Arcana and Divinity

An Overview of Magic after the Shardfall

The Arcane arts have long been second nature to the Eladrin. Elves as they are, they have a natural affinity for spellcasting. The Arcane arts specifically draw their power from the stabilised Astral Sea and Elemental Chaos and all the various subdivisions of these metaphysical realms, for they all exist within each other in the churning currents of the Astral. Before the Shardfall and the Reclamation, Arcanists were forced to protect themselves thoroughly against the daemons that waited on the other side of the veil between the Astral and reality, who hungered to burst into reality through the tenous connection that is the mind of a trained, or untrained arcanist. Normally only with years of practice, and even then still with risk of localised magical catastrophe or possession, did mages practise their spells. However with the stabilising of the Astral Arcanists in the Empire simply channel this power. The stabilising, in effect reinforced the natural subdivisions of the Astral and the veil itself, allowing magic-users to access this power without the terrible risks that once accompanied its use. Arcane magic was once terribly dangerous but is now easy, nearly anyone can use magic and many use it in their day to day lives.

Curiously the stabilising of the Astral has given rise to a new doctrine of magic, called Psionics. Before the stabilising of the Astral there were those who manifested too-subtle powers to bend the wild astral sea to their will. The fate of these folk was universally grim, without the strength to hold onto their essence in the chaotic seas of the Astral these individuals would go mad, or worse become beacons for daemonic incursions. Now however can easily tap and develop their powers to their fullest extent. Without the risk of having their soul devoured by daemons, these folk, who once (if lucky) would have become the stunted adepts who practiced village-healing and rituals, have developed powers never thought likely, including subtle thought influencing through meticulous study of the Astral currents generated by a sentient creatures thought patterns, or even brilliant telekinetics through manipulating Astral entanglement of nearly every living creature. Generally these folk are called Sensitives, and are prized by merchants, militaries and as adventurers for their capacity with telepathiy and telekinetics amongst their subtle arts.

The effects of the stabilising of the Astral have of course effected those who draw upon the powers of God’s and spirits to cast invocations and spells. In the times before the Shardfall even these clerics and divine casters would sometimes find themselves at the mercy of the currents of the astral, perhaps their prayers going awry, though never risking the same as Arcanists. With the stable Astral sea Clerics are a much more capable than ever of drawing stable prayer- force from their deities through their connection to their Gods, namely their force of will itself. Similarly for those who draw power from the ancient spirits of the land and forest, the stabilising of the Astral has meant that druids and other champions of the primal places have been able to better draw on these primordial spirits, as the chaotic currents of the Astral no longer interfere with the link between the spirits and their champions.

The 13 Pillars of Magic

  • Ambyrromancy
  • Astrymancy
  • Byomancy
  • Carnymancy
  • Cogymancy
  • Cryomancy
  • Gyomancy
  • Infyromancy
  • Kynomancy
  • Pyromancy
  • Necrymancy
  • Nethyrmancy
  • Tychnomancy

The Lost School of Carnymancy

In the earliest times of the World, one of the most powerful forms of magic, said to be developed by the first Eladrin after modifying the primordial magic of the Dragons, was Carnymancy. Sometimes simply referred to as Flesh Magic, it was composed up of mainly rituals. Bearing some similarities to Necrymancy and Blood Magic it was used in the Flesh-Forming, or creation of new horrendous creatures or even the manipulation of one’s own body. Thus it was that Eladrin Carnymancers, of a course of several centuries of ritual and line-breeding created the Orkoid on Goblinoid species, all various designed to help the servant Eladrin overthrow the Dragons with sheer brutality and numbers. Whilst the principles of Carnymancy are well known amongst Scholars, including the practice of identifying dominant and recessive traits, eugenics and line-breeding, the most powerful rituals, such as total shape manipulation, and for the creation of new creatures are lost to the passages of time and the ruination of the Elven Kingdoms during the crumble of their first civilisations. It is said amongst scholars that perhaps that Carnymancers after creating the Orks and Goblins hid their profane-art away, or destroyed its knowledge, lest the lesser races use the same trick that the elves use on the Dragons, to overthrow the Elves. Suffice to say all the mages of the Empire, have not been able to revive the lost art Carnymancy, and its use in the Empire today merely refers to those who cultivate specific strains of beasts in longterm breeding programs. Some say that perhaps this is all that Carnymancy ever was.

Tychnomancy of the Dwarven, Eladrian, Drow and Mestrian Schools

Despite the loss of Carnemancy a new art has arisen with the Shardfall that is slowly coming to dominate the burgeoning mageo-industrial complex of the Empire. Called Tychnomancy, the art is premised around the integration of general arcane (though sometimes divine, psionic or primal) power sources into clockwork and mechanical contraptions.

The first Tychnomancers were undoubtebly the Dwarves, and it is well known amongst Scholars that the during the Dwarven Wars Technomagical warmachines and destruction was used to great effect in the tunnel battles of the Dwarven Kingdoms. Dwarven Tychnomancy survived these horrific conflicts and flourishes still today. Considered by many dwarves as the only viable form of magic, it generally involves the creation of clockwork machines and the binding of arcane power to power the machines. Examples of this Tychnomancy include Golems, Dwarven Tunnel and Watercraft as well as the various ingenious forms of Dwarven traps that protect their mountain holds. This said much of Dwarven Tychnomancy is based on millennia old designs, and tends not to progress in form or design, the Dwarves preferring as is the want of their race, to trust in the tried and true methods of their ancestors.

The Eladrian forms of Tychnomancy are generally based upon the style of their dwarven neigbours, though they commonly repurpose and adapt the ancient dwarven styles and are not afraid to invent. The Warforged, the sentient constructs of the Reclamation are an example of Eladrian invention based of the designs of Dwarven golem-constructs. Similarly the newly invented Airships were based on the designs for Dwarven Watercraft and Tunnelcraft, adapting many of the mechanics to fit with the upwards force generated by a continual flame burning under a canopy of specifically created gas by Eladrian Tychnomancers. Another great Eladrian design are the clockwork limbs that can be connected to the minds of those who have lost their limbs. Whilst all Elven cities possess the magic to regrow limbs with ritual this can take many months and it is sometimes preferable to replace these lost limbs instantly particularly during times of conflict. The greatest school of Tychnomancy in the Empire was once in fact a Gnome enclave in the city of Silas. Silas is now known as the Clockwork city, and this university sits at the heart of the great mechanical contraption that is the city.

Whilst the Eladri and Dwarves have focused on the integration of the arcane with the simple systems clockwork and some alchemic processes the Drow in the cities of Kracia have focused purely on the development of Tychnomancy for the utility it has in covert operations. As obsessed as the Drow are with assassination they have a specific need for undetectable methods of killing. After millennia of their conflicts spell, poison and blade are all too obvious and traceable, particularly for Drow psions and diviners who can usually trace the origin of a spell, or the type of poison used. Thus the Drow as clever as are all elves, are also incredibly inventive. Some common Tychnomancy of the Drow are their miniaturised crossbows, and repeating crossbows, telescoping blades, spring mounted throwing daggers and even devices for the mass production of literature. It is said the conflict and individualism of Drow society means that they devop technology at an even faster rate than even the rapid learning of Humans, though this also means that the various Tychnomantic advances are kept secret by their inventors. There is even a guild of Alchemists and Assassins in the Drow trade city of Nyhalor, devoted to Alazi, who are devote their time to the collection of forgotten drow technologies. It is said they have mastered the art of producing fireballs and lightning without using magic, as well as metal tubes that hurl metal rocks hundreds of yards through the thickest of armour.

The Mestrian Schools of Tychnomancy are in their infancy, but already the rapid learning of the Human race is making itself felt. Based in unconquered Baronia it is said that there is a university run by the monks of Dragar at which many bits and pieces of technology and alchemy picked up from traders and from the battlefields are studied and reassembled. It is considered only a matter of time before the Mestrian Human nations have access to many of the technologies that have given the Elves many advantages, including repeating crossbow function as well as perhaps some of the more potent Drow technologies.

Gods of the Empire

The Imperial Deities

The Platinum Dragon, God of Order, Dragons and Justice. Statues of him are commonly a three-headed dragon, one head for order, one for justice and one for retribution. He is worshipped mainy by the Syverian dwarves, by some wood elf nations, a few humans and the nomadic dragonborn. The Eladrin worship him as an aspect of the element of air. Paladins are common amongst his worshippers and he is invoked in courts of law to provide guidance.

Aligned Spirits: Elementals

The Daemonqueen, God of Chaos, All-Flesh and Pleasure. Viella has always had a cult following where her religion has not been allowed a clergy. It was such in Mestria and many of the othe human nations before the shardfall where her worshippers were persecuted by the clerics and paladins of Dragar. The Drow have always worshipped Viella as their daemon mother and goddess of ambition and chaos. It is important to note that she is also the goddess of All-flesh and as such she gives out miracles of healing and the power for her clerics to go forth to stop epidemics. She is depicted as a beatiful and nubile human or elf with daemons horns. The Drow depict her variously, sometimes with a spider, scorpion or snake body. The Eladrin worship her as the aspect of the element of the earth.

Aligned Spirits: Daemons Incubine and Succubine

The Wolf Lord, God of Storms, Battle and Earth. He is depicted as a hulking muscled warrior with lightning bolts and a battle hammer. His sigil is a clenched fist around a lightning bolt. Over the centuries his worship been the state religion for many of the Mestrian dwarves and humans, who worshipped him as a god of order. He is the god in whose name that many humans have burnt Viellan cultists or mages. Whilst his clergy elsewhere are less singleminded and xenophobic his clerics are militant and his clergy made up of warrior-preists and paladins. The Eladrin worship him as the aspect of the element of water.

Aligned Spirits: Lupinals

The Life Mother, God of Fire, War and Nature. She is depicted as an elf maiden with sword and spear in hand and a tiger curled at her feet. She is goddess of the forest and nature and is thus reverred by druids. She is also worshipped by wood elves everywhere. She is also the goddess of fire, as this is inexorably tied to nature, and of war for she represents not simply battle as Dragar does but rather purposeful combat, whether it be for survival, conquest or justice. She is worshipped by the Eladrin as the aspect of the element of fire.

Aligned Spirits: Sylvan

The Keeper of Secrets, God of Magic, Death and Balance. He is depicted as a masked elf holding aloft an 8 pointed star, which is taken as his sigil. He is worshipped by all elves and almost to the exclusivity of all other gods by the Eladrin. The Eladrin consider his worship more sensible than the other major deities as they believe that the gods are fundementally unknowable, and Cifyre embodies this. His worship is considered the state religion of the Eladrin Empire, and some attribute the Shardfall to his intervention after watching the slow decline of the Eladrin and the inbalance caused by the rapid human expansion. Because the Eladrin and elves need only trance for 4 hours each night, they worship him at dawn and dusk, kneeling to pray to rising or setting sun respectively.

Aligned Spirits: Seraphim

Other Deities of the World

Goddess of the Sea and Mercantile. She is commonly depicted as a mermaid but is not worshipped outside of Mestria, the role of the sea god falling to Aerin or uncommonly to Dragar.

Daemon Prince of Murder and Blood. His cultists wear the sigil of the bloody hand, though he has no cult locations or other common practices as Karganathi cultists tend to murder each other when they meet. He has a fondness for making daemon-pacts and awarding his champions with daemon weapons, perhaps because this only furthers the amount murder that occurs in his name.

Aligned Spirits: Daemons Daityanine and Efreettine

Daemon Prince of Trickery and Madness. He is depicted as half snake half elf and his cultists commonly wear a snake sigil. Alazi is generally considered a neutral Daemon Prince as he is also sometimes worshipped as the lord of Guile and Mercantile. As such it is not infrequent for merchants to pray to him or wear his sigil. He is thought to be a relatively new Daemon Prince as there are no records of his worship from before the Shardfall.

Aligned Spirits: Djinni

Called an Anti-God by many, Anaheth represents the binary opposite of everything the mighty Xortivar holds dear. Chaos, undeath and madness are the tenants of his worship and as such his followers are often scorned in civilised. societies.

Aligned Spirits: Daemons Iblissine and Ishtarine

The Earth, Primal Spirits or the Old Gods
While not necessarily a minor-deity, the collective spirits of the land are infrequently worshiped. Druids frequently choose to devote themselves to the Earth-mother rather than to Aerin, or to the spirits. Shamans also revere these entities. This worship is sometimes called worship of the Old Gods.

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