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Mithangee Chapter Six: Herald to the End of Days
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<blockquote data-quote="Journeyman" data-source="post: 1277812" data-attributes="member: 9958"><p><em>** I want to nod my head to Sep who has so graciously given the public idea of valences serving as the levels of spells. I find it a fantastic idea, and I seem to recall, now that I write this, he gave kudos to someone else in his postings as well. Whoever thought it up, bravo! </em></p><p><em></em></p><p><em> I also have learned that to space between one’s paragraphs is a wonderful and pleasing thing upon the eyes when copying into the reply box. Sorry for all the strained eyes out there!**</em></p><p></p><p> Mithangee has long been rife with arcane energies both great and small. In its long history it has seen civilizations built solely on arcane and divine might, civilizations which shared industry and magic in harmony, and even the occasional land in which magic was simply not potent enough to survive save in mere pockets and magical artifacts from ages long past. </p><p> </p><p> In the times in which Chapter Six takes place, Mithangee has undergone a somewhat recent and unprecedented turn towards a strange and uncomforting rationing of arcane energies. The exact time in history when the effects began to appear are lost and vary widely depending on the ancient scrolls and tombs consulted; however, the conditions which begin to affect the sanity of the magi and sorcerers of Mithangee as they progress in valance ascension are undisputed. Where once there were many magi and sorcerer alike, now there are very, very few. Many who make the feared first steps toward the higher Rings find themselves burned out or, at worst, driven insane by powers seeming to go counter-grain to the “ancient laws of the Arcanum”.</p><p></p><p> Worse still, are the conditions in the divine community. In Mithangee there exists a pantheon of 29 gods. Where in past eons these gods were in constant contact with the Prime of Mithangee; they are now divided. To make a long story short (for now), the gods are unable to commit their energies to only but the highest and most devout of their flock. The balance of the pantheon has been rendered to a state of absolute neutrality at the complete and utter detriment of the greater majority of the denizens of Mithangee. Those few clerics who do choose the dangerous path of ascension risk utter madness, and few can understand why; most especially the devout clerics who make it through their ascensions relatively unscathed.</p><p></p><p> If there is a magic, which has strangely flourished with the absence of Divine and Arcane balance, it is the Druidic and Wyld magicks. Ironically there are few druids left in the Wyld, as without guidance from a strong-handed god in charge of nature, the force of raw nature itself (termed the Wyld) has become irrational and completely dangerous even unto its protectors. Only those lands still harboring druids capable enough to maintain control are able to escape the tides of the Wyld and its feral denizens. In such reaches Druidic power is great, and the Green Ways* more so.</p><p> </p><p> I am sure at this point there are those of you in the game or reading, which are wondering when I am going to get to the campaign proper. In fact, I am going to do so in the next post. Yay!</p><p></p><p><em>* The Green Ways can be best described in game terms as Druidic Spell Progression. </em></p></blockquote><p></p>
[QUOTE="Journeyman, post: 1277812, member: 9958"] [I]** I want to nod my head to Sep who has so graciously given the public idea of valences serving as the levels of spells. I find it a fantastic idea, and I seem to recall, now that I write this, he gave kudos to someone else in his postings as well. Whoever thought it up, bravo! I also have learned that to space between one’s paragraphs is a wonderful and pleasing thing upon the eyes when copying into the reply box. Sorry for all the strained eyes out there!**[/I] Mithangee has long been rife with arcane energies both great and small. In its long history it has seen civilizations built solely on arcane and divine might, civilizations which shared industry and magic in harmony, and even the occasional land in which magic was simply not potent enough to survive save in mere pockets and magical artifacts from ages long past. In the times in which Chapter Six takes place, Mithangee has undergone a somewhat recent and unprecedented turn towards a strange and uncomforting rationing of arcane energies. The exact time in history when the effects began to appear are lost and vary widely depending on the ancient scrolls and tombs consulted; however, the conditions which begin to affect the sanity of the magi and sorcerers of Mithangee as they progress in valance ascension are undisputed. Where once there were many magi and sorcerer alike, now there are very, very few. Many who make the feared first steps toward the higher Rings find themselves burned out or, at worst, driven insane by powers seeming to go counter-grain to the “ancient laws of the Arcanum”. Worse still, are the conditions in the divine community. In Mithangee there exists a pantheon of 29 gods. Where in past eons these gods were in constant contact with the Prime of Mithangee; they are now divided. To make a long story short (for now), the gods are unable to commit their energies to only but the highest and most devout of their flock. The balance of the pantheon has been rendered to a state of absolute neutrality at the complete and utter detriment of the greater majority of the denizens of Mithangee. Those few clerics who do choose the dangerous path of ascension risk utter madness, and few can understand why; most especially the devout clerics who make it through their ascensions relatively unscathed. If there is a magic, which has strangely flourished with the absence of Divine and Arcane balance, it is the Druidic and Wyld magicks. Ironically there are few druids left in the Wyld, as without guidance from a strong-handed god in charge of nature, the force of raw nature itself (termed the Wyld) has become irrational and completely dangerous even unto its protectors. Only those lands still harboring druids capable enough to maintain control are able to escape the tides of the Wyld and its feral denizens. In such reaches Druidic power is great, and the Green Ways* more so. I am sure at this point there are those of you in the game or reading, which are wondering when I am going to get to the campaign proper. In fact, I am going to do so in the next post. Yay! [I]* The Green Ways can be best described in game terms as Druidic Spell Progression. [/I] [/QUOTE]
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