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Farseer to the Warsong Clan
A Layman's Guide to Wizardry, Sorcery, and Various Mystical Means:
Written by Scribe Gregor Vabin
Excerpted from Chapter 4: The Varieties of Arcanology


The mystical arts, as we have previously discussed, are not something one is simply born into. Many with the propensity for spell-weaving never realize it, and many of those who do simply opt not to follow through upon it! Those who do, however, have quite the lengthy study ahead of them. Prospective magi must first appeal to the aforementioned Circles of Magi for membership and the ability to train. The first five years alone are spent with nary a touch of magic, and are focused solely on the emotional discipline and concentration required to manifest even the slightest flicker of flame. Once the period of study has concluded, the apprentice magi enters into their Contract, binding him or herself to an experienced magi for personal training. With a master leading the way, the trainee begins to Weave.

The First Weave: Influence
The First Weave, Influence, is the simplest to both understand and make use of. Many may take years to wield effective control over this particular Weave. Influence requires the least energy and least training to use - it simply affects ongoing physical phenomena. An arrow in flight may have its speed enhanced or slowed (though even this is difficult, as the reaction time required to perceive and cast on a speeding arrow is virtually impossible! Though experienced magi may simply choose to exert Influence over an area, thus accomplishing the same goal.), a falling glass may be made to land lightly and without breakage, and so forth. Influence does not, however, allow for the creation of phenomena.


The Second Weave: Dominion
The Second Weave, Dominion, is often understood to be true mastery of Influence. Telekinetic effects, such as lifting a box or plucking a fruit from the tops of a tree, fall within Dominion's purview. Objects may be flung, crushing forces may be applied to man or creation, and adept users have been known to manifest levitation or create invisible barriers to block the passage of both man and projectile.


The Third Weave: Manifestation
At last! The stuff of folklore and heroism. Having mastered the First and Second Weaves, which are in fact control over the Natural and Physical Laws, sufficiently talented trainees may delve into Manifestation, sometimes referred to as Evocation. Manifestation allows for the creation of beams of searing light, bolts of lightning, tombs of ice, or numerous other effects considered elemental in nature, though fire is generally the preferred medium due to its destructive and simplistic form. Less obviously violent spells also come to mind - conjuring simple floating lights, the creation of water, the creation of clouds of darkness, or using gusts of wind to disperse smoke. Manifestation also covers the creation of barriers, either physical or magical, which may be of use in protecting against offensive forms of Manifestation.

The Fourth Weave: Vitality
Until this point, no Weave allows for the direct impact of living beings. Influence simply does not affect living action, Dominion can only direct force against it, not in it, and Manifestation only applies outside phenomena. Modern theory suggests this is largely because of the magical force present within all living things. This subtle magic, too small to let all wield magic, is simultaneously powerful enough to stop even well-trained magi from doing things to a person. Most Magi simply never enter into this Weave - the force of will required to contemplate and manipulate the essence of life itself proves more than imaginable. Those with the capacity to learn the Fourth Weave find themselves capable of mending flesh and bone (though it often causes significant pain, and still requires a recovery period), aiding in the purging of illness, staving off hunger or thirst, enhancing the growth of crops, and so forth. This is not to be confused with the powers of healing some priests have mastery over - their Holy will has no apparent drawbacks and removes wounds entirely instead of simply treating them. Less benevolently, use of the Fourth Weave may also inflict plagues, cause seizures, strokes, heart attacks, and so on in a victim.

The Fifth Weave: Observation
The projection of one's consciousness is extremely difficult. Failure to do so properly often simply kills the magi attempting it as their body ceases to follow through on its biological functions. Success leaves their body in a catatonic state until they return. The Fifth Weave allows for far-sight and some measure of divination. Being able to perceive far away places with one's own senses is a potent skill indeed, though it is very easily detectable and subject to disruption by even apprentice magi. Regarding divination, sufficient powers of Observation may allow for the perception of enough information to simply make an educated guess - as many know, no fortune teller is always correct.

The Sixth Weave: Enchantment
Enchantment, often to the surprise of the unlearned, is the sixth and highest Weave. This is actually for a fairly simple reason - the power required to set conditions on, or make permanent, the effects of a spell is immense. To create a blade capable of erupting into flame, one must pour so much power into it that it no longer requires maintenance. Worthy of note is that, without recharging, all such enchanted items will at some point falter. All magic is complicated in that it is the creation and control over certain conditions, and most magi struggle with these alone. To add further conditions, some of them essentially permanent in nature, is even more complex still.

 
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The Divine: An Introductory History
Written by Scribe Gregor Vabin


While every man, woman, and child knows the names and history of our gods, it is worthwhile to put their names and deeds down for all posterity. Contained within this brief text is the very briefest record of our venerable divinities.

The first and chief among the divine is Athos, first prince of the Elves. On this mortal plane, he is said to have been a master of each and every art, from music to sculpture to poetry. Athos' own beauty was matched only by that of his work, and after centuries of practice, his masterpiece, the Harp of Anduil, was finally complete. By some cause yet unknown, the creation of such an unfathomably magnificent work rendered Athos a god, who now reigns from the stars. The Harp is now lost to history, though some wandering far to the east claim they have heard its song within the woods.

The second among the living Divine is Rogar Orrix, the God-Slayer. The true second Divine's name and story is lost to history, and every scholar has their own theory, but what is known is that he was a god of warfare. When Rogar successfully united the Orc clans, this Divine set foot upon the earth to bestow him his favor - instead, Rogar clove the head from his shoulders and took his place upon the pantheon. Rogar is the patron god of war, oath-keeping, and law, due to his feat of uniting the Orcish Horse-Lords under common rule.

The third among the Divine is Valian Ereglar, first King of Man and he from which all kings are descended. The first Ereglar united the tribes of man not by force, but by kindness. Tales conflict, but the first King was either a master of the Weave of Vitality or a supremely talented surgeon. Either way, his ability to heal the sick bordered on legendary. Even he, however, could not stave off death, and when he passed, he entered into the realm of gods as the patron of healing, compassion, mercy, and generosity.

The last of the Divine is the Dwarf, Olon. Olon's origins are clouded in mystery, but his deeds are not - Olon is indisputably the most powerful mage to ever live. He, at a whim, summoned typhoons and made volcanoes erupt. He did not simply use magic, but wielded it to artistic effect. Many of the beasts and wonders of this world owe their existence to Olon's love of creation, and when the mage grew tired of this mortal plane, he sought out a new one and became the patron of magic, life, and nature.​
 
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The Acts of Faith: A Treatise on Divine Magic
Written by Scribe Gregor Vabin

Incidences of divine magic are extraordinarily rare throughout history - while many have the capacity to wield the arcane, precious few have the strength of faith required to manifest the will of the gods themselves. Perhaps a handful of clerics, or paladins as their more martially-oriented compatriots are called, ever live at one time. They are the pinnacle of faith, and legends abound of even the most well-regarded clerics being struck down by their patrons for even the slightest of sins against them. To wield such strength, one must be so fully devoted that the self is lost, and one becomes the living embodiment of the Divine's will.​

The powers of those so blessed are varying and disparate. A cleric devoted to Valian, First of His Name, may heal great wounds or bring back the dead. Olon's adherents have famously brought down earthquakes and greater calamities upon their foes, while Orrix's last paragon proved unkillable by un-enchanted steel. What is known, however, is that no wielder of Divine Magic has ever been capable of more than one or two miracles, as the mortal form simply cannot contain such power.​
 
The Members of the Alliance: A Brief Summation of Sentient Species
Written by Scribe Alexius Cardin

The Alliance in its current form has existed for the last two hundred years, brought about only by the last invasion of the Lutheri in 650 D.O. Forged from necessity, not friendship, the Alliance has evolved to better incorporate its member races. As many historians know, the Compact of Allegiance was impressed upon the Orcs and Elves by human armies, threatening destruction if they went un-signed. The Dwarves, rather than face the threat of force, sent an emissary to simply agree before human forces arrived. Though the move was brazen and is still the source of some ill will, it is most assuredly certain that the Alliance's birth is the only reason enough force could be mustered to defend against the Lutheri.

As the most populous, and as the race which formally commands the Alliance through the wisdom of the Kings and Queens Ereglar, we shall start with humanity. The average human lives forty years, though their eldest have been known to reach their nineties. Humans originate from one of the two kingdoms of man: the kingdom of Ereglar, and the Marsh-landers. The kingdom of Ereglar is commanded by a king or queen descended from the Third Divine, who is also the lord of the Alliance. The Marsh-Landers, though perhaps less civil than their Ereglar cousins, are a hardier sort, born and bred in the harsh swamp-lands of the south. While any subject of the Ereglars would profess his first loyalty be to his family, then his king, the Marsh-Landers are united in defense of their home land, not a particular ruler.

As the second most populous, we shall turn to Orcs. History suggests Orcs emerged a millennia ago from the desert beyond the Marsh-Lands as desert nomads fleeing a terrible storm. Settling on the vast plains around the Marsh-Lands, they engaged in frequent warfare with both man and Elf until King Darien Ereglar marched southward. Over the course of a decade, the Warrior-King put Orc warlord after warlord to the sword. Learning swiftly that they were not fast enough on foot to evade Darien's armies, the Orcs took to the horse, a beast they mastered quickly and displayed an almost natural affinity for (today, an Orc and his horse are considered bonded for life, one and the same being, and to slay an Orc's horse is to divide the Orc's soul in half). Darien threatened to set fire to the plains, obliterating the Orcs new home, and they relented. Ever since, the Orc's combative nature has been restricted to in-fighting among clans, and any externally directed force is met with a swift, brutal response, as seen recently by the intervention of Prince Elomir. As of the founding of the Alliance, the Orcs are officially represented by the Master of Beasts, the chieftain of the largest Orc clan.

Turning to the third member race, the Elves, we look eastward and northward. Elves are long-living, with an average lifespan of one hundred years. Physically, they are built similarly to humans, though with lighter frames that offer greater dexterity and fragility. Notably, their ears are pointed and their irises inverted, and they have startlingly effective vision at night. Elfin civilization is something of a misnomer - they have no cities, no permanent residences. Elves are migratory, residing in temporary villages they erect in the Tulevain and Rydil forests as well as the hills around them. They owe their personal allegiance to one of the three Primarchs, allegedly the first Elves to live: Yur Silverleaf, Qiklos Sunspear, and Doriv Oakheart. All Elves claim to have descended from one of the three, and though these three groups compete for influence and control of Elfin society, they have never made war on one another. Elves, in what is considered a sacred ritual, are capable of consuming the recently dead flesh of another being to witness its dying moments, in what the Elves call Blood Sight.

Last come the mountain dwelling Dwarves, who make their homes in great caverns of natural or artificial make. The Dwarves live communally, sharing their Mountainhome's goods among themselves and selling the surplus. There is a stereotype worth addressing - Dwarves do not enjoy gold, silver, nor jewels, despite their excellent craftsmanship skills regarding all three. As best described by a Dwarf silversmith in the Capitol - "The only reason we produce the bloody stuff is because the rest of you pay so much for it." Truly, if one were to ask what the true crafts of the Dwarves are, they come down to two - the making of music, and the art of gift-giving. Dwarven caverns are designed carefully according to the natural science of sound, and are meant to best amplify the music Dwarves so fondly create. Secondly, though no less important as a cultural fixture, is gift-giving. Because much of the work Dwarves do is dedicated to providing for their respective Mountainhome, led by its Patriarch or Matriarch (who are all represented by the Patriarchs Ironflayer in the Alliance), they often own little that isn't utilitarian. Their more valuable belongings, however, are those created by their comrades specifically for them - a gift from a Dwarf is a true token of friendship, as it indicates he or she was willing to put their respect for you above the immediate needs of their Mountainhome. To reject such a gift is an insult beyond understanding.​
 
On the Church:
1. The Church in General: Typically referred to as "The Church" by most citizens of the Alliance, the organization's full name is "The Church of the Four True Divines." It is governed by the Council, which is composed of the highest ranking clerical member of each Divine Order (one for each god). In ascending order of rank, the church's priests are Deacons, Priests, Bishops, Primarchs, and then the Councilor. Deacons typically serve priests in overseeing a particular temple. Bishops govern towns or small regions, while Primarchs are responsible for large swathes of territory.

2. The Church's Support Staff: The Church is a massive institution, with at least some sort of presence in all corners of the Alliance. They collect tithes and tributes, manage an extensive bureaucracy and some lands, and obviously need staff to support these endeavors. These laypeople in the employ of the Church are referred to as Adepts, though they've earned the nickname "Pinchers" for their reputation of being rather committed to collecting church taxes.

3. Clerics and Paladins: Clerics may fall somewhere within the Church's hierarchy, though many take up a life of travel to spread the benefits of their blessing more widely. This usually prevents further ascension in rank, though members of the Church typically know better than to refuse the will of someone who's been granted a miracle. Paladins rarely are clerical members of the Church - after all, few priests take up martial skills. Clerics have been known to emerge from all four Orders - Clerics dedicated to Athos have produced divinely inspired arts, Clerics of Orrix have inspired great feats of battle or made more just law, Clerics of Valian have healed wounds thought fatal, and mages who follow Olon's path have seen their powers increased.

Paladins, however, are much rarer due to their militant nature. No Paladin of Athos has ever appeared: the theological case for war as an art has been proposed, but the divine will of Orrix as lord of war has overcome such philosophical musings. Paladins of Orrix are the most common, as one would expect - it simply requires supreme devotion to Orrix's path, which happens to line up with martial perfection. On rare occasion, a Paladin of Valian has emerged, a warrior who metes out punishment to the wicked and healing to the deserving. In all history, only one Paladin dedicated to Olon has emerged - mastery of all the Weaves, coupled with attaining both sufficient skill as a warrior and devotion to Olon's ways, takes so much time that it is essentially prohibitive. Still, one Elf has done it.

4. The Roles of Church Members: Clerical staff are in charge of the spiritual health of their community, and as an organization are supported by the Adepts. All Church property is protected by devotees of Orrix, the Black Templars.

5. The Black Templars: The Order of Orrix is the sole Divine Order to possess a military arm. Though small compared to the Alliance military, the Black Templars number high enough to protect all religious property. All Black Templars are part judge, part warrior - Orrix demands both roles of them, and they are required to wield weapons for war or gavels for the sake of justice. Few other tasks are asked of them - to do anything else would be to stray from Orrix's path.
 

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