“Or
world is permeated by magic. It effects the lives of almost
every man, woman and child on the plane, be it in the form
of dangerous spirit beasts, benevolent clerical magic, or
from purchased magical items. Its is my humble opinion that
the advances of physical sciences shall never overshadow on
this world the importance of the metaphysical.”
~
Sultanus Agni, addressing the Assembly of Mages annual Gather,
4575CA
The World
of Ere is an extremely high magic setting, where most people
within have at least access to someone capable of using some
rudimentary form of magic. Minor clerics and intuitives tend
to most temples and churches. Hedge-wizards, bards and sorcerers
make modest livings providing minor magical aides to their
communities and inborns can quickly become the core of their
home village.
Its is
also a world where the dangers of dabbling in magic is understood.
Spirit beasts tap into innate magic to fuel their awesome
strength and ability, emergent inborns run the risk of causing
calamity in their ignorance and spellcasters in the employ
of brigands make life dangerous for travelers.
This
section takes a closer look at how magic is treated in the
World of Ere, from the mundane to the awe inspiring, as well
is the logical basis behind it.
Magic as
Science
Since Saint’s Landing, demi-humanity has strived to
understand the forces that govern their universe. Some have
sought truth in spirituality, following the example of that
which they believe is divine and divining its will. Some have
turned to the physical laws that bind the world; gravity,
inertia, among others.
And then
there are those who walk the line between the physical and
the divine. They study the intricacies of the metaphysical
and seek to find truth through manipulating it. They are called
Wizards.
Studying
magic and the means to harness it, wizards on Ere gather in
societies and academies to share what they have learned and
to ensure that this power is being both properly controlled
and properly exploited.
Aside
from the magic that stems from the gods, wizardly magic is
the oldest and the most institutionalized. The societies control
the means of learning magic and the components needed to use
it. They view themselves as keepers of the gates of the eldritch
and for a very long time, withheld its benefits to the ‘stupid’
common man.
Once
magic became less controllable, however, it was the wizards
and their knowledge of Spellcraft that would capitalize on
it and make it commonplace. Today, wizards are the foremost
providers of magical services across the continent, though
most still continue to simple study and develop new spells
and techniques.
Magic of
the Self
Born during Draconic Control from bloodlines of dragons, fey
and outsiders, sorcerers were born with an innate sense of
how to manipulate magic in the same way wizards study to do
the same. After draconic control, wizards took a proactive
approach to attempt to exterminate the ‘wild’
spellcasters and thus keep magic ‘pure’.
By The
height of the Vishnari Empire, sorcerers were thriving, despite
attempts on their lives, finding sanctuary in the service
of Vishnari nobles. They even formed their own groups; coveys
and circles, where they taught one another how to focus their
gifts. During this same time, sorcerers discovered spell crafting
and began to make magic items and aides on their own.
Unfortunately, the Hailene war provided perfect cover for
groups of wizards to interfere in the practices of the circles
and to sell them out to the hailene. Betrayals and murder
nearly destroyed the magic of the Self by the time the hailene
threat turned its eye on the wizards themselves.
Sorcerers
in the present day are a much more subdued group, still living
under the threat of shadowy groups of wizards. They ply their
abilities in civil defense as combat mages or as personal
spellcasters for the wealthy.
Inborn
Power
Inborns are the result of divinity sparks effecting very young
children. The magic is usually enough to grant a few minor
powers and/or gross deformities. These powers, if any, manifest
during puberty and have a reputation of making a child potentially
destructive, though only less than 1% of inborns manifest
any form of dangerous powers to lose control of. Disasters
involving latent inborns more often involves wide spread prestidigitation
or randomly occurring flares.
Occasionally,
an inborn will learn to focus their powers to greater effect,
becoming inborn casters. These special spellcasters are detailed
elsewhere, but it should be noted that inborn casters differ
from sorcerers in that while sorcerers are born with the power
to manipulate magic, inborns are born with an internal well
of power that they control with a whim instead of manipulating
it.
Inborns
have existed on Ere since Saint’s Landing, but it was
not until after the Ashing of the Green that inborn casters
became a recognized group of spellcasters. They represent
yet another threat to organized spellcasting and as such have
become a target of slander campaigns orchestrated by a number
of wizard’s academies.
Even
as they do what they can to be an asset to their communities,
inborns are frequently the target of harassment and superstition
as the more ignorant peasantry have grown up hearing overblown
stories of villages burned to the ground by out of control
inborns. Because of this, inborns, especially inborn casters
often become drifters, moving from town to town trying to
find a place that accepts them and has use for their gifts.
Bardic
Magic
It is said that there is a secret tongue whose syllables comprise
the rawest, most primal form of magic. That if these words
are uttered, they can create magic all by themselves. It is
this magic, the magic of Words and Sound that the bards tap
into.
Like
wizardly magic, bardic magic is attained through study and
observation, but unlike the mages, bards observe the world
and the people within it to glean the underlying patterns
that they may find the correct threads to pull. A bard puts
his conviction and his belief in the power of the Word and
the Sound into everything he speaks or sings and is rewarded
with the power to manipulate perception for it.
Their
habits of learning by observing people has the side effect
of granting them the vast fonts of miscellaneous knowledge
for which they are most famous. Bards on Ere are valued and
respected as advisors and diplomats as well as entertainers
to the point that many people are completely unaware of the
bard’s connections to the supernatural.
The bards,
for their part encourage this belief, fielding normal performers
as well as true bards as part of their organizations. Lesser
bards, those who have no true magical ability are well looked
after, but the greatest honor goes to those who can captivate
and even command with their performances via mystic might.
These
bards, given the title Loreman, are among the most influential
people on the continent, if not the plane.
Spirit
Magic
Existing in the same space, but in a different plane from
Ere is the Afterlife, an ethereal plane called the Well of
Souls. This plane is detailed elsewhere, but it is mentioned
here because it and the spirits within are the source of the
magic wielded by the intuitive; spirit magic.
Intuitives
were first discovered among the people of Minde Forme during
the Hailene War. It is probable that there were people with
spirit companions long before this time, but the violence
of the hailene made the need to manifest the trademark protective
powers of the intuitive necessary.
Almost
over night, hundreds of individuals capable of communing with
the spirits tapped into the power of the Well of Souls to
protect their loved ones and villages. While most were still
no match for the eldritch might wielded by the hailene, their
powers were enough to allow these first intuitives to survive
the war to pass their knowledge down to the next generation.
Over
the years, two schools of thought have developed among the
intuitives. First, there are those who believe that their
powers to influence spirits come from the gods themselves
and thus devote themselves to churches. These inborns often
rise quite high in the ranks of most churches, even those
of small gods.
The second
group believe that the Well of Souls itself is the sole source
of their power and a thing to be protected and revered. Some
go as far as to make the Well of Souls their religion, but
as they already have powers stemming from it, clerics of the
Well do not yet exist.
Divinity
and Magic
Even in the same year as Saint’s Landing, there were
clerics to the Greater Pantheon (minus Dey). There have always
been those on Ere who channel power from their overwhelming
belief.
It should
be noted that one Ere, deities, while they are understood
to exist and have been known o grant outright miracles, seldom
mettle in day to day life anymore. It is rumored that Pandemos
and Dey walk the world in human guise, but even their temples
dismiss this.
The meat
of this fact, however, is that the gods of Ere do not personally
grant spells. Clerical or Druidic spells (for those dedicated
to Sylph) are formed by the pure devotion of the caster, regardless
of the wishes or intentions of their chosen deity. Most clerics
do not know this, but it is accepted fact in many scholarly
circles.
The implication
being that not all who claim to draw power from a god are
doing their god’s will. This is especially true for
clerics of Kayda, who often perform necessary function for
their people, ignorant of their deity’s loathing of
all demi-humanity.
Magic as
an Industry
During the rebuilding that took place during the Age of Tragedies,
many civil minded groups of wizards donated to the people
magical aides to help them farm more efficiently, tend their
animals better, and generally lead happier lives.
As time
wore on and society righted itself, the charitable acts became
fewer and farther between, but the value of these aides only
grew. Soon, wizards were inundated with pleas for more such
devices and offer of exorbitant sums of money for them as
some already offered for one time castings of spells.
Thus
was born the trade of magic items on Ere. Until very recently,
magic item creation was a draining and less than profitable
business, however booming. Items simply couldn’t be
made on any form of mass scale without seriously damaging
the crafter through mental strain (xp loss)
Then,
a mage named Trestrolm Norry entered the spellcrafting industry.
His first invention, the Spellcraft Siphon, made it possible
for a spellcrafter to have his clients take the strain of
creation instead of the crafter himself, vastly extending
the number of items a single crafter could make before succumbing
to strain. Subsequent innovations and practices involved charging
clients extra strain and storing it in Essence Prisons for
later use and later, converting the energy stored in Essence
Prisons into usable crafting material, thus reducing the cost
of components.
Today,
the industry behind magic item crafting is thriving, thanks
to Norry’s innovations. Minor enchanted weaponry are
common among professional guardsmen and magical aides are
sold in bulk in small towns.
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