Magic System
Origins of Meris
The Realms were spoken into existence by the Primordials, ancient and powerful beings forged from the formless chaos of the Void in acts of self-creation. Among these Realms is one known as Meris, the creation of Valyn the Everburning, and home to the mortal races. At the material level Meris is a flat, disc shaped world surrounded by a spherical firmament that separates the world from the hungering, entropic darkness of the Void. Beyond the boundary of the firmament are the stars, beacons of order which serve to weaken the force of chaos exerted on the realm itself. Within the firmament the Sun and triplet moons orbit the world using its equator as a midline. As they rotate their angle gradually changes northerly and then southerly to bring about the passage of seasons. Finally, the Serpents Sea flows around the world as a snaking current that passes under the great frozen extremes and then flows over the Edges of the World at the Eastern and Western Falls. This snaking current divides Meris into its four major continents, each filled with a variety of biomes and climates as their geography would dictate.
Of course Meris is more than its material plane. Higher and lower planes of existence coincide with the material plane, home to amortal beings such as celestials, fiends, and spirits as well as the underworlds where souls are rewarded and punished for their mortal deeds and the primal energy planes where elementals roam. To further complicate matters demiplanes, both natural and artificial, litter the imperceptible spatial contours of the Realm. All, however, are contained within the volume of the firmament.
Origins of Magic
The Void is relentless in its aggression against Meris, against all Realms. It ceaselessly works to erode the foundations of the Realms and subsume them, returning the liberated and transmuted energies of chaos to its primordial state. However to accomplish this it must first overcome the firmament, the barrier between all created things and the Void. In this pursuit it has been gradually gaining ground, slowly eroding the firmament away through sheer contact.
The vast majority of this erosion is undetectable as most of the energies released by the firmaments destruction are drawn into the Void. However the tiny fraction that isn't consumed is trapped within the firmament, gradually suffusing Meris' many planes as it accumulates. This eventually led to a critical point, some thousands of years ago, where the energy within Meris concentrated to a degree to illicit reactions within the world.
On the material plane all manner of beings began manifesting incidental powers, weak and instinctive, that granted them some minor command of the power around and within them. Gradually these incidental powers became more prevalent and pronounced. For the primitive animals and plants this meant they became supernaturally potent in their own right or transformed into creatures that would be known as Monsters in the coming eras. For those sapient races this increased power would lead to a burgeoning awareness of the forces around them and eventually the rudiments of understanding. These powers became collectively known as magic and the power which fueled it mana.
On the other planes these energies caused their own variety of transformations. The previously inert and static planes of subtle and ephemeral energies and matter began to coalesce into quasi-living and amortal forms. Even the planes themselves began to change and in doing so began to degrade, the admixture of their loosed planar energies altering the nature of mana and the resulting magic that would arise on these planes. Here spirits, celestials, fiends, psychopomps, elementals, and beings which defy classification came into being; each unaware of one another and set to the task of mastering their strange world.
History of Magic
The very first form of magic was sorcery. Sorceries are those oft minor magical abilities that are gained spontaneously or inherited from the bloodline. When they first appeared they were largely ignored as special talents or quirks rather than anything truly noteworthy. Over the centuries as they became more common people became aware of their potential and the age of sorcerers began. Nations were forged and broken by sorcererous bloodlines, each vying to increase and diversify their powers. Among these bloodlines the most famous from this period were the Selerian's. The Selerian's cultivated a sorcery which is known in modern times as second-sight, the ability to see that which cannot be seen. While immediately useful at countering the deceptions and illusions of other bloodlines their true fame came from the discovery of runes.
Runes are the normally imperceptible remnants of Valyn's will and Word that exist throughout Meris. These symbolic representations were at first a simple curiosity, one which was pursued for generations by the Selerian's who collected them in secret tomes within their ancestral keep. There they remained until the conclusion of the Blood Wars which saw the brutal end of many sorcerous bloodlines, although not the end of sorceries as a whole. During this time of reclamation the horded wealth of sorcerous houses was spread throughout the Realm, often into the hands the new militaristic elite. One of these elites was Ellisar Baros, one of the generals who led the final siege against the Selerian house. Ellisar took a keen interest on the tomes and tasked several of his scholarly advisors with determining their purpose and utility.
This group went on to become known as the Council of Baros or the First Council and their labors created what are known as glyphs. Glyphs are simple series of runes, often 2 to 5, connected in geometric arrangements which perform some simple function. Initially it was not known why glyphs operated at all rather than remaining inert as the runes had or any non-geometric series of runes they had tested previously. It was ultimately uncovered that the geometry itself lent a degree of order to the magical operations of the runes, guiding and structuring their functions, so that they might manifest an effect. To Ellisar, now elevated to the position of Duke within the fledgling kingdom of Hestian, this discovery was immensely valuable. He hoarded the knowledge for years, using their power to grow his own influence within the kingdom before ultimately revolting and forming the kingdom of Elisian under his banner.
Elisian would go on to conquer the remaining lands of Hestian and expand its boundaries into neighboring territories before solidifying its power through a series of treaties with its new neighbors who gained some of the periphery territories he'd recently conquered. Now secure in his power he formalized the study of glyphs under the now autonomous Glyphic Council, later to be renamed the Magicians Council. From there glyphs began to gradually advance, the allure of its power drawing the power hungry and curious from surrounding territories.
As the Council grew so did their understandings of the recently dubbed field of magic. They began to link glyphs together to create the first spells and then eventually learned to link spells together to form rituals. With spells and rituals the power of the Magicians Council grew and continued to do so until it threatened to topple the Elisian nobility. Seeing the potential dangers of this organization the then reigning king, Ailas Baros I, broke their power structure by decreeing the creation of two of magical organizations: the Court of Wizards, who were tasked with training the duly named profession of wizards to perform magic on behalf of the common citzenry, and the Court of Arcanists who were tasked with advancing magical knowledge under the guidance of the crown. The Magician's Council was then relegated to the task of maintaining Elisian magical history and preserving their unique culture of magic; at least on the surface. In truth Ailas saw the wizards as a means of removing the prestige of magic, drawing the practice down to that of something pedestrian, while also permitting magic to leave the tightly regulated hands of the magicians so that he might break their monopoly on the art. Simultaneously the arcanists, comprised of loyalist to the crown, would allow the kingdom to maintain its edge in magical theory while denying the resources to the magicians.
The magicians took the blow with indignation and there was a brief but bloody civil war that ended in the dissolution of the magician's council, although not the profession they represented. Magicians continued to exist, albeit in loose conclaves, where they drew from history and their own knowledge to advance magic in ways which were beneath or beyond the limited scope of the noble arcanists. From these different camps came several successes.
From the arcanists a formal understanding of mana matured and with it came the process of casting which allowed a magic user to mentally coax ambient mana, using verbal and kinesthetic mnemonic devices, into spell forms which replicated the older written variety of spells. This vastly accelerated the time needed to perform magic while also expanding its flexibility. They also learned how to enchant or imbue items with magic rather than simply engraving them with spells as well as began the study of alchemy which allowed them to distill magical effects into a liquid form.
The magicians on the other hand largely eschewed the use of casting, at least for a few generations, and instead focused on their own means of accelerating their spellcraft. They began experimenting with legends of otherworldly beings and developed spells and rituals that allowed them to reach across the boundaries of the planes to contact spirits, departed souls, elementals, and even minor celestials and fiends. From these efforts came the practice of pacts which allowed a magic user to draw on the magical abilities of other beings to perform magic on their behalf. Later various religious groups, and religiously affiliated mages, who had worshipped beings similar to the celestials would develop pact-based ritual magic known as theurgy.
Finally, from the humble ranks of wizards came cantrips and charms. Cantrips are cast glyphs which lack their highly ordered structure and instead rely on the caster's focus and willpower to shape the magical phenomena directly. While impractical and inefficient for more complex spells the creation of cantrips spurred the practice of spontaneous spellcasting which is still used heavily by wizards today. Charms on the other hand are the wizards solution to lacking the time or laboratory space for permanent enchantments. Charms, unlike traditional caster magic, endures for long-periods of time without the need for the caster to maintain the spellform. They accomplish this through techniques of mana-manipulation that would later grow into the field of meta-magic, the magic of manipulating magic.
This message was last edited by the GM at 00:59, Wed 30 Sept 2020.