I don’t know if the following works in a story for a setting. It is a culmination of fantastical ideas, combined into one magical system that is a bit complex. <.<; I have been having trouble trying to figure out how to explain it quickly, without confusing the reader, or to figure out how little I can explain without confusing the reader. Remnants are the catalyst needed for spell casting. Anything can be a Remnant. And anyone can use a Remnant. Simple enough so far… Remnants are witnesses of natural forces and powerful experiences that absorb that power into themselves. The closer or longer the Remnant is to the experience/force the more power it absorbs from that experience. To use a Remnant you have to have detailed knowledge of the events involved with the forces/experiences to know the fundamental power of the Remnant. A Remnant can be used to cast different spells depending on the caster’s creativity. This is because every Remnant has different abilities unique to the experiences/forces it absorbed. Remnants can also be accompanied by certain materials for additional effects.(Different materials for different Remnants) Depending on the type and power of the spell you are using the Remnant for, will drain a certain amount of your stamina, and you can keep casting until you lose it all and die, even after losing consciousness. The key to that last rule is the spell’s effect is determined by the caster’s will with a certain intention. So until that will/intent receives some sort of satisfaction, it will continue to drain the caster’s stamina until they die, whichever comes first. So it’s a special type of experience/force that gives a Remnant its power. Remnants can only absorb and be built from unsatisfied power that is seeking satisfaction.(making them much more rare. a valuable commodity) The caster must empathize and evoke the emotions in themselves that reside within the Remnant to tap into it’s power. Keeping those emotions inside yourself, form your intent, and that will’s the spell. I kept saying absorbed power, but that isn’t exactly right. What I just explained is the exteent of the knowledge this fantastical world has on the subject of magic. The MC is a bio-chemist who is accidentally teleported to this wonky universe. Trapped, and a a total loss, he takes solace in studying this strange force that bends to our conscious wills, hoping to find a way home. In the process he begins to advance this other world with his discoveries, and make a name for himself within it. I wanted to step away from elves, orcs, dwarves, and dragons. But I wanted to be reminiscent of them. Like the wizard that brings the MC has a staff that is a swirl of blacks. off-whites, browns and clay reds. It is a lot of remnants fused into a single item that he can hold for easy spell variety. Because of the subjective nature of this force it also applies to symbols and even widely used gestures. So drawing specific symbols and making specific gestures can give you certain effects to cast spells. Since anyone can do this, a Remnant is really only as useful as your knowledge of it. There are chanters who use the very string of words and their pronunciations as a Remnant. Obviously that is a lot, and the problem I’m running into is having to explain this fundamental idea of a Remnant. There is a lot to them, but beside what I mentioned here the Remnants have a stories behind them, which the reader has to know if they want to know what a Remnant is going to do beforehand. And before they even begin to hear Remnant stories they have to know enough about how a Remnant works. And the cleverness is born form within this created world so if they don’t have a good understanding of the way it works, then it will come across as meh. I would appreciate any ideas for the setting which still has much to be desired. I’ve got a decent set of character, working on their depth, and I’ve written a few prototype chapters but the setting is what is majorly lacking. So this story needs to provide this information quickly or efficiently enough to get my plot moving at a good pace. And no setting I've come up with has been satisfactory enough at solving this puzzle. MCs that are trapped in a different world are almost always motivated to find a way back home. He actually accomplishes this rather quickly and the story evolves into a much larger plot. I’m thinking that maybe, rather than try an explain what a Remnant is near the beginning, I should start with some arch that slowly reveals this information in a blunder of an adventure when MC first arrives, at the beginning of the story. (sounds a little basic, but what do you guys think?) This approach effects my pacing so I need something interesting and captivating since this is the intro. Either way I need a good setting for this, any ideas, thoughts?