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The Great Injunction
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<blockquote data-quote="Sepulchrave II" data-source="post: 252524" data-attributes="member: 4303"><p>(Sigh).</p><p></p><p>Okay, one point that needs to be made before I begin to justify this position.</p><p></p><p></p><p><strong> Most importantly, the 'Great Injunction' is a metagame tool which is used to create the atmosphere that I want in my campaign. I don't <em>want</em> wizards involved in wars. I don't <em>want</em> dozens of fireball-flinging war-wizards annihilating legions of soldiers. This is not the feel that I am looking for.</strong></p><p></p><p> </p><p></p><p>then...</p><p></p><p></p><p></p><p>These concepts are, to a degree, mutally contradictory. Why would the self-involved wizard seize power in the first place? </p><p></p><p>In my campaign, at least, wizards are motivated by concerns other than temporal ones. The Great Injunction can be viewed as an informal law amongst mages. Laws are nothing more than a codification of what society deems to be correct behaviour in order to protect its members. In this case, the 'correct behaviour' is not to grope after fleeting temporal power, but to deepen understanding and magical potency. The 'society' is the 'magical fraternity,' for want of a better term. This brotherhood/sisterhood itself transcends alignment to a certain degree.</p><p></p><p>Any wizard who seized temporal power would be immediately regarded as an aberration by his peers, irrespective of their personal leanings (and most are, in fact, LN. Wizards tend to be lawful, right?). It brings the art into disrepute. It is vulgar, demeaning. It arouses the opposition of the church. Most importantly, the pursuit of temporal power is considered an act of perversion, madness, dysfunction and manifest danger to the common good - not in terms of strict alignment, but insofar as it can jeopardize what the mage most highly values, i.e. the pursuit of knowledge.</p><p></p><p></p><p> </p><p></p><p>There are not dozens of broomsticks of flying. Dozens of mages cannot teleport. A dozen, at most, for both contingencies. In fact, knowledge of the violation would disseminate more gradually.</p><p></p><p> </p><p></p><p>There <em>are</em> only a handful of high level wizards (level 15+) in Wyre. They all know each other - by reputation or acquaintance at least, if not personally. They often take tea together.</p><p></p><p> </p><p></p><p> </p><p></p><p>Sorcerers are not bound by the Injunction. They are few in number and confined to backward, undeveloped areas.</p><p></p><p>Broadly, I think you bring too many preconceptions to a campaign world with which you are not intimately acquainted... </p><p></p><p></p><p> </p><p></p><p>This is more dubious and is currently the problem that preoccupies one of the players in the game. The risk of anathematization by the magical community is a real concern to him.</p><p></p><p></p><p> </p><p></p><p>Despite everything that I just wrote, this may very well be true. The player's actions will determine how this unfolds.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 252524, member: 4303"] (Sigh). Okay, one point that needs to be made before I begin to justify this position. [B] Most importantly, the 'Great Injunction' is a metagame tool which is used to create the atmosphere that I want in my campaign. I don't [I]want[/I] wizards involved in wars. I don't [I]want[/I] dozens of fireball-flinging war-wizards annihilating legions of soldiers. This is not the feel that I am looking for.[/B] then... These concepts are, to a degree, mutally contradictory. Why would the self-involved wizard seize power in the first place? In my campaign, at least, wizards are motivated by concerns other than temporal ones. The Great Injunction can be viewed as an informal law amongst mages. Laws are nothing more than a codification of what society deems to be correct behaviour in order to protect its members. In this case, the 'correct behaviour' is not to grope after fleeting temporal power, but to deepen understanding and magical potency. The 'society' is the 'magical fraternity,' for want of a better term. This brotherhood/sisterhood itself transcends alignment to a certain degree. Any wizard who seized temporal power would be immediately regarded as an aberration by his peers, irrespective of their personal leanings (and most are, in fact, LN. Wizards tend to be lawful, right?). It brings the art into disrepute. It is vulgar, demeaning. It arouses the opposition of the church. Most importantly, the pursuit of temporal power is considered an act of perversion, madness, dysfunction and manifest danger to the common good - not in terms of strict alignment, but insofar as it can jeopardize what the mage most highly values, i.e. the pursuit of knowledge. There are not dozens of broomsticks of flying. Dozens of mages cannot teleport. A dozen, at most, for both contingencies. In fact, knowledge of the violation would disseminate more gradually. There [I]are[/I] only a handful of high level wizards (level 15+) in Wyre. They all know each other - by reputation or acquaintance at least, if not personally. They often take tea together. Sorcerers are not bound by the Injunction. They are few in number and confined to backward, undeveloped areas. Broadly, I think you bring too many preconceptions to a campaign world with which you are not intimately acquainted... This is more dubious and is currently the problem that preoccupies one of the players in the game. The risk of anathematization by the magical community is a real concern to him. Despite everything that I just wrote, this may very well be true. The player's actions will determine how this unfolds. [/QUOTE]
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