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Post by Admin: Otto on May 18, 2024 22:46:39 GMT -5
{Sunday Lore Gazette} {5/19/24}
New Location LoreThe Glassworks at the Tempered Monastery One makes do with the resources they have at hand, and no one could ever make the argument that the citizens of Darkveil are not as resourceful. Indeed, so much as the inhabitants are enterprising, to say the least, the capital city of the Ash Lands has since its inception been a hive for people who have been able to create something from nothing.
The volcano that was once Mount Drakolt was, for as long as living memory and historical accounts provide, in a constant state of eruption; even now, with only the crater remaining, the magma flows very close to the surface. So much so that the industries revolving around foundries, smithies, and kilns have been able to thrive here, in spite of the challenges of living in the shadow of a volcano.
The Tempered Monastery was established by Haulflin who found promise in these harsh conditions. Like many Hauflin, they separated from society in protest of the war against the gods, deigning to isolate in their groups that identify them by trade. Those who moved to start an Abbey in Darkveil quickly found themselves in a perfect situation to ply the trades of creating glassworks-- and thus, the Tempered Monastery was born. While far from the only glassworks in the city, none can hold a candle to the artistry achieved at the Tempered Monastery, so much so that other glassmiths will prefer to work on items like bottles for wine or paneling for the greenhouses used to grow crops in the area, rather than attempt to mimic the finery created in the Abbey.
The techniques used by the Tempered Monastery are a closely guarded secret, refined over centuries to imbue their works with unique properties. The glass produced there is ideal for preserving specimens and certain potions; The Mage's Guild and the Golden Consortium are very particular about their materials and tools. Potions that involve ice and fire must be stored in special flasks, and the bottles produced by the Tempered Monastery are known to withstand the extreme temperatures of the fluids involved in such alchemy. This also makes them the ideal vessel for medication, poison, and healing potions that would otherwise become damaged when exposed to light, high heat, or extreme cold.
The secret to Darkveil glass? Regional volcanic sands, when heated into a liquid, produce a vibrant tint relative to where it was sourced. The sands can be super refined and used to make clear glass, but this process is much more expensive and yields the higher-end transparent glass that is used in windows, eye-wear, and of Stained glass specialty as well, for bright hues that are uniformly translucent and pieced together with deft precision. Many of their works feature in Sun's Keep, the golden palace for the High King Solarian and his family, but they are far from elitist when it comes to their clientele. Private libraries, carriages, and public buildings have all been known to feature the glass out of Darkveil, but even the modest peasant can have these works in their homes as well. Gifts of stained glass ornaments are popular gifts leading up to the Night of the Red Rogue and Hearth's Day, and decorative lamps are a common housewarming or wedding gift.
The elder of the Tempered Monastery in Darkveil, a Hauflin by the name of Abbott Frit, is the best-known glassmith in the region-- potentially, in all of Charon. Her pieces are some of the most sought-after, for she is one of the few who can produce a perfect "golden ratio" spiral out of one single piece of molten glass.
New Notable NPCDarkveil, Hauflin, Female
Appearance |
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Description | Personality | An elderly hauflin, Abbot Frit inherited her role as the head of the abbey forty years ago, and has showed no signs of slowing down. She is a pioneer in her field, coining certain techniques that help increase output and quality across the whole industry. Her name is universally known and well respected. She has been married to her partner, Sister Shard, for the past thirty five years, and is the proud mother to all her adopted children. In the abbey and in the community at large, she is considered the Grandmother of Glasswork.
| Abbot Frit can be best described as even-keeled and composed. She has taken many apprentices over her tenure, and is considered a pleasure to know, work with, and learn from. She is warm and forgiving, her straightforward nature one that perfectly fosters an environment for learning and a use for every imperfection. Abbot Frit is also a dedicated artist, and will sometimes offer pro-bono services for memorial pieces for those who could not typically afford them.
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New Villain NPCsVernon Undercroft, Rat KingpinCapitol Landing, Rat Folk, Male Appearance |
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Description | Personality | A villain to most, a hero to some, Vernon is a crime lord who started as a pick pocket and now operates out of Sol City. He runs an underground crime syndicate who have their hands in everything, from thieving and spying to assassinations and blackmail. He is known for giving the less fortunate of Sol city a place to be themselves, feeding them, housing them and giving them work. He is considered a high priority threat to the crown, if only because he keeps robbing the rich of their gold. | Vernon is a wise, curious man who views the world through a specific lens. He is passionate about the gap between the rich and poor and does what he can to help those without. While he is known for his kindness and compassion towards some, he has a nasty side, able to switch and become a savage criminal. Some say it's a means to an end, others believe him to be a psychopath. |
Valdis, Priest of Vulcadreaus Darkveil, Dark Elf, Male Appearance |
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Description | Personality | Those who followed and worshiped Vulcadreaus have scattered across the land, most trying to pick up the pieces of what is left. While the majority of the cultist have been killed or fled, Valdis has remained, and has vowed to reunite those who have gone in hiding. While his motives are currently unknown, he has not stopped his ritualistic tendencies and wishes to continue his lords work, by burning Charon and allowing for the world to restart. | Like many Vulcadreaus Priest, Valdis is a devout follower of the Avatar of Rebirth and his primary objective is to spread his belief. He is fanatical, violent and merciless, believe all worthy to die for Lord Vulcadreaus. |
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Post by Admin: Otto on May 25, 2024 22:45:15 GMT -5
{Sunday Lore Gazette} {5/26/24}
New Race LoreGrem and Gremlings
Some might consider them rare, but the real reason that they are so uncommon is because of their largely nomadic nature. The umbrella term for their ilk is “Grem” - the term Gremling was coined later to eliminate any confusion between the larger Grem and their smaller cousins. Outsiders might believe them to be different species, but make no mistake. Their roots are as ancient as the earth itself, and even as those roots splinter, they all come from the same place.
General Traits and Appearances
Contrary to some of the other beings that inhabit Charon, the Grem and Gremling populations have not been subject to influence from another plane of existence. They are people of the earth; so connected to reality as it is that they are the culmination of what they see and touch. Though they are rarely gifted in harnessing magic themselves, it is intrinsic to their very being. They are the children of the material realm itself.
What makes Grem and Gremling so unique is that their populations, scattered as they are across the realm, are so markedly different from one another. No two Grem tribes are alike. This is because they are, first and foremost, survivors. They are so deeply ingrained in the earth that Grem and Gremlings take on physical traits that adapt to their environment. One might meet Grem tribes in Frostgale who have evolved thick skin and layers of fat to protect from the cold. Others might meet Gremlings who have made their homes in Zeinav’s underground tombs who have bat-like ears and high sensitivity to sound.
No matter what physical differences they possess, Grem and Gremlings are generally identified thus:
Grem are substantial creatures - anywhere from seven to nine feet tall. Their lower teeth jut out from their mouths in the form of powerful tusks. Gremlings are generally shorter, anywhere from three to four feet tall. They are scrawnier in build and possess long, nimble limbs. Their eyes are catlike; they grow and dilate in response to light. Due to their size and stature, Gremlings are quite comfortable living in small, dark spaces.
Grem and Gremlings can be found in all parts of Charon, with no particular bias for any location or climate. They can generally adapt to anywhere their tribes settle down.
There is a common misconception that Grem and Gremlings possess shorter lifespans than other Charonians. Truthfully, the nature of the general professions they lean towards generally land them in mortal danger. The Grem People are often mercenaries, sellswords, scavengers, or bounty hunters for hire - or tradesfolk such as carpenters. They are rarely talented at magic as they represent the physical embodiment of the material plane. Some Grem may become so in tune to the world they live in that they can tap into the primordial magics of their ancestral homes, though magical Grem aren't as common as their nonmagical counterparts. Not that they have ever judged themselves based on magical prowess.
Culture
Grem and Gremlings often hold very merit-centric values, which lends to their ease at adapting to mercenary life. Grem value skill and accomplishments above all else, where your passion and drive to attain your goals is the most important part of life. To Grem, death is not the ultimate fear; it is lacking something to fight for.
What others might perceive as simple is actually a very straightforward way of thinking. Grem and Gremlings are often awarded nicknames based on the skills they excel at, which serves as an ideal identifier to other Gremkins as to what their skills are. This, in turn, is either meant to spark collaboration or competition. At the end of the day, even though they may live in small tribal or nomadic communities, they are individualistic at heart. It is this drive that pushes them to constantly be better. And in most instances where individuals or clans are in opposition, there are no hard feelings from the loser. They are merely content knowing the best man won.
Ironically, this generally means that most Grem and Gremling societies, while they may engage in territorial conflicts and battles, they do not often see war with bad blood between them. This way of life can spark confusion and misunderstanding between other societies, who struggle to understand how Grem people can so readily engage in violent battle with each other one day and be as close as brothers the other. And Grem, in turn, do not understand how others cannot harness the fighting spirit to constantly better themselves.
Due to their size, Grem are often masters of large weapons and straightforward combat. Most tend to forego armor, preferring to train their bodies to withstand damage. Due to their survivalist nature, they have no qualms making use of whatever they have at their disposal to make themselves as deadly as possible. On the other hand, Gremlings are often masters of guerilla combat, good at scrounging together materials to make traps. Gremlings are also known to scrounge up whatever they can to create makeshift armor to protect themselves, almost like hermit crabs using whatever they can as shells.
History
The origins of the Grem and Gremlings are ancient. They have existed as long as the physical world itself. However, as societies grew and kingdoms progressed, there was no place for individualistic societies who did not wish to conform to laws and civilization that went against their very nature. In the years after rebuilding from the Collapse, and elves cemented themselves in all corners of the world, Grem and Gremlings were misnamed, mislabeled, and called different species by the ruling families of Sol Cities at large. It has never mattered to them for names and laws. However, as the world grows and advances and changes, it has begun to feel more and more like their identity was being erased by the crown.
And so they have embraced their roots.
Nowadays, Grem and Gremlings can be found everywhere across Charon. Wandering Grem tribes may travel as stonemasons and construction workers; they are the hands that have built castles and ships for centuries. You may find Gremling as scavengers, roaming around abandoned areas and collecting junk to craft with or sell. And wherever you can find mercenaries, you can be sure to find a waiting Grem or Gremling looking for some coin. Though they might not always agree with a monetary society, they understand that it is necessary. So they will use their skills for money; and they'll do whatever it takes to win. That fearsome spirit and passion is what makes them good at whatever they set their mind to.
New Bestiary EntriesCaropiche Capitol Landing Power Level | Alignment | Low | Hostile
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Description | Recent fluctuations in the magic of Charon have given rise to creatures never before seen. Though the overinfestation of crabs in Sol City has been managed, curious new creatures have been spotted lurking around the golden city. One such animal is the Caropiche - a gliding rodent who has developed something of a hard shell on its back. These pests are harmless, though they've begun to multiply throughout the city, due to their high ability to adapt to both air, land, and sea. They are a common infestation in ships and in urban environments with tall buildings, and they have a proclivity for pinching people's ankles to get them to drop their food. These creatures are born scavengers, and unfortunately, attempts to rid the city of them have been met with no results. They're quite at home in the capitol. |
Abilities
| Crafting Material | - Gliding - Powerful Pinchers | - Hide
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Pygmygriff Capitol Landing Power Level | Alignment | Low | Good
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Description | Although these creatures are commonly mistaken for baby griffons, Pygmygriffs are actually their own species. They don't grow larger than one foot in height; once they reach maturity within a few months of their lifespan, they are done growing. Despite their miniscule stature, they move with the same nobility as their larger winged counterparts, and they expect to be treated with the same respect. They act ferocious and honorable, though they're often sated with treats and pets. Because they have no natural predator and have never faced real danger in the capitol, they are completely trusting of strangers, and are the cuddliest creatures once you have given them the proper offerings. |
Abilities
| Crafting Material | - Flight | - Feather
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Post by Admin: Otto on Jun 1, 2024 22:39:25 GMT -5
{Sunday Lore Gazette} {6/2/24}
New Culture Lore The Batul
Dominant Religion: None
Preferred Colors: Brown, Black, Yellow
Main Art Focus: Cavern Painting, Chanting,
Way of Recording Events: None
General Appearance: Skin the color of dust; hues that blend in perfectly to the environment. Their eyes often appear milky and hazy, though that is because they have developed a thin film which protects them from sandstorms. Their tusks are huge; often compared to wild boar.
Primary Weapons: Spears, Crossbows, Axes... Heavy Weapons.
The Batul, more colloquially known as the Wind Riders by other tribes in Dragon’s Cradle, is a smattering of Grem people who have made their home in the Waste – the derelict lands nestled within the Dragon’s Spine. Where most travelers shudder at the thought of braving the Wastes, the Batul thrive in the danger brought on by their environment. It is difficult to say how long the Batul have been settled in the Waste, as they rarely make the effort to keep score of their own history. They have no need to keep their heads stuck in the past when the present moment is all that matters. This, unfortunately, means that the Batul generally fall into the same vicious cycles as their ancestors. Not that they would know, of course. Not that it would matter.
Efforts have been made on behalf of the people of Stormgale Village to assimilate the Batul people into their land; for their own safety, supposedly. As the only oasis in the middle of the wastelands, most inhabitants of the village believe that it is insane for people to try and make a living in a place where little life thrives. But the Batul relish the challenge. As such, they have denied the cushy, easy, civilized way of life, knowing that their own beliefs would only grate with settlement living… much to the confusion of Stormgale.
It is true that the Wastes foster little in the way of survivable life. The frequent, deadly storms in the Lightning Fields, the cracked arid land, the lack of plant and animal life – all of this makes the Wastes an unlivable place. However, the Batul appear to have found ways to make it work. They have developed rudimentary tools that allow them to dig through the earth and strike the few veins of water nestled underground. They primarily hunt monsters as game, rather than prey animals; though they have become adept at trapping smaller, weaker animals like voles and birds to use as bait in attracting bigger creatures.
Though they are strong individuals, their numbers are small; that generally makes the Batul subject to attacks from raiders looking for an easy meal. Any attackers would find they’d have a hell of a time taking down the Batul. The Grem spirit runs deep in their veins, and in a direct fight, for every Batul that falls, at least three opponents fall with them. But the Batul generally prefer to stay out of such battles. Not because they think they would lose, but because they understand that there is no honor in combat intended to prey on the weak. It is for this reason that the Batul refuse to participate in raiding themselves. They do not see any pleasure in terrorizing folk who cannot defend themselves; to the Batul, this is not a real battle at all.
In fact, the Batul are rooted firmly in anti-raiding beliefs. They rarely get into fights with the pockets of thugs that litter the Wastes, but when they do, it is on the behalf of merchants and traders that they have sought to defend from people like the Storm Raiders. On rare occasions, the Batul may even take protection jobs from caravans in exchange for goods and services – as they have no need for money, they are a strictly bartering society. However, their status as quasi-guardians of the Waste is not what they are known for.
The Batul are nomadic in nature, and prefer to sleep in caverns and plateaus scattered around the waste. Their unique form of travel is what earned them the title Wind Riders. They have specifically developed wagons that contain curved pieces of wood rather than wheels, almost like the bottom of a boat. These special carts allow them to glide through the waste, generally pulled by winged creatures rather than beasts of burden; it is on these vehicles that the Batul travel through, under the cover of vicious dust storms kicked up by the Cradle’s violent tempests.
Overall, the Batul are a friendly lot of people; they do no harm, but they will also take no insult from anyone. Their ingenuity, thrill seeking, and perseverance is what has kept them alive thus far. However, their quick tempers and their pride has seen their numbers slowly dwindle in the past few years. Their way of life is not sustainable; it is only a matter of time before the last specks of their tribe dissolve and they wander on their separate ways. Still, they refuse to turn to raiding and make a living, convinced they will be just fine on their own.
New Bestiary EntriesIvorling Capitol Landing Power Level | Alignment | Medium-High | Hostile
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Description | Ivorlings are powerful golems created by enchanters from the Mage's Guild on commission from the wealthy elite of Sol City. These creatures resemble ordinary carved statues of ivory that reside at the front doors of wealthy residents; when in reality, they are powerful sentinels designed with the express intention of protecting their owners. They act as security guards for the elite, though more often than not all they see are plain robberies. As such, robbers will generally decide to pick a mark based on whether they have a statue in their property... though this has given rise to the trend of nobles keeping regular statues in their yard as a protective measure.
The abilities of Ivorlings vary based on the amount of money has been paid for their construction, seen as a 'donation' to the Mage's Guild. Most generally possess the ability to cast a few spells at a low level, though larger, more intricate statues possess more destructive abilities. Even though they never see much use, they are yet another status symbol among Sol City's elite. Those with larger Ivorlings are seen as people with more secrets to hide. |
Abilities
| Crafting Material | - Spellcasting - Sturdy Skin - Immunity to Sleep - Immunity to Fear - Immunity to Exhaustion | - Stone - Elemental Catalyst (Any, but must correspond to the creature's spellcasting ability) |
Ceramare Capitol Landing Power Level | Alignment | Medium | Docile |
Description | The Ceramare have become a fad in Capitol Landing over the past few centuries. Most outsiders find them unnerving due to their calm, docile nature and their almost translucent skin. Poets have likened their bodies to fine, filigreed porcelain. There are a myriad of reasons that the Ceramare has gained popularity as the perfect transportation animal among members of the clergy and the wealthy elite. The first being their gilded appearance, and the second being that they seem to be utterly devoid of any emotion or instinct. One could gaze into their eyes and find not a thought in their mind. This makes them ideal mounts for riders who aren't as skilled. They seem to glow with a faint, divine aura, as if they have been touched by holy magic; some stories say that the first Ceramare was a gift to an ancient king from Solaria hiimself... others say that their bodies aren't meant to contain the holy magic of the sun, and all that has been wired into their brain is order. Either way, they are regarded as noble by many, and downright unnerving by others.
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Abilities
| Crafting Material | - Light Domain Magic - Dark Domain Immunity - Calm Mind | - Light Catalyst
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Post by Admin: Otto on Jun 8, 2024 23:03:18 GMT -5
{Sunday Lore Gazette} {6/9/24}
New Death Lore Interment of the Dead The Ash Lands, while politically associated with the Zeinav Desert, is wholly unique in almost every aspect. The harsh mountainous landscape populated with active volcanoes, petrified forests, geyser fields, and countless hidden grottos is hardly the most hospitable place to call home. However, these features have made it a haven for many people displaced from civilized society. Majority of its populace lives in Darkveil, with only a few gangs of criminals making hideouts out in the harsh wilds.
Cremation Unsurprisingly, cremation is the most common way that bodies are disposed of in the Ash Lands, whether intentionally or otherwise. Remains are placed in crematoriums and exposed to extremely high temperatures until the body is reduced to ash and bone fragments.
Since the Lava Pits are continually changing, it can be hard to designate a specific pool for the process of cremation. Lava flows are in a constant flux of heating and cooling, making the land ever-changing and very dangerous to traverse
Of course, anyone up to no good may also use this method to cover up any foul play or make someone they don't like disappear without any chance of their body being recovered. Any trip to the Lava Pits is always under some suspicion that those headed there have something they're trying to hide.
Grave Pits Though there are few well-kept records of the Ash Land's history, there are sites that provide evidence of various notable events in the region. Grave pits are such sites. These depressions in the earth, filled with layers of ash and dirt are occasionally uncovered in the Deadwood near remnants of past settlements that failed to survive the passage of time. These pits are unmarked mass graves, with often dozens of skeletons unceremoniously left forgotten with little to no records of who is who or how they perished.
Anthropologists have a few running theories on how these sites came to be. The first is that - due to the harsh conditions and poor air quality in the Ash Lands - the people who built and lived in these now-ruined settlements were more vulnerable to disease. Without easy access to healers, clean water, and other conveniences, the people may have died quickly and in rapid succession, leaving only a few behind to bury the dead and abandon the homestead.
Another theory is that the settlements were subject to other disasters with high mortality, such as earthquakes or volcanic eruptions. Such disasters are common in the area and there have been remains of whole encampments of individuals found in the Devil's Ridge buried by landslides and collapsing stone overhangs.
A final theory is that these settlements were wiped out by rival communities or bandits. As resources are scarce in the Ash Lands, conflicts over anything of value are not unheard of.
Honoring the Dead There are various schools of thinking when it comes to honoring the dead in the Ash Lands. Darkveil is essentially a melting pot of cultures since a good proportion of its population is made up of those who have found themselves displaced from civilized society around the rest of Charon and very small population of people who call the region their ancestral home. With such diversity, some traditions have changed or been lost to time itself. Despite this, there are some unique traditions specific to the region that remain.
Stained Glass Glasswork is one of the most important industries in the Ash Lands, much to the surprise of people who only know of the region for its rough and dreary reputation. The sands harvested from the region's long coastline and deep canyons are hauled back to the various glassmaker studios found within Darkveil City.
These studios either have a traditional blacksmithing kiln or a lava flume - a specialized heating apparatus that uses geothermal heat from the earth itself - which is used to melt the sand into a liquid form. Various ingredients are added and mixed to the melted sand in order to change its color before it is poured into molds. Stacks of molded glass panes are cooled in stone cellars specifically designed to ensure that ash and dust particles are filtered out of the ventilation.
Once properly tempered, artisans will then use a number of tools to score and cut the colored glass into different shapes depending on the design they have come up with. They fuse the pieces back together using thin bands of metal. The intricacy of a piece is a reflection of an artisan's commitment to their craft. The most desired stained glass artists are those trained at the Tempered Monastery.
Each artisan has their own distinct maker's mark which are used to identify which pieces are part of an artisan's portfolio. These marks are often stamped into a piece of glass or metal that is part of the piece of work itself. Pieces that are specifically meant to honor someone who is passed may have their name stamped into the piece in a similar manner.
It is considered a major social faux pas to recreate another artisan's work or forge their mark which unfortunately does happen. There is a whole market for fake Ash Land stained glass that aims to sell pieces to foreigners who cannot tell the difference in the glass quality compared to stained glass crafted in other regions.
More distressingly is the recent raids on glasswork studios in Darkveil conducted by the Legion of the Dark Sun. Many artists had their studios damaged in the earthquakes and then their materials and pieces confiscated by authorities in the aftermath. This has led to several families putting out requests for people to help them find the missing pieces they had commissioned.
Memorial Beads Beaded jewelry serves as a more affordable alternative for those who cannot afford more elaborate memorials but still wish to have something that honors the memory of someone they lost. These pieces vary wildly in design and materials, with very few pieces being identical.
The process of creating the glass beads is similar to that of stained glass, and many stained glass artisans also use their studio space to create these pieces of jewelry, or at least produce the beads for other jewelers to use. The major difference is that instead of pouring the melted glass into molds, the molten liquid is instead pulled into long glass rods on cooling tables. These rods are then cut into small beads and shaped by hand into the desired shapes. Stiff metal needles are used to create the hole in the center of the bead while it is still malleable. The beads are then fully cooled before they are strung onto metal wire, braided string, or whatever other material is used for the jewelry.
Colored glass beads are easy to customize and the colors and patterns can symbolize different fond memories or traits of the departed. Some locals like to braid the beads into their hair as a way to carry those memories with them wherever they go.
Ash Paints Practiced almost exclusively by those who have ancestral ties to the indigenous populations of the Ash Lands, Ash Paints are greyish pigments specifically made out of ashes collected from the Deadwood. The ashes are mixed with oil which produces a thick paste. This paste is ground between stones until the ashes are broken down into a finer texture. More oil is added until the consistency is more akin to paint. Since these paints are oil-based, they hold up well against water and can linger for a fair amount of time. When dry, the pigments take on a ghostly grey shade. The ash paints are applied directly to the skin using either fingers or paint brushes.
These body paints are used in various rituals, including communing with the dead. By covering the body in the ash paint, one tethers their soul to the earth and strengthens one's connection with the land. All souls return to the land when the body can no longer harbor it, so it's believed that one can walk with the spirits while donning the ash paints.
Foreigners often have the misconception that the Ash Paints are created using cremation ashes, but this is just a myth popularized by Stablemen agents in order to further isolate Ash Land denizens from the rest of Charon's people.
Little is known about the history of how the pattern motifs have changed over time. Some historians lament even attempting to create an accurate history of ash paint designs as so much of the Ash Land's history has been lost to time or misrepresented by other regions as part of their own political agendas. It's likely that ash paint designs will never really be understood by anyone aside from those who have passed on the small fragments of oral history.
Necromancy Being a hive for criminal activity, necromancy is not something that is frowned upon in the same way it is in other regions. Few argue the morality and ethics of the practice since those who would be making the arguments likely have plenty of skeletons in their closets themselves, figuratively and literally. Those engaged in shady practices don't tend to draw attention to it, or criticize others as that can cause unneeded questioning or interest in their own underhanded dealings. This means that necromancers don't often get investigated or questioned even if there is evidence of their dark practice.
Powerful Ashen Fathers have been known to employ necromancers for the various services they can provide, including having the flexibility to interrogate the dead and saving themselves the trouble of having to hire mercenaries to bolster their forces. While this can provide a necromancer with security and luxurious living within the region, it means they have be to wary of becoming caught up in the gang drama. Anyone seen as an asset to an Ashen Father is equally seen as a target by their rivals.
In the aftermath of the awakening of Vulcadreaus - the primordial deity of destruction and rebirth - and the destruction of Mount Drakolt, many necromancers have gone into hiding or fled the region for their own self-preservation as the Stablemen and Legion of the Black Sun hunt down anyone associated with the cult responsible for the catastrophe. Even if they had no involvement, their practice is enough to get them equally incarcerated or executed should they be found by the Legion.
The exodus of necromancers hasn't exactly reduced the number of undead in the region, however. More recently, many of the souls that perished on Mount Drakolt or were sacrificed to the revival of Vulcadreaus have been transformed into undead creatures known as Charred.
The Charred are manifestations of the pain and suffering experienced by those who lost their lives to the fires of Mount Drakolt. The Charred have no memory of their past lives beyond the pain of burning to death and seek only to share their suffering with anything that breathes. The Charred roam close to the sites of where they perished, forever seeking vengeance and only finding peace in their own destruction.
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Post by Admin: Otto on Jun 15, 2024 22:30:37 GMT -5
{Sunday Lore Gazette} {6/16/24}
New Magic and World Lore The release of new research as newly accepted understanding under the auspices of the Academy and the Mage’s Guild was nothing new, but those articles certainly have never had the widespread popularity that an underground publishing of an unfinished work by the student Synnove has gained. Within a short few weeks of release, the major regional cities have been taken by storm by this initial release. Every tavern, speakeasy, professional and amateur academics, and the offices of magical institutions has been inundated with discussion over the paper and apparently this was only the beginning of a series of releases. What awaits us next? A Detailed Analysis of Magic and its Functions in Charon and The Surrounding Realms By Synnøve Alströmer
Magical Basics
Charon is known to be located on the Material Realm, which is the realm of matter and structure. This structure is inherently inert, but because the Material Realm is surrounded and enveloped by the other realms, from which their pure energy forms magic as we know it, Charon experiences magic in both an ambient form and a concentrated form. The concentrated forms take shape by way of wellsprings and leylines, where the connection to these Outer Realms is strongest.
This abundant access to magical energy allows for everyone to benefit, even those who are not capable of harnessing or creating Formulae Arcanum on their own; Arcanatek is imbued with and, indeed, draws energy from the ambient magic that surrounds us.
Magic is accessed by way of the Formulae Arcanum, which is the fundamental principle that denotes a caster-specific equation that is conducted as a means of "writing" what a mage would like the spell to do, what portions of which domains are to be contained in the spell, and how long it will last. More on these subjects will be discussed below.
Fig. 1 1q Q F = A ------ r ------- 2 δ Σ₃
(Repelling force of energies from Primordial Sea and Earth)
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Fig. 2 y Σ Fₓ = 0 x = 3
(Orbital location of opposing forces and energies [sum is zero])
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The Outer Realms The Material Realm is surrounded by the Outer Realms, from which all elemental energy and the magic therein flows from. Just beyond the borders of the Material Realm is the Land of Wonder; this ephemeral realm overlaps much more closely with the realms of elemental energy that then clashes with the hard reality of the Material Realm. Thus, the Land of Wonder is mutable, ever shifting and never the same, while containing just enough structure to give these wild energies shape and form.
Beyond this is the Primordial Realm, which we understand to be divided into three domains; Sea, Sky and Earth.
Surrounding this is the Astral Realm, which encompasses the domains of light and dark in a gradient. It touches and infuses everything with this energy, including the other domains.
Encompassing all of it, with the Material Realm at its centre like the hub of a great wheel, is where the Space Domain can be found, makes up most of the Astral Realm. The Space Domain is so vast and dense that it holds all of the realms together in concert, and allows for the passage of time through the addition (or subtraction, depending on which of the Astral gradient one uses) of gravity.
Margin Notes
The Gods The Gods were said to be entities from these Outer Realms that were powerful enough to maintain a shape and consciousness. To this day, they are still credited with the creation of the Material Realm. After the Collapse, where the Gods were said to have left Charon to its own devices, the pattern of magic inflow was disrupted. Ships were able to sail out of port in Zeinav and make landfall in the Crescent Isles within a day or two. The stars were fixed into the sky, never shifting or moving beyond their usual trajectory. The tides, currents and seasons were all static. The Land of Wonder faded from memory, becoming the stuff of legend. For millenia, this became Charon's norm.
We now know that the gods had been betrayed and murdered by Mathias Ziev who usurped the identities of the other Gods to attain his own identity as Ziev, the God of Space. In siphoning the divinities of the gods, rendering them mortal and able to be felled, he kept their divinities for himself and thus, ascended to godhood. In order to disguise his deceit, he created the Sol Stone.
The Sol Stone bound Charon from the rest of the material realm, cutting it off from the other realms and leaving the Material Realm with a stagnant pond of arcane energy to rely on for all these centuries. Ziev, by sealing himself within the Sol Stone, allowed this treachery to go undiscovered for thousands of years.
It is also worth noting that despite the reported deaths of these gods, that all of their domains are still accessible by Charonites. Whether that is because their divinities were freed upon the shattering of the Sol Stone, or because the energy from the Outer Realms suffuses the Material Realm and provides the necessary connection for spells and Arcanatek, we still do not know.
Margin Notes New Culture LoreThe Asharynh
The Asharynh, sometimes referred to as Ginma’s Guides, are a close-knit community who have occupied the Zeinav Desert for centuries. While these families largely consist of generations of geckonynh, other races and families from throughout Charon can also be found living alongside them throughout varying generations. The Asharynh are a kind, hospitable group - placing family and community as some of their most important values: also amongst their highest held values and traditions is a deep-rooted belief in preservation, respect, and harmony.
The Asharynh have long worshipped what they refer to as “Sahra-Ginma”, a name given to the spirit of the Zeinav Desert. They have long believed that to successfully survive in the hostility of the desert, that one must treat it with the respect that it commands: and so, families of the Asharynh ensure with great diligence, calculation, and work that nothing they take from the land goes to waste or is harmed by their presence, no matter how temporary it may be.
Due to the lack of resources within the Zeinav Desert, families of the Asharynh tend to own a generous amount of herding pack-animals which they travel with: these animals are generally livestock who provide meat, clothing, milk, and other necessities that the Asharynh simply could not live without. Woolful are amongst the most common livestock animal to be raised among the Asharynh; they have lived hand-in-hoof with the Asharynh in the desert for so long, that Asharynh-raised Woolful tend to produce less and thinner wools than their counterparts from cooler regions. This wool, with a fiber texture similar to cotton or linen, is ideal for creating cooling and breathable fabrics for use in the arid desert climate - and to keep warm if layered in the chill of the night.
Small packs of domesticated Viperhounds, a wild Zeinavian hound domesticated over a series of generations, oft can be found living alongside the Asharynh: these hounds work with their owners in order to herd and control Asharynh livestock from location to location, and to protect them from raiders or predators.
As the Asharynh are mindful of the desert’s natural limitations, they ensure with great diligence that the animals and creatures they keep do not overgraze what they have been provided by Sahra-Ginma, nor pollute the desert’s natural water sources. As such, the Asharynh are constantly on the move to find new resources, and allow that which they had used for their survival to heal again. Domesticated Sarabara, the most common beast of labour kept among the Asharynh, assists in the movement of the Asharynh’s tents, personal belongings, and supplies when the time for moving comes - as it always does. Their gentle, docile nature ensures that even the youngest of the Asharynh are able to guide them effortlessly through the ivory sands of Zeinav should their elders require rest as they travel; and their large, stocky frame allows them to carry a great deal of weight. A specialized saddle, crafted carefully from leathers and tented with wool fabrics, creates shade for both the Sarabara and the traveling Asharynh as the caravan lumbers through the desert.
The Asharynh understand the hostility of the desert, and are willing to lend a hospitable hand; they are known to welcome strangers into their homes as family; to house, feed, and to guide them back to Zeinav City, which has ultimately lended them the title of Ginma’s Guides. The Asharynh, while welcoming to most, do not take disrespect on their behalf or the desert’s; and they greatly disagree with practices that do not hold the best interest or sustainability of the desert’s resources in mind. While the Asharynh are peaceful, raiders and desert predators will find themselves at the end of Viperhound fangs, blunted warhammers, and brandished rapiers: as to seek harm against their family is a crime most foul, and the Asharynh do not sit passively when they believe they are in danger.
During winter months, the wandering families of the Asharynh gather around one of Zeinav’s oasis close to the city- allowing matriarchs from the nomadic families to meet, deliberate, and make important decisions on behalf of their respective families; and, in the meantime, the families celebrate, trade, and enjoy the company of different families and communities once again. During this time, the Asharynh have been known to travel into Zeinav City - bringing with them beautiful textiles, complex leatherwork, and delicate glasswares that they seek to trade for luxuries and necessities for the next year of travel.
New Bestiary Entry
Viperhound
Zeinav Desert, Ash Lands Power Level | Alignment | Medium | Hostile
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Description | The Viperhound can be found all throughout the Zeinav Desert and at the borders of the Ash Lands; wild Viperhounds are known to make use of pack tactics, often leading or chasing prey into an ambush. Viperhounds are well-known to possess a strong neurotoxin in its bite which can temporarily paralyze; and while one bite from a Viperhound may not be strong enough to kill an average creature, multiple may shock the heart into stopping altogether. These hounds are coated in a strong layer of overlapped scales from the tip of their nose, to the end of their tail, providing them with a natural armour when in combat.
Domesticated Viperhounds are rare, but exist, and are known to be highly energetic and intelligent herding hounds; an anti-venom is recommended to be in possession of anyone who dares to train or own these beasts; and accidents are not uncommon.
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Abilities
| Crafting Material | - Natural Armour - Strong Bite - Paralyzing Toxin - Pack Tactics
| - Fur / Hide
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Post by Admin: Otto on Jun 22, 2024 22:31:49 GMT -5
{Sunday Lore Gazette} {6/23/24}
New Magic and World Lore - Continued The Sol Stone
A little over a year ago, brave adventurers ventured forth outside of the known bounds of Charon and together with the duplicious Scern, the lone survivor of Ziev's betrayal, destroyed the Sol Stone. This opened the flood gates of magic, allowing the return of energies from the Outer Realms into Charon proper. No longer a slowly draining lake of magic, the Realm has been infused once again with arcane energy, flowing freely like a river.
This has created certain issues for Charon, as we have become used to the fixed nature of our world. Trips to the other side of the continent by sea now take weeks, where it used to only take days. Ships that disembark and try to sail straight in any direction often have to return to their port of launch once they run low on supplies, or else never return. Navigation by star chart has become incredibly difficult, as certain stars have disappeared, new ones were born, and the sky turns rather than being fixed. Currents have brought new weather patterns in unprecedented locations, as well as an influx in fish stock in certain regions.
We do not know what has become of Ziev and the gods in the wake of the Sol Stone's destruction. What we do know is that the world as we know it has been fundamentally changed-- or, more accurately, allowed to change-- and that magic, time, the sun and moon and earth, sea and sky all continue to exist.
Margin Notes
Primordial Entities and Wonderlings
With the paths between Realms now reopened, the Material Realm was then exposed wholly to the other realms and the other realms to ours in turn. The fae that inhabit the Land of Wonder made a reapperance, with those who were stranded when the Sol Stone cut them off from home reawakening, as we have seen with the Desolate Knight. Newcomers, attracted by the stability of the Material Realm, have been migrating over as well, if for no reason other than to sate their own curiosity. At the very least, we hope as much.
We have also seen the rise and fall of Vulcadreaus, the entity that slept in Mount Drakholt. Not fae but certainly not of this realm, scholars who have studied the event, known as an Emergence, have determined that the entity given a name by the Cult of the Ashen Father was a manifestation of concentrated Earth domain energy from the Primordial Realm that merged with our Material Realm. Likely, Vulcadreaus was the progenitor source of Earth domain energy on Charon.
The progression of the battle lends some clues as to the true nature of this Primordial entity. It began with a lengthy course of destruction, even leveling the mountain it had resided in and ended with the spontaneous growth of a field of flowers and other vegetation in the area. Given the nature of Earth domain energy, we can reasonably conclude that the Primordial provided a concentrated form of two of the most indelible principles of the Earth domain; decay and growth. Though, in Vulcadreaus' case, it might be more accurate to suggest the two polarities would be "destruction and rebirth".
It is thought that Vulcadreaus awoke once the Sol Stone was shattered, allowing it a connection back to the Earth Domain from which it hailed. If that is indeed the case, then it stands to reason that there could be other Primordial entities lurking in Charon, those of the Sea and Sky. It also raises the question; if these entities from the Primordial Realm exist on Charon, and ancient worship traditions continue for them even today, then are they the true gods of Charon? And if so, how did the original Pantheon come to be formed?
But that is a topic of discussion better suited to a theologian, not a scientist.
In the case of Wonderlings, their existence on the fringes of the Material Realm puts them in closer contact with the Primordial Realm and Astral Realm than we have access to. More than simply suffused with magic, Wonderlings are the perfect marriage of arcane and mundane. They are infinitely mutable, ever shifting and changing and yet fixed into their own mutability. The only thing permanent about the fae is their relative impermanence. This is due to the nature of magic itself, which we will discuss below in greater detail, but suffice it to say at least for this portion of this paper that magic when combined with the reality of the Material Realm, creates a flow of time that can be measured. The Land of Wonder experiences the seasons, as we do, but only we count years, days and minutes.
Margin Notes
Wellspring water NOT potable; distillation possible?? Ask Prof. Pyotr about budget. New Organization LoreThe Crescent Sea FleetThe pivotal shipping region of the Crescent Sea is protected by an imperial fleet under the command of Admiral Yi Suan Do. The Crescent Sea Fleet represents imperial power in the southwestern portion of Charon and as such boasts a large number of ships and the ability to solve a multitude of different problems that it may come across. Out of the 250 ships the fleet is comprised of, it’s main force projection are 50 large frigates with the other 200 being an assortment of midsize cruisers and smaller corvette types. With a respectable 60 gun complement, the frigates of the Crescent Sea Fleet operate in sets of three with a squadron of smaller vessels surrounding them. The cruisers within the squadron operate as pairs and take point at each of the four cardinal directions, corvettes and smaller class vessels circle the larger ships at the center always looking to be the first to engage. The marine force numbers around 1000 with the majority of them being stationed on the 50 frigates. The only unique thing about the marines is that there are 20 legionnaires of the Black Sun that act as bodyguard to Admiral Yi Suan Do on her flagship Stillwaters. New Notable NPCAdmiral Yi Suan DoMoonglade - Half-Moon Elf/Half-Draconyhn, FemaleAppearance | |
Description | Personality | A distant relation to the royalty of Moonglade, Yi attained her position as Admiral of the Crescent Sea Fleet through a combination of political savvy and a mountain of pirate corpses. She often considers pirates to be the perfect sacrifice to maintain her independence as a military commander from the traditional political machinations and donates their remains on a regular quarterly basis. | Admiral Yi enjoys the sun, the open sea, long walks on a beach, and afternoon tea time. What she truly loves is the sound of pirate corpses swaying in the breeze from where they were hanged. This very public, violent, and foul smelling display of dislike stems from a need for order and the idea of individuals disturbing the order that Yi enforces on the seas of Charon is unacceptable. |
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Post by Admin: Otto on Jun 29, 2024 21:56:36 GMT -5
{Sunday Lore Gazette} {6/30/24}
New Magic and World Lore - ContinuedHow Magic Works - Advanced CourseAll Formulae Arcanum is crafted based on three fundamental properties: Structure, intent, and arcane catalysis. Structure and intent are the main forces that shape, combine, and split magical energy. Intent is what the outcome of the spell is aimed to be, Structure is the framework for how that outcome takes shape, and Arcane Catalysis is based on time, experience, innate ability and affinity for one or more elements. Structure is applied based on individual experience and training, and is put together using the Formulae Arcanum. Formulae Arcanum is the term used for the sequence, equation, or pattern that allows the cleaving of Primordial and Astral energies to shape magic according to whim; in short, casting a spell. The way the Formulae Arcanum is crafted will vary widely from user to user, and often will contain elements of the Arcane Catalysis portion of spellcasting; that is to say, someone with an affinity for Earth domain magic may choose to use runes carved into stones in a circle to cast their spell, while someone more suited to the domain of Sky may choose to write their Formulae on paper and burn it to catalyze the spell. A spell uses the Material Realm's structure (or, the structure provided by a caster) in order to create the framework for casting the spell. The act of casting it, or activating the cleave of energies, is the catalyst that combines, splits or merges the energies being drawn upon. Levels of StudyArcane Catalysis is dependent in part on the innate ability of the caster, but the primary influence is experience. There is a maturation factor when it comes to the knowledge of the elements and how to properly apply Formulae Arcanum that cannot be understated. Indeed, this distinction sets apart the uninitiated from the learned; while the energy of the Outer Realms surrounds us and everyone benefits from it in some way, not all of us are equipped to utilize it. A caster just beginning their study-- we shall call them Novice for want of a better term-- has the basics that were covered earlier in this document down, but they are still learning to immerse themselves in their chosen fields of study. A true Master of their craft knows their field inside and out, and is familiar with the best ways to apply the Formulae Arcanum to a given spell, allowing them to shape spells typical to other domains with their own applications to elements they may be more familiar with. There is yet one step further than mastery, an Exalted status where a spellcaster is such an expert in their field, so comfortable with the elements they have studied, that they can create new spells by divising new techniques and other applications of Formulae Arcanum to best suit them. These are the true pioneers of magic users, the ones who advance our understanding of magic and the world as we know it. Margin Notes:Ask Prof. Pyotr to realse the marks on final assignment!!!!!!!! NEED CREDITS TO APPLY FOR NEXT SEMESTER. DON'T FORGET! Advanced Arcane TheoryFormulae Arcanum is more than just the building blocks of a spell, however; it is the essential equation for the function of our world as we know it. Magic is a fundamental energy on Charon, as ingrained as the air we breathe, and the Material Realm itself is a fixed point of matter that is suffused with this magical energy from the overlapping Primordial and Astral Realms that encompass it. Because of this, naturally occuring, spontaneous Formulae can appear. The most well documented examples of note take the forms of elementals and more recently in the portals that lead to and from the Land of Wonder. The concept of our daily experience, such as gravity, is governed the principles of the Formulae Arcanum. In the same way that a conch shell's spiral fits a golden ratio, so too does the whole of our world, and indeed, the Material Realm as a whole. By virtue of being a place of permanent structure, the Material Realm is beholden to a set of rules. As rules can be quantified mathematically, then we are able to understand magic AND the world within the same principles as provided by the Formulae Arcanum. The advent of Vulcadreaus proves the theory. Being an entity of the Primordial Realm, ostensibly reawakened to its cycle of destruction and rebirth in the wake of the Sol Stone's shattering, Vulcadreaus fulfilled its role as an emanant source of Earth Domain energy. Whether or not that was the entity's true intent is not for us to attempt to decipher-- moreso, it is the nature of Earth Domain magic to behave in cycles of growth and decay. While Vulcadreaus was "alive" (if it can even be considered such), it smothered the region in volcanic fallout so significant that Charonians gave it the name Ash Lands. It continued to do that for millenia, until awoken. Following its subsequent defeat, flowers bloomed in the caldera, and one of the first portals to the Land of Wonder was opened. Even though Vulcadreaus is "dead" (if it can even be considered such), it symbolizes the key principles of the Formulae Arcanum; most notably, the principle that "energy can be neither created nor destroyed, only manipulated". The energy that was once an ever-erupting volcano resuffused into the earth, bequeathing it with a high concentration of potent Earth Domain magic, transferring the Formulae of its own core to Charon. Magic follows nature because magic is nature. Margin Notes:Locate remnants of Vulcadreaus for further study! Ask Prof. Pyotr about budget! Formulae Arcanum: An In Depth LookThe question asked by many of the uninitiated-- and even many of those beginning their journey into the education of magic-- is "why isn't there a unified standard for how Formulae Arcanum is written and conducted? Why do I need to learn theory alongside my practice?". Though it may be hard to grasp, Formulae Arcanum as a practice is as individual as the caster who employs it in their spellcasting. From your self-taught hedgewitch to classically trained Court Mages, each spellcaster applies the multi-tool concept that is the Formulae Arcanum using the means that works most efficiently for them. Just as two and two equal four, so too does three and one, and even thirty-one less twenty-seven. In this case, the result (or solution) is the constant, and the equation itself the variable. As such, there is no standardized way to teach the Formulae Arcanum, though many have tried. Each caster's application of the Formulae Arcanum is as unique as their very fingerprint; even trying to copy an experienced instructor's methods often yeild results that are middling at best, non-existant at worst, for spellcasters attempting to mimic what others are doing. The reason for this has to do with the component of Arcane Catalysis, which we reviewed in detail above. The method to channel the magic from the world around you (and/or the magic inherent in the body) is a skill honed over time, as it is through this means that magic is manipulated and the energies transformed into a new spell. The energies that the individual may grasp will vary wildly based on region, climate, personal preference, cultural norms, exposure to the arts, lead content in well water, or any other number of potential variables. They learn to catalyze that which is most abundant, or most suited to their personalities, long before they realize that what they are doing is the essence of Formulae Arcanum. At the end of the day it is skill, not raw ability, that governs the success of spellcasting. And thank goodness for that; were it not the case, creatures that are magical or elemental in nature would run roughshod over those of us who had to learn magic through study and tutelage. That is not to say that these creatures, such as the fae, are not powerful in their own right; they indeed are. The difference is, the very physical forms of entities such as the fae or Vulcadreaus are constructed of the Formulae Arcanum, because the Material Realm requires some level of structure in order to manifest a spell. Thus, the self-taught hedgewitch has the propensity to, indeed, be comparable in power to a classically trained Court Mage. Margin Notes:Tell anecdote of classmate who cast a master level spell by organizing carrot sticks on the luncheon table that set the mess hall on fire?? Potential for libel suit?? Ask Prof. Pyotr about budget. Arcane Master ClassPerhaps due in part to the fact that all of the Realms that affect our own Material Realm sit on the fine goose-down duvet that is the Space Domain, there is an element in the casting of magic that boils down to a consistent explanation for what is happening at the point of catalyzation of a spell. That is that magic-- all magic-- is reliant on the flux of time and gravity to create spells. Spells that heal and grow do so as a result of the acceleration of time. Spells that create explosions of fire and ice apply gravitational forces, compressing to the point where their energy erupts outward, expanding rapidly to generate force. Spells that generate storms manipulate the structure of water vapor in the sky and clouds, drawing it closer together to condense to create towering cloudforms that bring rain and thunder. Spells that reveal the truth peer backward through time. Spells that advance the decay of a weapon or piece of armor rapidly advance time to rust or rot the material. Each day, the sun moves across the sky from dawn until dusk in a rhythm that we can predict nearly down to the minute. Time is inevitable; gravity is inescapable (for indeed, even the principles of flight rely on its consistency). The structure of the Material Realm depends on it to simply exist. While the other realms likely do not experience the weight of time as acutely as we do-- the denizens Land of Wonder, for instance, do not seem to have a concept of hours, or even years-- we of the Material Realm rely on it for the key components of the Formulae Arcanum. Recall that energy cannot be neither created nor destroyed; it is simply transferred or redirected. Magic, therefore, is the manipulation of the inexorable force of entropy that governs the Realms as we know it. Margin Notes:Energy is infinite, but our potential to harness it is limited by our mortal coil. Motivation for Ziev?? Too Speculative. ConclusionThe magic of Charon operates thusly; Structure, Intent, and Arcane Catalysis are used to create energetic rifts between domain sources of magical inflow that allows for the warping of time and gravity on a fundamental level. The Formulae Arcane gives shape to how this is accomplished, and what the outcome of the spell would ideally be. However, magic is present in the world around us in a variety of forms, which is something that remains in spite of those who were originally thought to be its progenitors being long deceased. This, being due to the Material Realm's preternatural connection to the Primordial and Astral Realms, allows for the ambient magic of Charon to continue to sustain our very way of life, through the growth of plants to the most intricately designed Arcanatek. There is still much we do not understand about magic; an example of this is how ancient Charonians were able to create such complex golems. However, we do know that our ancestors operated on the same principles as we do today, and if we continue our diligent research and the practice of applying Formulae Arcanum to the world as we know it, then I have no doubt that we will one day surpass them. For now, we find ourselves in the midst of a renaissance of magic in Charon. Though it has been a strenuous few years, marked with upheaval across the land, we have perservered and gained much in the way of knowledge and experience. How this enlightenment shall continue to advance, Dear Reader, I will leave up to you. A Final Word of CautionMagic and the Formulae Arcanum are tools of great power that can be weilded by inept or even malicious hands. There are several ways that casting a spell can go terribly wrong, each as unique to the caster as the Formulae Arcanum is to them. All things have a cost. Using bending the forces of nature to the will of the caster is taxing on the mind and body. There is a reason certain spells are only described for experienced casters. The earthly vessels we inhabit have a finite capacity for the levels of stress they are able to bear. While magic itself appears to have no limit, and can sustain itself to a certain degree, there is a limit to what we can-- and indeed, should-- attempt as individuals. The road to the Mages Guild and the Academy is littered with the fallen who reached far beyond their means, and the lives their carelessness and hubris ended. As magicians and scientists, it behooves us to learn from the mistakes of our predecessors. They do not bear repeating. However, as is the nature of mages and scientists alike, there is always a temptation to push the boundaries of what we are familiar with; the march of progress can be tedious at times. Thus, the Mages Guild shall be introducing guidelines in the coming weeks to help safely learn and facilitate such an environment for mages of all skill levels. Prepare yourselves, Charon... for Ritual Magic
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