Mage

**Mages** are mortals born with the ability to use, control, and interact with magic. Of the known races, only humans, elves, and the orcimar are capable of being mages, while dwarves are not due to their prolonged exposure to lucenium, which grants them a natural resistance to magic, but prevents them from being able to connect with the Dreaming.

## Characteristics

In Morgaea, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact with, control, and shape it. As magic tends to run in bloodlines, the Adamantium keeps extensive genealogies of all families known to produce magical talent. Eventually, several social classes of mages were established in the Adamantium, from the "Altus", upper class mages said to be descendants of the Dreamers of Ancient Adamantine, to the "Soporatus," born into non-mage families or families with no link to the higher Altus or Dreamer class.

Conventional magic originates from the Dreaming, the realm where spirits dwell, and where humans, elves, and the orcimar visit when they dream. For non-mages, entering the Dreaming while dreaming is a fleeting and inconsequential experience, but mages have a greater awareness of their dreams. Generally, only those who use lucenium to enter the Dreaming are able to separate their dreams from reality. Mana is a measurement of one's ability to channel energy from the Dreaming, and this energy is expended in the practice of magic. Just as the Dreaming can be reshaped by those who have grasped its nature, so can the world of Morgaea be manipulated by magic via willing things into being. The ability of a living being to expend mana is what defines a mage and certain people are born with this potential, although no one knows the reason why.

The act of drawing power from the Dreaming can draw the attention of the spiritual beings on the other side of the Veil, however, leading to an increased risk of demonic possession if mages are not vigilant enough. A possessed mage becomes a distortion of their former self, a twisted monster known as an abomination that has enough power to wipe entire villages off the map. It is for this reason, that a mage must have enough willpower to master their magic so they can resist demons while they are "awake" in the Dreaming. Additionally, mages must have the good sense to block out the whispering temptations of demons whenever mages are in communication with them.

With the proper training, mages are capable of manipulating the basic elements, such as conjuring gouts of flame and small, localized ice and electrical storms. There are also spells that allow for the temporary reanimation of corpses, and the draining of an opponent's life-force. More altruistic mages can use their powers to help, heal, or summon benevolent spirits in times of need. Though they are often ostracized to the point of persecution, mages are key for everyday life in Morgaea. They serve as its healers, scholars, scientists, and weapons of war.

There are limitations to the application of magic, however. Just as a man has the strength to lift only so much weight and no more, a mage cannot work more magic at one time than his mana allows. If he wishes to work magic that would be beyond his strength, a mage must bolster his mana with lucenium. Without lucenium, it is possible for the reckless to expend their own life-force in the working of magic, and occasionally, ambitious apprentices injure or even kill themselves by over-exertion.

Teleportation, resurrection (under normal circumstances), and physically entering the Dreaming in the absence of a great deal of lucenium, or the aid of blood magic, are not possible.

There are two schools of magic that bear no connection to the Dreaming: blood magic, which draws power directly from blood, and scourge magic, which is driven by the taint.

## The Workings of Magic

The Dreaming sticks to mages like little figments that are flitting, and floating free, around them. Mages take that Dreaming energy that clings to them and force it into shapes in the form of magical spells that produce phenomena like fire, ice, and lightning. A mage uses magic by tapping into the power of the Dreaming to essentially question reality, rendering it mutable, and able to be reshaped. To this end, templars are the ideal foils for mages, having been trained specifically to counter and "deny" magic. This is done by a unique method of reinforcing the reality and immutability of the world. Like a door being slammed in the mage's face, magical effects dissipate, and the mage is unable to reshape a suddenly stubborn world. From a mage's perspective it appears to be less spell interruption, and more a templar reinforcing a reality in which that spell cannot be cast in the first place.

## Onset of magic

Magic is considered an innate ability, but it's not apparent from birth. Magical talent typically surfaces around puberty, though the age of onset falls within a wide range. The ability can manifest in multiple ways, from subtle signs like a change in eye color, to devastating displays of power. A sudden onset of magic may be confusing to the wielder.

In some cases, it's noted that the mage doesn't know how old they were during the onset of magic, possibly due to being too young to remember.

## History

No one knows who first discovered magic, but it has been a part of the world of Morgaea for as long as people can remember. From the elves of Hathalas, to the mages of the Adamantium, both humans and elves have been known to wield magic.

Before it became the Adamantium, Stiria was ruled by a dynasty of kings. And long before the Ministry, there was an Institute of Magic: the society of mages in each city. The titles that modern Institutions use, arcanist, senior arcanist, and first arcanist, all originated here. But above the first arcanist, the Institutions of Stiria had another title: magister.

The magisters formed a council of the most powerful mages in the kingdom. They convened in the City of Adamantium, and held dominion over all magic in the land. When Carinius seized the throne in **-1195D**, the Court of the Magisters became the royal court, and "magister" was the only title of nobility recognized in Stiria.

Prior to the Institute's formation, magic was either practiced by the Magisters of the Adamantium, or in remote areas, as knowledge handed down from one generation of practitioners to the next. “Hedge mages”, as Arcanists of the Institute refer to them, or “witches” as legend would name them, do not always employ forbidden magic. Quite often their talents lie in the creation of charms, the use of curses, and the ability to change their own forms. Examples of such Hedge mages and witches include the so-called "witches" and "shamans" of the Welserine wilders or the "augurs" of the Cleve barbarians.

Legend holds that the first known blood mage, at least for the humans, was an Oremeni: Archon Proteus. Proteus was supposedly taught how to use blood magic by the Deceiver Vemon. Over the years, some historians have argued that this is merely a myth, and that Proteus learned about blood magic from the elves. Nevertheless, Proteus taught blood magic to others, and soon amassed an army, which was used to conquer Elveshaal, the homeland of the elves. This was the start of the Adamantium, which grew to include most of Morgaea, and which worshipped the High Pantheon.

The Adamantium was not satisfied with control of just Morgaea, however, and in an incredible act of hubris, magister lords known as the Seven Apostles attempted to enter the Golden City to supposedly usurp the Watcher Himself. Their efforts failed, and to punish them, Ministry historians believe that the Watcher transformed them into the first fiends. These fiends fled underground, eventually found Vemon, and transformed him into the first Archfiend, thus beginning the First Scourge, which would continue for two centuries and greatly weaken the Adamantium.

In the wake of the First Scourge, the people of the Adamantium became disillusioned with the Deceivers, and soon began to follow Sibylla, a former slave who united the barbarian tribes of the Nordish Valley, and led them to break the Adamantium's hold on Morgaea. Sibylla was ultimately betrayed by her husband, Thetsoll, and burned at the stake, but her death inspired the creation of the Ministry, an event that would alter the face of magic for centuries to come.

## The Ministry

Ten years to the day after Sibylla's death, Archon Janerius converted to the Holy Tome, claiming that he had heard the voice of the Watcher when his blade touched Sibylla. The beginnings of the religion took root, as he declared the Watcher the one true god, made Sibyllism the religion of the Adamantium (i.e., the Adamantine Ministry), and publicly revealed Thetsoll's betrayal. Most of the high-ranking clergy, including nearly all of the ruling Altus magisters, refused to stop worshipping the High Pantheon, but the non-mage Soporatus class overwhelmingly supported Janerius, beginning a period known as the Transfiguration. With the High Priests dead, Janerius repurposed the Deceiver temples into schools for mages.

In **1A20**, the northern Ministry and the Vigilants of Sibylla signed the Anderan Accord, creating the Institute of Magic in the northern lands, the Templar Order, and the Inquisition.

As magic had been the source of the Adamantium's power, it was all but banned when the Ministry became the new dominant force in Morgaea. Blood magic was completely forbidden, and those who practised any kind of magic were confined. At first, the Ministry detained mages and had them continually light the eternal flame in every temple in Morgaea, with all other forms of magic forbidden. For such powerful beings to only use their powers in such mundane ways, it surprised almost no one when the mages of the Grand Temple protested. Matron Ambrosia was surprised, however, and almost ordered a Crusade on her own Temple until her templars advised her otherwise. The Institute of Magic was established to regulate the use of magic throughout Morgaea, and the Templar Order was founded to police the Institutions, and capture or eliminate apostate mages.

## Modern Morgaea

### Sibyllan Nations

*Main Article: Institute of Magic*

By the Ninth Age, most mages in Morgaea belong to the Institute of Magic. As such, they are taken from their families while still children, and highborn children who are able to use magic lose all claims to their family's estates and titles when they are taken to the Institute. This helps to create a bond stronger than social class or race, since everybody in the Institute is raised and taught the same way.

Children who are born to mages within the Institute are taken to be raised in a Ministry orphanage, either until they are old enough to make a life on their own, likely within the Ministry itself as a cleric or templar, or when their magical abilities have manifested and they are returned to the Institute.

Upon joining an Institution, mages undergo a process as apprentices of having a few drops of their blood taken by the First Arcanist, and placed in a phylactery. This ensures the mages' compliance, as well as the ability to track down any mage who decides to run away, since a templar can track anyone through their blood. As a further measure, mages who are feared to be incapable of controlling themselves, or who fear their power, are made Serene: their connection to the Dreaming is magically severed along with their emotions and desires.

Though templars insist that the process is painless, the experience appears to be debatable, and as unique as the individual who has been rendered Serene. The Serene are easily identified by their eerie monotone voices, the Ministry sunburst brand on their foreheads, and their emotional apathy, even during life-threatening circumstances. It is worth noting, however, that under normal circumstances there is a reason a mage either is made Serene or requests it. Furthermore, imposing the Rite of Serenity normally requires the agreement of both the Institute Knight-Commander and First Arcanist.

The Ascension is a test that every mage-apprentice must go through to become a full member of the Institute of Magic. Upon successful completion of their Ascension, an apprentice is considered a full-fledged mage, capable of defending themselves from demonic possession.

Some mages manage to escape the notice of the Ministry and the Institute, and grow up without the training that those who are taken will have. Any mage not a part of the Institute is considered to be an apostate, and will be hunted by templars if discovered. Often apostates will wield magic unknown or forbidden to the Institute, and considered threatening by the Ministry. Mages that are most deemed a threat are labeled as a Maleficist, but such a broad and stigmatized category is also commonly, and sometimes incorrectly, conflated with other magical organizations that are viewed with fear and suspicion. One such example is the Witches of the Wilds, who are capable of changing their shape, and are frequently harassed by templars.

Most humans are taught by the Ministry to fear magic and those who practice it. Mages are looked upon as people to be pitied at best, and hated at worst. The average citizen sincerely believes that the Institute exists only to protect mages, and help them learn to control their abilities.

### Cleve

The Cleve have powerful mages as augurs. Cleve see spirits as gods, and the purpose of an augur is to consult with said gods and provide advice to the Thane. Mages-in-training within the Cleve willingly undergo possession to learn from spirits. Once that training is done, the mage is meant to conduct a ritual to release said spirit.

### Sylvan Elves

Among non-humans, attitudes towards magic vary. The Sylvan elves are, for all intents and purposes, the most accepting of their mages. Slyvan believe that magic is a gift of the Creators and that study of magic is key to rediscovering their lost history.

They do, however, acknowledge the inherent danger of magic, and take strides to reduce the risk, as well as avoid incurring the wrath of the templars. Sylvan clans are known to exchange their mages if it seems like one clan has too many or too few, so no clan is left without any, though some clans have gone as far as to cast out extraneous mages to survive, or die, on their own. While some have claimed that Sylvan clans limit the number of their mages to three, other clans have been said to have more than that at a given time. Mage children will be personally instructed by their clan's Keeper, and if they demonstrate sufficient aptitude will be elevated to be the Keeper's First (or Second), an apprentice expected to one day become the clan's new Keeper.

Every Sylvan clan is sworn to protect its Keeper to the death, and should the Keeper fall to demonic possession, the clan is bound to hunt and slay the Keeper. This happens rarely, however, as most Keepers are wise and careful enough to never make deals with demons or use blood magic.

Sylvan magic tends to be more practical and subtle than Institute magic, shaped by the existence of the Sylvan. It is often turned to healing and herbalism and tends to be more focused on natural forces. Sylvan mages do not generally use any magic involving spirits, as they believe them to be inherently dangerous.

### Orcimar

*Main Article: Orcimar*

On the opposite end of Morgaea, the Orcimar, bound to order, have virtually no tolerance for mages, which they call jatnavha (literally "dangerous thing"). Those among them who are found to possess magical ability are kept on leashes by special soldiers called mabaj, and fitted with blinders. Their tusks are pulled out and, in extreme cases, their lips may be stitched together. If a jatnavha is found practicing forbidden magic, their tongues are cut out to prevent them from corrupting others. Despite these measures, the Orcimar pity and honor the jatnavha as they believe that their striving while under constant threat from within is truly selfless and that is the highest virtue of the Orc.

Surprisingly, the mages themselves accept their condition without question, as they manage to find some measure of solace within the Orc, since they believe there is a purpose to their existence, even if it means the loss of their freedom. If separated from their mabaj, they are willing to accept death as they may be corrupted and not even be aware, presenting a danger to themselves and others. They pity other mages who are not Orcimar, because they will surely doom themselves and everyone who they come in contact with.

### Ghallen

The Ghalleni, unlike the majority of peoples in Morgaea, are not sibyllans and don't believe in the Watcher. Rather, they are pantheists who believe in the Natural Order. As such, many hold to the belief that their god and the universe are the same. Many, especially in Kurzog, have also converted to the Orc, as their religion and the Orc are not very contradictory. According to Quintinus Corbulo, a well-known Ministry scholar, "*The Holy Tome never truly reached the ears of these people. Resistance to the Tome goes deeper than the Orcimar Crusades. The Ghalleni refuse to be parted from their seers, wise women who are in fact hedge mages, communicating with spirits and actually allowing themselves to be possessed. The Ministry prohibition against such magical practices violates millennia of local tradition.*"

Though an Institiution existed in Ghallen, it was merely a means to appease the Ministry. The mages of the Institution were allowed to see their families and the women were specifically trained to be seers, a position in Ghalleni society that is revered as a matter of tradition. These local hedge witches converse with spirits and even allow themselves to be possessed, though it is supposedly done so for the benefit of their villages.

### Adamantium

The native culture in the Adamantium is that magic is considered a mark of honor, especially for those who are powerful and adept enough to use it to their advantage. The Adamantium has its own Ministry and many of its mages are the scions of its ancient noble bloodlines who have long nurtured the magic in their genealogy. Even Adamantine commoners view magic as a gift, and as a part of their culture, so mages are respected across all social classes more than in other country. In fact, the hope that their offspring, or descendants, will be born a mage and thus raise the family's social status keeps the commoners placated.

Due to the Adamantium's long history with magic, the descendants of Adamantine's elite, even after converting to Sibyllan teachings, still retain their power and influence. But their appreciation of magic conflicted with the Ministry's fear of magic. This inevitable conflict in beliefs led to a schism in ideology between the Adamantine Ministry and the Maudesian Ministry. The Adamantine Ministry argued that the Holy Tome's commandment, "magic exists to serve man, and never to rule over him," meant that magic must serve the greater good. They believed that this could obly be accomplished by freeing Magi to take part in government. After the Adamantine Ministry broke away from the Maudesian Ministry's influence, mages were allowed to assume their place as the true rulers of the nation once again.

Though mages rule the Adamantium, not all mages are equal. Where one falls in the social hierarchy is dependent on where one falls in the Adamantium's caste system. If a mage isn't born in the right family, chances are they don't rule anything. Adamantine Insitutions of Magic are prestigious academies, not mage prisons. Yet admittance to a Adamantine Insitution is a privilege, not a right. The mages in the Adamantium aspire to be magisters: the true rulers of the nation. Obtaining status and influence in the Adamantium is highly competitive, however, and thus often breeds practices of greed, corruption, and blood magic. Those without magic are trampled over and forced to serve. Behind closed doors, slaves are sometimes sacrificed to fuel a magister's forbidden magic. Even some mages are not spared, for in mages as in all humans, there exists a spectrum: on one end, the very powerful, on the other, those that can barely light a candle. The Adamantium cares only for the strongest, and those who do not compare favorably are thrown to the wolves.

Slaves and Liberati, particularly elves, who demonstrate magical ability are furthermore able to join the Institute of Magic and the lowest rungs of mage society. This applies as well to the children of elven slaves, and facilitates a dubious sense among them of a "meritocracy" within the Adamantium even amongst the lowest classes. However, even for those gifted elven slaves who are able to join the magocracy, there is still an element of racism that creates obstacles beyond being seen as a fellow mage. Furthermore, mundane slaves cannot, of course, take part in this meritocratic system any more than any other non-talented citizen can.

According to rumors, though magisters claim that blood magic is forbidden, it's no secret that any Adamantine mage of rank secretly practices it or at least are proficient in its use. However, what is considered blood magic in the Adamantium is different from what other Sibyllan nations consider blood magic. Still, even what the Adamantium considers forbidden magic is practiced by the upper echelon behind closed doors in order to maintain their edge against their adversaries. Even accusing other mages of being maleficists is often misused as another method for mages to get rid of their rivals.

### Hedge Mages

The term "hedge mage" was created as a derogatory term by the Ministry. Hedge mages are untrained magic-users who wield powers developed outside of conventional teaching of the Institute of Magic and because of this, they are all apostates. Some of these hedge mages are not even aware of their nature. Undeveloped, their abilities can express themselves in a variety of ways, which the hedge mage might attribute to faith, or will, or to another being entirely (depending on the mage's nature).

More specifically hedge magic, known by its more technical name "arcanist derangement" among mages and scholars, is a form of magical expression different than that of typical mages. The term was coined by Magister Finneas at the height of the Third Age. The magister proposed that magical talent is like a flowing river. When expressed through a mage, it finds a proper outlet through spellcraft. Left to its own devices it flows unexpectedly, and thus hedge mages are created. Prior to the creation of the Institutions, such magical talent expressed itself often through ancient traditions and rituals. Those mages possessed powers that no Institution spell could replicate and their unpredictable ability was deemed a threat.

Hedge mages live chaotic lives, able to commune with spirits, be lured into darkness and temptation, and sometimes even insanity. Their lives are often short as a result of this wild talent. The term "arcanist derangement" reflects this propensity toward madness in such mages.