ember would be an interesting character to take through Joseph Campbell's stages of the Hero's Journey. If you're not familiar, The Hero's Journey is a template developed by Joseph Campbell in 1949 to explain patterns found in narrative mythology. A number of more modern mythic stories have been found to also fit the template, including Star Wars, The Lord of the Rings, The Wizard of Oz and Alice in Wonderland.
Campbell's original template had 17 stages. I chose to use the shorter, modernized version by Christopher Vogler, which has twelve.
Some of my backstory was developed with the template and without gameplay, due to the place Morgyn already occupied in the game. Once we reached the initiation stage, the gameplay became a part of the story development. As I played the game and referenced the template, I was able to complete a journey for Morgyn all the way to the development of The Myst. I didn't pre-plan the end result. I just played through each stage and let a story develop.
I wasn't sharing online during this gameplay, but I did write down each stage as it developed. Here's what that looks like.
On Morgyn's 13th birthday, his powers begin to manifest, and he learns that he is capable of magic. On his 16th birthday, his family takes him to Mooncrest to begin his training. He loves it there, learning the ways of alchemy and making lifelong friends with Musette Fay and Eldon Leif. But, after only a few years of training there, he finds he is becoming bored. His mentors indicate that they have taught him all they can and it's time to go to the Magic Realm and receive a higher level of training. Morgyn doesn't want to go and give up the only home he's ever known. He spends another year in Mooncrest, becoming ever more restless.
Supernatural Aid
On a dark summer's night, Morgyn receives a visitor, a man named Oberon Lazuli. Oberon explains that he has a gift for him. Something from his ancestors. He tells Morgyn that his future is not the same as his friends, and that he has a calling on his life. He hands him an ancient chest and his card that reads, “Oberon Lazuli. Proprietor. The Blue Moon Tavern. Visits by appointment only.” Oberon tells him to call if he needs anything, then disappears into the dark.
Morgyn opens the chest to find an ancient book, a simple key, and an elaborate ring/bracelet covered in crystals. The book is a history of a now gone race called The Arcane, who once dwelt in another dimension in a land called Arcanum. It was the Arcane who imparted magic to the beings in Sim Nation after creating portals to give them access. The Arcane were an advanced psychic race who reproduced through energy transfer. They were extremely long lived, nearly immortal, barring extreme circumstances. But, nevertheless, a long war with the Shadows had devastated their numbers, and left Arcanum, the source of their life and power, in ruins. When the Arcane discovered they were now a dying race, they united all of their powers to bestow them upon their last child, a child born to the Ember pairing. In this way, they hoped their race and their magic would be preserved. The ring/bracelet was fabricated for this child to help focus the Arcane power the child would wield. The key held access to all of their secrets and magic beyond imagining.
After reading the history, Morgyn puts on the bracelet. He feels a tingle and a surge run through him, connecting him to these ancestors of his. He then sets off to the ruins of Arcanum, otherwise known as The Magic Realm, to further his study of magic.
Crossing the First Threshold
Once in The Realm, Morgyn is mentored by Tess Dyer, the Sage of Untamed Magic. She shows Morgyn a tower that is locked to all access but a child of The Arcane. Morgyn tries his key, but even though it fits and clicks in the lock, the door does not budge. It is not yet time. Tess warns that, when the time comes, he will not leave that place unchanged. Morgyn finds this unsettling and shoves the idea into the back of his mind.
Once Morgyn masters Untamed Magic, learning Practical and Mischief magic is simply a matter of putting in the time. He excels at the magic arts, and when the time comes for the Sages to retire, he is appointed to the position of Sage of Untamed Magic, alongside Simeon Silversweater and L. Faba as sages of Practical Magic and Mischief Magic. He is comfortable in this role. The Arcane tower and the challenges it presents are set aside for the present.
Tests, Allies, and Enemies
As one of the three most powerful Spellcasters in the world, Morgyn finds himself thrust in the middle of the conflict between magic beings and humans. The human world is emerging from a dark time when magic was banned, and magic beings were forced into hiding for generations. Now, under the leadership of President Alex Moyer, they are beginning to return to the world and in some areas, are even celebrated. Universities begin to offer courses in Magic History and Spellcaster clubs form on campuses. Jace Holder, a human, and his spellcaster girlfriend, Nikki Song, head up the National Students for Magic Advancement. Jace is a computer whiz and collaborates with Simeon Silversweater to develop a video game called “Realm of Magic.” The game allows players to play as spellcasters... if they can pass the tests to become one. The game proves useful for identifying latent magic abilities, and many new spellcasters begin to practice magic as a result.
As the magic is strengthened, so is the protective shield surrounding planet Sym. This shield makes it difficult for alien abductions to occur and the Sixam researchers are finding it difficult to obtain subjects. Those Sixams who have infiltrated Sym begin to lobby politicians to curb the magic, promising advanced technology to those who will. They find a willing ally in Ronald Bragg, who announces his candidacy for president, opposing magic friendly incumbent Alex Moyer. Running on an anti-magic platform full of conspiracy theories and fear mongering, Bragg narrowly defeats Alex Moyer and announces a crackdown on all magic practitioners on his first day in office. Suddenly, the world is drawing up sides.
Approach to the Inmost Cave
With Bragg's initiation of what is being called the Second Magic Purge, Morgyn and the other Sages find themselves targets of the government's attempts to eradicate magic. Magic beings all over are forced back into hiding, or even worse, imprisoned or killed. At this point, Morgyn seeks out Oberon Lazuli at The Blue Moon. Oberon spends a great deal of time with Morgyn, helping him sort through his feelings and hesitations and showing him the way of his ancestors. But, when it comes down to it, Morgyn knows he must enter the tower and find his way through the path his ancestors paved for him.
Returning to the Magic Realm, Morgyn uses his key to unlock the tower. He enters to find a dwelling place and a library of magic tomes. Tomes leading to the knowledge of magic unknown to any spellcaster. Morgyn locks himself away from the world and enters into a long and arduous process, not only of learning magic, but learning what it takes to balance power and responsibility, darkness and light. When his time is done, he emerges as Master of Arcane Magic.
Ordeal
Morgyn and the Sages begin attempts to rally the magic beings to fight for their rights, only to find themselves targets of Bragg's ire. To protect the Magic Realm, the source of all magic, the sages close it down, Morgyn deactivates the portal, and they go on the run. With the help of the Sixams, Bragg has developed magic detecting and neutralizing technology, making it difficult for magic beings to use their innate abilities to defend themselves. With less magic being used, Morgyn travels from place to place, covertly casting spells to shore up the thinning shield. Many, including Simeon and L., are unfortunately lost. Morgyn stays on the run, attempting to rally and encourage others while staying alive, himself. Thankfully, he discovers that his ancestors had prepared many hiding places for him, throughout the lands of Sim Nation.
On retirement, Tess Dyer had become an ambassador to President Moyer's administration. When Sixam manipulation in Bragg's election is discovered, Tess rallies their allies to demand a recall vote. This time, Bragg loses, and Moyer is reinstalled as president. She immediately bans the use of magic neutralizing devices. Due to pressure, though, she does not reverse some of Bragg's controversial policies, a decision Tess considers to be a betrayal of their support. Bragg continues to tour the nation, drumming up animosity against all things magic. In an attempt to bring reconciliation, Moyer agrees to join Bragg at a joint “Rally for Sim Nation.”
With the magic waning and Morgyn wearing thin, those who support magic decide to stage a protest against Bragg and his supporters at the rally. Unknown to them, Bragg has arranged for his supporters to provoke the magic beings and their allies into an altercation, which he would then blame on the magic beings. A riot breaks out and Bragg illegally uses magic neutralizers to stop the magic beings. Things seem lost, but Morgyn knows he has great power that the Sixams have never seen and aren't prepared for. The use of this power will cost him, and change him forever, but it could also change the world. Setting aside his fear of his own dark side, Morgyn casts a Mass Effect spell: a protection spell for his allies, a binding spell against Bragg and his minions, and a disintegration spell against the Sixams. He then collapses to the ground and is immediately taken away by his supporters.
The humans know that the Sixam fate could have been all their fates. A great debate arises in the media and in government, as the humans try to decide if Morgyn and his allies are friends or foes. After several months of silence, Morgyn re-emerges to announce that they won't need to worry about the magic beings. They have a plan.
Reward
Even though the Mass Effect Spell took a huge toll on him, Morgyn discovers that, in finally stepping out in his full power, he has actually become fully immortal. The whole of Arcane energy now infuses his being, and the magic will live, because Morgyn lives.
The Road Back
Because of the entrenchment of Sixam influence in human activity and their determination to destroy magic, a coalition of magic beings determine that they will form their own land, where it will be safe to live in their magic. All lands in Sim Nation are given the opportunity to opt in on the new land, to be called The Myst. Lands with a high level of magic choosing to affiliate include Glimmerbrook, Henford on Bagley, Sulani, Sylvan Glade/Granite Falls, Copperdale, Britechester, and Mooncrest, which becomes the capital city. San Myshuno chooses to take “Sanctuary City” status, and Moonwood Mill requests “Ally” status. All lands are joined by a portal system, making it simple to travel to any place within The Myst.
A representative government is established. Human allies are given the opportunity to relocate into The Myst, and those who want to leave are given the opportunity to get out. Some magics and allies choose to stay in Sim Nation, feeling that they can serve better there, but most choose to move to The Myst. When the deadline is past, the citizens of the new land gather for an initiation ceremony, and their world is magically sealed off with an impentrable mist, now inaccessible to all outsiders without permission.
Resurrection
For the first few years of The Myst the Magic Realm remained sealed, protecting it in case something went drastically wrong. But, with growing pressure mounting, and younger spellcasters yearning to learn their craft, Morgyn sets aside his own misgivings and finally reactivates the portal. New sages are appointed with Morgyn acting as overseer. He now realizes that when he's in The Realm or in his private tower, he's really home.
Return with the Elixir
With the establishment of The Myst and Morgyn's understanding of his powers and his responsibilities as the last of the Arcane, Morgyn is able to settle into a new life, free to practice magic, free to be himself, and free to build a better world for others
Campbell's original template had 17 stages. I chose to use the shorter, modernized version by Christopher Vogler, which has twelve.
Some of my backstory was developed with the template and without gameplay, due to the place Morgyn already occupied in the game. Once we reached the initiation stage, the gameplay became a part of the story development. As I played the game and referenced the template, I was able to complete a journey for Morgyn all the way to the development of The Myst. I didn't pre-plan the end result. I just played through each stage and let a story develop.
I wasn't sharing online during this gameplay, but I did write down each stage as it developed. Here's what that looks like.
Morgyn's Quest
Call to Adventure/Refusal of the CallOrdinary World
Morgyn Ember is a young child growing up traveling the world with his foster family, the Romas, in a gypsy caravan. Morgyn has a “sister,” Esme, and is happy being free and learning the ways of the world. However, as he's gotten older, he can't escape the feeling that he's different. First, there's the fact that he's anatomically different from everyone else, showing neither male nor female physical characteristics. Then, there's the fact that his family has a tendency to abruptly pull up stakes and move on whenever anyone shows the slightest curiosity about him. Morgyn, over time, begins to adopt both male and female gender expressions, but is usually referred to as male by his family. That suits him just fine, because the differences don't matter to him, anyway.
Morgyn Ember is a young child growing up traveling the world with his foster family, the Romas, in a gypsy caravan. Morgyn has a “sister,” Esme, and is happy being free and learning the ways of the world. However, as he's gotten older, he can't escape the feeling that he's different. First, there's the fact that he's anatomically different from everyone else, showing neither male nor female physical characteristics. Then, there's the fact that his family has a tendency to abruptly pull up stakes and move on whenever anyone shows the slightest curiosity about him. Morgyn, over time, begins to adopt both male and female gender expressions, but is usually referred to as male by his family. That suits him just fine, because the differences don't matter to him, anyway.
On Morgyn's 13th birthday, his powers begin to manifest, and he learns that he is capable of magic. On his 16th birthday, his family takes him to Mooncrest to begin his training. He loves it there, learning the ways of alchemy and making lifelong friends with Musette Fay and Eldon Leif. But, after only a few years of training there, he finds he is becoming bored. His mentors indicate that they have taught him all they can and it's time to go to the Magic Realm and receive a higher level of training. Morgyn doesn't want to go and give up the only home he's ever known. He spends another year in Mooncrest, becoming ever more restless.
Supernatural Aid
On a dark summer's night, Morgyn receives a visitor, a man named Oberon Lazuli. Oberon explains that he has a gift for him. Something from his ancestors. He tells Morgyn that his future is not the same as his friends, and that he has a calling on his life. He hands him an ancient chest and his card that reads, “Oberon Lazuli. Proprietor. The Blue Moon Tavern. Visits by appointment only.” Oberon tells him to call if he needs anything, then disappears into the dark.
Morgyn opens the chest to find an ancient book, a simple key, and an elaborate ring/bracelet covered in crystals. The book is a history of a now gone race called The Arcane, who once dwelt in another dimension in a land called Arcanum. It was the Arcane who imparted magic to the beings in Sim Nation after creating portals to give them access. The Arcane were an advanced psychic race who reproduced through energy transfer. They were extremely long lived, nearly immortal, barring extreme circumstances. But, nevertheless, a long war with the Shadows had devastated their numbers, and left Arcanum, the source of their life and power, in ruins. When the Arcane discovered they were now a dying race, they united all of their powers to bestow them upon their last child, a child born to the Ember pairing. In this way, they hoped their race and their magic would be preserved. The ring/bracelet was fabricated for this child to help focus the Arcane power the child would wield. The key held access to all of their secrets and magic beyond imagining.
After reading the history, Morgyn puts on the bracelet. He feels a tingle and a surge run through him, connecting him to these ancestors of his. He then sets off to the ruins of Arcanum, otherwise known as The Magic Realm, to further his study of magic.
Crossing the First Threshold
Once in The Realm, Morgyn is mentored by Tess Dyer, the Sage of Untamed Magic. She shows Morgyn a tower that is locked to all access but a child of The Arcane. Morgyn tries his key, but even though it fits and clicks in the lock, the door does not budge. It is not yet time. Tess warns that, when the time comes, he will not leave that place unchanged. Morgyn finds this unsettling and shoves the idea into the back of his mind.
Once Morgyn masters Untamed Magic, learning Practical and Mischief magic is simply a matter of putting in the time. He excels at the magic arts, and when the time comes for the Sages to retire, he is appointed to the position of Sage of Untamed Magic, alongside Simeon Silversweater and L. Faba as sages of Practical Magic and Mischief Magic. He is comfortable in this role. The Arcane tower and the challenges it presents are set aside for the present.
Tests, Allies, and Enemies
As one of the three most powerful Spellcasters in the world, Morgyn finds himself thrust in the middle of the conflict between magic beings and humans. The human world is emerging from a dark time when magic was banned, and magic beings were forced into hiding for generations. Now, under the leadership of President Alex Moyer, they are beginning to return to the world and in some areas, are even celebrated. Universities begin to offer courses in Magic History and Spellcaster clubs form on campuses. Jace Holder, a human, and his spellcaster girlfriend, Nikki Song, head up the National Students for Magic Advancement. Jace is a computer whiz and collaborates with Simeon Silversweater to develop a video game called “Realm of Magic.” The game allows players to play as spellcasters... if they can pass the tests to become one. The game proves useful for identifying latent magic abilities, and many new spellcasters begin to practice magic as a result.
As the magic is strengthened, so is the protective shield surrounding planet Sym. This shield makes it difficult for alien abductions to occur and the Sixam researchers are finding it difficult to obtain subjects. Those Sixams who have infiltrated Sym begin to lobby politicians to curb the magic, promising advanced technology to those who will. They find a willing ally in Ronald Bragg, who announces his candidacy for president, opposing magic friendly incumbent Alex Moyer. Running on an anti-magic platform full of conspiracy theories and fear mongering, Bragg narrowly defeats Alex Moyer and announces a crackdown on all magic practitioners on his first day in office. Suddenly, the world is drawing up sides.
Approach to the Inmost Cave
With Bragg's initiation of what is being called the Second Magic Purge, Morgyn and the other Sages find themselves targets of the government's attempts to eradicate magic. Magic beings all over are forced back into hiding, or even worse, imprisoned or killed. At this point, Morgyn seeks out Oberon Lazuli at The Blue Moon. Oberon spends a great deal of time with Morgyn, helping him sort through his feelings and hesitations and showing him the way of his ancestors. But, when it comes down to it, Morgyn knows he must enter the tower and find his way through the path his ancestors paved for him.
Returning to the Magic Realm, Morgyn uses his key to unlock the tower. He enters to find a dwelling place and a library of magic tomes. Tomes leading to the knowledge of magic unknown to any spellcaster. Morgyn locks himself away from the world and enters into a long and arduous process, not only of learning magic, but learning what it takes to balance power and responsibility, darkness and light. When his time is done, he emerges as Master of Arcane Magic.
Ordeal
Morgyn and the Sages begin attempts to rally the magic beings to fight for their rights, only to find themselves targets of Bragg's ire. To protect the Magic Realm, the source of all magic, the sages close it down, Morgyn deactivates the portal, and they go on the run. With the help of the Sixams, Bragg has developed magic detecting and neutralizing technology, making it difficult for magic beings to use their innate abilities to defend themselves. With less magic being used, Morgyn travels from place to place, covertly casting spells to shore up the thinning shield. Many, including Simeon and L., are unfortunately lost. Morgyn stays on the run, attempting to rally and encourage others while staying alive, himself. Thankfully, he discovers that his ancestors had prepared many hiding places for him, throughout the lands of Sim Nation.
On retirement, Tess Dyer had become an ambassador to President Moyer's administration. When Sixam manipulation in Bragg's election is discovered, Tess rallies their allies to demand a recall vote. This time, Bragg loses, and Moyer is reinstalled as president. She immediately bans the use of magic neutralizing devices. Due to pressure, though, she does not reverse some of Bragg's controversial policies, a decision Tess considers to be a betrayal of their support. Bragg continues to tour the nation, drumming up animosity against all things magic. In an attempt to bring reconciliation, Moyer agrees to join Bragg at a joint “Rally for Sim Nation.”
With the magic waning and Morgyn wearing thin, those who support magic decide to stage a protest against Bragg and his supporters at the rally. Unknown to them, Bragg has arranged for his supporters to provoke the magic beings and their allies into an altercation, which he would then blame on the magic beings. A riot breaks out and Bragg illegally uses magic neutralizers to stop the magic beings. Things seem lost, but Morgyn knows he has great power that the Sixams have never seen and aren't prepared for. The use of this power will cost him, and change him forever, but it could also change the world. Setting aside his fear of his own dark side, Morgyn casts a Mass Effect spell: a protection spell for his allies, a binding spell against Bragg and his minions, and a disintegration spell against the Sixams. He then collapses to the ground and is immediately taken away by his supporters.
The humans know that the Sixam fate could have been all their fates. A great debate arises in the media and in government, as the humans try to decide if Morgyn and his allies are friends or foes. After several months of silence, Morgyn re-emerges to announce that they won't need to worry about the magic beings. They have a plan.
Reward
Even though the Mass Effect Spell took a huge toll on him, Morgyn discovers that, in finally stepping out in his full power, he has actually become fully immortal. The whole of Arcane energy now infuses his being, and the magic will live, because Morgyn lives.
The Road Back
Because of the entrenchment of Sixam influence in human activity and their determination to destroy magic, a coalition of magic beings determine that they will form their own land, where it will be safe to live in their magic. All lands in Sim Nation are given the opportunity to opt in on the new land, to be called The Myst. Lands with a high level of magic choosing to affiliate include Glimmerbrook, Henford on Bagley, Sulani, Sylvan Glade/Granite Falls, Copperdale, Britechester, and Mooncrest, which becomes the capital city. San Myshuno chooses to take “Sanctuary City” status, and Moonwood Mill requests “Ally” status. All lands are joined by a portal system, making it simple to travel to any place within The Myst.
A representative government is established. Human allies are given the opportunity to relocate into The Myst, and those who want to leave are given the opportunity to get out. Some magics and allies choose to stay in Sim Nation, feeling that they can serve better there, but most choose to move to The Myst. When the deadline is past, the citizens of the new land gather for an initiation ceremony, and their world is magically sealed off with an impentrable mist, now inaccessible to all outsiders without permission.
Resurrection
For the first few years of The Myst the Magic Realm remained sealed, protecting it in case something went drastically wrong. But, with growing pressure mounting, and younger spellcasters yearning to learn their craft, Morgyn sets aside his own misgivings and finally reactivates the portal. New sages are appointed with Morgyn acting as overseer. He now realizes that when he's in The Realm or in his private tower, he's really home.
Return with the Elixir
With the establishment of The Myst and Morgyn's understanding of his powers and his responsibilities as the last of the Arcane, Morgyn is able to settle into a new life, free to practice magic, free to be himself, and free to build a better world for others