Post by Oniryukain on Aug 17, 2006 15:34:52 GMT -5
General Information[/size]
The following regards to Arcane Casting Only[/size]
Following the Ark of Quain incident, various regions became direfully fearful of magic present in any form. This lead to a particularly dark age, mostly for Humans, of limited understanding of magic and its implications, lasting about two to three hundred years after the Ark incident. Many mages in this time would be hunted, tried for various crimes, and slain – usually by method of burning. Those who avoided a burning end to their existence, fled to various hard to reach regions across Fenmyr, such as the Vorrin Mountains or small purposely unmapped islands in the various seas. Eventually the idea of learned mages, wizards, to practice openly once again if they owned a license which they obtained from Veluan became the standard. Unfortunately, sorcerers are still seen as a source of uncontrolled magic and feared to a high extent across Fenmyr.
Bards are not considered fully Arcane based in Fenmyr, it is believed the goddess Rhion grants them a fragment of her power through the art of music. Thusly they do not require a license to practice, as their power is viewed as if it comes through a different medium. They can attend Veluan, the magic academy, though and often can obtain a license despite they not needing one.
Warlocks are just hated, they are seen as evil freaks. They are known to be of demonic lineage and feared for this reason. Even if there is a potentially good Warlock out there, he'll likely get stoned to death before being able to convince people he is a good fellow.
While it seems Sorcerers get the short of the stick in Fenmyr, which I admit they do, most Sorcerers can get along fairly fine. If they do not cast openly, which most native Sorcerers would learn from their parents or a friendly mentor or such, they can blend in as a normal person fairly well. Those who can do it, often will obtain a fake Wizardry License – these fake licenses are extremely accurate and are nearly impossible to tell from the real deal, usually requiring a master forger to be able to tell. They are hardly cheap though, often resulting in a set of payments or favors. These fake licenses are the work of the Azan Mob, who benefit greatly from sorcerers in various ways. There are other forgers out there, but the level of accuracy in the forgery varies greatly and prices do as well – it is a risk to obtain them from anyone but the Mob...which is obviously a risk as well.
There is rumored to be a school for sorcerers out in the reaches of the Deadlands, similar in principle to Veluan – The Academe of the Magi. Though it likely now lies in ruins due to the quake from the Ark a hundred years ago, however, its spirit could potentially live on if there are still people there or if new people take over the roles. Either way, if this school could gain the support of a nation, such as Pherin or Shadowluren, it is possible sorcerers could just be asked to visit this school similarly to a wizard being asked to go Veluan and avoid all the issues and death. The school would require a large enough staff, supplies, defenses, and a means for other nations to reach it be it by simply road or portals.
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Regional/Racial Information[/size]
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The most open of the subject on magic are the Shadowluren[/size] due to the existence of the academy, Veluan, founded some centuries prior to the incident in response to the Kinslayer War. Considered to be a nation with considerable liberties, they ,despite the growing trend to issue licenses to casters, allowed wizards and sorcerers to practice freely without having spent time at the academy. This lasted quite awhile, up until the most recent council additions, these “young bloods” have began to enforce the license practice to the extent of forcing known sorcerers out of the Shadowluren Elves controlled lands. These recent changes have not reached all parts of the Shadowluren nation, the outlying areas of the east and west are most noted. Though unlike other nations, the Shadowluren Elves still do not hunt down and execute rogue mages who practice, specifically sorcerers, but instead take a policy of expulsion usually by means of banishment.
The Sillilnyme Elves[/size] have a vast and deep understanding of magic that is possibly eons old, relating through their unique bloodlines and manner of keeping detailed history – even if much of it was lost during the Ark of Quain incident. The Sillilnyme nation is known to have a much tighter grip upon its denizens due to traditions of its people, this is why the license system was adapted fairly openly by these Elves. In the eyes of the Sillilnyme government, specifically the Jaden Emperor, this is another vital step to keeping everything running smoothly, everything according to law and function. The Sillilnyme Elves do not allow outside casters to enter its territory without an official license from Veluan. Sorcerers are not permitted to enter the region of Sillilnyme by means of any of the official entry points, while those born within the Nyme territories are usually ostracized when found out or leave on their own to save their families much grief. Mage slayings are uncommon in the Nyme territories though if any sorcerers are particularly destructive, the governments makes examples out of them by means of public executions.
The Lodestone Dwarves[/size] of K’a Khaazk Lara are an ancient race, claiming much achievement from their own hands and not by the exploitation of a a fickle power such as magic. While this is not entirely true, the Lodestones have something of a respect for magic in the regard it is not to be abused, especially by the unlearned. Most Dwarves who practice magic are considered to be a minority in Lodestone culture, though they still are licensed from Veluan. The majority of Dwarves, the Lodestone most precisely, are much more dependant in faith to actualy bother with magic. Sorcerers are usually ignored if they do not practice openly, those who do are usually banished. The Lodestones have little record of putting mages to death as they are quite uncommon.
The Azurites[/size] are extremely open in terns of the Arcane, they practice fully and openly within their Crystal City. This could be due to the remote location of their citadel, located within the harsh Desert of Ice. However, when traveling abroad most of the Azurites have a Veluan license if nothing more than to pacify the other nations. Azurite sorcerers are common within the Crystal City, few travel abroad due to political issues. There are records of mages being put to death, though these are by legal reasons only not due to fear or the like.
The Pherin[/size] people, being formed out of the mixture of three socially different groups of Humans, creates an unique outlook on magic. Magic is a tool to be used to effectively alter reality by forcing things to be done quicker or more safely among other variables. Though in order to use magic as a tool, one must have the training to do so, this is where the Veluan license comes in. Only those who have earned a license are considered safe enough to wield magic effectively, while those who have no license are unsafe to the public if they practice openly. At one time, sorcerers were allowed to use magic openly though still remained watched due to centuries of prejudice against them, the common people would often chase many of them off. In the cities, however, wizards and sorcerers often worked together on various projects. Though such times are long gone, the Legionaries of Pherin have begun enforcing the license laws, under orders of High Lord Darathorn who seemingly has been pressured by several of the other lords who must answer to their citizens who remain in fear of sorcerers, to the point of arresting and processing sorcerers for uncontrolled magic and wizards who fail to have a license. These processed persons are either banished from the nation or put to death depending on the degree of their infraction of the law. An exception to this law is Kiran, where newcomers to Fenmyr are permitted to exist without licenses – as long as they are not a danger to the public, but sorcerers are still arrested and processed since they cannot obtain a license at Veluan. (So don't go casting magics in front of the Commander if you are a sorcerer).
Kyrstinaw[/size] is an older Human culture compared to Pherin, who is fairly only recently created, and its views on magic are similar to those of the Jaia culture that Kyrstinaw grew out of. That magic is a dangerous force and only those who are learned can possibly control it. With this viewpoint, all mages are met with a degree of hesitation, awe, and fear. Only those with a license from Veluan can travel and practice openly, sorcerers are often grouped with wizards in mindset, so those without license are merely banished from Kyrstinaw. Those born in Kyrstinaw, are often hidden due to the fear and sent off in the middle of the night to Veluan if possible, otherwise these non-licensed mages tend to keep to the cities where they can blend in more easily. Kyrstinaw has a long history of executions involving mages, specifically sorcerers.
Rosca's Ring[/size] out of Hakk u nro Ghahho' have a racial fear of magic, though unlike their other kin, Rosca's Ring have learned to accept it to a degree. While still fearful of it in most situations, these Orcs are more accustom to it than their brethren, even to the point of accepting it into their culture. While Orcish casters are somewhat rare, they are shunned by most of the rings save Rosca who welcomes them and attempts for them to nurture it in order to understand it more. The distinction between sorcerer and wizard in Orcish culture is not made clear so the enforcement of license in Hakk u nro Ghahho' doesn't exist as of yet. Orcs are not welcomed in Veluan, due to historical racial issues with the Elves. Orcish casters are tolerated only in Pherin, where many can obtain a limited license (good for only regions in Pherin) in New Pherin if they can show they are capable of advanced thought – when to and when not to cast and such.
The following regards to Arcane Casting Only[/size]
Following the Ark of Quain incident, various regions became direfully fearful of magic present in any form. This lead to a particularly dark age, mostly for Humans, of limited understanding of magic and its implications, lasting about two to three hundred years after the Ark incident. Many mages in this time would be hunted, tried for various crimes, and slain – usually by method of burning. Those who avoided a burning end to their existence, fled to various hard to reach regions across Fenmyr, such as the Vorrin Mountains or small purposely unmapped islands in the various seas. Eventually the idea of learned mages, wizards, to practice openly once again if they owned a license which they obtained from Veluan became the standard. Unfortunately, sorcerers are still seen as a source of uncontrolled magic and feared to a high extent across Fenmyr.
Bards are not considered fully Arcane based in Fenmyr, it is believed the goddess Rhion grants them a fragment of her power through the art of music. Thusly they do not require a license to practice, as their power is viewed as if it comes through a different medium. They can attend Veluan, the magic academy, though and often can obtain a license despite they not needing one.
Warlocks are just hated, they are seen as evil freaks. They are known to be of demonic lineage and feared for this reason. Even if there is a potentially good Warlock out there, he'll likely get stoned to death before being able to convince people he is a good fellow.
While it seems Sorcerers get the short of the stick in Fenmyr, which I admit they do, most Sorcerers can get along fairly fine. If they do not cast openly, which most native Sorcerers would learn from their parents or a friendly mentor or such, they can blend in as a normal person fairly well. Those who can do it, often will obtain a fake Wizardry License – these fake licenses are extremely accurate and are nearly impossible to tell from the real deal, usually requiring a master forger to be able to tell. They are hardly cheap though, often resulting in a set of payments or favors. These fake licenses are the work of the Azan Mob, who benefit greatly from sorcerers in various ways. There are other forgers out there, but the level of accuracy in the forgery varies greatly and prices do as well – it is a risk to obtain them from anyone but the Mob...which is obviously a risk as well.
There is rumored to be a school for sorcerers out in the reaches of the Deadlands, similar in principle to Veluan – The Academe of the Magi. Though it likely now lies in ruins due to the quake from the Ark a hundred years ago, however, its spirit could potentially live on if there are still people there or if new people take over the roles. Either way, if this school could gain the support of a nation, such as Pherin or Shadowluren, it is possible sorcerers could just be asked to visit this school similarly to a wizard being asked to go Veluan and avoid all the issues and death. The school would require a large enough staff, supplies, defenses, and a means for other nations to reach it be it by simply road or portals.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Regional/Racial Information[/size]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The most open of the subject on magic are the Shadowluren[/size] due to the existence of the academy, Veluan, founded some centuries prior to the incident in response to the Kinslayer War. Considered to be a nation with considerable liberties, they ,despite the growing trend to issue licenses to casters, allowed wizards and sorcerers to practice freely without having spent time at the academy. This lasted quite awhile, up until the most recent council additions, these “young bloods” have began to enforce the license practice to the extent of forcing known sorcerers out of the Shadowluren Elves controlled lands. These recent changes have not reached all parts of the Shadowluren nation, the outlying areas of the east and west are most noted. Though unlike other nations, the Shadowluren Elves still do not hunt down and execute rogue mages who practice, specifically sorcerers, but instead take a policy of expulsion usually by means of banishment.
The Sillilnyme Elves[/size] have a vast and deep understanding of magic that is possibly eons old, relating through their unique bloodlines and manner of keeping detailed history – even if much of it was lost during the Ark of Quain incident. The Sillilnyme nation is known to have a much tighter grip upon its denizens due to traditions of its people, this is why the license system was adapted fairly openly by these Elves. In the eyes of the Sillilnyme government, specifically the Jaden Emperor, this is another vital step to keeping everything running smoothly, everything according to law and function. The Sillilnyme Elves do not allow outside casters to enter its territory without an official license from Veluan. Sorcerers are not permitted to enter the region of Sillilnyme by means of any of the official entry points, while those born within the Nyme territories are usually ostracized when found out or leave on their own to save their families much grief. Mage slayings are uncommon in the Nyme territories though if any sorcerers are particularly destructive, the governments makes examples out of them by means of public executions.
The Lodestone Dwarves[/size] of K’a Khaazk Lara are an ancient race, claiming much achievement from their own hands and not by the exploitation of a a fickle power such as magic. While this is not entirely true, the Lodestones have something of a respect for magic in the regard it is not to be abused, especially by the unlearned. Most Dwarves who practice magic are considered to be a minority in Lodestone culture, though they still are licensed from Veluan. The majority of Dwarves, the Lodestone most precisely, are much more dependant in faith to actualy bother with magic. Sorcerers are usually ignored if they do not practice openly, those who do are usually banished. The Lodestones have little record of putting mages to death as they are quite uncommon.
The Azurites[/size] are extremely open in terns of the Arcane, they practice fully and openly within their Crystal City. This could be due to the remote location of their citadel, located within the harsh Desert of Ice. However, when traveling abroad most of the Azurites have a Veluan license if nothing more than to pacify the other nations. Azurite sorcerers are common within the Crystal City, few travel abroad due to political issues. There are records of mages being put to death, though these are by legal reasons only not due to fear or the like.
The Pherin[/size] people, being formed out of the mixture of three socially different groups of Humans, creates an unique outlook on magic. Magic is a tool to be used to effectively alter reality by forcing things to be done quicker or more safely among other variables. Though in order to use magic as a tool, one must have the training to do so, this is where the Veluan license comes in. Only those who have earned a license are considered safe enough to wield magic effectively, while those who have no license are unsafe to the public if they practice openly. At one time, sorcerers were allowed to use magic openly though still remained watched due to centuries of prejudice against them, the common people would often chase many of them off. In the cities, however, wizards and sorcerers often worked together on various projects. Though such times are long gone, the Legionaries of Pherin have begun enforcing the license laws, under orders of High Lord Darathorn who seemingly has been pressured by several of the other lords who must answer to their citizens who remain in fear of sorcerers, to the point of arresting and processing sorcerers for uncontrolled magic and wizards who fail to have a license. These processed persons are either banished from the nation or put to death depending on the degree of their infraction of the law. An exception to this law is Kiran, where newcomers to Fenmyr are permitted to exist without licenses – as long as they are not a danger to the public, but sorcerers are still arrested and processed since they cannot obtain a license at Veluan. (So don't go casting magics in front of the Commander if you are a sorcerer).
Kyrstinaw[/size] is an older Human culture compared to Pherin, who is fairly only recently created, and its views on magic are similar to those of the Jaia culture that Kyrstinaw grew out of. That magic is a dangerous force and only those who are learned can possibly control it. With this viewpoint, all mages are met with a degree of hesitation, awe, and fear. Only those with a license from Veluan can travel and practice openly, sorcerers are often grouped with wizards in mindset, so those without license are merely banished from Kyrstinaw. Those born in Kyrstinaw, are often hidden due to the fear and sent off in the middle of the night to Veluan if possible, otherwise these non-licensed mages tend to keep to the cities where they can blend in more easily. Kyrstinaw has a long history of executions involving mages, specifically sorcerers.
Rosca's Ring[/size] out of Hakk u nro Ghahho' have a racial fear of magic, though unlike their other kin, Rosca's Ring have learned to accept it to a degree. While still fearful of it in most situations, these Orcs are more accustom to it than their brethren, even to the point of accepting it into their culture. While Orcish casters are somewhat rare, they are shunned by most of the rings save Rosca who welcomes them and attempts for them to nurture it in order to understand it more. The distinction between sorcerer and wizard in Orcish culture is not made clear so the enforcement of license in Hakk u nro Ghahho' doesn't exist as of yet. Orcs are not welcomed in Veluan, due to historical racial issues with the Elves. Orcish casters are tolerated only in Pherin, where many can obtain a limited license (good for only regions in Pherin) in New Pherin if they can show they are capable of advanced thought – when to and when not to cast and such.