A World of My Own: Verun

# **A World of Your Own: Verun**

## **The Gods Oversee the World -**

The Gods Oversee the World with a watchful eye, observing the intricate tapestry of life and existence. While they maintain a sense of detachment, allowing mortal beings to navigate their own paths, they do not hesitate to intervene when the balance of the world is threatened, and the very fabric of creation teeters on the edge of destruction. The Gods, beings of immense power and wisdom, possess a deep understanding of the intricate workings of the cosmos. They perceive the intricate connections that bind all living beings and the delicate equilibrium that sustains the world. Through their divine sight, they can discern the ripples of cause and effect, foreseeing the potential outcomes of various actions and choices.

In their relaxed fashion, the Gods maintain a distance, allowing the mortals to exercise their free will and shape their own destinies. They watch as civilizations rise and fall, as wars are waged, and as heroes and villains leave their marks on history. Yet, when the forces of chaos and darkness threaten to engulf the world, the Gods step forward, assuming their roles as protectors and guardians. The intervention of the Gods is not hasty or impulsive. It is a measured response to preserve the delicate balance of existence. They carefully assess the situation, weighing the consequences of their actions and ensuring that their intervention aligns with the greater good. Their purpose is to guide and steer the course of events towards harmony and enlightenment, steering mortals away from paths that would lead to their own undoing.

When the world stands at the precipice of annihilation, the Gods wield their powers and enact their divine will. They may manifest themselves in the mortal realm, bestowing blessings upon chosen champions, empowering them to stand against the encroaching darkness. They may send signs and omens, guiding mortals towards the path of righteousness and enlightenment. In rare cases, they may even descend directly into the mortal realm, assuming mortal forms to directly influence the course of events.

However, the Gods' interventions are not without consequence. They understand the delicate dance of fate and free will and strive to strike a balance between guidance and allowing mortals to chart their own destinies. They recognize that true growth and enlightenment come through facing challenges and overcoming obstacles. Therefore, their interventions are often subtle, nudging events in a particular direction rather than dictating the outcomes.

Ultimately, the Gods' oversight serves as a beacon of hope and guidance in a world fraught with uncertainties. Mortals can find solace in knowing that they are not alone, that divine forces are watching over them, ready to lend their aid when the need is dire. The Gods' intervention is a testament to their love for creation, their dedication to maintaining the delicate balance of the world, and their unwavering commitment to the well-being of all beings that inhabit it.

## **Much of the World is Untamed -**

Much of the world remains untamed, a vast expanse of unexplored wilderness teeming with mystery and danger. While civilizations have emerged in certain pockets, sprawling cities and structured societies only occupy a fraction of the vast landscapes that stretch across the world. Beyond the borders of human settlements, sprawling forests, dense jungles, towering mountain ranges, and vast deserts dominate the untamed lands. These regions are untouched by the hands of civilization, where the raw forces of nature reign supreme. Here, ancient creatures roam freely, their forms adapted to the harsh environments they inhabit. Majestic beasts, elusive predators, and fantastical creatures dwell in these untamed realms, their presence a testament to the diversity and resilience of life.

In these uncharted territories, the laws of civilization hold little sway. Nature dictates the rules, and survival is a constant battle against the elements and the creatures that inhabit these lands. Untamed forests hide ancient ruins and secrets waiting to be discovered. Untrodden paths wind through treacherous mountains, leading to hidden valleys and undiscovered treasures. Unexplored caves and deep underwater caverns hold the promise of unimaginable wonders or untold perils. For daring adventurers and explorers, the untamed lands offer unparalleled opportunities for discovery, adventure, and personal growth. It is a realm where one can test their mettle, push the boundaries of their own capabilities, and delve into the unknown. However, it is not without risks. The untamed world is unforgiving, and those who venture into its depths must be prepared to face the unexpected, overcome hardships, and adapt to the ever-changing landscapes and encounters.

The untamed lands also hold a sense of wonder and awe, a reminder of the world's vastness and the limits of human understanding. It is a place where one can reconnect with nature, witness its raw beauty, and marvel at its awe-inspiring power. The untouched wilderness serves as a reminder of the world's primordial origins, evoking a sense of humility and reverence for the natural order. While civilizations may continue to expand their reach, encroaching upon the untamed lands, much of the world will forever remain untamed. It is a testament to the resilience of nature, a reminder that even in the face of progress and development, there are realms where the wild and untamed still hold sway. The untamed lands beckon to the adventurous and the curious, offering a realm of exploration, discovery, and untold wonders for those brave enough to venture forth.

## **The World is Ancient -**

The world is ancient, its origins shrouded in the mists of time. From the depths of its primordial beginnings to the present day, countless ages have passed, leaving behind a rich tapestry of history and lore. Ancient civilizations rise and fall, leaving their mark upon the world in the form of ruins, artifacts, and enigmatic monuments. These remnants of bygone eras stand as testaments to the ingenuity, creativity, and cultural achievements of those who came before. Exploring the ancient world unveils a wealth of knowledge, unlocking secrets of forgotten civilizations and unraveling the mysteries of lost cultures.

Throughout the ages, the world has witnessed the rise and fall of empires, the clash of armies, and the sweeping tides of conquest. Great wars have been fought, their echoes resonating through the annals of time. Tales of legendary heroes and epic battles have been passed down through generations, becoming the stuff of legend and inspiration. The world's landscapes bear the scars of its ancient history. Towering mountains, carved valleys, winding rivers, and expansive deserts all hold tales of ancient geological processes that have shaped the land over eons. From the deepest caverns to the highest peaks, the world's geological features speak of its age and the powerful forces that have shaped its form. In the natural world, ancient species have roamed the lands, swam in the seas, and soared through the skies. From majestic dragons to mythical creatures, their existence and stories have become intertwined with the fabric of the world's folklore and mythology. Even today, whispers of their presence linger in the collective consciousness, adding an air of mystique and wonder to the world.

The world's mythologies and belief systems are as ancient as its physical form. Gods and goddesses have been worshipped, their stories passed down through generations. Rituals, traditions, and sacred sites bear witness to the deep spiritual connections forged between the people and the world they inhabit. Exploring the world's ancient history is a journey of discovery and awe. It unveils the interconnectedness of cultures, the resilience of civilizations, and the enduring power of human imagination. It is an invitation to delve into the mysteries of the past, to seek wisdom from the ancients, and to gain a deeper understanding of the world's rich tapestry of existence. As time marches on, the world continues to age, carrying with it the weight of its past and the promise of its future. It is a testament to the enduring spirit of life and the profound beauty that can be found in the ancient and the ever-changing.

## **Conflicts Shape the World’s History -**

Conflicts have played a crucial role in shaping the history of the world, leaving indelible marks on culture, religion, and politics. From large-scale wars to smaller conflicts, these clashes have not only influenced the balance of power but also facilitated the exchange of ideas, the mixing of cultures, and the evolution of societies.

One significant conflict that reverberated throughout history was the Crusades against the Second Imperium. These religious and military campaigns, fueled by a fervent desire to reclaim holy lands, resulted in prolonged clashes between the two powers. The Crusades not only had a profound impact on the region they were fought in but also significantly weakened the Second Imperium, leaving it vulnerable and destabilized for several centuries. The repercussions of these conflicts were far-reaching, influencing political dynamics, reshaping religious landscapes, and altering cultural identities. While major conflicts like the Crusades stand out in history, it is important to acknowledge the myriad smaller-scale conflicts that have occurred over time. These conflicts, though seemingly less grand in scope, have had their own unique consequences. They have sparked trade routes and commercial connections, leading to the blending of diverse cultures and the exchange of goods, ideas, and knowledge. These interactions have enriched societies, promoting cultural diffusion, tolerance, and innovation.

Through conflicts, different civilizations have clashed and merged, bringing about cultural cross-pollination and the emergence of hybrid traditions. New artistic styles, architectural influences, culinary practices, and religious beliefs have emerged from the blending of cultures that occurred during and after these conflicts. This intermingling has created a vibrant tapestry of diversity, adding layers of richness to the world's cultural heritage. Moreover, conflicts have been instrumental in shaping political structures and ideologies. They have been catalysts for political reforms, revolutions, and the rise and fall of empires. The struggles for power, resources, and control have shaped political landscapes, redrawn borders, and determined the course of governance. Conflicts have sparked debates, forged alliances, and fostered new systems of governance that have endured through the ages. While conflicts may bring destruction and suffering, they also have the potential to spur progress, resilience, and adaptation. They force societies to confront their differences, challenge their beliefs, and seek resolution through dialogue and negotiation. In the aftermath of conflicts, societies have often emerged stronger, more resilient, and more open to change.

Overall, conflicts have left an indelible imprint on the world's history. They have shaped cultural identities, influenced religious practices, and defined political landscapes. By studying these conflicts and their consequences, we gain valuable insights into the complexities of human societies, the intricacies of cultural exchange, and the forces that have shaped the world we inhabit today.

## **The World is Magical -**

Magic permeates the very fabric of the world, infusing it with its ethereal essence. The majority of the world is suffused with magic, a phenomenon attributed to the presence of World Trees. These majestic arboreal beings, known as the anchors of the world, play a vital role in maintaining the delicate balance of Verun after the cataclysmic event known as "The Catastrophe" shattered the world into several pieces.

The World Trees serve as conduits of mystical energy, their roots delving deep into the earth and their branches reaching towards the heavens. They act as guardians and stewards of the magical forces that flow through Verun. These ancient and awe-inspiring beings are protected by dedicated Guardians, individuals who have devoted themselves to the preservation and safeguarding of these vital sources of magic. The magic that emanates from the World Trees seeps into every aspect of life on Verun. It weaves through the air, courses through the earth, and dances upon the waters. It is the lifeblood of the world, granting it a vibrant and enchanting aura. The presence of magic is evident in the supernatural phenomena that occur, the spells cast by practitioners, and the creatures that inhabit the land.

The magical nature of the world manifests in various forms. Elemental forces, such as fire, water, earth, and air, can be harnessed and manipulated by skilled practitioners of arcane arts. Magical creatures roam the wilderness, their existence intertwined with the mystical energies that flow through Verun. Mystical artifacts, enchanted objects, and ancient relics hold immense power and are sought after by those who seek to tap into the vast potential of magic. The World Trees themselves are centers of magical energy, radiating a palpable aura that influences the surrounding regions. They sustain the delicate equilibrium of the world, anchoring the fragmented pieces of Verun together and preventing further disintegration. The presence of the World Trees ensures the continued existence of magic, providing a source of power and wonder for those attuned to its mystical properties. While magic is pervasive and intrinsic to the world, it is not without its dangers and complexities. The balance of magical forces must be carefully maintained, as unchecked and uncontrolled magic can lead to disastrous consequences. It requires skilled practitioners, wise Guardians, and individuals who can wield magic responsibly to ensure that its powers are harnessed for the betterment of Verun.

In this world suffused with magic, the boundaries between the ordinary and the extraordinary blur. It is a realm where spells can shape reality, where mythical creatures roam, and where the unseen forces of the arcane intertwine with the everyday lives of its inhabitants. The World Trees stand as a testament to the profound connection between magic and the world of Verun, a reminder of the wondrous and enchanting nature of the universe they hold together.

## **The World is a Mundane Place** -

In the realm of Verun, the world is a multifaceted place that encompasses both mundane and extraordinary aspects. While certain areas may exude a sense of mundane normalcy during day-to-day life, the world is far from devoid of intrigue and danger. Estivir, in particular, is often perceived as a realm where magic is a rarity, and its presence is not keenly felt in the daily lives of its inhabitants. However, stepping beyond the familiar bounds of one's home can reveal a world of excitement and peril, where the extraordinary lies just beneath the surface.

Venturing into the untamed expanses of Verun unravels a tapestry of surreal and enchanting landscapes. Take, for example, Duinthas, a realm where nature unfolds in fantastical ways. The flora and fauna of this region defy the norms of the mundane world, exhibiting extraordinary traits and characteristics. It is a place where unusual and otherworldly creatures roam, and the environment itself appears as if plucked from the depths of a dream. While it may not possess the overt enchantment of a traditional magical forest, Duinthas exists in isolation, separated from the familiar bounds of the ordinary world.

Similarly, the Isles of Eskit-Et stand as a testament to the passage of time and the mysteries of forgotten ages. This ancient and obscured land holds an air of timelessness, where the echoes of bygone eras reverberate through its forgotten ruins and ancient structures. Within its borders, the flow of time seems distorted, leaving behind an aura of antiquity and a sense of wonder. Exploring the Isles of Eskit-Et is like embarking on a journey through the annals of history, where the ordinary is infused with the weight of age and the tales of generations long past.

While mundane elements may dominate certain aspects of daily life, Verun is a world that thrives on the juxtaposition between the ordinary and the extraordinary. It is a place where the mundane and the surreal coexist, where moments of routine blend seamlessly with instances of awe-inspiring wonder. Whether treading the familiar paths of Estivir or venturing into the ethereal realms of Duinthas or the timeless Isles of Eskit-Et, Verun invites its inhabitants to embrace the duality of its nature, to find excitement and marvel in the extraordinary while navigating the ebb and flow of the mundane.

## **The World is Known -**

In the expansive realm of Verun, the world is known to a considerable extent, with diligent cartographers and explorers having meticulously mapped its diverse landscapes. The combined efforts of intrepid adventurers, scholars, and skilled navigators have brought forth detailed charts and records, creating a comprehensive understanding of the world's geography and topography. From the towering mountain ranges to the sprawling plains, from the winding rivers to the vast oceans, Verun's features have been documented to the best of their ability.

Countless expeditions have been undertaken to explore every corner of Verun, leaving few hidden realms untouched. Yet, amidst the vast knowledge that has been amassed, whispers persist of undiscovered lands and uncharted territories awaiting intrepid souls. These murmurs fuel the curiosity of some, who believe that the known world represents merely a fraction of the grand tapestry that Verun weaves.

Those who hold such suspicions yearn to delve deeper into the uncharted mysteries, driven by a desire to uncover hidden realms, forgotten treasures, or elusive secrets that lie beyond the boundaries of current knowledge. These explorers, armed with an insatiable thirst for discovery, venture into the unknown, driven by the belief that Verun's vastness holds even more wonders than have been documented.

While the world of Verun has been diligently mapped and explored, the realm of the unknown continues to beckon, tantalizing adventurers with the promise of uncharted territories and unexplored wonders. It is a realm where the possibility of new discoveries and hidden treasures lies in wait, inviting the brave and the curious to venture forth and push the boundaries of knowledge even further.

So, while the world of Verun stands as a testament to the accomplishments of its explorers and mapmakers, there remains an undercurrent of anticipation, a sense that the tapestry of Verun's known world is but a fraction of the larger whole, waiting to be unveiled by those who dare to seek the uncharted and unravel the mysteries that lie beyond the edge of the map.

## **Monsters are Uncommon -**

In the world of Verun, monsters are not an everyday occurrence but rather a rare and formidable presence. The convergence points between the Shadow Realm and other planes, along with the weakening of barriers that separate dimensions, have resulted in occasional incursions of these otherworldly creatures into the realm of mortals. While these events do happen, they are not commonplace and are instead seen as significant threats that require swift action.

To combat the emergence of monsters, various factions and organizations have arisen, dedicated to protecting Verun and its inhabitants from these malevolent forces. These factions consist of skilled warriors, mages, and defenders who specialize in combating the supernatural threats that arise. They are well-trained and equipped to handle the challenges posed by these creatures, drawing upon their knowledge of the monsters' weaknesses and employing specialized techniques to overcome them.

When a monster sighting or incursion is reported, these factions swiftly respond, mobilizing their forces to eliminate the threat and safeguard the vulnerable regions. They employ a range of tactics, from direct confrontations to strategic traps and magical barriers, to neutralize and contain the monsters, preventing further harm to the populace.

The presence of monsters serves as a constant reminder of the delicate balance between the mortal realm and the realms of shadow and other planes. While they are not an everyday occurrence, their sporadic appearances keep the factions vigilant and prepared for the unexpected. The knowledge and experience gained from battling these creatures contribute to ongoing research and the development of enhanced defenses, ensuring that the world of Verun remains protected against the encroachment of the supernatural.

Though monsters may be uncommon, their occasional emergence serves as a reminder that the barriers between worlds are not impenetrable, and that continued vigilance and proactive measures are necessary to maintain the safety and security of Verun's inhabitants. The factions dedicated to combating these threats play a crucial role in preserving the fragile peace and defending against the encroachment of dark and dangerous forces that seek to disrupt the balance of the world.

## **Magic is Everywhere** -

In the world of Verun, magic is deeply intertwined with the fabric of existence. It flows through the realms, emanating from the World Trees that serve as powerful anchors connecting different planes of existence. These ancient and mystical trees are the wellspring of magical energy, and their presence infuses the world with arcane power.

While magic permeates the entire world, its potency and manifestation can vary in different regions. In places like Estivir, where the connection to magic is not as prominent, the presence of magic in the daily lives of its inhabitants is relatively subdued. The people of Estivir may have a general awareness of magic and its existence, but its practical application and utilization may be less prevalent. Magic is regarded as more of a rarity or a specialized skill rather than an integral part of everyday life.

On the other hand, certain beings and races, such as the Elves, have a deep and profound connection to magic throughout their lands. Their close proximity to the World Trees and their inherent attunement to nature allows them to tap into the wellspring of magical energy more easily. The Elves possess an innate affinity for magic, and their connection to the natural world enables them to harness and manipulate its power with greater proficiency.

In Elven societies, magic is not only respected but revered. It intertwines with their culture, traditions, and way of life. Elven mages and spellcasters are esteemed members of their communities, wielding their magical abilities with finesse and purpose. The Elves have developed intricate systems of magical study and have honed their skills over generations, resulting in the preservation and refinement of ancient spells and arcane knowledge.

Beyond the Elves, other races and individuals across Verun may also seek to tap into the well of magic. The world's natural beauty, abundant flora and fauna, and the remnants of ancient civilizations serve as sources of inspiration and mystic power. Those who possess the aptitude and dedication can learn to harness the magical energies that permeate their surroundings, unlocking the secrets of incantations, rituals, and spellcraft.

While magic is indeed everywhere in Verun, its accessibility and prominence can vary based on the proximity to the World Trees, the attunement of individuals to the arcane, and the cultural significance placed upon it. Nonetheless, the potential for magic exists in all corners of the world, waiting to be discovered and harnessed by those who are willing to explore its depths.

## **Gods Inhabit the Land or Are Entirely Absent** -

In the realm of Verun, the presence and influence of gods vary across the lands. Some regions are believed to be inhabited by powerful deities, while in others, the gods' presence may be more elusive or even absent altogether. The relationship between mortals and gods is nuanced, with the deities existing on separate planes of existence, interacting with the mortal realm in their own unique ways.

In certain parts of Verun, the gods are known to actively inhabit the land. They are revered by their followers, who build temples and perform rituals to honor and seek their favor. These regions become centers of religious devotion, with the gods' presence felt strongly in the daily lives and beliefs of the inhabitants. The gods may choose to manifest themselves to their followers, appearing in visions, dreams, or even physical forms to convey their will or provide guidance.

However, in other areas of Verun, the gods may be less directly involved in mortal affairs. They reside in their own planes of existence, removed from the everyday world. While they may still have devout followers and worshipers, their interaction with the mortal realm is more subtle. Messages from the gods might come through signs, omens, or intermediary beings such as priests or prophets. Mortals may offer prayers and sacrifices, seeking the favor or blessings of the divine, but direct encounters with the gods are rare and often reserved for exceptional circumstances.

It is important to note that the gods' level of involvement can also vary based on the belief systems and cultures of different regions. Some societies may have a pantheon of gods, each with specific domains and responsibilities, while others may worship a singular supreme deity. The gods' influence on the land may be more pronounced in regions where religious practices and traditions are deeply ingrained in the societal fabric.

In contrast, there are also regions in Verun where the presence of gods is not widely acknowledged or recognized. These areas may have different belief systems, philosophical views, or simply lack a strong tradition of divine worship. In such places, the gods are largely absent from the collective consciousness, and mortal lives are shaped by other influences and principles.

Overall, the relationship between gods and mortals in Verun is complex and multifaceted. While the gods may not always directly inhabit the land or interact visibly with mortals, their existence is acknowledged, revered, and sought after by those who place their faith in the divine. The gods' influence may be felt in different ways, shaping the belief systems, values, and moral codes of the people, even if they do not always intervene directly in mortal affairs.

**Realm:** The Life Essence
Factional: Knights of Vudo
 Necros; The Aethra
Factional: Cult of the Ending Dusk

**Demons**

 Despair Demon
 Envy Demon
 Fear Demon
 Hunger Demon
 Pride Demon
 Rage Demon
 Sloth Demon
 Terror Demon

**Possessions**

 Arcane Horror
 Corpse
 Fearling
 Revenant
 Shade
 Skeleton
 Wraith

**Spirits**

**Devils and Fiends**

### **Currency:**

##### **Common Coinage - Estivir/Faderheim/Adrin/Wildelands**

* Copper Coin
* Silver Coin
* Gold Coin

##### **Common Coinage - Veles/Durinvos/Mirean**

* Velesian Copper Mark
* Velesian Silver Mark
* Velesian Gold Mark

##### **Common Coinage - Elflands and Illensis**

* Illen Moonstone
* Electrum
* Platinum

### **Languages and Dialects**

* **Abyssal** - Used by Demons, or mortals seeking to summon them.
* **Common -** Primary Language for most races, other dialects come in Faderheim and the Wildelands.
	+ Nordling (Scandinavian)
	+ Estiviran (British/American)
	+ Velesian (West European)
	+ Mireani (East European, Middle Eastern)
	+ Vafiri (Middle Eastern)
	+ Janese (Central and East Asian)
	+ Ornthasian (South African)
* **Elvish -** Primary in the Elflands, known to some in Veles, Mirean and Estivir, each subrace of Elf has a different dialect. (Aquan, Auran, Ignan, Terran, Sylvan, Orcish)
* **Deep Speech** - used outside the natual planes by many aberrations.
* **Dwarvish** - Primary in Durinvos, known widely in Estivir and Veles, (Dwarvish is commonly applied to Gnomish, Halfling and Goblin)
* **Giant** - Known in the Wildelands, resembles Scandinavian.
* **Celestial** - Known to Celestial beings, some humans and Arcanits.
* **Infernal** - Known to Devil-kin and Devils
* **Primordial** - Known to Elementals and Elemental Mages, has some similarities to Elvish and Draconic.
* **Draconic** - Known to Draconic and Reptilian beings
* **Druidic\*** - Known to Druids, based off Celtic Irish, Gaelic and Welsh.
* **Roguescript\*** - A Secret Language among shady individuals.
* **Undercommon\*** - used in Grey and Black market Trading and common amongst those in the Underdark.

## **Magic in your World**

### **Is some magic common?**

Elemental and Shielding magic is the most commonly taught and practised, the mages bread and butter if you will.

### **Is some socially unacceptable?**

Psychemancy that is proven is an offense and receives severe punishment. Reality or time altering magic is frowned about due to it’s messiness, few are trusted with its use. Blood Magic and Necromancy is often banned from use in civilised society and is not taught in school curriculums.

### **Which magic is rare?**

The “Dark Arts” is rarely practised, at least in civilised society. True conjuration is a rare sight as is the resurrection of a person. Time, gravity and reality altering magic is also rarely seen as its power is almost equal to that of the Gods.

### **How unusual are members of each spellcasting class?**

Wizards; those who study to learn the arcane arts are the most common now with the revelation of magic branding to access such abilities. With time those of true magical blood have dwindled but remain a vast percentage of mages. Warlocks are rarest for two reasons, hesitation of mortals to make pacts with higher beings and the ability to actually contact them.

### **How common are those who can cast high level spells?**

Rare, mostly found in higher magi-centric societies such as the Elves or Imperium, rarely will one find a powerful mage in the wilderness.

### **How rare are magic items, locations and creatures with supernatural powers?**

Items are becoming increasingly common, although artefacts of magical power are mostly claimed by those who are better off financially, collectors and the like.

Locations of magical potency are rare, examples are the world trees, the Destar Nande Groves, Mt. Gúlciin and the Underdark.

The magical anomaly that has become the Aesgren Wastes is still fascinating to scholars and common topic in magical history, the residual arcane energy that remains in the air and earth is something to behold, despite looking like a warm environment, it is in fact still incredibly cold as it used to be. The rocky stalagmite-esque formations harness and hold the energy, when exposed to certain elements it can cause an explosion, sudden surges of magic that break into the sky and have been known to drain the magic potential from nearby mages.

Monsters of supernatural bearing are rare, such as foglets that can make an environment of thick fog, becoming invisible when inside it to ambush their prey. There are others, but remain rare.

### **How do authorities regulate the use of magic?**

Most countries have some sort of specialised enforcement, such as the Templar Order, while this is an extreme and zealous example it is probably the best. They can nullify and track magic through residuum, other authorities in the Elflands can do the same but they have no specific faction dedicated to it, usually falling upon city investigators.

### **How do normal folk use magic and protect themselves from it?**

All elves have the potential for magic and most will learn to harness it in their youth in various manners, defensively and recreationally, later when they’ve matured they learn offensive magics if they wish. This is much the same for other groups, of course only a select number of humans (excluding Mirean) can harness magic.

## **Restrictions on Magic**

**Estivir** - Upon advice, the Dark Arts are banned, but it still isn’t fully understood. Teleportation is limited simply due to lack of circles, and potency.

**Veles** - Permits and Certificates are required to publicly use magic.

**Mirean** - Those who can use magic have unrestricted magic not beyond the law. Dark Arts are restricted to permitted practitioners.

**Elflands** - The same as Mirean, more or less.

**Durinvos** - No magic within the walls of their cities.

Psychemancy spells are restricted in most areas, and are not normally included in curriculums.

## **Types of Magic**

### **Elv'hen Magic** -

The Elves are beings who have magic weaved into their very souls, it is part of them and flows in their blood. Bloodlines can become very powerful through the overarching magic called "Auramancy''. Elven magic is natural, peaceful, calm. Used often for recreational and utilitarian means...that is to say, to help and build. Their magic is beautiful and pure, every Elf has an affinity to magics from birth, some are more powerful than others and some learn more in their lives. Do not mistake this for complacency or weakness, for in their war state, Elves have been known to be ruthless with their magic drawing onto the elements of War Magic.

### **Draconic Magic** -

Dragons are destructive, selfish and greedy beasts. Their magic reflects these virtues. The elements run through their hides and the manifestation of their breath. Dragons are emotional creatures and use this to empower themselves. They wield great power and seek to only gain more. Their magic is awesome and devastating.

### **Natural Magic** -

Magic that is seeped into the physical and metaphysical elements of the earth. Druid's and Wood Elves commonly focus on these paths, the ability to use nature's great gifts to further it and themselves, it is a bond and ally to those who use it. But like nature it has its ups and falls....for the peace of nature it can also be devastating if provoked. Magics of nature include the manipulation of plants, time or gravity. Halflings have a natural connection to this magic.

### **Divine Magic** -

The Gods have often given their followers power for their servitude, Clerics and Paladins are the most notable examples using the domain they worship to access some very powerful magics that can be used for the good of their people. Divine magic is inspiring and all-powerful, those who use the banned magics should be very careful.

For humans there are three forms of magic; Weaves, Ancestry and Patronage. Other races have a natural connection to auramancy. Dwarves cannot use magic except that granted by a divine.

### **Weaves** -

Mages who study magic under another, in an institution such as The Tellweather College of Magic learn this as a simplistic and uniform form of magic...it consists of symbols and somatic manifestation. Weaves are often not very powerful, as they have no personality. In the eyes of the Elves it is "textbook" magic.

### **Ancestry** -

Mages who have an affinity to Auramancy, it's passive but their knowledge of magic is hereditary and can be passed down to their offspring, still it must be learned and controlled but it is always there, the more a person learns, the more their descendant knows in their being.

### **Patronage** -

The Magic for the needy and desperate, it's a cheap man's magic by serving an entity, not of a divine nature a person can gain magic, it's often twisted and unnatural but powerful, but these deals are binding and potentially lethal should they be broken.

## **Schools of Magic**

Magic Schools that are known and taught as well as their reflective areas.

* **Destruction** - Pyromancy (Fire Magic), Cryomancy (Ice Magic), Hydromancy (Water Magic), Electromancy (Electricity Magic), Aeromancy (Air Magic), Terramancy (Earth Magic), Impetumancy (Force Magic)
* **Illusion** - Invisibility, Psychemancy (Mental Manipulation), Holding (Binding Magic), Photomancy (Light Magic), Umbramancy (Darkness Magic)
* **Restoration** - Healing (Health and Endurance), Rejuvenating (Stamina and fatigue), Curse Breaking (Breaking the formation of a curse on people, objects or locations), Dispelling (Ending Magical Effects), Banishing (Forcfully moving a being or object), Shielding (personal shielding), Resurrection (Lawfully bringing back the dead), Curing (Disease and Infection), Warding (Large Scale Shielding), Antimagic.
* **Alteration/Transmutation** - Polymorphy (Changing into any creature), Doppelganger (Changing humanoid form), Elemental Forms (Change into an elemental being)
* **Conjuration** - Object Conjuration, Spirit Summoning, Demon Summoning
* **Dunamancy** - Chronurgy (Time Magic), Graviturgy (Gravity Magic), Remurgy (Reality Magic)
* **Transportation** - Portal, Teleport, Apparition, Gate, Dimension Doors
* **Banned Magic** - Necromancy, Hemomancy, Curses

### **Magic Using Groups:**

* **Mages (Wizards/Sorcerers)** - Mages have the access to the above magical schools, through study or ancestry.
* **Druids** - Natural Magics studied and utilised by Druids, including the protection of the World Trees. Animal bonds are often made and can be used as messengers.
* **Rangers** - A dying art, Ranger Magic is a more combative form of Druid Magic, using nature and their connection to combat their enemies.
* **Paladins** - Protection and Healing, they often study into Restoration, their magic is wrathful and ruthless.
* **Clerics** - Clerics are divine followers who help those in need and often study Restoration, Illusion and Conjuration Magics. Very powerful against the undead.
* **Blood Hunters** - While some consider it Blood Magic, it is often sanctioned as a discipline under watch. (Corruption is possible and are hunted)
* **Artificers** - While most people think of artificers as enchanters or runecrafters, they too have their spells, such as Arcane Locks or Object Animation.
* **Warlocks/Witches** - Focuses on the Dark Invocations, Hexes and Curses. Often part of a Cult or Coven.

### **Magic Ranks:**

* **Novice** - Also known as cantrips, spells that take little thought or effort to produce and don't take much out of the caster.
* **Apprentice** - Generally basic spells for those who show skill, they can require certain components and effort from the caster as well as an element of focus.
* **Adept** - Harder spells still require more focus in the beginning but get easier with time, some will require materials to cast, it can be tiring for new casters to this rank.
* **Expert** - Incredibly draining from the get go, but will become easier with time and practise, takes much focus even for someone who has been learning for many years.
* **Master** - In some cases these spells never get easier to cast and can sometimes come with a price, such as damage to oneself as a compensation to use the spell, the Wish spell is a good example of this as once used the first time, the ability to cast it again is taken away.

### **The Sciences:**

Arcane Sciences are a relatively new addition to arcane-educational curriculums. It's a more hands-on type of study that includes a mixture of; Chemistry, Herbology, Biology and sometimes a little bit of physics.

**Alchemy:** The brewing of potions, poisons, oils and decoctions.

* **Potions** such as those of healing or stamina are common, allowing wounds to be healed in some capacity or giving a new lease of life to a tired body. But there can be many other effects from potions and it is thanks to the study of certain substances and components that these have been discovered, such as temporary flight, or increased strength among others.
* **Poisons** are originally an accident from badly mixed potions, these often have negative effects on it's victim, sometimes causing internal bleeding, vomiting or certain death. Poisons from animals can also be used to make more potent effects. Poisons are normally brewed as a deterrent for beasts and creatures, rather than humanoid targets.
* **Oils** are an experiment for soldiers and members of the Silver Order who apply such things to their blades to give them an edge, some materials in the oils have adverse effects on certain creatures or beings.
* **Decoctions** are often medicinal but the process of boiling and sometimes stewing substances can be very beneficial. Such decoctions as Black Blood have been known to get in the bloodstream but detracts from vampires and can be toxic to them if bitten.
* **Bomb-making** is sometimes considered under artificery but there is a certain mixture of substances into a shell that can be considered under alchemy too.

**Enchanting:** The infusion of magic onto items.

* **Weapon Enchanting** - Quite self explanatory, but this process uses arcane infusion and some very careful chisel work, forming runes upon a weapon to give it a boost. Such effects can range from causing burning, stunning or freezing on impact, among others of course.
* **Armour Enchanting** - In the same process, runes are inscribed onto the armour to give some benefits, such as a boost in speed, extra protection or the ability to breath under water against there are more effects.
* **Miscellaneous Enchanting** - Items such as flasks can be enchanted to not empty despite consumption, very good for long trips on a waterskin or ration pack. A set of Earrings was once enchanted for a Noblewoman who suffered with insomnia, unfortunately they were stolen by assassins and are used for less helpful things.

**Rune Crafting:** Linking magic to symbolism.

* **Runes** - The basis of enchanting, it's a long process to learn and perfect but well worth the effort. Runes are still being tested and created for new effects, as with all new things there are dangers.
* **Sigils** - Like runes, but used as symbols and signals, these can be etched somewhere to let another person know they're in the correct place, such as dead-drops or parties.
* **Glyphs** - Glyphs have a few different uses, traps for one, but they can also be used to create wards around a certain area. Such Glyphs were used by the Druid Prophet on Adrin to shield the World Tree there, Glyph-writing tools were passed onto Talias Barkreed.

### **Teleportation Circles**

Elven Cities often have Teleportation Circles, and waygates across the country do exist for ease of travel. Mirean has very much the same, but they are monitored from Veles and permission needs to be given in order to activate the circle.

### **Bringing back the Dead**

The process of reanimation or necromancy is banned as one of the dark arts more or less world-wide as it is believed that the dead should remain that way, not that it stops practitioners.

## **Creating a Multiverse**

### **The Planes**

#### **The Material Plane -**

Verun, the world of Verun (Colour: Opalescent White)

#### **Echoes of the Material Plane -**

The Shadowrealm, the plane echoing the negative energy of Verun. (Colour: Dusky Gray)

The Everglade, the plane that echoes the positive, natural and often chaotic energy of Verun. (Colour: Royal Green)

#### **Transitive Planes -**

The Ethereal Plane, the plane in which spirits and ghosts reside, also known as “Plane beyond the Veil.” (Colour: Ghostly White-Blue)

The World between Worlds (The Center of All), The point in which all time, space and reality exists, where all possibilities collide. It acts as the bridge between planes on a more simple scale. (Colour: Greyscale)

#### **The Divine Realms -**

The All World, or Elysium, home to the Aesir, the Aesiri-Isu and the honoured dead from the material plane. The Blessed Lands known as the All World house the majority fo the Gods, at least those who don't have their own planes or share with another. Korum, Kivi and Ebere also have lands in the All World preferring to stay close to Verigor. The All World represents Law and Chaos in equal parts but is always good. (Colour: Radiant Gold)

Lawful Good - Neutral Planes

Virdagard is a plane of Law but also goodness, home to Thumeyar. It's great mountains and wilderness as well as areas of civilisation make it a good balance for many folk. For those Nordlings who died valiantly in battle there is limitless mead and feasts, as well as contests and battles or duels for those that want it. For other races it can be the same, or it can be a haven to retire to the wilderness or to hunt in peace. Helm and Verigor sometimes visit Virdagard also.

Olympus, where Virdagard is more for Nordlings, the plane of Olympus is suited more to the Velesian Mythology, the land is lawful in nature, and is the home to Vuneus, the War-Bull and his hoplites. The land is periodically in long term battle between the bull and his exarch, Ekrai the Battlemaster, it's a lawful battle and ends with a great feast and celebration. The plane represents a more neutral alignment sometimes good but always lawful.

Fabricium Opus is a land of Lawful Neutrality, it's the desired afterlife of the Dwarves and Gnomes mostly but also many artists. It is a land that has been built and constructed, it's almost an entire city-scape, technology thrives here, as ideas are only the beginning, this is the home of Oghma, Dalen and Gerilon as well as the basis for the Forged-folk.

Chaotic Good - Neutral Planes

The Great Sea, home to Samea, Olu, Ade and Weytu is a large expanse of sea with land few and far between it is a plane of Chaos, storms and Tempests ravage the seas, many sailors and pirates wish to land in the Great Sea and continue to fulfill their lives on the open water. This is also the land that Davy Jones was supposed to guide those lost at sea to, through the Farthest Gate, until he abandoned his duties and forgot his purpose. The Order of the Calming Wave seeks the Great Sea with the intention of calming it and the two major Gods. The Storm Heralds conduct their power from the Great Sea through the elemental chaos. (Colour: Blue-Teal)

Uirinor, the plane named after the home of the Elves after it's cataclysmic ending that rendered it uninhabitable this has become the end goal for many Elves, to return to a place they call home. It's a plane of great land masses and floating islands with all sorts of biomes suited to each of the Elves including an area similar to the subterrainean home of the Dark and Cave Elves.

Omnihil also known as Limbo, the Plane of Chaos, of Everything and Nothing at once it is every changing there are strong nexuses of elemental energy leaking in from the elemental chaos. Gravity itself was chaotic and unpredictable often liking to change direction or even stop entirely and magic either didn't work at all or worked to an extreme. It's claimed the plane has been destroyed or destroys itself on occassion and just seems to will itself back into existence.

#### **The Dread Realms -**

The Undying Valley, the chaotic evil plane created by Verigor to imprison Karai and Ethar. It's a desolate wasteland with the only feature being an uphill vllley leading to a great dead world tree that was corrupted by Karai's presence. (Colour: Royal Purple)

The Beastlands, or the Hunting Grounds, empy home to Makin and Bolag, dead lycans that wish to go here roam free and hunt to sate their bloodlust, hoping for their Lord to one day return to them and take them on the great Hunt. (Colour: Blood Red)

The Nine Layers of the Hells, home to fiends and devils as well as other dark creatures. It is also said to be converged with the elemental plane of fire, and thus fire elementals exist here too. (Colour: Red, Orange, Yellow Shades.)

The Abyss, where the Demon Lords reside in their own layers, ruling over their trapped subjects. (Colour: Aurora Borealis)

Darkness Eternal, the home of the Scorned Ones while not evil in nature the realm is dark and often sought upon by her followers.