Thread: TARAK TALES BACKGROUND THREAD - WORLD MATERIAL (no comments)

World Overview - Magic Organizations Throughout the world, the Night Plague cut off cities from each other, consolidated the native populace, and forced an era of racial cooperation out of necessity. It also forced cultural changes beyond turning almost everyone into an urban dweller the world's entire attitude toward magic as a whole became much more guarded. If it had not been for the excesses of that long-forgotten magical war, the Night Plague would never have descended. While basic enchantment, which can be achieved by any sufficiently skilled craftsman, is a very common part of daily life, the practitioners of active magic are frequently viewed with suspicion and distrust. Therefore, nascent sorcerers the term used here to represent anyone with magical ability must either live a life of secrecy, unable to utilize what little untrained power they have, or they must join an organization the Clerical Orders or the Guild of Wizards . Both have unique ways of safeguarding their members, and both allow their members to practice their magic in a safe manner without fear of reprisal by the community. In fact, they are frequently valued members of the community. But that value and acceptance comes at a price. The Guild of Wizards survives by making itself useful to the local community, providing defensive and municipal services to justify their free existence. The Guild is mercenary, hiring out their magic for a fee, but they operate with strict professional ethics, including the rule that they must not act to harm the community. These standards are enforced via a layered hierarchy and a lengthy regimen of apprenticeship and testing. One of the ways the Guild identifies itself is through facial tattoos another is through specially-enchanted medallions . The tattoos are complex and extensive, and each section of tattoo has a specific arcane meaning within the Guild they may be used for identification to the public, but they have additional personal meaning to each Guild sorcerer. The medallions are specifically tuned to each individual owner, and are used to prove official identity when the medallion comes in contact with the wearer's flesh, the gems on the medallion glow casting a feeble illumination, but enough for identification purposes. The tattoos and medallions also allow the Guildmasters to mystically track and identify the sorcerers in their organization, and certain Guild spells can use the marks of the Guild to target members for communication or retribution. The Guild frequently also serves as the local librarians and custodians of history the wizards already keep libraries of their magical and scientific research, so maintaining additional books is rarely a difficulty. The Guild studies all aspects of magic, with the philosophy that their aims are better served with more information than less. Guild sorcerers are recognized as honored members of the community, but are rarely fully trusted by the populace as a whole. The world is favored by powerful spiritual beings, some of whom have claimed the roles of gods. The modern mind does not necessarily believe that these beings actually created the universe, but their power is so far beyond that of mortal creatures, it's a moot point. Besides, the mythology is already in place, and the gods, such as they are, seem to enjoy conforming to it. Temples and shrines in this world are not exclusive each may possibly favor one god or another, but all have representation for the rest, as well. Polytheism and prayer is a purely practical matter in this world, and it also doesn't pay to ignore some gods for others, although everyone naturally has favorites. However, as the temples serve to commemorate all the locally-recognized gods, one can usually take care of all necessary observances at once. Those who tend the temples and shrines devote themselves to spiritual matters and to the community. These holy people, these clerics, also provide a haven for those blessed with sorcerous abilities. The loose organization of clerics, generally called the Clerical Orders, train fledgling sorcerers to turn their talents to the service of the people and the gods in fact, although anyone sufficiently devoted can become a cleric, only the magically adept can really rise to leadership. Sorcerers of the Orders have only a loose hierarchy, and are generally much more relaxed than the Guild this is because they don't have the responsibility of looking after the conduct of their fellow clerics. Instead, as part of the initiation into the secrets of the Clerical Orders, sorcerers must make mystically binding oaths to all the gods if they violate these oaths, the very least that will happen is that they will be deprived of their magic. Clerics devote themselves to asceticism, philanthropy, education, and promotion of a peaceful existence. They are frequently the teachers of the community, as well as the healers. The Orders do not study or teach all forms of magic, concentrating instead on those that enhance knowledge, perception, or creation and healing. However, there are secrets of asking for divine influence that the Orders keep to themselves, and although they are dedicated to promoting peace, the Orders recognize that peace must sometimes be defended, so they also develop and teach proprietary physical combat techniques designed to help their clerics settle conflicts quickly and with minimal harm. Clerics of the Orders are welcomed into the community and accepted as valuable servants of the greater good while they are not as mystically flexible as Guild sorcerers, they are much more a trusted part of everyday life.