Saturday, September 27, 2008

Magi

Ok, so the magi are legal historians who pertain to one or more secret societies, have fewer restrictions on their magic but run the risk of being burned at the stake

They have more power options available to them, but they are viewed as tainted and dangerous. The Fearful might accuse them of acquiring their knowledge from demonic pacts.

Most Magi belong to a secret society founded to promote and idea and their powers are inline with this goal. 

  • The Illuminated Order of the Arcane Eye:

    • Purpose: Dedicated to uncovering hidden truths and preserving ancient knowledge through magic.
    • Activities: Members seek out lost artifacts, decipher ancient texts, and explore forgotten ruins to unearth arcane secrets.
    • Beliefs: They believe that true enlightenment comes through understanding the mystical forces that shape the world.

  • The Twilight Syndicate:

    • Purpose: An enigmatic order of magi who manipulate both light and shadow to safeguard ancient secrets, protect artifacts, and maintain balance in a world threatened by supernatural forces.

    • Activities:

      • Masters of Light and Shadow: Members wield a unique blend of light and shadow magic, using light to reveal truths and shadow to conceal secrets. They create illusions, hide valuable artifacts in the Gloaming (a realm between light and shadow), and shield knowledge from those who seek to exploit it.
      • Guardians of Arcane Lore: They protect ancient texts, artifacts, and magical knowledge, ensuring they remain hidden from malevolent forces. Using their powers, they can obscure locations and conceal entrances to hidden sanctuaries.
      • Defenders Against Darkness: Vigilant against dark cults and necromancers, they use their abilities to disrupt rituals, banish malevolent entities, and thwart attempts to harness forbidden magic.
    • Beliefs: The Syndicate believes in the delicate balance between light and shadow, viewing their mastery over these elements as essential to preserving ancient wisdom and protecting the world from supernatural threats. They see themselves as custodians of hidden knowledge, entrusted with the responsibility to safeguard it from misuse.

  • The Order of Elemental Unity:

    • Purpose: Committed to mastering the elemental forces of nature and using them to protect the world from magical cataclysms.
    • Activities: Members study elemental magic, conduct rituals to balance natural energies, and defend against rogue elemental entities.
    • Beliefs: They believe in harmony with nature and the responsible use of elemental magic for the greater good.
  • The Dawn Conservatory:

    • Purpose: The Dawn Conservatory is a renowned institution dedicated to the mastery, ethical use, and advancement of arcane magic related to telekinetics and the alteration of adhesion.

    • Activities:

      • Telekinetic Mastery: Scholars and magi at the Dawn Conservatory specialize in the art of telekinetics—manipulating objects and forces through mental focus and willpower. They study various applications, from fine manipulation to telekinetic combat techniques.
      • Adhesion Alteration: Another core focus is the alteration of adhesion, which involves manipulating the forces that bind molecules and substances together. This includes techniques to enhance or reduce friction, alter surface properties, and even control molecular bonding.
      • Research and Experimentation: The Conservatory serves as a hub for cutting-edge research into telekinetic theory and adhesion alteration. They conduct experiments to push the boundaries of what is known and explore practical applications of their discoveries.
    • Beliefs: Members of the Dawn Conservatory believe in harnessing telekinetic powers and adhesion alteration for constructive purposes, such as aiding in construction, enhancing craftsmanship, and enabling delicate surgical procedures. They emphasize ethical guidelines to ensure these powers are used responsibly and for the betterment of society.

    • Methodology: The Dawn Conservatory employs a combination of theoretical study, practical experimentation, and disciplined training to develop their members' telekinetic and adhesion-altering abilities. They offer specialized courses, workshops, and mentorship programs to nurture talent and refine techniques.

    • Impact: Through their research and education, the Dawn Conservatory seeks to advance knowledge in telekinetics and adhesion alteration, contributing to technological advancements, medical breakthroughs, and improvements in everyday life

    Celestial Scribes

    • Purpose and Philosophy: The Celestial Scribes are an order dedicated to the study and observation of the cosmos. Their primary goal is to seek observable truths about the universe through meticulous observation and scholarly inquiry. They are inspired by historical figures like Galileo, who challenged existing beliefs through empirical observation.

    • Activities and Practices:

      1. Social Gatherings: Instead of formal rituals, the Celestial Scribes organize social gatherings during significant celestial events such as meteor showers, comets passing by, or planetary alignments. These gatherings serve as opportunities for education, cultural exchange, and communal celebration of the wonders of the cosmos.

      2. Observational Studies: Members of the order engage in regular astronomical observations using telescopes and other tools. They document celestial events, track planetary movements, and study cosmic phenomena to deepen their understanding of the universe.

      3. Scholarly Pursuits: Beyond observational studies, the Scribes engage in scholarly research and theoretical exploration. They analyze historical records, study celestial mechanics, and develop new theories to explain astronomical phenomena.

      4. Minor Magics: The Scribes employ subtle magical enhancements during their gatherings, such as gentle illuminations or ambient music that harmonizes with celestial rhythms. These enhancements contribute to the mystical and enchanting ambiance of their events.

    • Community and Influence:

      1. Education and Outreach: The order promotes education about astronomy and cosmology, both within their ranks and to the broader community. They host educational programs, workshops, and lectures to share their knowledge and foster a deeper appreciation for the cosmos.

      2. Cultural Exchange: Celestial Scribes engage in cultural exchange with scholars from other disciplines, fostering interdisciplinary learning and collaboration. They celebrate the intersection of science, philosophy, and art in understanding the universe.

      3. Community Building: Their gatherings strengthen bonds within the order and build connections with the broader community. They cultivate a sense of wonder and belonging among those who share their passion for astronomy and scientific inquiry.

    • Values and Traditions:

      1. Seeking Truth: The Scribes prioritize empirical observation and evidence-based reasoning in their pursuit of knowledge. They value objectivity and strive to uncover truths about the cosmos through rigorous study.

      2. Wonder and Reverence: They celebrate the beauty and mystery of the universe, fostering a sense of wonder and reverence for the natural world. Their gatherings emphasize contemplation and appreciation of cosmic phenomena.

      3. Intellectual Curiosity: Members of the order are driven by intellectual curiosity and a desire to explore the unknown. They encourage questioning, experimentation, and the pursuit of new ideas in their quest to unravel the mysteries of the universe.

    • Organizational Structure: The Celestial Scribes operate with a loose organizational structure focused on collaboration and shared exploration. Leadership roles may rotate among members based on expertise and experience, with senior members guiding the direction of the order's activities.

  • Thursday, September 25, 2008

    Gender.

    Women usually are not free. They are bound to a male somewhere, it keeps them from facing justice alone.

    what of widows and orphaned daughters?

    In the case of Widows, they may choose freedom or to bind themselves to extended family. Usually the best deal, unless the woman is strong enough, is to bind herself to the household of a relative. Joining the clergy is also an option.

    nemoObviscae (12:29:09 AM): for the latter, marriage is the best bet.
    nemoObviscae (12:29:19 AM): that or join the church.

    Being Free and Independent makes Women truly equal to men, and they will get no mercy for gender by the law. This does, however, mean that they can own property independent of a man. Thereby also making them subject to middle justice, and gaining them the right to a champion.

    What is the purpose of marriage then? 

    How many wives may a man have?

    Normally women are granted grace and mercy under the law, but if consequences are owed, they are usually extracted from her Husband. 

    Cleric

    A Cleric's Orders may include The Order of St. Hubert , The Order of St. Conan, and the Orders Militant.
    Other orders and groups include: The Magistrates, The Ranger's Guild, The Weavers, The Order of Saint Gabriel, and the Order of Michael and St George.


    Most clerics cannot use spells offensively. However, Members of the Order Militant can use spells in direct offense, but should not be aiming for a kill. (unless the target is subject to certain other conditions. (i.e crusade, excommunication, heresy, attempting to kill a Cleric) The Order Militant takes a very strict point of view on Murder is bad. War is not murder, ergo killing in war (and battle) is ok, but outside of that, no.
    One of the first spells both Magi and Clerics learn is Majesty. This spell makes the user VERY impressive to all who are listening or witnessing him, every one in observation range will pay attention their actions and words. Not necessarily Obey them, but pay attention anyway. While in this state the user may make commands, and all who would resist must make a willpower test or obey. There are circumstances that would modify the check for this, but I don't want to talk too much about that now.

    Friday, September 19, 2008

    Classes and Function.

    Introduction: Firstly, I would like to start with a note on tone. This setting is shortly after the Great White Death. Populations are small, and folk mostly do not travel. Those who do are usually Pilgrims, Nobles, or thieves. It is possible for PCs to be representatives of Mother Church or minor nobility. Actually, it would make sense for at least some of the party to be minor nobility (extra sons of tenants-in-chief, or whatnot). Roving Warriors: Why should parties of roving warriors be allowed to exist? What keeps the locals from rising up against bands of strangers? Many adventuring groups are under contract themselves as Knights Errant. Orders of the Realm: Clerics, Mages, Fighters, and Paladins are usually members of one of the Orders. Cleric's Orders may include The Order of St. Hubert, The Order of St. Conan, and the Orders Militant. Other orders and groups include: The Magistrates, The Ranger's Guild, The Weavers, The Order of Saint Gabriel, and the Order of Michael and St George. Magi (Mages): Magi are all taught the law. They do not have the right to administer justice, but know what is right, legal, and proper. In matters where a local Lord does not know the best way to proceed, they are allowed, indeed required, to advise him without respect for morality. They may present many options with opinions on the advantages of each, but they are not to try and influence the Lord. Paladins: Paladins have the right of High, Middle, and Low justice and are considered Justices of the Peace. A decision by a Paladin in matters of justice can only be appealed by a noble, and even then to a panel of 12 High Lords that meets once every season, and not necessarily near the person with cause against the Paladin. Fighters: Fighters have a less defined social role. They may be members of a noble's bodyguard, freed armsmen from a bonded army, or Knights in their own right. Fighters are professional soldiers who have spent a better part of 10 years learning the trade of war and will generally follow the method of fighting that suits their place of birth. Classes and Their Functions: Magi (Mages): Function: Legal historians who belong to one or more secret societies. They have fewer restrictions on their magic but risk being condemned and burned at the stake. Special Abilities: They possess more diverse magical options aligned with their society's goals. Paladins: Function: They wield High, Middle, and Low justice and are considered Justices of the Peace. Their judgments can only be appealed by nobles to a panel of 12 High Lords. Special Abilities: They are empowered to use offensive spells under certain conditions. Fighters: Function: Professional soldiers who may serve as noble bodyguards, freed armsmen, or independent knights. Special Abilities: Skilled in various martial arts and tactics shaped by their place of birth. Clerics: Function: Members of various Orders such as The Order of St. Hubert, The Order of St. Conan, and the Orders Militant. They provide spiritual guidance and legal counsel, with some capable of offensive magic. Special Abilities: They serve Mother Church and other religious orders, influencing both legal and moral matters.

    Trolls

    The Trolls are the primary warrior caste of the Elder it is not known how those who stayed were chosen. Unlike all but the true Immortal Guardians, Trolls do not age past sexual maturity. They are not mammalian and do not possess mammary glands. However, females for a certain number of years do express a sugary syrup from the back of their left hand. This is intended as the first food for a youngster. Unless one knows what one is looking for there is no great difference in anatomy between males and females. Most strains reach sexual maturity at age 15, at the oldest 21. The primary difference being the level of training and education imprinted upon the individual. Trolls do have a limited genetic memory. This tends to express itself more as a muscular memory than anything else.

    Elves

    Elves tend to be a bit taller than humans and have about 80% human body mass with about 15-30% more muscle mass. Elves are not immortal, lifespan is limited by bloodline. There are some members of the woodfolk whose lifespan is numbered in decades, while there are members of the Sun Elf ruling house that can live for millennia if they choose. Elves are omnivorous, consuming a diet high in fruit, nuts, and protein. Their fair tends toward simple foods that are minimally prepared but always count as cooked or otherwise sterilized and made safe for consumption. There are 3 primary castes of Elves whom rarely interbreed. If an Elf were going to "slum it" they would go for a human, rather than an Elf of another caste.

    The three primary castes are Sun, Night, and woodfolk. The Sun and Night castes are proper ordered castes, the woodfolk are a loose collection of clans of rustic elves.

    The hierarchy of the Elven court goes something like this. There is a council of 3 rulers that were installed when the Elder left. While the councilmen are not immortal they do live a VERY long time. By the end of the fourth age they might start looking for replacements.

    The Night Elves are a protector race. It is their job to guard whatever realm they inhabit against Things That Hate the Light. Night Elves are by habit nocturnal, but can function with minor inconvenience during the day. However, they must seek shelter during solar apogee and cannot stand to be outside during the summer solstice. Most can operate freely day or night after the fall equinox.

    Thursday, September 18, 2008

    Age of souls, (non poetic)

    The Age of Souls is a fantasy setting placed in about 1050, and just after the end of a small ice age that destroyed several plagues. This also had the side effect of killing off most of what was left of civilization.

    Early in the worlds history,in an epoch after creation this worlds first and second sentient races did battle. The first sentient race were the children of Angels, who were granted a time to dwell in reality in exchange for later suspension of free will, devolution to Human, or return to the Divine. When the time came to chose their fate, most willingly Returned their angelic essence to the Divine and became mortal. Others chose to remain as guardians of the new Human flock, accepting that they would always be second. Many others rebelled. They felt it unfair that the Divinities deny them continued existence in their current form, as the Nephelim had helped create the world.

    With the assistance of the Immortal and Divine parents of the rebellious half souls Humanity battled Nephelim and won.
    There by having acquired the skill of war (destruction is always the easiest to teach) mankind set about to chasten the wilds and make them to be understood.

    Having explored his dominion and each Race having found a home to its liking, the tide of Generations rolled on. For 20 generations there was relative peace and stability.

    At the end of the first age a gateway was torn into the world of Man. 100 races of the Elder poured from it and sought to conquer the lands they encountered.

    Chieftain banded with Chieftain. Warlords gathered. Mankind fought with great fury and skill. Skill born of 600 years of Angelic protection. The guardians also gathered, and decided that this war could destroy the world they built. The pressured the Humans to make peace with the Others. The Elder race retired and took most of its soldiers with it. A handful of its client races decided to stay., and they brought their servants with them. And to this day you can find wild goblins, ork, and other lesser fey.


    A quick note about Species.
    There are 5 main player races. Human, Elf, Dwarf, Trolls, Silver blood. I am assuming most human adventurers are either polar Asiatic, or European phenotype.

    If the world were set during the 2nd age setting the story among the vast landscapes of the great southern continent (which is Africa and most of South America) would make for an interesting story. The Nubidian High King (a direct decendant of a mortal Nephelym) held his realm with out reienforcement or aid for 32 years against the tide of Yaun-Ti siege and blood magic.

    Aois na' nAnam (Age of souls)

    There was darkness and light, A struggle, The dawn of time.
    All things divided and organized, Chaos separated from Order.

    Mankind with the help of Agents of the Divine cast down the rebellious offspring of Chaos.
    thus ends the First Age.

    Invaders from the Far Beyond come to war and conquer. Mankind versus Elf and Troll.
    Mankind yields not, Elves suffer greatly, soldiers sue for peace.
    So Ends the Second Age.

    Mankind trades steel for staff, Quarrel for Quill.
    Here marks the rise of first Emperor's will, in the See of Tynwald it does stand.
    Strong and Resolute, The Isle of Mann.

    Scholars, Nobles, Wardens all made passage to its Hall
    Bounded was the King by his own law.
    Justice High, Middle, Low now for all.

    The Third Age comes with Darkest Night
    Death on wind makes his flight.
    Full half all dead the rest in dread
    Sleep, and Wait for Light.

    No Light came, most all did die
    No Angels came, nor Light Divine.
    With wintry hope, Death did Die.

    So ends the Third Age

    Here we stand at the falling of Frost.
    The Melt comes soon, the Sun rises.

    Here, Now the Fourth Age of Man.
    Will Civilization Fall Or Stand?
    Wild Orks, Goblins, Fallen stalk the land.