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Where is magic prohibited in your world??
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<blockquote data-quote="EzekielRaiden" data-source="post: 9040243" data-attributes="member: 6790260"><p>In one narrow sense, it's prohibited everywhere. In another sense, it's not <em>technically</em> prohibited anywhere, but is <em>effectively</em> so in some places.</p><p></p><p>Necromancy is a BIG no-no to the two major belief systems of the Tarrakhuna (the Safiqi priesthood, which the majority of the population follows, and the Kahina, druids and shamans who revere the spirits of the land and the afterlife.) To the former, it is a sin against the Great Architect, denying souls their just reward (or punishment) in the afterlife. Even regular resurrection <em>would</em> be suspect, except that they have a doctrinal explanation: resurrections fail when the One decrees that a soul has truly moved on (at least, that's how they see it), so resurrecting someone and having it work properly means it wasn't truly their time yet.</p><p></p><p>For the Kahina, it's an issue of defying the natural cycle. Birth and growth produce new life. New life flourishes, and the world grows more complex. Then, death ends life, but seeds the world with raw material. That raw material feeds new growth, and the cycle continues. Undeath both breaks the cycle, and removes material from it--sometimes destructively, actually <em>erasing</em> material and energy that could have fed other, new growth.</p><p></p><p>As a result of the above, necromancy is <em>very</em> disliked by most religious folks in the region. It is possible to practice necromancy, but you've got to be real careful about exactly how you do it to avoid being branded a heretic and finding that nobody wants to spend any time with you. It's not AS bad as breaking the Bond of Salt...but it's <em>pretty</em> close.</p><p></p><p>That's the first sense. A narrow but universal ban--necromancy. The second sense is on magic-in-general, but it only applies in a narrow context: dealing with noble genies.</p><p></p><p>See, noble genies were <em>forced</em>, by social evolutionary pressure, to come up with rules and guidelines for their behavior, lest their squabbles escalate to the point that they tear one another apart. But since noble genies pop up <em>at random</em> from the general population...there's no way for one single hegemonic ruler to control everything. Thus, they're left with having to do the political dance, and they've become <em>exceptionally good</em> at it over the past several thousand years. One of the officially unwritten rules of genie politics is that you don't cast or use magic, except for great personal need or to aid your host, while you are visiting another's court. This rule applies both to actual noble genies and to their "servants" (which can mean actual servants/slaves, but also proxies and employees.) But being unwritten, there are edge cases.* For example, using an illusion to conceal an ugly scar. Any noble genie worthy of the title will be able to detect that you're using some kind of illusion. As long as you aren't completely concealing your identity, and <em>declare</em> that you have the magic (sort of like declaring stuff at customs IRL), then it won't really be seen as an issue. Trying to sneak magic in under the radar, however, can get you into BIG trouble, even if it's just a tiny illusion spell to change the color of your eyes or whatever.</p><p></p><p>The rules of Jinnistani politics are byzantine and border on blue-and-orange morality. But on this one topic, they're relatively understandable, if almost never <em>directly</em> explained to mortal visitors. If you aren't smart enough to figure out such rules on your own, nobles aren't going to teach you, and will oftentimes enjoy meting out punishments for slights they consider "obvious."</p><p></p><p>*Other edge cases include being hired specifically for your magical skills, or being graced with <em>tutelage</em> from a noble genie, but both of these ultimately fall under the aegis of "<em>declared</em> magic used in public/with express permission."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9040243, member: 6790260"] In one narrow sense, it's prohibited everywhere. In another sense, it's not [I]technically[/I] prohibited anywhere, but is [I]effectively[/I] so in some places. Necromancy is a BIG no-no to the two major belief systems of the Tarrakhuna (the Safiqi priesthood, which the majority of the population follows, and the Kahina, druids and shamans who revere the spirits of the land and the afterlife.) To the former, it is a sin against the Great Architect, denying souls their just reward (or punishment) in the afterlife. Even regular resurrection [I]would[/I] be suspect, except that they have a doctrinal explanation: resurrections fail when the One decrees that a soul has truly moved on (at least, that's how they see it), so resurrecting someone and having it work properly means it wasn't truly their time yet. For the Kahina, it's an issue of defying the natural cycle. Birth and growth produce new life. New life flourishes, and the world grows more complex. Then, death ends life, but seeds the world with raw material. That raw material feeds new growth, and the cycle continues. Undeath both breaks the cycle, and removes material from it--sometimes destructively, actually [I]erasing[/I] material and energy that could have fed other, new growth. As a result of the above, necromancy is [I]very[/I] disliked by most religious folks in the region. It is possible to practice necromancy, but you've got to be real careful about exactly how you do it to avoid being branded a heretic and finding that nobody wants to spend any time with you. It's not AS bad as breaking the Bond of Salt...but it's [I]pretty[/I] close. That's the first sense. A narrow but universal ban--necromancy. The second sense is on magic-in-general, but it only applies in a narrow context: dealing with noble genies. See, noble genies were [I]forced[/I], by social evolutionary pressure, to come up with rules and guidelines for their behavior, lest their squabbles escalate to the point that they tear one another apart. But since noble genies pop up [I]at random[/I] from the general population...there's no way for one single hegemonic ruler to control everything. Thus, they're left with having to do the political dance, and they've become [I]exceptionally good[/I] at it over the past several thousand years. One of the officially unwritten rules of genie politics is that you don't cast or use magic, except for great personal need or to aid your host, while you are visiting another's court. This rule applies both to actual noble genies and to their "servants" (which can mean actual servants/slaves, but also proxies and employees.) But being unwritten, there are edge cases.* For example, using an illusion to conceal an ugly scar. Any noble genie worthy of the title will be able to detect that you're using some kind of illusion. As long as you aren't completely concealing your identity, and [I]declare[/I] that you have the magic (sort of like declaring stuff at customs IRL), then it won't really be seen as an issue. Trying to sneak magic in under the radar, however, can get you into BIG trouble, even if it's just a tiny illusion spell to change the color of your eyes or whatever. The rules of Jinnistani politics are byzantine and border on blue-and-orange morality. But on this one topic, they're relatively understandable, if almost never [I]directly[/I] explained to mortal visitors. If you aren't smart enough to figure out such rules on your own, nobles aren't going to teach you, and will oftentimes enjoy meting out punishments for slights they consider "obvious." *Other edge cases include being hired specifically for your magical skills, or being graced with [I]tutelage[/I] from a noble genie, but both of these ultimately fall under the aegis of "[I]declared[/I] magic used in public/with express permission." [/QUOTE]
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