Can anyone build something from this? I can't....
Magic 25 Trained spellcasters may create spells and rituals as they cast, allowing more powerful results
of improvised magic. Apportation affects objects the size of supertankers.
Magic is the basis of what passes for economy here. Anyone who survives to adulthood has learned at least some Magic (minimum 1 add in Apportation and one other Magic skill), though most people use it for simple improvised magic or for the technomantic items.
Social 3 Spoken language emerges.
There is no organization above the family. People can, but rarely do communicate with each other, preferring to speak with machines or summoned elementals.
Spirit 5 Belief supports direct communication between individuals or unnatural phenomena such as
spirits. Direct invocation of divine power becomes possible, but is unreliable and subtle. The
effect never directly confirms divine agency.
There is some belief in something Devine, and if anyone cared to argue, it could be a topic of debate. People do communicate with spirits of nature, elementals, and the dead, but the mechanism for anything "spiritual" is Magic.
Tech 21 Nuclear power and bombs operate. Devices like jet engines, electron microscopes, television,
helicopters, and large mainframe computers appear.
People do not associate with other people enough to standardize tech advances, nor to build anything as grand as a nuclear reactor. Individuals have used technomancy to build sensors, weapons, and computers, but there is not enough cooperation to support a war, even amoung families. People build flying machines, submarines, and fast land vehicles...so they can get away from other people. World Laws
Law of Technomancy: Technology is inextricably linked to Magic in this world. Guns may require Conjuration to provide ammunition, microwave oven may require Deviation to detect cooking times, farm machines may use Apportation to water or harvest crops, or a video game may use Alteration to "move" the pixels on the screen. This law also supports creations that should not yet exist at the Tech axiom, such as underwater or airborne "cities", as the Magical components make up for the lack of Technology. Whether a magical skill is needed to use an item is determined by the intent of the item, in the same way you would determine if Science is needed to use something...a microwave is designed to be used easily, without needing a skill, for example.
Similar to Weird Science, only using Magic and Magically explainable results. All such items create a contradiction outside of Elemuria.Law of Independence
What works for one Elemurian does not work for all, at least not in the same way. However, there is no concept of ""Ownership" as we know it, so people are frequently finding half finished or just discarded items they might want to use. Each person is adept at adjusting the efforts of others into something that works for them. The very Reality of Elemuria favors this. The only question is, how much effort does it take to make the conversion?
Any tool which is a Contradiction in Elemuria can be Transformed by spending a Possibility. The same person (or the owner if the tool is Perk related) may latter spend another Possibility to Transform it back to its original reality.Law of Solitude
Elemurians like to be alone, much of the time. With no maps, and no communication to share information, much of the world is empty and wild, but not necessarily "Unexplored". Abandoned homesteads, lost tools, rampaging forgotten Technomantic automota, and all kinds of strange wild Magic can be found in the weirdest places.
Think Law of Wonders, toned down. Basically Cosm cards and adventure hooks.