Lore of Arvendon: Arcana
Arcana
Within recent history many advancements in the study of Arvendon, it’s place in the cosmos, and the nature of magic have occurred. With the banishment of the Empire of Illumination from Sanctuary’s shores, the Union of Mortals has put a great deal of effort and funding into scholastic pursuits, and magic is seeing a new golden age of discovery and understanding.
The Nature of Existence
As a learned student of the arcane you know that there are many different realms besides the one you inhabit. Places that parallel the mortal realm with major variations that sometimes coincide, collide or merge with the Material Plane. These other realms are similar to Arvendon in ways, but drastically different in others.
The Elemental Flood is a place of unbridled energy where things are separated into their core ingredients of fire, earth, air and water. It’s inhabited by elementals and djinns that war and squabble over their differences. It is filled with infinite oceans, mountains that reach farther than any sky, rivers of lava and floating bastions held aloft by perpetual winds.
The Shadow Echo could just as easily be our own plane if it were to ever lose all color, hope, and joy. Everything in the Shadow Plane is a grey, twisted reflection of the Material. Upon entering the Shadow Echo the local features are usually quite similar. Landmarks are usually recognizable but altered in some bizarre way, built with different materials in a different style or at a different location.
The Fey Havoc mirrors the Material Plane as well, but bursts with life and luster. Arcane power flows more freely in this place and it’s inhabitants are infused with it’s inherent qualities. A native of this plane crafts spells as easily and naturally as others breath air or blink their eyelids. As the home to many fantastical magic creatures the Fey world is enigmatic and unpredictable.
Aside from the three Parallel Planes that are closely linked with Arvendon there exist three Outer Planes. All three are significantly more expansive than Arvendon and do not merge with the Material Plane naturally. Travel to these realms is possible for only the most powerful of spellcasters and so information upon them is scarcer.
The Astral Sea is an expanse of stars that stretches between all things. In the spaces between planes and beyond the Sea fills, connects and houses all. Believed to be the original state of being the Astral Sea is a place of imagination and will given form. Thought is power here and mind is king over matter, so it should be no surprise that the creatures that make this place their home feed on the minds of the weak and defy logic in their very being.
The nature and purpose of the two other planes is the subject of great intellectual and philosophical debate. Elysium and Hell are intrinsically tied with the beliefs of good and bad, evil and virtuous, so much so that trying to separate just the facts can be an arduous task for any scholar.
Elysium is considered to be the home of the gods. Many believe it is where virtuous souls get taken after their death on the Material Plane. This assumption is unconfirmed, however, and many different societies and religions have different opinions about what happens when you die. What can be verified is that Elysium is a plane of overwhelming positive energy. No scholar has yet to step foot into the realm and return, and just peering into its shining glory can leave the most powerful mages blinded or permanently touched by its radiance.
The Nine Hells lies in opposition to Elysium. Home to devils, daemons and fiends this plane has been more scrutinized than its counterpart, and travel to the first few layers of the hells has been recorded. Each layer spirals downwards, getting more dangerous and heinous the farther you delve. The first circle of Hell is an immense battlefield. Denizens of the Hells fight each other and their immortal Angel enemies for dominance. This struggle has existed since the dawn of time and shows no signs of ever ending. Below that the souls of villainous mortals are tormented and punished for their sins until they are either consumed or corrupted into the service of the immortal daemon armies. How exactly a mortal soul comes to travel to Hell is a matter of contention, the only confirmed method being to make a deal with a Devil or Fiend willingly in life, usually in exchange for money or power.
Much is unknown about these Outer Planes, but one thing is certain, all three are very dangerous in their own unique ways.
Magical Regulation in The Union
The power of a spellcaster can be a weighty responsibility. Wizards weave spells that could kill a normal being in innumerable ways every day, either intentionally or unknowingly. Facing impending government oversight a collective of some of the Union’s most powerful and influential arcane practitioners came together to form a self-governing body of Wizards that would oversee and regulate the most extreme and dangerous uses of magic within the realm. They created a Mage Code all spellcasters within the Union must adhere to and to this day they enforce its application personally as The Mage Code Executives.
The Mage Code
No mage through intention or negligence should interfere with the fabric of time or reality in a way that could cause irrecoverable harm to the entirety of Arvendon and the Mortal Plane.
No individual should be enchanted, charmed, beguiled, or otherwise have their mind tampered, destroyed, or altered against their will for any longer than is required for the purpose of self-defense or self-preservation.
No item, spell, or enchantment that could reasonably kill an unknowing individual should be left unattended in the vicinity of anyone unaware of the danger present.
Any theoretical spellcraft or research being conducted within the Union must first pass an inspection by the MCE to confirm their compliance with the Code. The zealous dismissal of any project the Executives deem to violate this Code has earned them the moniker of “Dreambreakers” by the magic community. They are often criticized as being roadblocks to progress, never the less the MCE have the full support of the Union and have been actively curbing the most dangerous excesses of mages for decades.
The Colleges of Magic
When first mortals started practicing magic very little was understood of the laws governing the arcane. Magic was treated with superstition and conjecture with the few rare practitioners jealously hoarded their limited knowledge and shared it only with their successors and close confidants. While powerful spellcasters still hoard their knowledge to this day, collectives of like-minded individuals have found that the sharing and development of magic within a group can lead to a deeper understanding of the arcane. Hundreds of years ago the threat of the Empire of Illumination became a driving force to unify these disparate practitioners. The sky-elvish visionaries were the first to form a College, pooling their understanding of divination to help combat the forces invading their mountain observatories. Since then, many other colleges of like-minded spellcasters have joined together to further their magical arts.
The Cumulus Academy
The first and most prestigious of the colleges of magic, its campus is situated in the southern peaks of the Quenya mountain range, near the base of the Dyadra Kingdom. It’s many telescopes and celestial observatories dot the horizon there, though it is not uncommon to find a Cumulus outpost located on some lonesome mountain elsewhere in the Union.
As the oldest and most respected school of magic divination has a great deal of influence within the half-elven realms. The farther south you travel the more people consider the study of stars and omens to be a part of their daily lives. It is said that Sky Elves won’t make themselves breakfast without first consulting an astrological chart about whether they should have bacon or eggs that day.
Cumulus Academy mages are generally aloof, wealthy, and vague in their speech. They offer non- committal answers to questions and often seem to be thinking of something else. The people of the south often relate divination to piety, they consider its practice to be stately and divine. The symbol for the Cumulus Academy is a cloud over a starburst.
The Magic Corp of the Union Combined Armed Forces
In the Union’s military all recruits are taught an understanding of how practical magic is cast and trained in anti-spellcaster countermeasures. Any trainee that displays an aptitude for evocation or abjuration may be inducted into the specialized mage corps of the service after finishing their basic training.
The Magic Corp are specialized battle and protection casters that are utilized in all branches of the Armed Forces. They can be found fighting on the front lines with the Star Guard, raining fire from the skies with the Sky Lances, or deflecting cannonballs with the Sea Dragons. The Corp is used as both sword and shield for their fellow soldiers, acting as a force multiplier for mundane threats and the first line of defense against enemy spellcasters.
Most members of the Magic Corp are militant and conservative with a grim sense of humor, but not all. The UCAF recruits aggressively anyone talented in Evocation and Abjuration, those that prefer not to serve directly are often provided generous state funded research grants to develop new spellcraft for the Armed Forces. This research and development arm of the Corp is the most well-funded collection of intellectuals in the Union.
A mage of the Corp is either a serving member of the UCAF, a retired veteran or a researcher. Senior members are either long serving or very powerful, and many fought in the wars against the Empire. To this day the Magic Corp is an influential and powerful faction in the military. Their symbol is a lightning bolt, usually displayed below the rank and insignia of their service.
The College of Construction
Frequently referred to as the “workman” wizard school of the Union, the College of Construction, Engineering and Alchemy (or CCEA for short) houses the largest collection of mages and wizards within sanctuary. They take in all practitioners of the craft and employ many that are not magically inclined. Their focus is in transmutation and conjuration, and their responsibilities include the organizing and developing of major public work projects. Everything from national roads, bridges, city walls, aqueducts, reservoirs, dams and monuments all fall under the jurisdiction of the CCEA. With skilled laborers and a talented conjurer or transmuter to aid them they have proven time and time again to be able to accomplish great feats and tackle any task no matter how challenging. One need only see the mighty sky highways connecting the settlements of the Vouno mountain range to glimpse the effectiveness of this mage collective.
The CCEA has branches and teams working all throughout Sanctuary. Every project, small or large, is headed by a team lead that is in some way magically gifted. Much emphasis within the college is placed upon seniority, with higher ranking positions often only becoming available when the ones holding them die or retire. Despite this the organization is always recruiting, as the demand for its services is great. They welcome all, especially those that can be taught magic, and are a major employer within the Union.
Amongst their peers the CCEA is often disparaged for what some would consider a “quality of quantity” mindset. While there are some exceptionally talented magical engineers in the order their ranks are filled with lesser talents and their rigid system for advancement does not encourage initiative and experimentation. The effectiveness of the organization in their field, however, has never come in to question.
Mages of the CCEA often work in the field or with their hands. They supplement, augment, or improve their workforce and personal abilities to meet deadlines and accomplish tasks. The usually dress in thick, utilitarian overalls with padded helmets and tough boots. They have calloused hands and dirt always seem to be under their fingernails. The symbol of their order is the four letters of the CCEA written in bold and cast in brass, usually displayed above a breast pocket or on a helmet.
Enchantment and the Rise of Artifice
Historically enchantment has been heavily regulated by the Mage Code Executives. Only recently have they started to release their stringent control of the fabrication of magical items and the research into powerful control magics. This intense supervision was fueled in large part by the stigma surrounding the use of enchantment magics. The powerful enchanters of the Empire of Illumination used people with little regard for morals or ethics, bending others to their will and magically enslaving beings to fight and die for them. Many of the battles fought in the Wars of Survival involved soldiers having to fight against mind-controlled companions, the impact of which could not be understated. As such there has never been a college of magic willing to specialize in the art of enchantment, the populace fears the concept and a great deal of social pressure has nipped any attempts in the bud.
Despite the prejudice against it, however, study of the school of enchantment has never ceased. In recent years a concerted effort has been made to focus and inform the public’s perception of the school towards its ability to augment objects and places instead of people. Spearheading this initiative for the last eighty years has been Richard Aldman, head of the Aldman Consortium. His company’s unique blend of magic and technology and their focus on providing accessible, affordable items to improve everyday life has proven to be wildly successful in this regard. Much of the mystery around enchantment has been dispelled because of the Consortium, and today it’s rare to find a household that doesn’t include some kind of magical tool created by the company.
The Aldman Consortium employs many enchanters and artificers in the research and production of their items. They have outlets in every major city within the Union and are the foremost producers of magical goods and reagents. Lately they have branched out into mundane tools and living supplies, with cutthroat low prices enabled by their cutting-edge mechanization and transportation advancements.
Despite the Consortium’s best efforts, they’ve had difficulty branching out into the People’s republic, where the stigma around any kind of enchantment is like a fresh wound. The Empire is no distant memory for the people of Deliverance and it will probably take some time before they accept the magic, no matter how mundane or benign.
Modern Necromancy
Since ancient times the school of Necromancy has been misunderstood and feared. The Dwarven Kingdom of Alm and the Marrow League have taken great strides in trying to de-mystify the nature of necromancy and bring people to a greater understanding of its uses and benefits.
The Marrow League formed as Almian evangelists brought their teachings and beliefs outside their mountain homes to the other mortals of the Union. Initially gathered together for protection and to learn and celebrate their craft, the league now acts as a self-regulating body to check any improper use of the necromantic arts. The school and their practice of the craft is heavily steeped in ritual and tradition, and while not strictly an Almian organization the dwarves influence on its perceptions and procedures are unmistakable.
Membership within the league has never been large, especially since the group does not actively recruit. They only welcome to their fold those that show exceptional talent and pass a rigorous and thorough examination to do so. The Bone Trials are renown in the wizarding community for their difficulty and few make it past the selection process.
Despite their small numbers the League takes enforcing the Mage’s Code upon would be necromancers very seriously and is ever watchful for any practitioner that could damage their craft’s fragile reputation.
Most other wizards see the Marrow League as elitist and archaic, mired in tradition and ceremony. None can deny their considerable skill and knowledge of death, however, and outside the Kingdom of Alm they are the most powerful necromancers in the Union.
Members of the Marrow League carry a bone wand, gifted to them after completing their trials and becoming a full-fledged member of the order. This wand is also their emblem, and it often adorns their meeting spaces and ceremonial robes of black and gold, which they always wear. The highest-ranking members of the League wear golden burial masks, much like their Almian founders did.
The Glamorous Performers
The mage collective that specializes in illusion is often referred to as “The Bard’s College” and it has no central office. It is instead composed of a bunch of traveling artists. In recent years the group has seen a massive increase in demand for the purposes of entertainment and recreation. Light shows, plays, concerts, parades, festivals, weddings, events and so on. Everyone in the Union wants an illusionist to dazzle their friends and outperform their rivals. Such has been the rapid growth in demand that the collective has had to form at least some resemblance of a support structure for its people. Those within the group have taken to calling themselves “The Gems”.
While some illusionists travel as a troupe most operate solo, filling commissions and staging events throughout the land. Many originate from Deliverance, the color and flare of the People’s Republic adding a layer of exotic mystery to their routines.
A popular trend within the noble circles has been to hire a personal illusionist to provide intricate glamours upon your person for social events. A cold war for fashion has arisen from this and the outfits, hairstyles and accessories have only been getting more ridiculous by the day.
Contrary to the deceptive nature of their school of magic, Gems are usually easy to spot in a crowd. They are by nature sociable people with exceptional flare and a fondness for drama and gossip. Membership within their order is something of a formality, not much more than a tariff to perform their craft legally within the Union. Each member has an enchanted membership card that is difficult to forge or duplicate that can be used to prove their credentials, but there is no unifying mark or symbol of the order.
Curses and Hex Weavers
Hexes are as much math as they are magic. It takes a certain kind of mind to grasp the intricate balance of curses and how to weave them within Sanctuary. Often mistaken for being inherently evil, Curses and their weavers have been persecuted throughout history. Many witch trials have ended with fiery death for an innocent that accidentally constructed a curse through careless words or actions, and many more have been tried and hung for the crime of being different. That rarely has stopped anyone from seeking the aid of a real Hex Weaver when they become the victim of a curse, however, as everyone knows they are the most capable of providing a solution. Nowadays witches no longer need to operate on the outskirts of society, though many still do, and their rights are protected the same as any citizen of the Union.
There is no public organization for the study and advancement of curses within the Union. Most research is done in private on an individual-to-individual basis and very little is shared or openly discussed. Hex Weavers are introverts at the best of times and lingering prejudice has encouraged them to be secretive. There is some speculation that a powerful coven of Hexers exists in Sanctuary, one without a name that works to unravel and understand the entirety of the Weave, but no solid evidence of any such group exists.
In public Hex Weavers are quiet and withdrawn, often only interacting with others when necessary. They prefer their privacy and live in the dark corners of back alleys or in haunted mansions locals avoid. Modern Weavers operate like surgeons, delicately unraveling the complicated curses people subject one another to for exorbitant and eccentric fees that relate to their own personal interests. Their mannerisms are strange and their rituals unnerving, they carry no distinguishing symbols though every Weaver has an impressive stock of spell components and reagents required for their craft.
Quirks and Talents
The rise of unique personal magical talents within the last hundred years has baffled the magical community. Little is understood about why this phenomenon occurs or what triggers the formation of a “Quirk”. Scholars are unable to classify the many varied effects into their current understanding of practical magic. Cataloguing the manifested talents seems to be an impossible task as more develop every year. The rise of these quirks led Hugo Stargaze, an independently wealthy noble of Miletus, to found a school for the study and advancement of these talents. The Miletus Academy is the newest officially recognized college of the Union and it has been making great strides in the understanding of this new development.
While still in its founding stages the study of Quirks and their applications has earned the Miletus Academy the reputation for being somewhat eccentric. As each talent is unique to the individual, so too does the research and development need to be different for every individual. With this motto in mind the Academy has housed many oddball experiments and strange projects within its walls. Despite its oddities the whole magical community is paying close attention to the research coming from the newest field of magic.
The students of the Academy are as unique as their Quirks are varied, they have a uniform set of blue and white robes but many are often altered or revised to suit the individual. The symbol of the order is an open book held aloft by two oversized hands, a very traditional icon for a very unconventional school.