[hider=In Game Lore] [center][h1][u][b]Magic[/b][/u][/h1][/center] Magic, sometimes called [i]valsul[/i], or the Winds of Creation, in Ethica is a primal and often times unpredictable force broken down further in the Schools of Magic created by Archon’s new and old. [i]Valsul[/i] is, in fact, the words of creation spoken by the Architect as he forged existence itself. No one knows why only Archons can learn new words of creation and thus create new magic spells. Legend tells us before the coming of the Disjunction and Azueral the Devourer that magic was free flowing and easily manipulated. When the Ancient One known as Azueral entered our plane he tainted the flows of magic and corrupted it. It drove people to madness, and this polluting of the life force of the world mutated creatures and brought forth the Vilespawn. After Azueral’s imprisonment by Kammeth after the War of Heavens. The flows of magic were mostly restored though it was forever scarred. Magic could once again be used and harnessed but now carried risk in their own right. The arts of magic can be broken down into several key Paths. It should be noted that the casting of magic regardless of source is not taxing in and of itself. Yet, the overuse of magic in a given area will deplete the available [i]valsul[/i] there making further use of magic impossible until the Winds of Creation are given time to be restored. Note only Archons are not so limited as they alone uniquely ‘exude’ magic, for this reason, they need not wait as long as a normal mage (Months at a time often.) for the Winds of Creation in a given region to be restored naturally. Because the winds are weaker in some regions of the world, many mages have opted to carry talismans or gems filled with mystical energy to use in emergencies. Some notes for Archon's and magic that you should know are that belief is the driving force of magic in the world of Ethica, particularly that of the most powerful kind. Archons are the result of widespread fame and belief in their power and ability. In essence, they are great by nurture, rather than nature. While every guild or school of magic will ascribe different a name to the theory, all mages inevitably stumble upon an inescapable fact - only the Archons can summon magic into being, everyone else can only cast magic by invoking the sigil of an Archon that has come before. None know how the Archons do their magic (it seems to be different with each Archon) but theory suggests that once an Archon starts to invoke their powers, anyone else who comes after that Archon could (with the proper knowledge) tap into that power with the proper sigil and know-how. This is one reason many Archons have large groups of followers seeking to learn and benefit from their power. In this way, Archons are almost like minor gods. Fame fuels their rise to power as well as belief, thus it is not strange for an Archon to be (or wish to be) worshiped by more common mortals. [b]Casting[/b] The casting of spells within Ethica often requires the mage to do, say, or use something in order for the spell to work. Spells may require a verbal, somatic, or material component or a magical focus. All spells of power require a verbal component to operate. Along with a magic circle written on the ground or on parchment. The flavour text for some spells and prayers should involve words, gestures or objects. Most rituals require material components, some rituals require foci and many spells and prayers benefit from magical implements. [b]SORCERY[/b] Sorcery is a general term used to describe any supernatural effect. Included in sorcery are the three main categories of spellcasting: magic, prayer, and witchcraft. Nearly all spell-casters fall into one of these three categories. To call oneself a sorcerer is typically an act of obfuscation, whereby the spellcaster purposefully or ignorantly conceals the nature of his skills. ‘Sorcerer’ also connotes someone who mixes techniques. Witches never pray just as wizards would never sully themselves by dabbling in witchcraft. And above all, no priest worth his salt would endanger his position in his church by practicing anything other than prayer. Still, the blending of techniques is possible, and as witch blood spreads with each generation, potential witches/magi are often born who never conceive of the power that lives within them. [b][u]The Sources of Sorcery[/u][/b] [b]DIVINE[/b] Naturally, the gods, the reaming Keepers of the Architect, are perhaps the most visible and significant sources of magic. Priests invoke their deities through prayer, and in exchange for their piety and mortal service, the gods bestow some of their power. However, though the gods wield great power, they are still bound by the same rules governing magic. Just as mages have a difficult time controlling magic in certain places and at certain times, gods suffer the same limits when bestowing power to their mortal servants. These limitations suggest that though the gods can grant magical energy, they do not create it. In Ethica, there are many gods, with each society adapting deities to suit their needs, co-opting other gods for their own pantheons, or even altering the very nature of their gods’ personas to match cultural expectations. The relationship between a mortal and a god is particular to the parties involved— always personal, unique, and with worship performed in some unusual manner. [b]EXTERNAL[/b] As opposed to receiving magical energy from the gods, many spellcasters create magical effects through the careful practice of specific magical formulae. As a cook refers to a recipe to create a meal, a mage uses a particular set of invocations, gestures, and props to produce the desired effect. This source of power derives from the words used in the manifestation of spells. Certain phrases, syllables, and utterances derive from a root language—the source of all speech; the very words used to spark the creation of the world by the Architect himself. A formulaic system would seem the best theory for defining the ultimate source of magical power were it not for witchcraft, which circumvents the necessity of learning specific magical recipes in favor of creating direct effects from the individual spellcaster’s will. Most Archons exbit the power of witchcraft, but are unique in that they are often not born with the magic in their blood. Thus it is never passed down to their hcildern by normal means. [b]INTERNAL[/b] Of all the cultures mentioned in the anthologies of Ethica's past, it is perhaps the Archon's who are the most feared and reviled, for they eschew the traditional methods of manipulating magic in favor of drawing their power directly from themselves. They do not pray to gods. They do not pore over old tomes. They cast spells through force of will alone, channeling the latent energy within to create magic effects that alter reality in subtle (or not-so-subtle) ways. In addition to the notorious Archons of Izalith, other people naturally drawn to internal magical forms are the witches of Atar. Unlike the Archons, the witches of Atar propensity for sorcery more commonly emerges in women and often takes the form of the more destructive or necromantic tendencies of the [i]valsul[/i]. The man and women of the Great Empire of Ethica have thus far discovered few among their number who naturally possess magic save for the Archon's themselves. [b]MANA[/b] All three theories of magic fall under one general truism—sorcery requires mana to function. Those learned enough in the subject often call this force of magic [i]valsul[/i]. Mana is a raw magical energy existing everywhere at some level, but not uniformly. Some areas are rich in magical energy while others are nearly barren, and some points in time are clearly more potent sources of this energy than are others. [b]THE EFFECTS OF MANA[/b] Whenever a spell is cast, the spellcaster is manipulating mana—a magical field of energy that ebbs and flows in all places and through all things. A spell is nothing more than mana that has been changed and molded through particular techniques to achieve the desired effect. Thus, a mage who casts a fireball spell draws from the same energy that a god bestows on the priest who seeks to heal an injured comrade. Mana is not unlimited, however. In some places, magical energy is in great abundance, while in others, it is scarcely there at all. Furthermore, even places rich in magical energy do not remain so indefinitely. Excessive spellcasting drains free mana, depleting the resources to fuel future spells and rituals. Mana is generally equally distributed throughout an area. There may be pockets of low mana and high mana within a specific location, but overall (and for the sake of simplicity), consider each region to have a constant mana level throughout. The GM will set the level of mana in a region should the topic come up or magi are used offensively in a large engagement. [b]CHANGING MANA FIELDS[/b] A single mana field covers the entire world, but there are varying intensities within that field. The total mana field is subdivided into smaller mana fields, each of which can be visualized as a square approximately 7 miles on a side. In areas where multiple fields have the same intensity, the transition from one field to the next is not noticeable. The natural tendency for a mana field is to be uniform in potency. When mana is used to cast a spell or ritual, it briefly depletes the area around the caster, but the surrounding mana rushes in to fill the vacuum. This continues until the mana field is drained. When a mana field is depleted in this way, it repairs itself by drawing on the adjacent fields, which spill into it to correct the damage done. The bordering fields are not affected unless there is a large disparity, such as when one field is two steps lower than all the fields around it. For example, a field and its eight surrounding fields are all at high mana. A nasty battle between mages and witches drains the primary field to normal mana. Because the disparity is just one step, the eight surrounding fields do not change in intensity. However, the battle continues, further draining the primary field to low mana. Now, because the disparity is two steps, all eight of the adjacent fields drop from high mana to normal mana. The sixteen fields beyond, which remain at high mana, don’t change. The war is particularly brutal, however, and drains all the mana in the field, reducing it to no mana. Now the eight fields surrounding it drop to low mana while the sixteen fields beyond drop to normal mana. The same holds true in reverse. As the field where the conflict was fought recovers naturally over time, it will increase to low mana. However, it will not affect the fields around it until the disparity is two steps. Thus, for the neighboring fields to recover to normal mana, the center field must be restored to high mana. It takes a significant amount of spellcasting to drain a field of its mana, and such events are usually of great significance. (in all GM's will often keep track of the uses of magic in an area) [b]THE PRICE[/b] Every time someone cast a spell, the act of working with mana drains them. When casting a minor spell, the effects are minor, but casting spells or rituals of great mastery have severe side effects. This threat to a spellcaster is called “the price”. The more one taps into the valsul the greater the price and risk they take in the form of a miscast. [b]TECHNIQUES[/b] In Ethica, there are three techniques for casting spells. Though other forms of magic exist, these three methods encompass nearly all spellcasting in this setting. Each method represents different ways in which spells and rituals take effect. The three types of spellcasting include magic, prayer, and witchcraft. [b]MAGIC[/b] Magic is sorcery as practiced by mages. These spellcasters rely on strict formulae and a careful balance of material ingredients to produce the desired effect. A mage sees magic as something existing within things, released and controlled by the use of spells. Considering the complexities of this technique, it takes an individual with a logically ordered and intelligent mind to successfully manipulate magic. [b]PRAYER[/b] Prayer is sorcery as practiced by paladins, clerics, priests, druids, and shamans. Unlike wizards, prayer-users rely on communication with an otherworldly being or source of magical energy. By communicating one’s wishes to the source, the source, in turn, creates the desired magical effect (or at least usually creates it). Prayer does not rely on complex formulae or practiced phrases to achieve results; rather, the spellcaster must know how to communicate his desires to the source in such a way as to achieve the desired end. Thus, wisdom, dedication, and piety are all traits required to succeed as a prayer-user. [b]WITCHCRAFT[/b] The final sorcery technique is witchcraft, a much-reviled art employed by witches and warlocks, though secretly (and by most unknwongly) used by Archons, and made infamous by the Atar witches of the North. Where wizards draw magic from their environments and priests from their gods, witches and Archon's rely on the power within themselves. Witchcraft is more exclusive than magic and prayer, requiring a special touch of witchblood in the veins in order to unlock its dark arts or in the case of Archons the combined will and belief of many people. Those with supposed divine blood, such as Gallavan, also are counted among those able to use this style. [center][h2][u][b]Realms of Nachesh[/b][/u][/h2][/center] [center][h3][u][b]Nordheim[/b][/u][/h3][/center] Since the campaign known as the Northern Conquests some 20 years ago. The tribes of the north along with the once mighty Nordheim kingdom have since fallen to the armies of Mother Night. Sparking the fedration of kingdoms to the south. [b]Aeslings[/b] Oddly dark of skin and black of hair- Aeslings are probably the most brutal and bloodthirsty of the Northern Marches. Merciless, they kill for the love of killing. They were often at the forefront of the Southern Incursions, leading the way into the fat lands of the Empire pre-northern subjugation. They live in the plains between the high mountains inhabited by ice wolves in the valley east of the white plains and west of the border into Atar. Even though the Aeslings consider themselves superior to other tribes they have kept some trade relations with the Kurgan. Even isolated Aesling tribes engaged in raids by sailing through the river Noric. These days many outer layers still exist in the East mountains and engage in short sortie raids. Though it is only a matter of time before they fully submit or bend the knee. It's no surprise that the Aeslings worship the Dark Gods known as the Ancient Ones of the north more fervently than other tribes, and in their bloody pantheon the foremost god has always been Naargoth, the Bone Lord. Usually, Holymen among the Aeslings are called Bloodfathers; those that give blood to bloodthirsty Gods. These madmen possess potent blood magic and are among the most feared of the Nordheimers who wield foul magic. They are also among the few Nordheimer's who possess any mounted warriors. Though they tend to use these horses for fast hit and run raids rather than fighting atop their steeds. The Justicar's of Mother Nigh have been hard at work in the north finding and destroying any heathen sanctuaries they can find. [b]Graelings[/b] Graelings are like the other Northern Tribes; they are aggressive, bloodthirsty and serve the Old Gods. Graelings do respect many of the other Gods as well, but the Old brother Gods Olric, and Ymir have always served the most important role in their society due to the tribe largely being made up of displaced peoples of other major religions of Ethica. The Graeling tribes were the first to be conquered when Illyrica marched north and were the quickest to fall after only a handful of skirmishes and a final bloody one-sided battle. It should be noted the Graelings are made up of the first people to migrate into the northern areas of Nordheim. Possibly to escape the growing empire at the time. Sadly the eventually met the fate of the kingdoms they abandoned. They live on the southern river bed of just north of the Imperial heartlands, an area which is covered with deep forests before rising into the great mountain ranges to the far east. Graelings were famous and feared reavers before their subjugation. Their ships sailing to far away lands to pillage and obtain new slaves. They often had Aeslings and Vargs with them, who are their allies but did not have such large fleets. [b]The Vargs[/b] The red-haired Vargs and their kingdom once stood in the isolated northeast and their mailed swordsmen, therefore, vented their warlike natures on their Aesling kin to the west, the savage Kurgan to the north, or less often upon the Empire to south. In order to survive in their cold lands, the Vargs have built a religion around battle and warfare. Aggression is worshiped, and the Varg are undoubtedly fierce warriors, chasing after life with intense enthusiasm, singing songs even as they die, swords in hand. As Nordheimr traits go, the Varg feast in a loud, boisterous fashion and often engage in ‘friendly’ brawls when drunk. They are giant men (being from the cursed bloodline of half-giant kin) who value honor, loyalty, and reputation above all things, for their land is harsh and they are hardened by generations of living in near-arctic conditions and almost constant warfare with the Empire, the Bjornlings, and the Aesling. Their economy was based on limited farming and extensive hunting, as well as war. A well-known prey of the Vargmen are the mammoths native to the north. Vargmen are fond of the spear, axe, and sword. They use wooden shields covered in horsehide and wear horned helmets and scale mail shirts. It is said their king was forced to flee across the sea to the south with a fleet of their famed reaver longboats. The failing of his capture has been a sore point for the Archon of War. [center][h3][b][u]Republic of Lesmiana[/u][/b][/h3][/center] [b][i]Republic of Lesmiana[/i][/b] The Republic of Lesmiana was forged from a federation of three powerful southern realms formed in response to the fall of the Kingdom of Nordheim to the north. The members of the federation are the city states of Charce along the eastern coast, the noble kingdom of Bretturean, and the great forest realm of Averon known widely as the Webwood. Now the enigmatic fey, the immortal knights of Bretturean, and the sorceress princelings must brave the storm that is the Empire. [b]The City States of Charce [/b] The lands of Charce are ruled by a council of eight powerful mages known as Merchant Princes, each of whom specializes in a different school of magic. These Princes rule a city state each and has had a long history of rivalries and even wars that have been fought between the various slave armies of Charce. In the current age as a key member of Lesmiana, the city states have decided to not only merge their strengths together but have played a major role in arranging the alliance of southern realms. Though technically an oligarchy, Sea Lord Karadal serves as the representative of the interest of Charce. He is also coincidentally the most powerful mage in all of Charce. [b]The Kingdom of Bretturean[/b] A little more than a century ago the lands that are now Bretturean were nothing more than a collection of tribes, that when not fighting among each other raided their neighbors. In ancient times a great hoard of Draor Chor Raiders swept through the land, conquering and plundering were and what they wished. A warrior of old and his companions sought to save their people from their oppressors. They set out to find a lost treasure from an ancient prophecy known only as White Lily Elixir. A flower that bloomed once every year, and existed high in the western mountains. Braving many trials until there stood only three, they eventually found this divine elixir. The nectar granted them each eternal life and extraordinary abilities. They became the first knights of the Lily. These days a single knight is chosen as king with every turning of the decade as chosen by the Council of the Round Table. [b]The Forest Realm of Averon[/b] The Forest of Averon, or the Webwood, is a massive forest located South of the Empire. It is easily the largest and most important woodland in all of Ethica, home to the wildest of beast and monsters alike. Few who enter the Webwood alone ever leave it again, and to this day, only the fey of the forest know how to navigate the crisscrossing paths of the Webwood successfully. A thick veil of mist always surrounds the woodlands season round, growing thicker in the winter months and lighter in the early summer time. Worse still, thick roots that grow from the unnaturally large trees have grown into and around neighboring trees to form tunnels and tangled masses of knots and barriers, making movement in a straight line from one point to the next nigh impossible. This in addition to the wood's natural thickness that dulls all but the sharpest of axes and preternaturally wet foliage due to the mist, and you have a forest you cannot so much as properly light a fire in let alone clear a pathway. The forest of Averon is home to the Fey, the last vestiges of pure land that was scarcely touched during the disjunction. Though over the centuries of fighting off vilespawn and those who would seek to desecrate these holy lands, the dryads, and treekin of the forest have slowly become twisted and violent over time. Magic is, of course, thick in the Webwood and those druids counted among the fey-folk have learned to harness this untapped power. Those powerful enough even able to shape the very trees about them to hide their tracks or temporarily make new paths when needed. Beyond the mad fey and the eerie mist of the Webwood there lies within beasts never before seen by most mortal eyes. Vilespawn of Azueral dwells within fighting a ceaseless war with the fey, along with carnivorous plants, dire wolves, troll encampments, and even the odd gorecyclops make the Webwood easily the most dangerous place in Ethica. Some claim that to reach the heart of the forest is to find the largest tree in existence, named by fey-folk as Yasigar; some deem it a god, others claim its fruit grant immortality or indeed it is the heart of Ethica itself. Whether true or not, the dangerous beasts of this forbidden realm easily keep those curious away. To enter the Webwood is to enter another world entirely and - more than likely- forfeit your life. [/hider]