Arcane Magic
Arcane magic is a power that has taken many shapes throughout the history of Aerith. Access to it as well as the ability to wield it has changed just as often through history. What abilities that exist in the modern era, come from fragments unearthed through research, study and discovery from the writings of scholars, spell casters and other beings from antiquity. Few powers today can contend with what myth and legend say were once possible.
Because this created universe is ‘closed’ the amount of matter and arcane energy/eldritch energy never dissipates, there is no entropy in relation to eldritch energy. It changes form which in turn changes the way various beings are able to access it over the course of time. The presence of consciousness keeps the level in a slow but constant state of change.
The creation of a closed universe meant ‘borrowing’ aspects of powers and energies from other planes and dimensions. ‘Unknown Shores’ exists at the center of a sort of Venn Diagram of infinite, overlapping realities in order to stabilize its own existence. Unknown Shores floats in the space between a vast web of overlapping planar and dimensional membranes.
The use of eldritch power at any level in this closed universe causes proportionate ripples across all of these overlapping membranes. This is one of the causes of the ebb and flow of the ‘Unknown Shores’ between the fixed continental nodes of the planet of Aerith. The other factor is the influence of the position of all manner of celestial bodies, not only in the Aurin Star System, but throughout the entire galaxy.
Each planet and moon in each star system throughout the galaxy experiences some manner of this Eldritch Phenomenon. On Aerith it is the ebb and flow of access to the so called ‘Unknown Shores’ but the effect varies widely from system to system and from planet to planet. This is also sometimes experienced by the stars themselves causing all manner of strange effects in deep space. The root cause of these eldritch phenomenon is, at its core, under the influence of this same dynamic. The manipulation of eldritch power and the position of foci of elemental energies (stars, nebula, black & white holes etc.) throughout the galaxy relative to the position of every other body.
Because the universe of ‘Unknown Shores’ borrows energy from other planes, it means this universe is accessible from all of these overlapping worlds and provides a means of entering these connected planes and dimensions, if one knows where and how to look. Beings from across the multiverse can sense the presence of the Unknown Shores galaxy and often try to exploit it to increase their own power and influence.
Example: Powers from the elemental plane of fire enter the Unknown Shores Universe and exert influence to attack the powers of or siphon the raw eldritch energy from the elemental plane of water, thus weakening them across every other dimension and plane that shares a link to the water plane.
This makes the entire galaxy of ‘Unknown Shores’ a unique and attractive arena for battles and power struggles for beings of various degrees of power (from powerful wizards to major deities) from the scope of the entire multiverse. The Galaxy is a crossroad between worlds and a focus of immense, nearly inexhaustible eldritch power. However, because of the unique way in which the use of this power changes can also, in time, change the way any being native or otherwise can access and manipulate it, meaning the galaxy has not (yet) been overrun and become little more than an apocalyptic rest area for interdimensional powers and their armies.
Since the same eldritch energy is the fuel behind all of the fantastic abilities present in the galaxy, those who have come to understand and even master this force have come up with all manner of explanations for why it works (wizards say it is a knowable energy that with study and using ancient runes and words and spells and gestures can be harnessed and manipulated - clerics claim it is the work of and powers bestowed by a god of some design be it a real deity, an outer planar power or something that was just made up.) While there are deity level powers in the Unknown Shores universe, they are high conscious manifestations and concentrations of that raw eldritch power who have become self-aware whose actions and motivations are unknowable to mortals. They are a kind of conscious entity that exists nowhere else in the multiverse.
The creation of this galaxy created a closed, stabilized galaxy between planar/dimensional membranes making it inaccessible to true divine powers but at the cost of partially and subtly de-stabilizing every other plane/dimension/universe throughout the vast multiverse. It was an unforeseeable consequence of the very magic that allowed the beings that created this universe to create the world of Aerith. In an attempt to provide a safe haven away from petty divine entities what was created was a kind of super dense anchor universe which borrows energy from the entire multiverse and concentrates it in an infinite, though ever changing closed circuit of raw, manipulable eldritch and elemental energy.
Through the use and manipulation of Eldritch energy planar membranes can ever so slightly touch one another. When they bump, they create a temporary means of entering the universe. These gateways open and remain open for varying lengths of time depending on where in the universe this ‘bump’ occurred, which could be anywhere. A planet, a moon, a star, in empty space, etc. Etc. There does exist a magical means of keeping gates of certain sizes open for a little longer than nature would allow but no gateway nexus can remain open indefinitely. The super-dense eldritch gravity, the vast concentration of power quickly cinches shut these planar wormholes.
Throughout the multiverse, there are immensely powerful beings who don’t much care for the fact that Unknown Shores galaxy was brought into existence as it has created a fundamental imperfection in the fabric of every reality. It cannot be destroyed, because the results of its utter annihilation are totally unknown even to the most powerful beings in the universe. Something or somethings created a problem that nothing in existence knows quite what to do with it. They know it is a dangerous and volatile place and do what they can to keep it as secret as possible. It is a universe that should not have been. It is a world between worlds, whose unseen gravity and mass have created a sort of arcane black hole that tugs at every possible world and aspect of existence across the entire multiverse.
There are those who have been placed in charge of watching over this universe to make sure no further damage to the web of reality itself across every plane and dimension is done. Entaris is just one of these beings. He was a member of the wizard’s guild that created this universe and in the end the one that brought all the combined powers of the other guild wizards together and actually caused the creation and sudden expansion of this bubble world between worlds. He feels a sense of great regret and responsibility for what he helped create and the implications this universe has for the existence of every being high and low across the infinite multiverse.
Arcane Magic as a Fundamental Force of Nature:
The oldest and by far the most powerful arcane discipline is spoken of vaguely and theoretically in a handful of the rarest and most ancient texts and literature; referred to by Temple scholars as Core magic or simply ‘The Way’. Though there is some debate as to its level of sophistication, none debate its awesome theoretical power. Scholars don’t seem to agree on whether or not it was a base force manipulated by rudimentary casters unaware of the gravity of the raw power they were manipulating or if they were in fact mages of the most advanced caliber who were all too keenly aware they commanded godlike forces. Though it is a matter of whimsical discussion, no such record of the spells themselves nor their wielders has ever surfaced and it is doubtful such power ever actually existed.
What no living soul in universe knows (save just one) is that the latter is the truth. The wielders of Core Magic had in fact reached a god-like level of understanding into the fundamental forces that make up the universe, seen and unseen. This is magic refined to such a degree that the need for things such as schools and distinct disciplines vanish, leaving only the ability to manipulate the very essences of creation and destruction. This is the magic that forged the universe itself.
The magic that exists for manipulation by Aerith’s casters is in a sense, finite. It is the residual magic left over from the creation of the universe that is still dissipating. Inevitably, channeling those arcane forces as casters of ‘The Way’ no longer exist and there simply isn’t enough of that level of power left in the universe. However, like any other form of energy, magic itself cannot be destroyed or created, only altered. It is the understanding of this altered form that comprises the foundations of Core Magic. Magic itself is simply a form of energy, as such the laws governing matter itself apply. Arcane energy cannot be created, nor can it be destroyed. In terms of understanding Core Magic, this means that pure Entropy magic cannot destroy itself, just as pure Creation magic cannot create itself.
Dragon Magic:
From the residual powers left from the casting of the Core Magic that forged the universe itself came the Dragons. These beasts, were first born in the myths and legends of primitive people aware of only their basest instincts. The more reverence and belief in these symbols as well as their consistent personification were afforded, the more raw arcane power was siphoned to them. In time, myth took form and from the minds of those who came to worship them as gods these beings commanded magic granted to them from this arcane power.
Their nature is pure magic, they were able to grant their most loyal powers of their own and though they could not perform the same miracles of The Way, whose epic tales were already dwindling into myth their power was vast and terrifying nonetheless. The battles of dragons are well documented, and evidence of their destructive power can still be seen today in places like Aranoc and Kazum. But like Core magic, the age of the dragons came and went. Their power peaked and began to wane, passing into the hands of its new caretakers.
The Traditions:
Magic taught to the human and demi human races by the dragons for their faithful service came to be called the Traditions. These powers are also well known and documented during this age. Far weaker than The Way and Dragon magic but still an awesome force, it too drew power from the residual energies released from the Core magic spells that created the universe. It was also at this point that power words as well as seals and symbols of power were needed to properly channel arcane energy. The ability to channel and shape it through sheer force of will alone was dwindling, the gift becoming rarer and rarer. Even the Gods of magic could not stem the tide and the power of the ancient ones slipped from even their grasp.
500 years ago in an attempt to liberate the arcane stronghold of Bastion from the clutches of the ruthless Azar Emperor, the armies of the Hierophant lead by Baron Augustus Seinrill – mage knight of Xal’Kanan from the small border nation of Areeott, invaded the empire and besieged the mighty fortress of Bastion - A storehouse of all the knowledge of the Traditions in order to free it from the clutches of the Azar Emperor and his Primal Dragon overlords. Relics and wisdom handed down from ancient times were kept there and taught to would be wielders in the remote peaks of the Agriss Mountains where their training mishaps would cause the least damage. Prepared for such an assault the fortress defended itself. It broke free from the mountain, and rose into the sky. Its powerful defenses activated, warding off any who drew too close. Those inside the fortress sacrificing themselves to keep their art safe from destruction. When the gates of Bastion sealed, and the fortress rose above the clouds, magic as the world knew it once again, began to fade.
The loss of the Traditions set the art back for nearly 3 centuries, as casters struggled to preserve what knowledge still remained outside its walls. In fact only one significant source of Traditions magic remained on Aerith, but was and is still as inaccessible as Bastion – the grand libraries of Seinrill Castle.
Mages gathered and formed what is known today as the University of the Unseen Path. A college of wizards and sorcerers who cataloged and preserved what knowledge of the Traditions remained in an attempt to research new ways of casting and thus, reviving their precious art. 250 years after the loss of bastion the Schools of Magic were organized into what is known as Discipline Magic and with it the sub-science of Alchemy.
Bastion:
Floating almost 2 miles above the shattered Azar Empire is the magical fortress of Bastion. Lost forever at the Battle of Bastion during the Siege of Cold Steel Mountain, it houses all of the secrets and relics of the Traditions. For 500 years none have been able to penetrate the defenses the invading army activated in their attacks on the Azar Empire. Penetrating the defenses of Bastion is impossible under any conventional means, and most unconventional means. The best minds in the world have been trying for 500 years with no success. Originally it was constructed as a prison for those who would defy House Azar, but its securities and natural defenses made it the ideal storehouse for the magic and treasures gathered by the dragons and their sorcerers.
The Disciplines:
Magic of the modern age requires varies words and symbols of power as well as components of various rarity. Pulled from the schools of magic (Abjuration, Conjuration, Evocation, Divination, Necromancy etc.) these rituals and formulae draw from the same residual arcane energy left over from the use of Core Magic at the birth of the Universe, but to a much weaker degree than all of its predecessors. Still an incredibly powerful force, magic has become a part of everyday life on Aerith, aiding everything from architecture and engineering to agriculture and quality of life. Still a growing field, advances in the art are discussed and disseminated through the corridors of the University. Some secrets are jealously guarded, while others are sold off to the highest bidder. Still, slowly but surely the art advances and refinements to power control and effects happen daily. The largest benefit in these new methods is the room for adaptability. Since these spells are crafted by formulae and variables, rather than simply bending a force to one's will, the modern mage is able to combine effects and is able to benchmark progress and changes in the outcome of spells, ironically these limitations allow for a greater exploration of the fundamental composition of the universe and even the nature of magic itself.
The Eldritch Paths:
Roughly 20 years ago a strange new form of magic began to appear. Not in the Temple, or in the University but out among the people of the world. Born with the ability to shape magical forces to their will upon the satisfaction of certain conditions, they were a breed of caster unseen since the Age of Dreams and the height of Traditions magic, believed to be long since extinct – true sorcerers. Yet they were not the sorcerers of legend, the powers they commanded were limited to a narrow scope of effects or things they could manipulate, but they could do it with no discernable training or effort, reflexively conjuring arcane powers. These new sorcerers, followed a way they dubbed the Eldritch Paths. All of them could manipulate the arcane energies of the universe in their own unique way, but with a strange and often frightening cost - the sacrifice.
The Sacrifice:
The Sacrifice is the cost one must pay to command the power of an Eldritch Path. The cost itself is different for each person, but is somehow related to the personal or spiritual cost of the power being sought. The more power one wished to command the greater the cost to their soul. A sacrifice could be something as simple as being unable to see color, to as devastating as destroying the soul of a dead loved one for arcane energy. No matter the Path, the sacrifice is some form of personal loss, a cost that the universe places on a person who would command its powers, a constant reminder that this rare gift is not something to be wielded lightly.
Example Eldritch Paths:
Runic – Magic using ancient symbols of power.
Pact – Magic fueled by a pact with an alien entity.
Blood – Temporary power gained through blood sacrifice.
Conduit – Channeling elemental forces directly.
Umbra – Manipulation of light and dark, illusion.
Walker – Appeasing spirits to grant favors.
Bond – A dead soul channels power from the afterlife through the caster.
Siphon – The ability to transfer the innate magical energy from something into a spell effect.
Entropy – Forever releasing magic from enchanted items, to gain spell energy.
Dimensionist:
These casters are able to manipulate the space around them at will, phasing and shifting through dimensions and planes.
Bonded:
These casters are able to split and siphon forces and energies between various targets. They can manipulate thought as easily as they can change the target of spell effects.
Typical Sacrifice Effects:
They channel their power through an attachment to a dead loved one. The more they cast, the more they start to forget that person ever existed.
Entropy:
By destroying existing artifacts to fuel their power, Entropists are capable of unleashing devastating amounts of destructive power.
Typical Sacrifice Effects:
In addition to needing a ready supply of items to destroy, a bit of the caster's soul must be destroyed to initiate the items destruction. The caster ages with each spell he casts, or elements in his own life begin to break down. (Marriage dissolves, fortunes are lost, and business is closed)
Umbra:
These casters are affected by light and light spectrums differently than other people. They are able to bend light around them at will, or draw it into themselves to project darkness. They are experts in illusion and tricks of the light.
Typical Sacrifice Effects:
Blindness, or over sensitivity to light are common traits of the Umbra Path. Minds of the casters are also usually preoccupied with some sort of imaginary or fantasy element in their lives and, if untrained end up living in a world of total fantasy.
Blood:
Magic of the Blood Path is a truly terrifying gift. Similar to Entropy magic, Blood magic achieves its effects by the sacrifice of life itself. The caster’s own life or that of an innocent victim, blood begets blood. These casters are able to manipulate the forces of life and death.
Typical Sacrifice Effects:
A strange compulsion to make themselves less living is a common malady of the Blood Path. Many powerful casters have become undead or golems in an attempt to allow themselves to practice their art without risk. Debilitating insanity is also a problem, as witnessing and practicing these gruesome rights destroys the mind itself.
Fate:
Casters of the Fate Path are able to bend and in some cases break the laws of chance and probability.
Typical Sacrifice Effects:
In addition to being unable to win at games of chance, Fate Casters develop a condition they call Strange Luck. It’s a unique brand of serendipitous ill fortune that gradually encompasses every aspect of their life.
Runic:
Based on learning and mastering ancient symbols of power, the Runic Path leaves casters struggling to learn strange and oftentimes alien languages and thought patterns.
Typical Sacrifice Effects:
Constant research and reading of lost knowledge and conferring with alien powers and minds leaves the Rune Casters disassociated with his own mind and his own languages. While they appear insane, they are in fact a new being altogether, a human alien hybrid.
Conduit:
The Conduit Path allows casters to remove the innate essence of some elemental force such as air or fire and shape it into an elemental based spell effect.
Typical Sacrifice Effects:
Since their power is borrowed, Conduit Casters begin to rely more heavily on others to get about in their daily lives. Physical debilitation is common, as are mental or emotional requirements.
Siphon:
Similar to the Conduit Path, Siphon casters are able to produce elemental spell effects by transferring one type of elemental energy such as Earth, into a Water based spell effect.
Typical Sacrifice Effects:
Balance is a problem to Siphon Casters. Sometimes it’s their physical equilibrium and dexterity that suffers, but this balance problem can also take shape in their personal life. Siphon casters succumb easily to addiction and excess as easily as they live as a minimalist or even a hermit.
Walker:
Walker Casters deal with spirits and ghosts, gaining their favor with offerings, rituals and deeds in order to achieve spell effects. Some cultures with Shamans and Wu Jen actually have Walker Casters.
Typical Sacrifice Effects:
Taboos, Phobia and paranoia are the trademarks of the Walker Path. Compulsive rituals and superstition are observed unconsciously so as to continue to keep the spirit world appeased. These compulsions can take many forms, such as having to step into a room 3 times before doing anything else. Taking off one's boots and putting them on again before leaving could be another.
Empaths:
The path of Empathy grants sway over mental powers as well as healing and protection abilities. They are living wards against danger.
Typical Sacrifice Effects:
Because of their ability to feel the surface thoughts and emotions of others Empaths are constantly scanning their environment for signs of danger. The can be excitable, absent minded or distant. Visions of potential hazards and danger often plague their dreams.
Death & Death Magic:
While the ability to return the dead to life exists it is considered vulgar at best, and at worst can be a blasphemous insult punishable by death. Arcane means are available, but the cost is high both socially and monetarily. Asking a divine source is considered heretical to some faiths. The Cathedral of Light will only do it if the person died in the service of the church performing some act that will doubtlessly be canonized. The Basilica will do it freely, but only for followers, or those willing to convert (posthumously if need be). The Mass will do so only at the bidding of the proper oracle, though the answer is usually no. Of course there are always ways around the problem. Crooked clerics and mages will certainly take money for favors. The only power on Aerith that does not question the need for such magic, nor judges those in its need are the monks of the Sovereign Chorus. They are quiet about it, but only out of respect for the other major religions.
Those who are revived have hazy half-memories, as if just awoken from a dream. For some, especially children, these memories are blissful and pleasant. For most, the memories are just weird, images of strange other worlds inhabited by the dead or strange alien beings. Particularly pious clerics recount sitting at the table of the gods in heaven, while corrupt nobles often experience horrific nightmares. Sometimes this causes them to change their ways and repent, but sometimes it drives them into even worse behavior if they don't think they can be saved. Some are even driven mad.
There are also tales of raise dead spells gone slightly wrong -- the body becomes animate, but something "else" comes back rather than the intended soul. For this reason, raising the dead is never undertaken lightly; there are usually several high-level clerics or mages on hand.
Constellations:
The stars and their positions have long been an essential aspect of life on Aerith as well as other planets in the galaxy. They are important for such things as navigation and timekeeping, but are also a necessary for certain aspects of religious ceremonies and arcane rites. Their powers and energies are harnessed to fuel magic as well as certain void skiff designs. The stars also hold a great deal of information about the true nature of the universe itself, and are often referenced in prophecy.
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