Introduction
This information is intended to explain the environment in which magic is used in Breminor and more specifically, the kingdom of Valithra. Trade-offs have been made to ensure that it makes gaming no more or less difficult.
On the whole, magic users in Breminor are very seldom killed, even in the most orthodox areas, like Valithra. When this does happen, it is usually only for a good reason...like something bad happened that couldn't be explained and a mage was obviously involved.
The Binding: Where the Power Comes From
Clerics and mages alike draw the energy they need for their powers directly from the Binding.
What enables them to do this differs substantially. For clerics, the ability to control and manipulate the harnessed energies of the Binding, i.e., divine magic, is granted to them by the Gods. For mages, the ability to control and manipulate the harnessed energies of the Binding, i.e., arcane magic is based in the mage's strength of will, knowledge of the arcane, and mastery of the rituals involved in magic use. In other words, whereas the cleric's ability to control divine magic comes to him from without, the mage's ability comes to her from within.
Both arcane and divine magic cause a temporary weakening of the Binding, as it supplies the power needed to execute the magic. The drain is temporary because the Binding regenerates. The rule then, is not to drain the Binding excessively through the repeated use of high-level magics by multiple magic users…as would occur, for example, in a major battle.
As Amulon found out centuries ago, this would not destroy the Binding. It will, however, overwhelm the Binding, warping it and causing a rift where the physical properties of the world and the Aether intermingle. There are those within the world whose singular purpose in life is to prevent such manipulations and/or perversions of the Binding from occurring. Users of magic should take care.
As a result, odd things have happened after major battles, including: the disappearance of entire armies; the dislocation of all users of magic to an island a thousand miles away; and, the reanimation of the fallen (though many suspect that the Archdaemon Dujino had a hand in this). The consequences of such a rift are never slight and are always commensurate in effect and duration with the amount of drain on the Binding.
Historical Ban on Magic
The threat posed by significant magic use caused the Holy Church of Breminor to take action. During the Third Cycle, when the use of magic reached its pinnacle, the Church believed that Mortalkind - not Amulon - was likely to cause the end of the Binding. Magic was banned outright; as with most movements, extreme elements took over before the situation became calm again; this included the burning of magic items, magic tomes, and magic users.
Table 1-1: Religious Groups' View of Magic
Religious Group
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View of Magic
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Orthodox Churches
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Old Church
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Tolerated
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New Church
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Heretical though blind eye is often turned to it use
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Movements
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Covenant of the Land
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Magic is irrelevant as long as it does not impact the land and its creatures.
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Exaltation's Promise
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Magic accelerates bringing about the new Age.
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Foetral's Fury
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Magic is the key to breaking the cycle of death that the Gods use to keep Mortals weak.
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Harmony of Peace
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Magic disrupts the harmony.
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Right Path
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Magic is a tool that Pestilence will use; so must we.
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Cults
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Bloodtide
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There is no honor in magic use.
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Mystical Flow
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Magic at the core of doctrine
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Temple of the Spider
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Magic is the means by which we are freed from the prison of death.
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The Unnamed
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Magic is irrelevant; only the Unnamed can save us.
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Way of Fire
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Magic that does not involve Fire is impure and must not occur.
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Religious Orders
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Order of Elan
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Magic comes from the same source as all life and is, therefore, holy.
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Order of Konlar
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Magic used to fight Pestilence is permissible.
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Order of Mylassa
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Magic is heretical.
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Order of Sontor
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Magic must be used if Pestilence is to be destroyed.
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The Bringer turned the tide. At the end of the Third Cycle, with no magic users or items to use, the Bringer and her forces were left to fight Amulon with strictly physical means. Though they eventually won, they took the beating of several lifetimes…something the Bringer was clear that she did not want to repeat.
For the record, the Proclamation of the Two Hundred Sixty-Third Synod of the Holy Church that banned the use of magic was never officially repealed. However, with the Schism of the Holies, the ban on magic crumbled.
The ban has been nearly forgotten by the orthodox Old Church; consistent with their beliefs that Mortalkind must do whatever necessary to fight the forces of Pestilence now, magic is considered to be a tool, albeit a bitter one.
Though the New Church still considers the use of magic a heretical practice, the ban is lightly enforced except by the most extreme elements of this orthodox sect. It is wise, however, for users of magic to keep a low profile while in Valithra, as well as Eslebi and parts of Laladen.
Though peace bonding for users of weapons is common in the cities and towns of Valithra, no such ordinance applies to magic users. This is because the unwarranted use of magic would cause the user to be burnt at the stake.
The various religious orders, both monastic and military, and movements and cults, all have varying views of magic. These are summarized in Table 1-1.
Proliferation of Magic in the 4 th Cycle
After the Schism, magic has been resurgent. With much lost during the Church's earlier ban, most of the recovery has been made through research and experimentation. This has been done with the support of some nobles, where possible, and more overtly by the merchant class.
Even in areas where magic is tolerated, magic use is still viewed with a jaded eye. Few rulers would want to be seen as supporting the use of magic. Even magic using counselors obscure their particular talents or use them in private.
In Valithra, where the ban is still in place, it is rare that you will find a city lit by continual light spells. No cities built in the Fourth Cycle show the slightest signs of magical influence, including Elven and Dwarven ones. The city of Dython is the most notable deviant in the kingdom; the more well-to-do quarters of this ancient city never saw fit dismantle the magic elements that exemplified the city's wealth and splendor; given its financial support to the Church, that institution has always provided the necessary dispensation when requested.
It is important to understand that Valithra has never been defeated in battle. It is a kingdom that has enjoyed peace (albeit in police-state conditions at times) for all of Mortalkind history, and has become very wealthy as a result. Limiting magic is a small price to pay for that...people will be reluctant to change the status quo and will view anything that will change that as potentially evil.
Buying and Selling Magic and Organizations in Valithra
You will not find a shop selling magic items in any Valithran city or town. There will, however, be herbalist shops, alchemist stores, and healer establishments. Everyone knows that these places deal in magic and they tolerate them because they: (1) do not openly flaunt magic use, and (2) might need them if something bad happens to them or one of their family. It is a simple, pragmatic policy.
As far as the mages are concerned, Sorcerers are not organizationally inclined. In Valithra, Wizards are likely to belong to secret societies that usually have other types of members (classes) and typically are good cover for them. For example, one of the largest secret societies that have many wizard members is the Nythoria Society, whose members believe that the world was once a better, more civilized place; they are dedicated to halting the erosion of the civilized world and the degradation and corruption brought by Pestilence. There are other secret societies for Wizards that operate unseen; none of those in Valithra operate in the open and some are so secretive that they operate in cells.
Using Magic
As provided for in the d20 System, the use of magic can require a combination of any of the following: spoken words (Verbal), gestures (Somatic), physical substances that are annihilated by the spell (Material) as well as those that are not (Focus or Divine Focus), and/or experience points (XP Cost). This system is applicable in Breminor, as well.
However, in Breminor, a Focus or Divine Focus tool called a Talisman can be created that can replace Material components for spells 1st level or greater. A Talisman is a special kind of Focus tool that is used to siphon energy from the Binding for divine or arcane magic use.
Both arcane and divine magic draw their energy from the Binding, the source of all magic in Breminor. Talismans can be created to draw more heavily on the Binding and replace the materials components of all spells of a particular level or less.
All talismans incorporate a four-pointed star, such as the ones pictured here, known as the Star of Breminor. When created by adept (see below for details), a talisman operates on both the physical and Aethereal planes to harness needed energy from the Binding, pull it within the magic user and allow the magic user to cast a spell. To function properly, a Talisman must be in physical contact with the magic user to bring the energy to him.
The Talisman can be incorporated into many different kinds of objects, typically an amulet or ring for a magic user or a holy symbol for religious characters.
Variations provide depth and obscure the mystical symbol from the eyes of the casual observer.
In addition to the Talisman, words must often be spoken (Verbal) and gestures made (Somatic). Material components are never required if an appropriate Talisman is used. In addition, the Talisman can also draw sufficient Binding energy to protect himself from XP Costs when they are applicable.
Creating a Talisman
All Talismans visibly display a variant form of the Star of Breminor. The Star is both a symbol and a focus; the Star's four points are linked to the four Pillars of the Binding, those crystalline structures erected by the Gods that separate the physical world from the Aethereal one, The Star is used by magic users; its verbal, somatic and physical shapes enable the channeling of energy from the Binding.
Given the critical eye turned towards magic use by much of the general population in Breminor during the Fourth Cycle, it has become the usual practice for a Talismans creator to make the object look like other objects, e.g., a brooch, an earring, an amulet, a holy symbol.
Talismans are created to be able to draw a specific amount of energy from the Binding. Therefore, one created to handle 3rd level spells can also handle 1st and 2nd level spells, but not 4th level or greater. The greater the Talisman, the more complex the Star and the more difficult it is to mask its true purpose.
The feat craft wondrous item is required in order to make the item. The cost of creating a Talisman is dependent upon what level spells it can supply energy for. If one can be found for purchase, the market price for a Talisman is 9,000 gp per level of spell that it is capable of supplying energy for. So, a 3rd level Talisman would have a market price of 27,000 gp. There is no experience point cost for making the object. However, raw materials cost is one-half the market price. Making the object requires nine days per level (i.e., 1 day per 1000 gp in its market price).
The true power of a Talisman is on the Aethereal plane. A Talisman itself does not radiate magic if detect magic is cast upon it. It is a tool for focusing the energies of the Binding, i.e., magic; it is not magic itself. To understand whether a Talisman was created to channel energy for divine or arcane purposes, and what level of magic the Talisman was created for, a character must use true seeing or be on the Aethereal plane. Invisibility and other spells can be cast on the Talisman without interfering with its function. Dispel magic will have no effect on the Talisman itself, only spells cast on the Talisman.
Copyright 2001 by Breminor.com. All rights reserved.
Version Date: 06 December 2001 Primary Author: Stephen Castillet
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