Nebuchadnezzar
First Post
(Magic in Khanesh)
The components of magic (somatic, verbal, material, focus, and divine focus) are collectively known as the Language of Magic, often refered to simply as the Language. Spells are called Words of Magic, refered to simply as Words. A spellcaster uses the Language in such a way that he creates Words. Casting a spell is called Speaking a Word. The first ever Word was Creation, a Word uttered by the gods themselves. Words are extremely complex and difficult to comprehend, a mortal mind may only hold a limited number of Words. The greater the spellcaster's knowledge of the Language, the greater the number of Words his mind may hold.
Words can be either arcane or divine, the difference being the origin of the magic. Arcane magic is the very foundation of reality, the building-blocks of existance. As such, practition of arcane magic is the art of manipulating reality. Indeed, arcane magic is reality, and only through reality does arcane magic manifest itself. The majority of arcane spellcasters are called wizards and they channel magic from external reality. External reality is what anything not of yourself is made of. Only a few arcane spellcasters are gifted with the ability to channel magic from internal reality. These individuals share an intimate bond with magic since the magic they channel comes from their own being. Casters who channel magic from emotional internal reality are called bards while those who channel magic from physical internal reality are called sorcerors.
Both bards and sorcerors differ from wizards in how they store Words. Wizards always put their Words to writing, and spend hours dedicating a written Word to memory. This process is called memorization. It requires a sharp mind to maintain the Words in memory, the less able wizard can often simply forget a Word before he Speaks it. But all wizards instantly forget a Word they just Spoke, as the memory of the Word is erased and projected into reality where it becomes manifest. As a wizard gains expertise in his craft, he learns how to memorize more and more potent Words. Sorcerors and bards do not write down their Words, they instead search themselves to unlock new Words. As a Word is unlocked, the sorceror or bard can to a certain extent Speak that Word as he pleases. The number of times the Word can be Spoken each day depends on how strong connection the Speaker has with his internal reality. As he grows more experienced, his connection strengthens thus allowing him to Speak the Word more often each day. In addition he also discovers new, more potent Words.
Divine magic, no matter which source, always originated from the gods. Whereas arcane magic is the building-blocks of reality, divine magic is the stuff gods are made of. Gods are composed of the purest divine magic. One might ask, when arcane magic is the stuff reality is made of, should not gods be made of arcane magic instead? This is not the case, for the gods are not real. Reality is defined as everything not divine. Divinity is in a metaphysical sense beyond reality. The two are also antagonistic: where there is reality, there cannot be divinity. In theory this would mean that if one of the gods were to enter reality, reality would instantly cease to exist. But there are two exceptions to this rule. During Creation the gods gifted certain creatures with a soul of their own. The gods infused these souls with a small portion of their power. Thus the soul is divine of nature, and not real. The bodies gifted with the souls were not divine however, they were real. So a human being is both divine and real, but still able to exist. This is why human beings (or any soul-gifted creatures) are said to be dualistic. The gods however grew impatient, for they often felt the need to extend their existence into reality, so that they could be closer to their Creation. However, as mentioned above, this would result in reality's destruction. The gods found a solution in making nature dualistic. Sharing divinity with the internal reality of nature allowed nature's external reality to host a divine presence. This presence had to be limited though, lest it would tax nature's dualistic balance and risk it's destruction. The soul given to nature allowed it to uphold the passing of seasons and time.
The soul functions as a portal to the divine from which the gods can grant divine spells. But it is also a small divinity in and of itself. Soul-gifted creatures can draw upon an external or internal divinity. Divine spellcasters who draw upon an external divinity receive their Words from a chosen deity. In exchange, the spellcaster worships and revers the deity, while protecting the deity's interests on Khanesh. The souls (and thus future worshipers) were indeed created by the gods because they felt a strange need to populate reality with creatures able to acknowledge their own existance, and thus view the world much like the gods themselves do. These divine spellcasters are called clerics. Before the Divine Silence they were the most numerous divine spellcaster in Khanesh, but now their existance is dubious at best.
The two main types of divine spellcasters who draw upon an internal divinity are called soulweavers and druids. Soulweavers use their divine souls not as portals through which divine energy can flow through, but rather they harness the power of the soul itself. The soulweaver grows more powerful with practice, and unlocks more potential through meditation and self contemplation. Druids connect with the soul of nature, and the interaction between it and the druid's own soul creates a manifestation of magic utterly unique. They gain the ability not only to speak Words, but to assume shapes of animals and elementals. Considered vile pagans in old Mardukia, they were mostly found in the deep confines of Myrewood. After the Divine Silence their powers were still intact and many pilgrims came to their sylvan sanctuaries hoping to escape from the troubles of Mardukia. Although there are many evil druids on Khanesh plotting to destroy civilization, most druids are benign to those who treat nature with respect. The druids are also the only individuals on Khanesh who can prevent the world from becoming a barren wasteland as deserts and badlands spread like wildfire across Mardukia.
The paladin and ranger are sub-categories of the soulweaver and druid, respectively. Paladins maintain their magic due to their zealous belief in the codes of law and good. After the Divine Silence most paladins were lonely, forsaken warriors who wandered across Khanesh seeking word of their divine masters. Since then new generations of paladins have emerged, paladins who do not cling abidingly to any specific deity, but instead fight chaos and evil wherever it might surface. Rangers are the masters of the wild, and like druids derive their Words from the interaction between their souls and the soul of nature. Rangers are often found together with druids, as they aid each other in saving Khanesh from environmental disaster. But rangers are far more common than their druidic counterparts. Rangers operate wherever there might be wilderness, whereas druids favour forests.
The components of magic (somatic, verbal, material, focus, and divine focus) are collectively known as the Language of Magic, often refered to simply as the Language. Spells are called Words of Magic, refered to simply as Words. A spellcaster uses the Language in such a way that he creates Words. Casting a spell is called Speaking a Word. The first ever Word was Creation, a Word uttered by the gods themselves. Words are extremely complex and difficult to comprehend, a mortal mind may only hold a limited number of Words. The greater the spellcaster's knowledge of the Language, the greater the number of Words his mind may hold.
Words can be either arcane or divine, the difference being the origin of the magic. Arcane magic is the very foundation of reality, the building-blocks of existance. As such, practition of arcane magic is the art of manipulating reality. Indeed, arcane magic is reality, and only through reality does arcane magic manifest itself. The majority of arcane spellcasters are called wizards and they channel magic from external reality. External reality is what anything not of yourself is made of. Only a few arcane spellcasters are gifted with the ability to channel magic from internal reality. These individuals share an intimate bond with magic since the magic they channel comes from their own being. Casters who channel magic from emotional internal reality are called bards while those who channel magic from physical internal reality are called sorcerors.
Both bards and sorcerors differ from wizards in how they store Words. Wizards always put their Words to writing, and spend hours dedicating a written Word to memory. This process is called memorization. It requires a sharp mind to maintain the Words in memory, the less able wizard can often simply forget a Word before he Speaks it. But all wizards instantly forget a Word they just Spoke, as the memory of the Word is erased and projected into reality where it becomes manifest. As a wizard gains expertise in his craft, he learns how to memorize more and more potent Words. Sorcerors and bards do not write down their Words, they instead search themselves to unlock new Words. As a Word is unlocked, the sorceror or bard can to a certain extent Speak that Word as he pleases. The number of times the Word can be Spoken each day depends on how strong connection the Speaker has with his internal reality. As he grows more experienced, his connection strengthens thus allowing him to Speak the Word more often each day. In addition he also discovers new, more potent Words.
Divine magic, no matter which source, always originated from the gods. Whereas arcane magic is the building-blocks of reality, divine magic is the stuff gods are made of. Gods are composed of the purest divine magic. One might ask, when arcane magic is the stuff reality is made of, should not gods be made of arcane magic instead? This is not the case, for the gods are not real. Reality is defined as everything not divine. Divinity is in a metaphysical sense beyond reality. The two are also antagonistic: where there is reality, there cannot be divinity. In theory this would mean that if one of the gods were to enter reality, reality would instantly cease to exist. But there are two exceptions to this rule. During Creation the gods gifted certain creatures with a soul of their own. The gods infused these souls with a small portion of their power. Thus the soul is divine of nature, and not real. The bodies gifted with the souls were not divine however, they were real. So a human being is both divine and real, but still able to exist. This is why human beings (or any soul-gifted creatures) are said to be dualistic. The gods however grew impatient, for they often felt the need to extend their existence into reality, so that they could be closer to their Creation. However, as mentioned above, this would result in reality's destruction. The gods found a solution in making nature dualistic. Sharing divinity with the internal reality of nature allowed nature's external reality to host a divine presence. This presence had to be limited though, lest it would tax nature's dualistic balance and risk it's destruction. The soul given to nature allowed it to uphold the passing of seasons and time.
The soul functions as a portal to the divine from which the gods can grant divine spells. But it is also a small divinity in and of itself. Soul-gifted creatures can draw upon an external or internal divinity. Divine spellcasters who draw upon an external divinity receive their Words from a chosen deity. In exchange, the spellcaster worships and revers the deity, while protecting the deity's interests on Khanesh. The souls (and thus future worshipers) were indeed created by the gods because they felt a strange need to populate reality with creatures able to acknowledge their own existance, and thus view the world much like the gods themselves do. These divine spellcasters are called clerics. Before the Divine Silence they were the most numerous divine spellcaster in Khanesh, but now their existance is dubious at best.
The two main types of divine spellcasters who draw upon an internal divinity are called soulweavers and druids. Soulweavers use their divine souls not as portals through which divine energy can flow through, but rather they harness the power of the soul itself. The soulweaver grows more powerful with practice, and unlocks more potential through meditation and self contemplation. Druids connect with the soul of nature, and the interaction between it and the druid's own soul creates a manifestation of magic utterly unique. They gain the ability not only to speak Words, but to assume shapes of animals and elementals. Considered vile pagans in old Mardukia, they were mostly found in the deep confines of Myrewood. After the Divine Silence their powers were still intact and many pilgrims came to their sylvan sanctuaries hoping to escape from the troubles of Mardukia. Although there are many evil druids on Khanesh plotting to destroy civilization, most druids are benign to those who treat nature with respect. The druids are also the only individuals on Khanesh who can prevent the world from becoming a barren wasteland as deserts and badlands spread like wildfire across Mardukia.
The paladin and ranger are sub-categories of the soulweaver and druid, respectively. Paladins maintain their magic due to their zealous belief in the codes of law and good. After the Divine Silence most paladins were lonely, forsaken warriors who wandered across Khanesh seeking word of their divine masters. Since then new generations of paladins have emerged, paladins who do not cling abidingly to any specific deity, but instead fight chaos and evil wherever it might surface. Rangers are the masters of the wild, and like druids derive their Words from the interaction between their souls and the soul of nature. Rangers are often found together with druids, as they aid each other in saving Khanesh from environmental disaster. But rangers are far more common than their druidic counterparts. Rangers operate wherever there might be wilderness, whereas druids favour forests.
Last edited: