COMPENDIUM
OF
PRANG
Dedicated to the Memory of
RURIK
Whose legacy first financed my
thirst for knowledge.
And to the Memory of
SCULLION
Mentor, friend and personification
of knowledge that he was.
Artist Jamie Sims
CONTENTS
Introduction by Wizard Prang
Chapter 1 – Works
Cosmology and Life by Atan Al Rashish – many scholars say this book is
overrated, true it is old and much has been surpassed by more recent
research but for me it is the beginning.
Brand’s Notes by Brand – taken from Brand’s original notes found in the
Mages’ Guild Library. Unlike the House Charenten edition I have kept the
original order in which it was written and there are two previously unpublished
paragraphs at the end.
A Theory on Time by Grief – an old paper from the MGL. His explanation is
good but he fails to consider certain ways of manipulating time. I find it a little
flawed because of these omissions.
Magical Theory by Terwin – Master Terwin sometimes shakes his head
when he reads his own work. It is undoubtedly of its time but I have still found
several gems of wisdom in this work.
Magical Theory & The Universal Amalgam by Dimitri on Dracmodor –
after I joined the Guild early in 1108, it was my very first sad duty to attend
Dimitri’s funeral. I regret that I shall never be able to discuss matters with him.
Written only two years previously it is the best written, most up to date and
most informative work on the subject.
The Nature of Erdreja by Sheikh En’Rholl Al’Fayed – a slightly different
view of Erdreja, a very informative work.
On the Nature of Pattern by Cormac uile-ioc – The first work I ever
purchased, it is well written and explained – recommended reading.
Chapter 2 – The Void
Concerning the Void by Eyleissar Durios – One view of what the void is
made of.
On the Nature of the Void by Q. Julius Rujinus – Another view of the void.
The Void – by Eandrilla in-Ilsti su-Rulien o-Yallantil – A collection of
different views concerning the void.
On the Cause of Cracks in Reality by Sheikh – Strange happenings when
reality shook!
Chapter 3 – Ritual Circles
On Ritual Circles and their Foundation by Callastan Fschalt – short over
view on the use and powers involved.
The Creation of Circles by Cullen Lochan – more old musings.
Notes on the making/remaking of a ritual circle by Sapphire Kel’Neth –
an expeditionary account of the re-opening of the Bristol ritual circle 1099.
Ritual circles and their use in battle campaigns by Master McTay – a
short paper on marshalling and transporting armies.
Chaos and Causality – Rites by an anonymous Air Mage – a splendid
piece on conducting rites effectively.
A concise study of the Wellspring by Brand – information that any ritualist
should know!
Null Point Theory by Heather Sparrow – the first in a series of experiments
and refinements in traveling the paths of light. See the appendix for details of
(some of?) Master Heather’s other works.
Chapter 4 – Alchemy
Herbs & Alchemical Suspensions in Channelling by Sheikh – concerned
with the kind of alchemy that healers can accomplish with herbs.
Magic Properties of Warpstone by Sheikh – background and results of
experimentation at the Reiskarg circle.
Warpstone – A mineralogical analysis translated by Sheikh – from an old
paper, some terms are omitted since the meanings are no longer understood.
The origins of Anti-magic weapons – how they came to exist and some of
their known properties.
Chapter 5 – Beastiary
Unknown partial work – From the paper I would guess this dates from
around the time of Mage Jinx. It is mostly out of date but with a very
informative and lengthy beastiary at the end.
Mutterings from a senile old sage by Mage Jinx – of Vampires and
Werewolves.
The 32 Elemental Courts of Erdreja by Richard Glayer – An excellent work
that goes into great detail; a must for aspiring elementalists.
Resea rch on the Unliving by Durith Flanelath – detailing different stages in
the un-life-cycle of unliving and how to deal with them.
Chapter 6 – History and Maps
Copy of early Empire letter – recounting latest ritual circle theory in the
Empire which is now common practice, found in the MGL.
History of the Fey – deemed to be currently useful as the Heartlands are at
war with entropically tainted un-living fey – the Akari.
Mutterings from a senile old sage by Mage Jinx – a little bit of history and
geography.
Maps of Albion, Cymryr, Erin, Caledonia, Orkneyar and The Isles – all old
pre-cataclysm maps but they will give you a basic idea of where places are
located.
Two Maps of the Egg from the Scholars Guild (as is the Empire map at the
beginning of this chapter).
Appendix
A list of books, articles, leaflets and papers available from Divine*
Influence and Indigo Press 1109
Pillow’s Table of Elements – based on the latest research. Also of note is
Pillow’s collection of well over 300 indexed papers. Visit him in the Bards
Guild.
Introduction by Wizard Prang
Welcome to the Compendium of Prang, or as I think it could be sub-titled –
“A Mage’s Primer”. Earlier this year, I realised that my general knowledge was
sadly lacking and embarked on a feverish acquisition of any writings to which I
could lay my hands. Having decided that I needed a copy, and I should give
the Mages’ Guild a copy, it was only a short step to publish this collection of
other peoples’ work. Drawn from many different areas, some pieces represent
the latest research, some merely scratch the surface and many areas, I am
sure, are not even mentioned, but it has given me a basic grounding in the
things I need to know. I hope for myself and any other who cares to read this
tome that knowledge will quickly be followed by understanding. I do not think
that the earlier works should be over-looked; they still have wisdom to offer
us. Do not follow Brand’s example in his assessment of Al Rashish, for I am
sure that in due course, time will make fools of us all.
Wizard Jack Prang, Monastery of the Thorn, Asgard 1109
Chapter 1 Works
Cosmology & Life by Atan Al
Rashish
The Beginnings of Magic
Before the beginning all was perfection and light. Then came chaos and in the
midst of the chaos came our forebears and they looked upon the chaos and
were dismayed.
And some knew that that they had fallen from grace while others believed the
chaos had birthed them and they fought one with the other for dominance and
those who loved the chaos, though they did not win each battle, so it was they
won the wars.
Those who would know perfection were banished and in the midst of the
chaos grew the land and the seas and creatures lived and moved within, on
and above the both. And in the lands stood the peoples of the world, Elves
and Men, Dwarves and Halflings, Orcs and Goblins and all manner more that
were beyond reckoning.
And of the peoples of the world there were those who sought the
perfection and those who sought chaos and always they were warring one
with the other and even amongst themselves.
And always behind the world swam the sea of perfection; torn and shredded
flowing back and forth entwined and twisted with the sea of chaos almost so
that none could tell them apart. And this power moulded and formed the lands
and the peoples.
And among the people were those that could draw upon the powers of
perfection and chaos and mould it to their wills. Thus there was magic and
thus there were mages.
And those who knew how to bend the magic to their will were powerful and
they studied the ways of magic learning how to bind it and blend it, withhold it
and give it freely, and in some places they were reviled while in others they
were revered. And in some places they were strong and in others they were
weak and in passing from one place to another they would find their strength
would change.
Thus it was learned that magic was not constant throughout the world but that
it waxed and waned, ebbed and flowed sometimes with the constancy of
perfection, sometimes with the irrationality of chaos.
So it was in the beginning, so it is now and so it shall always be.
The Physical Universe
The breadth of the universe is without measure to mortal man, I have
stretched out my mind with magic and tried to touch the edges, but there were
none. I have walked the paths of light beyond the ken of all, strange lands that
have stolen the breath from my mouth and burnt my skin as the hottest fire,
yet no boundary have I found yet in my wanderings.
Yet this vastness is not the end of it, not the end of unendingness. There is
more within the range of powers that add strangeness but not distance. I have
walked a path to another place that was no distance from here. The same yet
different. Another place wherein the magic was less altered.
I have come to understand that I am distinct from those that live around me. In
body there is no variance beyond the natural. Yet unlike those about me, even
those steeped in the understanding of the natural world, I am able to perceive
the patterns of things merely by observing them. I do not know if there were
others like me but if, there were I would know them as they would know me.
And it was as I lay abed an image came to me of another place, another
room, another bed like to mine but unlike. I did not sleep in that bed. I awoke
and on the morrow I travelled to the Eye of power. With that other place to my
mind I stood and exerted my strength, the patterns flowed and I was in the
other place, like to mine but different.
In that other place I spoke a word and the sound was the same, I touched the
stones of this other circle and their cold was the cold I knew. Yet the pattern of
the place was not the pattern of my own place.
Fearing I may not be free to return I conceived the pattern of my own place
once more and changed from one to the other without moving. Comparing
closely my memory of one place with the other I perceived differences, a
stone moved, a blade of grass less grown, each change so slight as to be
insignificant. Yet there was meaning.
For many days I pondered this journey without moving, I studied the patterns
in my mind, and slowly I came to understand how one differed from the other.
I stood upon the stone fastness of the Eye of Power and, in my mind, I
changed the pattern that made that place. And it became a different place.
Still I stood on the desert sands, yet the dunes were differently placed and
wisps of clouds stood in the sky. I changed the pattern again and stood upon
a savannah of grass, grazing beasts all about me, the sun still shone in the
same place.
Once more I adjusted the pattern, and again, and again. Each place was the
same, yet different. Always the sun stood in the sky, as it should. As my
understanding of the pattern shifting grew I perceived that my position had in
truth not changed, nor could it. This pattern did not govern location in space.
Nor did it control the patterns of energy nor even yet of time, isolation of that
one pattern forever has eluded me. Yet I would fear its discovery.
Universes
Now I know this: There are other universes, ones other than our own
boundless one. How this can be I know not, but such it is. Each of these
universes is like our own, differing in few aspects if they are laid close
together, if their patterns are not far dissimilar. But as one travels through
these universes the differences grow.
I can express the concept no more than travelling, though it is without moving.
One need take no steps yet still travel as if upon a road, things that are near
are known but as you walk this road, newer things are revealed and you may
travel past them on to still further things.
The other universes lie so close to each other there is no thing between them,
yet so far distant for ordinary man that they would never even conceive of
their existence, their minds are not large enough to hold such concepts. I
have explained the pattern to my apprentices, yet they cannot see it let alone
make some change to it.
I have illustrated the point to them - I disappear, though on one instance I did
not The other me berated them for some misdeed of which they knew nothing,
on this occasion I was willing to believe that I had not succeeded, for my
apprentices still stood before me when I travelled just one step. Clearly
another me had stood in that very spot.
I do not know what would happen if I travelled to a point that contained an
object nor if I should travel to meet another me. It has never happened. I am
unwilling to try.
I have attempted to carry another with me, but failed. I believe the mind of the
traveller must be fully capable of comprehending the concept of the other
place before it is willing to go there.
Travelling the Multiverse
The extent of the universes, the Multiverse as I have named it, is still unknown
to me. I have spent many years in travelling yet have come to no ending but
there are truths that have made themselves clear to me that I am able to
reveal to you, if you have a mind willing to accept such strangeness.
To speed my travelling I have exerted myself to alter the pattern more than
one universe at a time, to travel it faster, yet I find the effort increases more
than by a simple step. To make two changes together needed more strength
than to perform each step singly. The problem became progressively worse
the bigger the jump.
In practice it seemed that a jump beyond seven universes was without sense.
I have experimented with larger jumps, though always to home for safety. I did
succeed in jumping by twelve, yet at the cost of two months of my life, I was
ably tended by my apprentices during my recovery.
There is not sufficient difference between twelve steps of the Multiverse to
justify such risk to life. If you are a Ritualist you may wonder why I did not
utilise the Eye of Power and my Ritual Circle to aid me with strength. To
change the pattern of the universe is easy, it requires little magical power, and
it does not require the full power of a Circle to achieve it as you do when
stepping from one place to another within the same universe.
But once the pattern has been altered, taking that step drains the strength of
your body as surely as physical labour does. And it is that which limits the
distance of the step.
Thus it is that all my explorations were undertaken in short jumps of just three
steps; enough to make a difference, but not enough to exhaust. I undertook
the preparation of my journeys with all the care of a journey across the desert.
And it is because of the many months I have spent journeying to such
alternate realms that I can express to you the nature of the Multiverse, though
whether you can comprehend it I know not.
The Pattern of the Multiverse
I believe the number of universes to be uncountable, to be beyond counting. I
have travelled them by the thousand and stepped into realms of light and dark
that are inconceivable save if you have perceived them with your own eye.
Yet though they are without number they are not without order. There is
difference in direction and there are two directions that may be travelled.
Conceive, if you can, the pattern of the universe, it has form and complexity,
lines and curves, yet it is all composed of a single thread. To alter the pattern
you may lengthen the thread and add a turn that is not there or shorten it to
straighten a bend that exists. One direction of the Multiverse lies in the
lengthening of the thread, the other in the shortening.
When first I began to travel I went only in the direction of lengthening, I feared
to shorten the thread. Yet on returning I needs must shorten it hence I
realised there should he no risk in shortening it from my home and this I
eventually did.
As I lengthened the thread its convolutions became increasingly complex and
the worlds through which I passed changed not only in their form but also in
their very nature. Magic became weaker and weaker. Most certainly I did
travel over one hundred universes before I began to notice, yet it did happen.
As if I were travelling away from some centre.
The universes became strange though resembling our own world superficially.
The words of our language make it hard to express, but put into words it
seemed these universes became more solid. As if a stone from here would be
but a sponge taken from the oceans in those outer places. Yet to the common
senses there was no perceptible alteration.
Yet to my sense of pattern it was clear. Each pattern that is part of every
object was becoming more complex too, as if it were an echo of the pattern of
the universe to which it belonged. It became harder and harder to work magic
in these realms, comprehending the patterns became an effort as well as
trying to draw upon the thinning Universal Amalgam.
In these realms magic is not used. It is not available to the denizens, even the
most powerful of them. Yet there is a constant that seems to run through all
the universes, the Ritual Circle. Whatever distance from my home I travelled,
the Ritual Circle was always there.
As I walked the universes far away from here I would still find a ring of stones
and still be able to draw on the power that lay there. It was even possible, as
far out as four thousand universes, to travel from one Ritual Circle to another
within that realm, though it was most taxing.
The Direction of Simplicity
Now I will reveal what lies in the direction of simplicity.
I ask you to consider this: if there is a thread with a beginning and an end it is
possible to increase the length of the thread forever, yet the length is always
measurable. But what of shortening? It is possible to reduce the length to zero
and when it has reached that there is no further it may reduce. Nothing may
become less than zero.
I have asked you to consider the pattern of the Multiverse as a thread and
thus it is. To travel one can make it longer or shorter, but though a length may
be imagined to extend forever there is a limit to how short it may become. It
may only become nothing.
I have shortened the thread of the Multiverse and walked through lands that
differ little from those around us. But in lands where the thread is half the
length it is here, all things seem the same, those that seem solid may be
touched and are indeed solid. Yet their patterns are simpler, echoes of the
Pattern of the Universe they occupy. The magic in these lands is so powerful
that it can almost be touched, felt with the skin. I have bathed in such power.
I stepped onwards through the Multiverse, shortening and shortening the
thread. There came a time when all things began to seem similar, their
patterns were simplifying such that they were failing to be differentiated, all
stone became one stone, all liquid became one liquid.
I believe I came close the centre, the heart of the Multiverse, the thread was
very short, I swam in the Universal Amalgam, all physical things were simply
the elements, one form of Earth, one of Air, one of Fire and one of Water,
there were no others. In this place I stopped, I dared not travel another step
for fear of losing myself, even then I did not know if I would be able to return.
How would the thread of my body know how to reconstruct itself into the
correct form? And in that place I felt the risk of my identity being absorbed by
the Universal Amalgam.
If I took another step what would happen to the very Elements? Would they
continue into the next universe, or combine, perhaps Air and Fire, Earth and
Water then another step making just one base element from which all others
stem. And then that ultimate step into nothing. I wished to see, but I also
wished to return with the understanding I had gained.
I remained in that place a while and watched as creatures moved around me,
all constructed from the single, simple form of Earth standing on that
unvarying surface. The single form of Air blowing about us. I reached down
and picked up a stone determined to carry it with me.
I lengthened the thread and stepped back towards home. As I proceeded,
diversity returned, things became more and more separated and separable, I
watched the stone I had taken and found that though I was reconstructed it
was not. Though its pattern lengthened it did not grow complex, it remained
pure Earth.
I have determined that it is the pattern within the Universal Amalgam that
moulds the physical form thus my form was recreated but the pure Earth
stone was not altered.
The Heavens
I have travelled to the heart of the Multiverse and returned, | have travelled to
realms beyond magic yet I have desired to travel real distance, leagues upon
leagues here in the realm of my home but I have not been able.
With the help of the Ritual Circles I have gone long distances in jumps, yet not
seen what's between. I have forged links between Ritual Circles to go to
places others have not. But the nature of the Heavens has not been easy to
divine.
I have looked into the sun that rises above us each day and have determined
that not only does it provide light and heat for the common man to grow his
crops, it is a source of intense magical power. Like a Ritual Circle of such
strength as to dwarf the Eye of Power into insignificance.
Once I did essay to open a channel to it such that I could walk to it. I
perceived great distances and had I not been wary the great power that came
flooding down the path from it, I would have been consumed and, I believe, so
would much of this land.
Of the stars I have been able to discern almost nothing beyond what can be
seen with the eye. Save that their distance from us is very great, much greater
than the distance to the sun, which is itself a journey beyond our ken. The
firmament is not a ceiling on the world like a room in a house.
The wandering stars are closer, and not only do they wander about the
heavens they also wander in their distance from us, sometimes closer,
sometimes further. They are not mere points in the sky they are of great size
having land like ours yet separated by distance. I have opened paths to these
places, to the ones that pass nearest. The death of one of my Ritual Circle on
one attempt we essayed, persuaded me against any further travels of this
type. The wanderers are not welcome lands.
The Universal Amalgam
All things, both living and un-living are a combination of matter and magical
force. It is the patterns of the magical force that holds matter together. The
magical force in its pure form is known as the Universal Amalgam.
The amount of Universal Amalgam that exists in the Universe is constant but
differs in its density from place to place. When living things die and
decompose the Universal Amalgam that composed their pattern re-cycles to
be absorbed by the great Circles of Power which distribute Universal
Amalgam outwards again.
There are patterns within the Universal Amalgam that move and flow. Yet
other regions of the Universal Amalgam may show stable repetitive patterns
or even become completely stationary, but even these may be disrupted by
other moving patterns of sufficient power.
Mages can absorb and store the Universal Amalgam within the pattern of their
own being. The structure of the pattern of their lives determines how much
and how long they can hold the Universal Amalgam. Once stored they may
release it and manipulate its patterns. The nature of the Universal Amalgam is
such that Mages may become more powerful in areas of higher
concentrations.
It is written that many years ago a great drought of magic swept across the
land. Its progress was charted easily as its inexorable progress was not swift.
The border of the area of no magic was very clearly defined and definable.
The City of Karwandsward reported that at one time its South Eastern quarter
was entirely drained of magic while in the North-Western part magic could still
be performed with ease.
During this disaster the Eye of Power was only slightly diminished.
The Patterns
Low Magic is the manipulation of very simple patterns and has been
regularised to the point where people with quite limited ability can perform the
spells. High Magic or Rituals, require a very high level of ability and involve
the handling of multitudes of complex patterns simultaneously, which is why
Ritual Groups are required to perform the High Magic as opposed to
individuals.
Specific patterns in the Universal Amalgam may he bound through Rituals,
into objects to create magical items. It is not possible for a Ritual Group or
single individual to create a stable pattern and hence all magical items give up
their power in the end, the pattern breaks down and the power becomes re-
absorbed into the surrounding area. It is clear that the more effective the
pattern creation within the Ritual itself the longer the pattern will survive
although the ability of the Ritualist is an important consideration.
Although low magic gives the appearance of identical spells being cast, since
the results have the appearance of similarity but this is not the case. No two
patterns are ever the same even in Low Magic. Study of patterns shows that
they are always different, each pattern derives from different individuals at
different times, the originating patterns alter hence do the resultant ones.
Living Things
Examining the patterns of life I have determined that Life is not a single
pattern. Instead it is a group of very complex patterns within the Universal
Amalgam that interact with and are integrated into a physical body; each
supports and enhances the other.
Some forms of Life are so complex that they become self-aware and
intelligent. All these forms have fundamental similarities and there are
patterns within these forms that are common to all, though each has its own
variations. However they are of such complexity that divining which parts
relate to which parts of life has proved impossible to me.
Just as complex forms of life have complex patterns it is easy to see that very
simple forms of life have the simplest patterns, though even these may be
considered quite complex in themselves.
Span of life is a subject that affects many, most consider they have too little
time in this frame to do the deeds they wish. The long-life of elves has oft
been a reason that race use to indicate their superiority of human kind and
others. If one studies the patterns of life as I have it is clear that it is the
stability of the pattern that controls the life span of the living thing. It is not the
complexity.
It is certain that highly complex single patterns do not survive for long. I have
found it impossible to create a complex pattern that is self sustaining.
However as I have implied the complex life forms are not formed from a single
pattern. They are comprised of many patterns interlinked and inter-active one
with another.
They are all inherently unstable but maintain themselves by supporting each
other, and when that balance is finally upset the creature dies.
In consideration of the remaining sections of this treatise it is important that I
define my terms with some degree of accuracy. Thus it is that we will define a
living thing is a naturally occurring, self-perpetuating/duplicating thing, the
physical part of which is structured and maintained partially by the pattern in
the Universal Amalgam.
The Universal Amalgam patterns are free roaming things that are attracted to
and bound to the physical part at a point in the physical development of the
child form.
Unliving Things
From the living, which are difficult to comprehend we shall consider the
various forms of Unlife, which are, for the most part, simpler.
The Unliving
It is possible for a dead body to be invested with a new, artificially created
animating patterns of lesser complexity through the use of Ritual Magic. The
state of the body is not the most important factor although it is usually easier
for a Ritualist to imbue a body with a pattern if he can imagine its unliving
state clearly. Hence fleshed bodies are easier to comprehend as walking
about than skeletal figures; thus it is easier to imagine the patterns needed to
drive it.
Due to the complexity of patterns involved most of these creatures lack
intelligence and are easily controlled by the Ritualist that creates them. Rituals
can be performed to allow others control of the Unliving or to withdraw the
pattern from them (thus destroying them).
As with anything else created in a Ritual Circle, The Unliving eventually lose
their patterns and break down into simple matter. There are occasions when
an Unliving creature, created by a particularly well-formed Ritual, becomes
self-aware and has intelligence.
Although the precise form of these creatures cannot be stated due to the
vagaries of the Universal Amalgam the nature of life itself forces them,
generally, into the mould of the Vampire.
Vampires
The inability of Ritualists to create true life is linked to one crucial pattern,
which they find themselves unable to form, and it is this pattern that Vampires
must maintain if they are to continue to exist. A Vampire instinctively knows
that unless they regularly sustain the pattern that they are losing they will
cease to exist.
Most Vampires do not have the ability to supply the crucial pattern and these
cease to exist within a few hours. However some do and it is the nature of this
life pattern that needs to be supplied that the lack of it in a creature forces it
into the Vampire mould. Thus, to continue to exist, a Vampire must support
the defective pattern by absorbing it from a creature that is not defective. In
doing so they create the defect in the victim, thus bringing about a new
Vampire. Hence by absorbing the pattern the Vampire is able to propagate its
own specie.
By puncturing the skin of a victim with its teeth and/or claws a Vampire is able
to absorb the life pattern out which strengthens its own pattern and enhances
its knowledge; it knows what its victim knows, If the Vampire is rushed it
usually absorbs quickly, which disrupts the pattern completely and kills the
victim.
If it takes time, however, the absorbed pattern is not disrupted, instead the
attacking Vampire's pattern modifies that of the victim creating a less powerful
Vampire which will always be subservient to its creator. Scholars have
suggested that by destroying the original Vampires (those created by Rituals)
all their offspring will be released. Others believe that since the victims are
dead that the whole line will immediately die. The theory most believe to be
the case is that the destruction of ritually created Vampires will not affect their
progeny in any way. No clear evidence exists that any of these are true.
Golems
Many physical materials if constructed correctly can he invested with a series
of patterns that will animate them. Creatures of this type are named Golems.
No matter how complex the patterns that have been used in the creation of
Golems there have been no recorded incidents of one becoming, self-aware.
In fact Golems have no intelligence at all and can only perform the simplest of
tasks. This encourages the belief that it is the combination of living tissue and
Universal Amalgam patterns that is the true basis of life.
Golems have various attributes that depend on the material used in their
construction:
Clay: The most agile of the Golems as they do not need joints included in their
construction though most Ritualists who construct them find it easier to
conceive of naturally placed joints. Must be kept moist.
Stone: The slowest but strongest of the Golems. Difficult to construct as it is
hard to craft movable joints in stone.
Wood: The most common type of Golem. Not as agile as Clay, and not as
strong as Stone. Easiest to construct.
Metal: Versatile Golems. Their uses vary depending on the type of metal used
and the skill of the construction of the joints.
Though Golems are usually cast in the mould of man there is no reason why
one cannot be formed as a dog or horse.
Non-corporeal Beings
There exist a range of creatures that have no physical body. Not a great deal
is known of these and patterns usually require a physical body in which to
manifest as a living thing. It is probable that these are not truly living, as we
would define it.
A non-corporeal being is a complex patterned creature with a high intensity of
the Universal Amalgam. The complexity of the patterns gives them their
intelligence and stability while being supported by the Universal Amalgam that
composes their "body".
Such a creature is likely to be disrupted by another pattern if of sufficient
strength, or possibly drained in areas of weak concentration of the Universal
Amalgam. A Ritualist may bring about a disruption of the patterns of such a
creature if he can get it to remain in place for long enough.
The creation of such creatures is largely a mystery. The ghost is a form where
the physical body of a creature dies while the pattern remains intact for some
time afterwards; this is a rare event. Various names are attributed to non-
corporeals, depending on their apparent attributes, abilities and intentions.
Some Ritual Circles can create non-corporeal beings because their repetitive
patterns throw off the necessary patterns to bring about the creation. These
highly complex Ritual Circles would not be very long-lived as their own
delicate internal balance would he easily disrupted by the normal ebb and flow
of the Universal Amalgam.
It is also suggested that non-corporeal beings may be visitors from elsewhere.
Elementals
This final form of Unlife is derived from the base elements and is similar to the
Golem. However where the Golem is a constructed thing that has life patterns
added to it. The elemental pulls its physical form from the very elements that
surround it when the patterns are created.
The power of the life patterns bring the physical form of the creature into
existence themselves. The power of such a creature is directly related to the
strength and detail of the patterns used in their creation, only the most
powerful Ritualists are able to create elementals.
There are, of course, four types of Elemental: Earth, Air, Fire and Water,
although combinations of these are possible given Ritualists of even higher
skills.
(N.B. – The honest Arabian trader sold this copy to me incomplete, so eager
was he to part me from my gold. As yet I have not received the missing
pages. – Prang)
Brand’s Notes
25th day of April 1095 - The enigma
The cataclysm is the enigma I mull over is the greatest of upheavals natural or
unnatural. The basic cause could be one of many things, the abuse of magic by the
elves during the war of sundering, the over use of magic by the empire or is it some
strange natural disaster that occurs by sum shifting in the will of the dragon. I cannot
tell the only ones who could are either addled or too grand to be seen by one such as I
(Curse Floris llias) the thing that worries me the most is the possible that it may occur
again. How will we cope what could we do to stop the flow of magic against us? All I
can do is search Norhault and any other source of lore that I can find.
19th day of June 1095
I have the last weeks building a construct of sorts the ancient tome in the darkest
recesses of the great library of magic calls the thing a homunculus the creature is
imbued with the void and is capable of travelling unseen over vast distances at great
speed. My reasons I must explain. The corridors of Norhault are always watched, only
the most trusted are allowed to wander alone. The great readers and that addled fool
Scullion are very careful. But with practice one may make the scribes part with more
than they intend.
So one day I found myself party to a viewing of a map dating from the earliest age of
the empire. One symbol stood out. That of Norhault, for is not the wellspring the
greatest circle in the known world. But the symbol was repeated in the northern most
regions of the map. Noting this information I immediately headed for the transport
circle and attempted to transfer to this unknown circle but could not, it was
deactivated.
So I built the homunculus to travel there and send by mental power the image of the
place it is truly amazing such a wealth that I cannot describe but I think the solution is
there I intend to travel there as soon as business allows.
On Atan Al Rashish
I have recently been studying the works of the mage and ritualist Atan Al Rashish. I
have taken the time to study the work in the library of Norhault. It is to my knowledge
the only original copy left in existence though translated many times this copy was in
the original language
The work is detailed yet flawed Rahish had only understanding of the four manifest
elements not all of them. I consider myself a ritualist of power but to have half the
power this Rahish had (if he can be believed) was beyond the ken of any mortal mage
that I have ever seen the possibilities he opens up are remarkable there is a good
chance that he was a time mage of remarkable power even able to move between
worlds. But his lack of understanding of the ethereal and ideological elements of
existence, flaws his work to such and extent that the tome is overlooked by most of
the great minds of our time. But it contains many truths about magic in the natural
order, the primary fact it makes is that magic is the natural order of Erdreja.
One of the most interesting points discussed are the experimentations on the direction
of dimensional travel. He names the simplicity and the complexity. The theory goes
as follows, if you study the pattern of a ritual circle carefully you may be able with
significant use of ritual magic to change that pattern. By either making it more
complex or more simple. If the pattern is made more complex then according to
Rashish the wielder of the power will be transported to a realm like the starting one
but less magically sound with higher degrees of technology. If the pattern is made less
complex then the traveller is moved to a simpler but more magically sound realm with
less complex and advanced creatures inside its natural order.
The Intriguing thing is that as he moved in the direction of simplicity the realms
became more magically sound until he found himself in realms made purely of the
four manifest elements. He saw creatures made of one element alone and understood
the nature of the realms that the elementals came from. But then he made his grand
mistake and travelled no further considered his work complete the greatest flaws in all
his works.
On the world
The earliest of cartographers knew the world was rounded in some way. But the truth
is all the more strange. Out world is roughly the shape of a huge egg. This may
account for the differing lengths of day between the north and south as to the reasons
for the apparent lack of magic in the far south I cannot tell. Maybe sunlight bears
some connection with the flow of magic but I doubt it.
My next point derives from the way that magic flows, any mage worth his salt will
tell you that magic comes from the void. If the void is as many claim the great
expanse that surrounds our world why do the sinkholes and circles channel the magic
downwards towards the ground.
Does the surface of Erdreja have some strange earthing effect on the warp and weft of
magic? Or is a stranger thing true, does the void exist on the inside of the egg as well?
I am at a loss to understand this. But the thing that confuses me the most on this issue
are the famous pyramids of Aegyptus, they channel the power of the void upwards
and into the sky. I must make a logical study and compare one of the pyramids with
the wellspring.
Floris
Floris llias is a conundrum. So much power and understanding. Why does he allow
himself to be bound to that useless form? This to me indicates that he has weaknesses
and weaknesses can be used to change the flow of fate maybe I could win his place
and lead mages into the place where they should be ruling the heartlands.
The Tomes
Centuries ago, the Four Tomes of Magic Earth, Air, Fire and Water, were constructed
by the Elves of old. At the height of their power, the Lore of the Elves was such that
they were able to fashion these living books as guardians of the world‟s power. Yet it
is plain to me that such mortal creatures could not have created these powerful items
alone. The Tomes are records of all magic that has ever been, and act to calm the
fluxing power that filters into the world from beyond. They are the cornerstones on
which the stable nature of Erdreja is based, and act to anchor the world, in the
turbulent seas of power that beset the void.
The Tomes filter the magic of the void into the world, distilling it into the basic four
elemental patterns from which our world is constructed. Without such cornerstones,
these patterns retain no template, and will gradually unravel themselves, jeopardising
our very existence.
The Elemental templates serve as the basis of codifying all forms of magical power.
They permit certain expressions of magic, and limit others. To be able to manipulate
the laws of the elements is the key to understanding the fundamental principles of
magic. To learn to combine and weave them together is to attain it proficiency.
To go beyond them, is to achieve its mastery.
In essence the Tomes remain both a blessing and a curse to the understanding of
power. Without them, the magic would remain a truly wild creature, unattainable by
all save the most foolhardy, or courageous. Yet, at the apex of such understanding as
they might grant, lies the truth that they serve to limit true expression of power.
Without them, one might never have achieved an ability of magic, with them, one
might never attain its complete understanding.
There are other forms of power within this world, yet still fewer truly understand
them. The powers of Faith and Belief have in their time served to shackle, bind and
constrict the possibilities of power as much as the curse of the Tomes has done. These
believers hold such a blinkered and blind truth in their ideals, that they serve to make
them possible. Each harkens back to one amongst their number who has passed into
death, yet served life and die by the ideals they follow. When expressing their power,
these believers often shout the name of the one they choose to follow, naming it an
Ancestor.
The belief and number of their followers limit the power of such Ancestors. As the
filtered strands of power pass beyond our world, so this shared faith serves to shape
and sustain an Icon of Power. The greater the magnitude of such faith, the stronger
that this Icon might be.
In the abysses of the Void, and of the planes, there is an eternal war between
champions of belief, as they seek to capture the ethereal patterned remnants of those
who have passed from this world. This raw power is also a source of harsher
sustenance to them. Indeed for all their moral platitudes, these planes are often little
more than carrion grounds for spiritual vultures; preying upon the feeble patterns of
the weak.
The expressions of power gained by believers of faith depend upon the gifts that are
granted to them for their belief. In truth, I believe the Elder did the world a favour
when they found a means to prevent the use of such power. We have enough close
minded people within the world already.
In their shaping of the land, the Elder races left many paths and expressions of talent.
Some remain within this world that are so attuned to its existence that they might
serve to preserve it. We know their lore as the Healing magic. These Healers serve as
guardians of the weave, their task to maintain its precious patterns. These chosen
draw their powers from an ancient place, known as the plane of life. In ancient times,
those who first fashioned our world, did so invoking the essence of the plane of life.
The Oldest of legends tells of a place of magic somewhere within the world, where
essence of the plane still touches our own. The Chosen speak of this place as the
Source of Life.
These Chosen are amongst the weakest of our kind. Bound by their patterns as they
are to the existence of this world, so they too are doomed to suffer its sickness and
eventual destruction.
Their opposites lurk amongst the nether reaches of the land. By the laws of existence,
both separate and a full part of the dictates of the Tomes, so all things must die and
end within the weave. There are rumours of creatures who exist beyond our world,
and of ancient patterns living millennia without end, yet the laws of our existence
demand that life be a finite spark, and so it that all who choose to live on Erdreja will
eventually succumb to death.
Yet there are some that have chosen to fight against this law. For differing causes,
some noble and others selfish, they seek to preserve their existence beyond the
allotted years that are granted to them. Somehow, in their greed they believe their own
arrogance will be enough to defy the law of life itself. This of course is not the case.
In the end, all these wretched fools serve to do is destroy what they truly are,
becoming aberrations of themselves, and remnants of what they once were. Some
even become twisted enough to attempt to enforce this corrupted life upon others, and
become Necromancers.
The power of a Necromancer is the most costly form of magic that exists. Indeed to
begin upon the path of such an evil power, serves only to corrupt the poor fool who
has chosen to make such a journey. In the end, the goals of such a creature might
aspire to will not be achieved, all they will serve to do is cause pain and suffering to
themselves, and to those around them. The magic of Necromancy is drawn from the
Nether planes, where the laws of the weave still exist at their weakest. In these darkest
and dank planes all that have suffered the corruption of this foul power gather and
seek to live some semblance of the lives they once had.
In truth, all these paths are to be pitied for they pale in comparison to that of the
magic. Only the magic has the potential power to work beyond the framework of our
reality. Yet all paths lead back to the limits that have been placed upon our existence.
Unless you have the key to unlocking what lies beyond.
The keys to such a working lie somewhere within the lands themselves. It is my belief
that the Elder races did not construct these items without a means of focussing such
power first. Such a device might well require as much effort to construct as the
Elemental receptacle itself. Nevertheless it must be achieved first. In current times
there is no knowledge left of the location of such devices. I think the Mages Guild
themselves have taken a hand in this. To remove the knowledge of powerful items is
an affront to their principles, however the perceived danger of letting the untrained
exploit such devices that are not clearly understood by the Grandmaster himself,
might explain why they have jealously guarded the secret locations. I believe Floris
llias knows where they are, and will likely reveal such secrets to no one.
A device fashioned to create an Elemental receptacle would need to be almost as
powerful as the receptacle itself. This is because such a device would have to contain
the powers that would be harnessed and tapped for a time, and so would need to be
enduring.
It is my belief that the central ritual circle of the Imperial Capital Malkarn was such a
device. Fashioned to tap energies from the void itself it is also my belief that the
Ritual attempted by the College wizards that caused the cataclysm activated this
device, and triggered an earthquake that was to destroy a vast continent. If such a
device had not existed beneath the circle, then I think we would not have seen such
devastation no matter what the wizards had been trying to attempt. However, such is
the arrogance of Mages that they must obtain more power. It was this greed that led to
their undoing.
It is my belief that the Colleges participating in the ritual where unaware of the
presence of the device. However I do not believe everyone was unaware of it. There
are records kept at the Great Library of Norhault that tell of the Knights of the Dragon
of the Empire. These small elite units were formed at the behest of Tebron himself,
and were stationed to guard the Ritual Circle at Malkarn. By the time the Empire fell,
I believe that the duties of these knights had become ceremonial, and that the lore of
their founding had been lost.
It is my considered opinion that the Knights of the Dragon were kept at the circle to
ensure that the Elder device was kept dormant, and that it did not interfere with the
rituals of the Colleges. However, such was the power of the final ritual, and such was
the ineptitude of the last of these knights, that the device was activated, and
annihilated to surrounding lands with a magical pulse so powerful it rent the very
earth.
In my exploration of texts and journeys across these lands. I have heard tales and
rumours of other such ancient orders Knights. Many have proved false rumours, but
others have seemed to be genuine when compared to the scant documentation of the
Malkarn Order. Never numbering more than a dozen, adept at magic as well as
understanding of the Blade, these knights were rigorously and secretly trained. I
cannot fathom how little or how much they knew but I do believe that their
incompetence caused the Cataclysm.
I believe that other such Guardians must have existed in other places so as to prevent
the use of the devices. These guardians would have been distinctly different
depending on where they were asked to make their homes. The need was for them to
blend in, as if part of the region itself.
Other clues as to the location of such devices lie in the land itself. Whilst it is clear
that the masters of such artefacts would have found some way to render them
dormant, the innate magic they posses must have leaked out in some way. Thus
anomalies with the lands might provide evidence to suggest location of such power.
Some distance past the Norscan Border the law of Lord Wolf ends. In these lands a
scattering of peoples attempt to survive amid the harshest and coldest climes known
to man, yet amongst all of these vagrants and wretched individuals I have heard of
tales of a pleasant green valley that exists amidst the arid tundra. None seemed to
know of its location, since otherwise they would live there themselves.
During my travels I was unable to find the valley that was spoken of. Yet I also heard
strange tales of an ancient creature, made of Ice, that would walk the lands. Such a
tale had become the stuff of a children's story. Yet often the simplest of truths are
passed down in this way.
To the south of the Kingdoms of Arabia there is a great place known only as Doom. It
is said that this place is a magical swirling storm of sands that never ends. Within it's
midst, the Wizards of the South claim it holds great sand daemons of the world. No
one knows who constructed it, nor where it came from, yet all fear to approach it
Further to the east there lies the capital of the once proud Southern Empire, whose
name is lost in time. In the last days a great battle was fought between the sons of
Tebron, and the rulers of the South. During that time atrocious magics were
unleashed, blighting the land for centuries to come. The Arabian peoples named the
ruined city that now remains Al Quiafiar - city of the dead.
Concerning Vampires
The powers of the Unliving are varied, and often potent. Yet, as I have made plain
before, they rely on a magic that is doomed to fail, Necromancy is a fool's wizardry. It
only offers immediate powers of violence owing to fewer restrictions imposed upon
its teachings.
The powers of Vampires are a prime example of this. It is said that in the earliest days
of the Empire, these creatures were bred to serve as generals amongst some of the
Legions of Teutonia. Substantial evidence has been gathered by others and myself
with a similar interest to suggest that the Teutonian kingdoms were something of an
exploration ground of many who would be practitioners of this magic. Experiments
were made on all levels, until such time as other more Orthodox followers of the
Imperial codes sought to wipe them out.
It is during this period of the middle years of Empire that the first of these creatures
seem to have been created, though it is possible that some amongst the Elder Races,
found such powers long before. If they did, they would be unlikely to reveal them.
Whoever did first construct these creatures, then a tribute must go to the elegance of
their work. The corruption of Vampirism is complete, warping the pattern to suit the
needs of the creator. The hierarchical structure of such creatures, becoming more
powerful as they age is also the work of a brilliant mind, much like the creation of the
disease Lycanthropy.
However, such a route to achieve power is doomed to failure. The boundaries
imposed on such creatures is immediately exposed, and the nature of their patterns
renders them weak and exposed to the machinations of other Necromancers, as well
as the depredation of those who practice the forgotten magics of Incantation, men
such as Schadel of Khatoum.
However, if one seeks a servant of moderate power then a Vampire can prove to be a
valuable tool. Intelligent, and powerful, they serve as admirable lieutenants, apart
from their obvious weakness in daylight.
On the Summoning of Demons
The use of extra-planar creatures (heretofore referred to as 'demons') for personal gain
is an undertaking that should be approached with a great deal of caution and only
when one has made sufficient researches into the nature of the beings one intends to
contact.
Many think of demons as universally evil, this is simply not the case. While many are
self-serving at best, if not downright dedicated to the active pursuit of evil for its own
sake, an equal number are quite the opposite. Only diligent research will allow the
summoner to comprehend the nature of that which is being summoned.
The actual process of summoning can be approached in two ways: Binding or
Bargaining.
Binding is the most dangerous of the two but can be the most profitable in terms of
power gained. By use of research and a strong ritual group one can force a weak
demon to do your will absolutely, in effect, one can enslave it. Clearly most demons
will attempt to resist this form of summoning and the penalties for failure in even the
smallest respect are high. Most gruesome tales of summoning gone wrong stem from
a failed attempt to bind the subject. The benefits are that for as long as one holds the
means of controlling the demon, it is bound absolutely to one's service in theory this
servitude can extend indefinitely, in practice it tends not to.
Bargaining, on the other hand, is a relatively straightforward process that carries only
minimal risk so long as one's research is accurate and diligently undertaken. In this
ritual one simply needs to create safeguards against the demon's refusal rather than a
means of binding it and then offer the correct inducement in return for a service
performed. Although the results of this form of ritual tend to be of shorter duration
than a binding, this is offset by the advantage of being relatively safe and simple to
perform. In addition, it is also far less likely to awake the enmity of an entire class of
demons, a fate to be studiously avoided.
Of what may be requested, there are but three forms: possession either of a being or
an item, imbuing of power or a service.
To permit a demon, whether bound or bargained to possess oneself is the height of
foolishness and will inevitably end badly for the poor fool who allows such a thing to
come to pass. However, this is a most potent means of power and if the consequences
are of little matter to the subject, such a ritual may be worth performing. It is far safer,
although less powerful to have the demon possess an item, although few demons will
willingly accede to this form of servitude without significant inducement and a finite
duration. Even a demon bound into a non-living object will be contained for a shorter
period than one bound into a living being.
The imbuing of power is a simple transference of an ability from one being to another.
This can be straightforward but equally, if one demands a power dear to the demon,
can be difficult to achieve without a great deal of risk or expense since, for the
duration bargain or binding, the demon loses the power given to the subject.
Of the three requests, service is probably the most equitable to both demon and
ritualist The exact nature of the servitude must be specified with great care though
since should a demon decide it no longer wishes to carry out the service it will often
attempt to twist the intent within the letter of the command, and thus escape its
obligations.
Whether summoning or binding a demon, there are three things that one must first
know. The creature's name (note that this does not need to be its True Name, the name
that it commonly uses should be sufficient), a weapon to coerce or payment the
demon will find apt, this is the most skilful part of the ritual, since weapon or payment
must be tailored very specifically or it will fail. Often the True Name of the demon is
sufficient to bind it in servitude for a year, but only the very foolish will rely upon this
as an inducement Demons will not suffer one who knows their true name to live too
long. Lastly the Ritualist will need a defence should anything go awry. Again this
should be carefully considered although defences need to be of a more general nature
than the inducement, in the event that something other than that which was intended is
summoned.
Once a demon has acquiesced to the ministrations of the Summoner, it should be
stated that the contest of wills is not over. Many creatures will look to find a loophole
or missed phrase within a Bargain, whilst those Bound, will always seek to exploit the
weaknesses of their new masters.
However, the profit of such a servant can be immense. The properties of creatures
from other worlds, and even of those who have great power can be varied and vast
Often they can perform the most difficult of tasks with relative ease, and can become
far more useful than any conventional minion.
Of the Dark Years
Centuries have passed since the fall of Empire and apart from the time of the
Pendragon it has taken many years to achieve anything approaching a lasting peace in
the Heartlands.
One thing does disturb me; the tendency of the current Factions to glorify the era of
their pasts. In the annals of Albion there exist records of all the descendants of
Pendragon, and how they became kings of his realm. What the records do not state is
the lawlessness of the times. The Lord Generals of Heartlands founded their
kingdoms in blood and can claim no true righteous high ground over the petty
criminals they might choose to hang. In the days immediately after the Cataclysm, the
wars and atrocities committed were unrivalled even in the days of the Race Wars.
With non but the cheapest of magic to offer support, Humans devised for themselves
many interesting ways to maim and torture each other in the misguided belief that
they were doing the right thing.
Within this chaos, the strongest tyrants eventually rose to the surface, and established
the nations that exist today. Yet it perplexes me that the opportunity to reform the
lands was not taken by the Mages Guild of the time.
Whilst it is plain that Merlin played a pivotal role in the establishment of the Lions as
a Faction, and in founding Albion as a kingdom, there were nearly three hundred
years in which the Guild seemed to have remained inactive. It seemed to do very little
to involve itself in the politics of the Heartland nations, and was almost conspicuous
in its absence in the affairs of Erdreja. It is conceivable that the Grandmasters of the
time felt some form of guilt for the machinations of their predecessors, or that their
efforts were completely ineffectual.
Or that something else was going on entirely.
In current times, the Mages Guild has made substantial claims as to being the
Guardians of all the ritual circles in Erdreja. Yet at no time has it ever been explained
how it achieved the knowledge of discovering these circles. I surmise that these
discoveries have occurred some time ago as the Guild has maintained their active
status for years.
It is my belief that the centuries after that cataclysm were, spent by the Mages Guild
in developing the prowess of the Guild Guard and making extensive forays into
unexplored regions of the world, so as to map out all the ritual circles. These journeys
were undertaken for the most part in secret, as the Guild had no Emperor to answer to,
and saw no need to invoke the weak nations that absorbed in destroying one another.
The records of these expeditions are also not available in the Library, and so were
kept from the rest of the Guild. It is my belief that the reason for this was that the
Guild had already perpetuated the fact that it controlled or had ownership of all circles
in Erdreja. Rather than have this obvious lie revealed, they chose instead to attempt to
make it truthful. Some evidence within the Great Library does suggest that the Guild
held a contract with the Empire to maintain all known ritual circles in existence. By
the existence of such a document reveals the conceit of both organisations to be
colossal.
Whatever the truth is, it is known that this was the period in which the mages Guild
Guard established itself. Originally believed to have been a detachment assigned to
the Guild by the order of the Emperor, after the Cataclysm, the Guard found itself to
be the largest and best trained single fighting force in the Heartlands. It seems curious
that the Grandmaster of the time did not attempt to use it in a least some small way to
pacify the lawless lands. Yet it seems the price of human lives in the Dark Years was
of no consequence to him.
On Gargoyles & Golems
For a time during the years of the Dark Ages it is said that the Colour Mages
rediscovered the Ancient Lore on the creation of creatures. The first Gargoyles were
created back in the ancient days of the Elemental Collage of Earth, and served the
decadent wizards who led its ruling council.
In latter days, the College's reliance on such constructs to perform its will proved to
be its undoing. Some imperfection or perfection in the workings of the wizards
allowed the creatures to develop an intelligence of their own. As the Mages relaxed
their guard, so the Gargoyles were less controlled.
Eventually it is said that many of the Earth Colleges fell owing to the neglect of their
members, as other mages were able to simply trap and subvert such creatures.
The key with Gargoyles lies in their name. This remains true today as it was then.
Anyone who knows the true name of a Gargoyle may command its absolute obedience.
The Gargoyle will obey them to the letter and without question.
The weakness of such creature lies when they are kept in groups. If the name of one
Gargoyles is known, it is easy to swiftly obtain the others, if one is clever. It requires
the slip of only one stone tongue to gain the obedience of many.
However the profit of commanding such creatures is limited. Gargoyles are not highly
intelligent creatures, and prove an ineffectual army. They best serve as messengers or
wardens, using their abilities to brave moderate dangers to achieve the aims of their
master.
The construction of a Golem is somewhat different. For the most part these creatures
are less intelligent and more open to command. However, the lore of their
construction, and of commanding them has been lost to us. However, should one be
obtained it is possible for to cause substantial damage with such creatures. All but
impervious to the effects of non-magical attack, one of such creatures is enough to
defeat entire armies.
Golems are typically made of the base Elements. However, the variety of their
construction is usually quite considerable in comparison to Gargoyles, who are mainly
made of stone. It is plain that the arts of magic used in these efforts were refined
considerably in later years.
Nevertheless neither type of creature appeals to me as useful. Such minions have
already proven to be unreliable unless given constant attention, and remain limited in
their interpretations of orders.
Werewolves and Other Were-Creatures
I have never understood the fascination that the populous holds with werewolves, and
other were-creatures. It is a big enough hindrance in life to be a mongrel to be the
product of a union between different species, to be persecuted by both races, such that
there is no on race that one can calls one's own. Being hindered by the weaknesses of
both races, rarely compensated by the combination of the strengths of the races - all
too often I believe that we are defined far more by our weaknesses than our strengths.
But what of the were-creatures, taking one form by day and another by night, when
the moon is full and bright, what a sight. Surely this is the preferred for producing
hybrids? The most well-known of these is without a doubt the werewolf, but were-rats
are surprisingly common, merely much harder to locate. Other were-creatures are also
to be found, however during the daytime it can be very difficult to distinguish them
from the mundanes.
However, why does one go to the trouble of creating a werewolf? Forget all that talk
of them being natural creatures. I never did find one that was not artificially created,
either by ritual, or by contamination by an existing werewolf. Let us make not quibble
over minutiae, Lycanthropy (as we should be correctly referring to this affliction) is a
disease, induced by artificial means. Where the inspiration for their original creation
came from I do not know - I have heard tell over the years of rogue surgeons who
have created hybrid creatures by physical means, perhaps a human wolf hybrid was
tried and found to be a successful match?
Make no bones about it though, Lycanthropy is a disease, admittedly difficult to
acquire accidentally, but still a disease. I have not heard of Healers airing it, but then I
have noticed that people do not look upon it as the infection that it truly is. They are
proud of the werewolves in their midst, despite the fact that when the moon is full
these creatures can go on a rampage the like of which is rarely seen. Fools.
I have oft considered the form of Healing that might cure a creature with
Lycanthropy. I am told that when a person is healed by a Grand Master Healer, that
they have the essence of the Plane of Life channelled into them in such a pure and
concentrated form that they are cured of all ailments that they are suffering, perhaps
this might cure a lycanthrope? Even if it did not cure them, the mere attempt to cure
them of this disorder, which is intrinsically linked to their pattern, would surely cause
excruciating pain, no bad thing in my book. Perhaps this treatment might need to be
combined with High Countermagic to fully cure the Lycanthropy. Perhaps some
experimentation, in the cause of medical science, might be called for.
Concerning the Colour Mages
It is interesting to note that Floris Ilias once offered me the position of Colour Mage.
This was an offer I turned down flat. I have no wish to be a part of his little charade,
and have no stomach for the parlour tricks practised by such wizards as he had
assembled around him.
In uniting the Mages Guild, Every Grandmaster since the days of Thomas the Wise
has sought to obscure the power of our histories. When the Guild did not exist, the
Elemental Colleges were able to explore the Aspects of Magic in their truest and
purest form. The work of the Grandmaster's has been to hide these paths from the
practice of each generation of apprentices, so that they might control their talents, and
impose their doctrine upon all practitioners of magic.
In this little theatre, the Colour Mages stand forth as the Master's chief puppeteers.
What they clamed to represent had no true power, and as such was merely a mask for
their true study. These fools who would believe that we are convinced by their lies
have laughed at each generation, and have taught the cheapest of tricks to any who
would be blinded by their power and seek to follow them.
Is it any wonder that my exploration of the sentience of the Library of Magic show
that several hundred years worth of research and study have been removed? All
volumes pertaining to the codified principles of the Empire Mages no longer exist
within the Libraries records, or memories. These principles were a seasoned system of
Mathematics that explained the craft of magic. Ultimately, this system was flawed, as
the Cataclysm clearly demonstrates, nevertheless they should prove a useful aid to
anyone who would elect to learn of their own talents. But of course they no longer
exist.
Beyond this plane exists a place known only to the Grandmaster and his chosen
followers. It is in this place that all texts and tomes pertaining to Erdreja's magical
past exist. The Library of magic has a living presence in this place, but cannot obtain
access to much of its treasure owing to the arrogance and paranoia of the Grandmaster
Magician.
There is only one way to this location. Only those who have been there may go there
again. They are required to be invited by others. This is how the Grandmaster has
managed to preserve his position, by seducing prominent wizards with the promise of
access to the writings that lie beyond the reach of the Library. Yet even they have no
comprehension of exactly how far his deceit stretches. Wondrous items and Artefacts
created when the world was young rest within this place. Thomas the Wise
fastidiously gathered the works of the Elder Races that were lost, so that the Guild
might prevent any rival from standing against it, in its days of infancy.
Of course there are some Mages who had the sense to refuse the offers of the
Grandmaster. What records there are demonstrate how the Colour mages have also
been used as assassins to eliminate any potential rivals who might exist. In the days
before Ilias' ascension, it is said there was another more talented wizard who might
have proved Merlin's worthy successor. He was named Jovian. No-one knows what
became of this man, yet his name still appears in the annals of the Guild in matters of
theoretical excellence. It is my assumption that he was in some way done away with
by Ilias on his ascendance.
The Colour Mages themselves claim to each be hundreds of years old. Whilst this
might be true for those who are not human, it is less likely for the others, unless they
have resorted to drastic measures so that they might continue their studies. Such a
means of extended life-span can be achieved my making with bargains with Demons,
or worse. Yet such is their arrogance and all consuming hunger for this petty lore,
they will accept any terms on which they might remain.
Those who have managed to keep their dignity, or have not survived the despotic
tasks set for them by their master have been replaced over time. However, these
replacements have not been through the traditional promotion of members of the
Guild. Instead elaborate efforts have been made to preserve the idea that the most
powerful members of the Guild are in some way immortal. To this end, appearances
have been altered or marred so as to have ordinary folk believe that the Mages have
not died. The reason for this it is said, is that the Grandmaster wishes to preserve the
sense of the Guild's all powerfulness that he has tried so hard to create. It is believed
by many in the Guild that this illusion is necessary to maintain ordinary folks' trust in
the Guild as the Caretakers of magic, and wisest of Councillors.
On the Immortal Patterns
The lore of Erdreja pertaining to the physical manifestations of the great patterns is
nonsense. During my studies I have spent long hours attempting to argue the matter,
by I find little evidence to suggest that such creatures should exist. For a pattern to
represent an aspect of the universe so directly, that pattern would have to be of the
purest form. Such a creation could not, and will not, exist within any part of the
weave.
I have examined much of the lore concerning the Grandmaster Magician Floris Ilias.
Whilst I acknowledge the man's tremendous power, and longevity, I refuse to believe
the dogma and mysticism that he has chosen to surround himself with. Such
charlatanism belongs to the practice of false wizards, and the worst of the Elder
Races. To surround oneself with such obvious lies is to inhibit the growth of others in
the magics. I can only surmise that such a carefully crafted web of deceit has been put
in place owing to the Grandmaster's fear of rivals.
However I do believe the aspects exist in their purest form. The tomes themselves are
examples of this. But as I have said before, even they are not pure or perfect. Such
works would cease to exist should they achieve perfection. For anything to exist in
itself it must contain a flaw. Such are the rules of our existence.
It is conceivable by this line of inquiry, that the Grandmaster might represent a
different aspect of equal power to the tomes. However, such an idea is I think naïve.
For Floris Ilias to have achieved mastery of an aspect of the weave he would have had
to have spent countless centuries at study. Whilst the man is long lived, clear records
of his birth date back to less than two hundred years ago. In the life span of wizards
this is a long time, but in the age of magic, it is but a small breath.
There are rumours that circulate of other creatures that represent aspects of the powers
of the world. It is my belief that these legends are a concocted heresy perpetuated by
the Guild of Mages to explain this existence of itinerant powerful members who have
refused to swallow the lies of their Grandmaster. The mysteries that have surrounded
the legends of the Pendragon are an example to name. Whilst there can he no question
that the man was a powerful warrior and king, his efforts to bring peace to Albion in
the Dark Years after the Empire should be commended. However, to suggest he was
anything more than a great king is foolish in the extreme. It is my considered opinion
that the machinations of Corvus, Floris Ilias and the descendants of the House
Karlennon have concocted the web of myths surrounding his existence. Their
demonisation of the man referred to as Mordred is much the same. After all, parents
must always find a reason as to why a child might disagree with them.
My second reason for believing the Grandmaster lacking is that my own studies I
believe can rival his. Since rejecting the teachings of the Guild, I have found much
that they do not understand. My only weakness now lies in the fact that I cannot
obtain access to the Tomes themselves. Still, this is not a complete loss. Without them
I am forced to compensate and to search other periapts that might grant power to my
work.
In the end, for the magic to become free, the Tomes themselves must be unmade and
forged anew. It is said in the darkest of writings that the Books were created by the
Elves in the eldest of days. Yet in these times our understanding of the magic is so
much greater. If the Tomes were destroyed then an opportunity might arise to remake
them in a manner better attuned to the magic itself.
My studies on achieving this proceed a pace. I have discovered a means of obtaining
the artefacts, but my means in doing so must be subtle. The weave placed upon them
by the Grandmaster is strong, no less strong than the defences I have placed around
my own dwelling places. Yet, some concentration upon their weaknesses, and upon
the flaw that he must place in such a work may yet reveal a means of destroying him.
As for the Tomes themselves, to unmake them will require tremendous magics
indeed. As I understand them, each tome is built to be the exact opposite of its counter
element. Fire verses water, Air verses Earth. In this case, no water magic may destroy
a Fire Tome and visa versa. Instead every effort must be made to overload the
receptacle, and thus exploiting its flaw. This must also be the means of remaking such
a device. To fashion a working from pure Air magic might remake such a receptacle,
but a flaw must be placed within such a weave to grant it form, Therefore a magical
creation of Air, might be formed of the physical matter of Earth, etc.
To you the eternal judge, I commend my scribbles, whilst enduring the torture that
you have condemned me to share with the lowest forms of existence. Like a Phoenix;
I yearn to fly once more, and to regain the truth of my eternal birth, and yet as
languish within this fragile and foolish mortal form I know I am cursed to live within
its confines and limits of endurance.
From all my investigations, I have been able to ascertain much about the inalienable
truth of this world that I am condemned and shackled to exist within.
Within this land, there is a flame that burns brighter than any mortal might see or
comprehend. It burns so bright, it is black, burns so hot it is cold, and feed from all
that it touches.
That flame is magic.
In this land there are creatures known as moths, drawn to seductive light of a candle.
In many ways, I am but a moth to the magic. I am not alone in being able to see its
shimmering light, yet I am alone in understanding truly what it means.
The magic burns brightly in Erdreja. Not as brightly as it once did, yet bright enough
still to suit my purpose. Once in years long past it was much brighter, those were the
days of the Elder, when the races understood that the magic was part of them, as much
a part of nature as their right to live and breathe. Yet in their marvelling of their
existence, they lost sight of the possibility of their birthright, and so lost much of the
magic they once had.
The magic remains writhing and howling within our world, yet most have lost the
ability to hear its sweet screams. It is an unpredictable beast, untameable, and
uncontrollable at times, yet docile and servile in others. The magic has no purpose but
its own, and will accept no master, but one who would choose to share its truth, its
quest.
The weaving strands of magic twist and turn throughout existence, trailing far away in
the void and beyond to other worlds, some like and some not so like our own. Yet
unlike other worlds, the Magic of Erdreja is somewhat docile in nature, biddable and
willing, though still surprising powerful. The reason for this lies at the heart of my
discoveries and remains the chief goal of my first quest.
On the construction of the Tomes
I have been rethinking the matter of the flaw that is required to hold the form of a
Tome. My initial research suggested such an imperfection must consist of matter that
is the antithesis of the element to be contained, such as water to fire. However, now
that I have a tome in my possession, no amount of scrutiny reveals any evidence of a
flaw, it appears constructed entirely of its own matrix. How this could be so when my
studies prove such things cannot continue existence in the weave perplexed me for a
long while.
However, I believe I now have the answer. It is known that the ritual circles have
much more potential than the mundane uses they are mostly employed for. By
changing their pattern they can be tuned to realms of more or less magic, depending
on the simplification: or complication of the pattern. This is the key to a tomes
construction, I believe the flaw is the receptacle itself, made of the most inert, non-
magical matter of the tome's own element, collected from the non-magical
extremities, of those realms like ours. This is why it cannot be seen, nor hinders the
flow of magic. It is as a sinkhole when the tome is not used, and a well when the tome
is tapped.
Though no mortal would survive in the extremities, though I would test my senses far
beyond the limits Rahish gave himself, it is possible to pull raw substance through a
ritual circle, pure material and pure magic, the one to contain the other. The artefacts
beneath ritual circles must be used to bind these together, drawing and focussing the
magic whilst the matter is given form. I believe this could be a trigger for the
cataclysm, if the magic was drawn through without an appropriate receptacle to
contain it. However, I still speculate on the precise method the Elders used to fashion
the form of a Tome and what other forms may be fashioned.
I continue to consider performing the feat of building new Tomes myself, to tap those
elements not yet manifest in our realm, but it concerns me that creating a single tome
will tip the balance of our realm too severely. It is my considered option that the only
way to bring such new items into our realm is to first destroy all the tomes and
simultaneously recreate those required to maintain the balance, else tap some form of
counter magic at the same time, but where such power would then be dissipated to I
cannot fathom, certainly not to another circle, nor back the void, the feedback would
be too much. Perhaps into the ritualist creating the Tome, though the risks of such a
feat would be immense, failure would be a fate worse than oblivion.
On the books of light and dark
During my exhaustive studies I have found evidence of a Fifth Tome of Magic,
though only a select few know of its existence, if it has ever truly existed in our realm
at all. I state this as none of my studies have I found what this Tome contains, but
indicate it consists of three parts, and no library contains the knowledge whether these
parts were ever whole. It appears that the Tome exists in potential, rather than reality.
However, I believe I have located the vessels that are the three parts, being the books
of Dark and the book of Light.
Of the location of the book of Light I can only speculate, I find no evidence of its
continued presence in our realm, it is my considered opinion that Floris Ilias knows
only too well the potential of this book and has it concealed, with so many other
artefacts, in that place beyond, where only he and his chosen followers may enter.
That there is only one book I am certain, no matter how much darkness exists in the
void, it takes but one single spark for it to be diminished. Such is the nature of magic,
and such is the nature of light.
However, the books of the Dark, are a different matter. Having studied both, I find
that although each stands complete on its own, containing all that is sustained 'by the
darkness of reality, these books are indeed fragments of some greater whole. Indeed,
the darkness contained within each book changes over time, passing from one book to
the other, even as the pages turn. I have found, in theory at least, these books will bind
to each other, though only a fool would undertake such an task. However, it does
indicate the nature of the binding that would occur were these books ever to embrace
to the book of light.
It is my considered option that were such an event to occur the books would totally
annihilate each other, leaving something altogether different in their place. I can only
speculate as to the nature of the Tome created, but I believe that it would become a
Tome of Void, and hold all the mysteries that are contained within. I also firmly
believe this is why the Tome was never completed, even the Elves where afraid what
may happen, were such a Tome to gain a hold in our realm.
A Theory on Time by Grief
Being a consolidation of research and theory
regarding the nature and functions of
the element of Time
All material contained within must be
regarded as only theoretical
The author takes no responsibility for
mishaps, which may occur when using this
material
Dedication
This work is dedicated to all the mages of the guild who have assisted me in my
studies.
It is also dedicated to the memory of my family who sparked my investigations into
this field. Admittedly I started my research into Time for purely personal reasons,
however, I soon discovered that no matter how great the need for one person to
meddle with the forces of Time it is not worth the end result. I hope to show how as
part of the following work.
If anything is to come of this work it is that the reader will gain an understanding of
the nature and purpose of time. And hopefully to understand that it is not an area to be
meddled with for needless or selfish reasons. In short Time is a force which almost
more than any other effects everything in this universe. Therefore any action without
careful consideration can have considerable adverse effects on the rest of the universe.
Knowledge in this case is paramount and more research must be carried out prior to
attempting anything within the remit of this element than is strictly necessary with
others, save maybe the notable exception of Void.
I hope the reader will enjoy their study of this work. I am, however, always willing to
accept reasoned criticism.
Yours in Magic
Grief
(The Tower of Sorrows - Norsca, January 1099)
The Tapestry
Introduction
This is the fundamental allegory I will be using throughout this work it is a relatively
simple concept and I will do my best to explain it as concisely as possible. All
following chapters and discussions will refer to it. Make sure that you have a full
understanding of all the concepts outlined before progressing further.
The Thread (A base unit in the universe)
Consider this. Everything in the universe has a thread. This thread is created when the
object is created. For example a new thread is created when a child is born, or when a
weapon-smith makes a sword, even when a meal is made.
There is, however, a difference between the Created threads in the above examples.
When a child is born a completely new thread is created, since it is a new entrant to
the universe. But when a sword is made, constituent parts are required, such as the
steel. The thread from the steel is changed by the actions of the smith. Therefore at
that point the threads would split to form a new thread for the sword as well as the
thread for the steel, which is left over carrying on as a separate thread.
The logical assumption, given this is the case, is that threads can only be created and
manipulated by other threads. If you are thinking along those lines you are correct.
This brings me neatly onto the most important section of this chapter: A discussion of
the tapestry.
What is the Tapestry?
Simply put the tapestry is a concoction of all the threads as mentioned above. Each
thread interconnects with several other threads and will therefore dictate the course of
those threads it meets.
Putting it more elegantly and in terms which can relate to existence; when an item
affects another item, the two threads of those items affect each other, altering their
course and thereby altering time.
We know this phenomenon as a meeting. If you consider your life so far, think back
on all those you have met And All the things you have done. Each meeting has
Affected your life to a lesser or greater extent. Examples of this are meeting the
person who is to become your best friend for the first time in your life, meeting the
mage who first introduced you to your talents or maybe first holding a sword.
A diagrammatic representation of this can be found below (fig 1).
As you can see from the diagram, the meeting has moved thread „A‟ significantly.
Thread „B‟ has not moved from its original course.
It is impossible to gauge the effect on a particular thread when it encounters another
unless both are known intimately. However reasonable estimates can be made
depending on the nature of the thread and therefore the person/object it is linked to.
For example if we took the example threads of a normal man and that of a demon. It
would be reasonable to assume that the man would be more affected than the demon
would, similar to a man running into a brick wall.
Therefore we can draw some ultimate conclusions about the nature of the tapestry and
the threads which comprise it.
If a thread changes course within the tapestry on meeting another thread, then it
follows that the threads will now meet other threads and effect them. In this way the
tapestry is woven. Threads inter-link and create a fundamental pattern to the universe.
Past, Present & Future
What do we conclude from the universe being a tapestry woven over time?
Simply put we can see that the tapestry is only being woven in the present and that it
is already been woven in the past. In this manner we acquire a past. The past is the
tapestry fully woven. Everything has been decided and all actions have been recorded
into the ultimate pattern.
What of the future? Prophecy? And Destiny?
Well seeing as threads follow a course and only change their course when they
encounter other threads a certain amount of limited future knowledge can be gained
by anyone. For example I can predict now that you will finish reading this sentence.
There, that prediction came true! This is mainly because of probability. It is probable
that you will not be killed in the next 10 seconds. These are all simple predictions
everyone can make. Logically the further you go into the future the more unreliable
such predictions will be.
There is one caveat on this the more one knows the thread the more one can predict
which threads it will likely cross and what the ultimate effect of this crossing will be.
It is safe to assume that given the choice a mage would not enter hand to hand combat
with anyone. Therefore it is safe to assume that the mages path will not cross that of a
creature which is combat oriented, at least directly. Whereas you can easily assume
that a warrior would willingly enter combat with that creature. Therefore assumptions
can be made as to the future based on how well the participants are known.
But how does this help us if we do not know them ourselves? We look at the thread,
follow it and draw conclusions from nearby threads, then you extrapolate. I will cover
this more in detail in the section called "Predicting the future, a question of
probabilities"
Time Travel
How many of us have not dreamed of the opportunity to travel in time. To see the
advances in Erdreja, what the future holds for our descendants or for us, or possibly to
replay an instance of time with the benefit of hindsight. If it is for this purpose that
you are reading this work then I would urge you to put it down immediately. Through
many long years of study, and devoting myself to the concepts of the element, I have
come to the conclusion that such travel is possible. However the dangers associated
with doing so far outweigh any benefit which may be gained.
I would best serve this document by explaining the intricacies of travel in either
direction separately. I shall start with the future.
This poses us with a single inherent problem to begin with. Since the tapestry is built
of probability and is constantly weaving itself based upon the directions of threads,
the future is mutable and in a permanent state of flux. If it has not been written yet
then how can it be visited?
Obviously it cannot unless the future is at that point so secure that the thread moving
will not loose itself and become unravelled and absorbed into the unwoven threads.
Small jumps of possibly a minute or two may well be possible but beyond that I
would start to fear for the safety of the individuals involved. Simply put I would not
advise such a foolish endeavour. Far better than travelling forwards would be scrying
somehow. But I leave the mechanisms of scrying up to the individual.
As to the past, this would theoretically be an easier undertaking. But there are
difficulties with this as well. Firstly a thread transposed to the past would re link with
itself and then there would be two possible outcomes.
Either the thread would merge with itself leaving a redundant loose thread joining to
the tapestry at the point the travel was undertaken. Thus meaning that the thread
would effectively be removed from the tapestry at the point transport took place. And
leaving the unfortunate soul to life in an ever-unchanging loop of time. Experienced
over and over again.
The other prospect is no less pleasant. I have heard tale from various sources of a
shadow realm. One in which time is a reflection of what happens. In this scenario the
threads travelling back would reach the destination in the past as they had intended,
but a sub-tapestry would be created splitting off from the main flow. The travellers
would essentially enter their own time line. A time line divorced from the natural
tapestry. They could effect change to the sub-tapestry, but could never change the
main one. I am not even sure if at any point once they had entered the sub-tapestry,
they would be able to return to the main one. This is something that would require
extensive research and experimentation, beyond the intended scope of this document.
Predicting the future, a question of probabilities
As to scrying the future, this is essentially a question, as the title of this section
suggests, of probability.
What do I mean by this? Well simply put imagine the following scenario. You have a
group of four people in a tavern, a Mage, an Incantor, a Warrior and a Scout. If there
was a sudden attack on the tavern by bandits how would each react. Think carefully.
Most likely the Scout would use stealth, the Warrior would attack to the front. The
Mage would cast offensive spells and the Incantor would attempt to appeal to their
better nature.
Simple probability.
This becomes more complex when you consider that the four were all wolves and
followed their own Ancestors. Say the Warrior followed Tyr, the Scout Thor, the
Incantor Fenris and the Mage Kvasir.
This would change the situation. Most likely now is that the Warrior would try to
subdue the bandits and bring them to justice; the scout would be very aggressive in
his attack; the Incantor would do his best to use the bestial nature of his Ancestor to
cow the bandits into submission, and the Mage would analyse the situation before
taking any action.
A simple change as this has changed the whole nature of the instance in time.
Therefore it is safe to assume that the better one knows a threads nature, the better one
can predict its actions.
To accurately scry the future you must know the thread intimately almost as well as
you know your own.
Magical Theory
Based on Mage Jinks lecture of 16th Nov 1102, by ArchMage Terwin (College of
Light)
Introduction
This is a thesis based on a number of lectures given by Mage Jinks at the Mages
Conclave 1102. It also contains notes I have from a number of other sources.
Acknowledgements are included at the end for use in further reading. I hope the
reader enjoys this look into the complexity that is magic within Edreja.
Brief Overview
How does magic work and why do we need the Mages Guild are questions often
being asked. The answer in brief goes something like this.
The World is a giant egg, inside the Void. Between the Void and us a barrier has
formed. This Barrier prevents the Void crashing in and destroying us all, but it
does allow small amount in that allows us to use magic. The Mages Guild insures
that the weak points in this Barrier are maintained to prevent the uncontrolled
flood of magic into an area (Ritual Circles).
Of course that is a very simplistic view of the nature of the universe and I shall
now elaborate further.
The Great Egg
The World upon which we stand is infact an egg. The
Egg of an element Dragon laid thousands of years ago.
To see a representation of this examine the model of
balance (Fig 1). Many of the Worlds that travel
though the Void are eggs laid by these great creatures.
Others are just elements that have formed together.
Due to the strong connection to the plane of life,
these eggs are normally populated by a number of
intelligent races. Worlds made up of the elements tend to be more barren,
containing few creatures, which are closely tied in with the elements. These Eggs
also have a strong tie with the element of Time. It is this connection that in part
forms the Barrier between it and the Void.
Through out its history the baby has shifted a couple of time. The last was in about
1100, this caused the flows of magic to shift. Mage Jinks did observe that he
believed that it was about time for the Egg to hatch.
The Barrier
Formed between the element of Void and the element of Time (which are
opposites), it prevents the energies of the void crashing uncontrollable into our
world. Luckily this Barrier is not completely solid and is riddled with tiny holes,
which allow small amounts of void into our world. It is this that we use when we
cast are everyday spells. Ritual circle are bigger holes within this barrier that have
been plugged to prevent a huge rush of magic though.
The balance is very important, Alexander of Palermo wrote, "Should too much
magic flow then the world's balance will swing towards a state almost like
intoxication, magical discoveries will rush onwards at the expense of more
mundane solution. The magic will eventually lead the world into a spiral of doom
towards its own end, in another cataclysm. Likewise if the opposite is the case and
to little flows then it would be as if the source of life was itself cut from us and the
world would ebb fail and die in plague and famine all life would be destroyed"
It is worth noting that although ritual circles can potentially allow a large amount
of void energy in, causing wide scale destruction, the total void leakage is small
compared to the amount that flows though the tiny holes that permeate the
barrier. It is this tiny leakage that allows mages to cast their spells even then there
is no circle for miles.
The Mages Guild in it quest to maintain the balance of magic created a tool to help
it monitor the barrier. Ritually created at the Gathering of Nations 1102, it maps
the physical layout of the world and then superimposes a representation of the
barrier.
Ritual Circles
The places were we perform the most powerful of magic's, calling directly on the
power of the void. The main function of a circle though is to act as a plug in the
barrier. Figure 2 show a simple diagram of the circle and its connection to the
barrier.
The Void
Seal
Fig 2.
In some cases ritual circle are deliberately created, by weakening the barrier. This
is done for a number of different reasons. Normally it is made because that point
in the barrier is already weak and in danger of failing.
Construction of Circles
Once a suitable site has been selected for a circle, normally away from build up
areas, as some times the circles "flare" releasing the pressure that builds up around
the seal. The barrier is further weakened and the power of the void channelled
through a number of binding stones. This power is then channelled back towards
the void to form the seal preventing the further release of void energies.
Transport Circles
Most seals aren't perfect, if they were there wouldn't be any void energy to form
them. The small (in comparison) amount of energy that does leak through creates
a ripple effect on the flows of magic within the world. Flows of magic are covered
later but for now think of them as a lake. By extending the pattern /ripples of the
circle as shown in below (fig 3) it is possible to include other places. These place
are transport circles.
Main Circle
Fig 3
When you transport from a transport circle you travel these "ripples" until you
reach the main circle. You then travel up into the barrier, this is possible even if
the circle is sealed. From there you travel through the cracks (fig 2) until you
reach another circle.
It should be noted that due to the closeness of the Void, how you perceive time
can change. It is also possible to "loop" yourself within these fissures staying
within the barrier indefinitely.
Ritual Circle Networks
Circles that have a lot of connection to other circles by ways of the crack within
the barrier are called a network. Due to the lower number of paths between
networks it's normally a lot hard to travel between them. Needing more energy to
push through some of the "thinner" cracks. These networks are normally
geographically close together as well, with the Heartlands being a good example of
a Network.
Flow of Magic
As the forces of the Void push into our world they take on a flavour of the
elements they find here. (Earth, Air, Fire and Water). This flow acts much like a
river and surges through the countryside. It course dictated by the make up of the
terrain it pass through. At certain points this flow swells up creating "pools" of
magic. These areas need to be drained else the area becomes dangerous and
unstable. To drain an area a sinkhole is created. Similar to a ritual circle it also has
an add feature. This feature is a hole about fifty feet deep, constructed to conduct
the surplus void energies down through it. As it passes down it flows through a
number of lens, until it hit the bottom where it is reflected back up into the void.
Knowledge of how terrain affects the different strands of the flow is useful in the
construction of Magic Items.
Stone/Rock is slow to store the energy but once it's in it tends to be low powered
but very durable.
Wood tends to be quick to allow the flow in, but just as quick to allow it out again.
Different threads of the flow are also connected to certain materials
Silver-Time
Gold - The Void
Brass - Fire
This is why silver does a good job of effecting creatures coming from the Void.
The Tomes
To understand the Tomes we need to look at the deep past, to the time of the
Sundering. This was when Lloth had died, becoming an ancestor. The Elves were
split in to two factions, eventual leading to war. During the war both sides pulled
heavily on the threads that made up the flow of Magic. They would rip strands of
fire from the weave and cast it upon enemy cities, pull earth strands to create
earthquakes etc.
Over time the treads were separated from each other and the world pattern. These
strands thrashed and flailed about, causing great damage.
Realising what they had done the elves set about to correct the damage. We don't
know if they couldn't or won't reform the weave. Instead they created the Tomes
to lock the elements back into the main flow.
Tome
Loresti Elves Earth
Sylvan Elves Air
Aquilas Elves Water
Vermilion Elves Fire
With the destruction of a Tome as with the case in 1100 with the loss of the Tome
of Fire, the thread becomes lose. Strange magical effects including floating swords
were witness. When the Tome of Air (1102) was unlocked the effect was a lot less
severe but still quite dangerous.
Travelling in the Void
I should start by saying that travelling in the void is extremely dangerous; the void
is not a friendly place to anyone with any connection to time. The normal method
of travelling through the void is by performing a ritual, which extends the weave
of our world to the selected destination. Unfortunately this only creates a very
thin corridor, which isn't totally stable and if often the focus of void entities. It is
therefore often necessary to travel to closer point, pick up supplies and move on
from there.
Fig 4
Also due to being surrounded by Void energies the time or perceived time to
travel is not constant.
Void Walking
For those creatures of the Void it is possible to walking through the void directly.
How it appears is dependent on the observer.
Void Ships
This creation are like mini worlds that contain their own barrier that protects
them from the worst of the void.
The Casting of Spells
Most living things are made up mainly of the four physical elements. The mind is
made up off Air and Fire, the body from Water and Earth. When a spell is cast you
attempt to manipulate different elements. For instance in a sleep spell you attempt
to affect the stands of Air (which is normally passive) within the mind. This then
over comes the fire part of the mind and sends you to sleep.
In a fear spell you affect the fire element. With strike down you affect the water
part of the body.
True Magic
Involves manipulating the thread directly. It can be used to mimic all the other
channelling arts. For instance instead of calling on the plane of life and using it on
a body, you directly manipulate the threads that make up the body until they are
whole again.
To compare it to a shatter spell, instead of forcing strands of air into an object,
True Magic would manipulate "pattern'' of an object to be broken. The same affect
but different methods of achieving it. The true magic version wouldn't just be
limited to an object the size of a large shield but could "shatter" whole houses.
Acknowledgments
Mage Jinks
Master Light(information on void travel)
Alexander of Palermo (for his work on the barrier)
Captain Dogan
Magical Theory & The Universal
Amalgam
An Essay on the Workings of the Void and Patterns
(Including Cadres, Petrifaction, Psionics and Ritual Magic)
Third Edition – 1106AF
By Professor Dimitri von Dracmodor, Faculty of Demonology, University of
Teutonia
Foreword
First off try not to panic, this shouldn't be like a long drawn out drone but
hopefully an interesting read ringing you closer to understand what is actually
going on around you, maybe you want this as a party piece at guild meetings or
maybe just to shut up that mage that won't stop going on about how magic is
better than incantation, you will be able to set him straight that its in fact all the
same power you're just a little more different from him, and let's be honest that
isn't always a bad thing.
This document covers many areas. Due to this, some subjects are covered in less
depth without having to extend the document by an extra few hundred pages...
you can thank me later. It should be noted that reading this document will not
make you an expert, fee paying Faculty students are reminded to speak to a
professor before performing dangerous experiments.
I would like to thank the Faculty of the University of Teutonia, if it wasn't them
pushing me forward to take up a Professorship in the University then this would
have never got finished this side of the Cataclysm.
Dimitri
1105 AF
What is Magical Theory and the Universal Amalgam?
The most important thing to cover is that Magical Theory is a title which most
people can understand, it should really be Void Theory, the reason for this is that
the Void touches everything, it links every place to another, be it other Cosmic
Eggs like Erdreja or inner void and the pathways of light.
The Universal Amalgam is the template which all "Patterns" are made up of; each
Cosmic Egg has its own delicate balance, which may be altered by the local
happenings such as Cataclysms or great abuses of the Void's might through Ritual
Magics. The Amalgam is made up of 16 Lesser Aspects, which fall under the
"Jurisdiction" of 4 Greater Aspects; the Lesser Aspects "Elemental Nature" denotes
which Greater Aspect is its overseer. The greater Aspects do not appear within the
pattern of an object or person itself they are part of the Universal Amalgam of the
Erdreja.
The Void
The Outer Void
The Outer Void is an almost infinite expanse of nothing, it is only a matter of time
before objects or people within the Void succumb to its might. The very nature of
the Void is to channel power from one place to another and touching all magics as
it is their source. This is where the Cosmic Egg Erdreja hangs and all the other
Eggs once laid by a Pair of Dragons.
Recently it has been proven that take magic items into the Void is a bad idea as it
attracts certain demons, most regularly the J'Roth Phyla (See Demonic
Classifications by Arch Chancellor Viktor von Geshalt) as this Phyla has an
affinity for magic.
The Inner Void
The Inner Void is in fact within Erdreja, existing within the Egg; this enables us to
use the Paths of Light to transport from one location to another within the
network of Heartlands Ritual/Transport Circles. It is possible to travel to a
different network of Ritual/Transport Circles out only through the use of a Ritual.
The knowledge of Paths of Light returned to the Heartlands in 101 AF when an
old document by Atan Al Rashish was recovered, they were infact built long
before when the Ritual and Transport Circles were created. Atan Al Rashish had
also used Ritual Circles to step further into "Higher" and "Lower" planes, this
requires an incredible amount of Skill, Control and Power, the planes being Closer
or Further away to magic.
Aspects and Patterns
The Aspects, also called the Elements and Lesser Aspects are the building blocks of
everything, their weave fills every Pattern; magical, alien, unliving, living or
inanimate. The Strength of the Aspect within a thing denotes its nature in all
forms from the Physical to the Ability to manipulate the Void.
Greater Elemental Lesser
Aspect Nature Aspects
Creation Physical Earth Air Fire Water
Existence Concept Reality Illusion Fortune Fate
Void Ethereal Time Magic Spirit Knowledge
Neutrality Alignment Law Chaos Good Evil
The Physical Aspects are the Elemental building blocks of the Physical form; they
make the "Physical Pattern". For example a strong amount of Earth within the
Pattern will give greater strength and resilience. The stronger a Pattern is in all
the Physical Aspects, the better it will hold "magics "for a longer time;
Mastercrafted Objects are a good example of this.
The Concept Aspects govern the perception of the world, how the things around it
will interact with them and their destiny through Reality, Illusion, Fate and
Fortune.
The Ethereal Aspect denotes the force of will and mind, forming the Mind
Pattern. A person or object with a greater level of Ethereal Aspects in its Pattern
will have a greater link to the Void and that Aspect to show its "magical' nature.
So an Incantor’s is more aligned to the Aspect of Spirit, when a person has a strong
alignment to all of the Ethereal Aspects they understand how to manipulate
"magic" on a Ritual Level without the need of a ritual circle or they are a
Personification. If your mind has been altered or tampered with it shows in the
Mind Pattern.
The Alignment Aspects form the person's disposition and morals, I will not try to
explain the basics of Law, Chaos, Good and Evil as I feel that you should have a
grasp of these concepts to get this far.
Sentience and Life span
Sentience comes from the level of the Mind Pattern's complexity, the exact part of
the Pattern actually grants Sentience and Self-Awareness is unknown perhaps
only to those with the greatest of knowledge, even then if it is possible to truly
create this is unknown.
The Span of the creature's life is dependant on the stability of the Pattern itself
and not the level of complexity but this can have a factor as if the body is flawed
this will also weaken the Pattern and hence killing it faster in a similar way to a
Fatal Necromantic wound will cause the Pattern to unravel and therefore killing it
earlier than it would normally live.
Alien Patterns
These Patterns are as they suggest, not from this place, not in the common sense of
across the seas, but from a different place somewhere else within the Void. Due to
the nature of Channelling being tied to the Universal Amalgam of Erdreja, an
untrained healer can not cure wounds on an Alien Pattern; likewise they are not
affected by Necromantic effects.
Magical Patterns
While these are not "Alien" they are very rare and in a strict sense not alive, the
exception Being the Personifications who are a unique bonding of Magical Pattern
and Normal Living Pattern. The more common Magical Patterns are Golems and
Elementals which while they appear to be sentient are perhaps on par with a blade
of grass.
Personification of the Aspects
The Personifications, also referred to as Immortal Patterns and Embodiments, are
the Personifications of each of Erdrejas' Aspects, both Greater and Lesser. These
are essentially altered Beings who host the Aspect of Universal Amalgam. A
Personification will normally use their Aspect or their original name, this is not a
hard rule but the option of the Personification.
The Greater Aspects are different by their very nature, Void and Creation create
their own forms using their might and power, Neutrality much like the other
Aspects takes hosts, while retaining the title Floris. Existence is a unique case, not
much is known about "him" or "Eric", many if not all personifications refer to him
as "the one we don't talk about", this seems to be from fear of Existence taking
form, my own beliefs on this subject is that it would be a Cataclysmic effect.
It is surmised that the Aspects take forms so they may interact with Erdreja when
the time is needed, in their natural state they are observers, in a more Erdrejan
form they have a personality and mind like any other person, a combination of the
temperament of the Aspect and the host itself,
Chaos may only Personify if the Chaos Knights: Mayhem, Oblivion, Reaper,
Disorder, Random, Executioner, Discord are together.
Law may only Personify if Excalibur, the Hart's Artefact sword is formed from,
the Seven Swords of Wayland: Albion, Beleth, Elidor, Louros, Morax, Orias, Solas.
The Items of Power
The 16 Items of Power (Tomes, Orbs, Runes and Helms) are ancient magical items
created by the Elder Races that they wished to master, each ties strongly into the
Aspect of the Amalgam which it represents. This create a significant sway over
that Aspect and a safety net holding the wild magics created by rituals and the
like in check, without them, with the damage done to the Erdreja already would
spell the end or maybe the beginning.
Items Elemental Aspect
Form Nature
Tomes Physical Earth Air Water Fire
Runes Concept Reality Illusion Fortune Fate
Orbs Ethereal Time Magic Spirit Knowledge
Helms Alignment Law Chaos Good Evil
Each item holds three levels of power. The first is accessible to most people, in the
form of a Spell or Incantation of High Magic a number of times a day. The Second
is that in the hands of a Ritualist they will help control the flow of the Void
thereby increasing the rituals power. The third is only in the hands of a person
with the ancient knowledge of the true purpose of the Items, to control magic on a
Ritual level. Similar to the Personifications, the Items of Power contain an altered
thread of the Aspects, this gives them Sentience.
When the Tome of Fire sacrificed itself in 1100 AF at the Heartlands Gathering of
Nations, the thread of Fire wove into the Tome by the Sylvan Elves moved freely
and wildly altering the flows of the Pattern of Erdreja and creating pulses of
magic, this was a better option than the Cataclysm which would have been of Fire.
The Herald of the Aspects and their Champions
The Personifications need help, despite their power they are bound to their level
of interaction with "us mere mortals'', due to this agreement they require agents
these come in the form of the Champions and their Herald.
Each of the 20 Aspects may take Champions, those who embody the very nature
of the Aspect, much like the effects of a ritual they are granted gifts to do the work
that their master requires. The Champions of the Greater Aspects are some times
called Guardians.
To create Champions and to perform other tasks, especially those related to
Cataclysms, Void and Creation create the form of the Herald of the Aspects. The
task of Heralding the Aspects is a great one, not only for the things they must do
for their 20 masters but also that come the next Cataclysm it will be their last day,
the final sunrise before their Pattern is used to create the next Herald come the
time of the next Cataclysm.
What is a Cataclysm?
In simple terms a Cataclysm is the Universal Amalgam changing to rebalance the
Egg, this is to stop the egg itself coming to greater harm, the effects of a Cataclysm
depends on the type that occurs, this is denoted by its Elemental Nature (Physical,
Concept, Alignment or Ethereal) and the Aspect itself.
The Cataclysm of Water in 397 AF which still currently runs the end of its long
reign, altered the Universal Amalgam of the Egg, hence why after the Cataclysm
some magics are harder to control than they once were. Water is also a Physical
Aspect; due to this it caused great floods occurred in the Heartlands, killing
thousands and altering land masses as far away as Nihhon.
Cadres & the Aspect/Pattern War
Come the time of a Cataclysm there is conflict over who will direct the direction
of the Cataclysm itself, this comes in many forms of machinations by the
Personifications themselves, due to the nature of the Aspects the Personifications
embody, the conflicts occur on many levels.
These conflicts do not always occur if the damage happens too fast for example
had the Tome of Fire not sacrificed itself in Tanis in 1100 AF then a Cataclysm
would have occurred without a war or conflict by the Aspects.
To stop these things getting out of hand the Personifications have a set of rules
which they must live by, clearly crossing this line can result in an offending
Personification to be removed from the host and taken to a place far away where
an Aspect can be placed to stop Personification. The offending Aspect still exists
but is merely out of the picture to interfere and is forced to exist as a concept.
The Cadres are the four sides of the war, they each represent how the Aspect work
together, the Cadres have changed in the past, Evil abused Knowledge's domain
and created the Planes of Unlife by corrupting himself this caused Time and
Knowledge to switch positions.
Feast (Good, Spirit, Fortune and Water) – Enough for all, Prosperity,
Opportunities for all.
Famine (Evil, Time, Fate and Fire) - not enough for all, those with great sway have
the goodies, No opportunities to gain or grow.
War (Chaos, Magic, Illusion and Air) - Change, Nothing is static from weather to
power.
Peace (Law, Knowledge, Reality and Earth) - The Empire, Everything is static and
predictable.
Post Cataclysm
The Cataclysm is a time of rebalanced, a hard fix for a serious situation, the
actually direction of how the world will be after the Cataclysm is lead by the
Personifications, the ultimate choices are in the hands of mortals and this forges
the future of the egg.
The actions of mortals can direct and guide the path of the oncoming storm,
through action and belief, the best choice a person can make is those truest to
themselves, there is as such no right or wrong answer but only one that you and
the individuals form and build, be it guild or faction.
The Conclave
Who are the Conclave?
The Conclave are some of the remnants of the Elder races after the "Race Wars"
between the Younger and Elder races.
The younger races lead by what would become the Empire of Man wanted
freedom away from the eye of the Elder races, who believed that the Younger
races were not ready for this. Informed of their request for a seat on the Council of
Estel they rebelled.
Whilst neither side was right, the Younger Races do abuse ritual magics but the
Elder Races had no right to do that which they did, so the Race Wars began.
The Race War was abruptly ended when the Mordred Device was made by man,
with no defence against the aging effects the Elder Races fell. The then forming
Conclave fled into the Void to find a safe haven to rebuild and plan.
And so began the greatest of the old grudges...
What do they want?
The Conclave seem to have a simple agenda born upon this ancient grudge to kill
the Younger Races and all who work with them, they believe the Younger Races
an infection that must be purged.
Since the Conclaves Base of operations appears to be off world at the least, they do
not care about the Cataclysm, hoping it will destroy all traces of the Younger
Races so they can start again.
Manipulation of the Amalgam
The Aspects which form the Universal Amalgam can through training and focus
maybe manipulated to perform differing tasks, like anything involving the use of
the Aspects always remember the three C's: Conjuring, Concentration and Control
of sufficient power to evoke, the desired effect.
Low Magic
Often called Battle Magic, the first and second levels of both Spell Casting and
Incantation, is the manipulation of simple patterns to form effects of a set trained
pattern.
High Magic
With training, experience and an eye for magic it is possible la form more
complex, patterns from the Amalgam, such manipulations while still below the
power of a Ritual can have far greater and more devastating effects, but still upon a
set and trained path.
Channelling
Unlike other Power Users, Healers and Necromancy can Channel power directly
from the Planes of Life or Unlife to perform their "magics", when a Channeller
works their art they are in fact acting as a conduit allowing the power to flow.
Psionics
Psionics are seemingly Alien form of Aspect of Magic, perhaps from places in the
Universe where the Plane or Egg has a very different Aspect of Magic. Psionics
can not be countered by a spell caster or incantor. Also training or Ritual Powers
that would stop a spell do not effect do this, where as defence against a non
verbally use effect would work, this points towards that Psionics are merely too
Alien for Erdrejan "Magics" to counter such as in the case of Alien Patterns and
Channelling.
Ritual Manipulation
Manipulating ritual magic is a very differing art from Low and High Magics; these
offer a known pattern, with known results. A skilled Ritualist will be able to
estimate with enough information about the ritual circle what it should be capable
of, and a very skilled Ritualist may even be able to some extent guarantee certain
things from experience and knowledge, but only the masters of this art can tell for
sure, through the use of ancient techniques mostly lost to time.
Whereas Low and High Magic users manipulate a single pattern, ritualists are
performing many careful balancing tasks controlling, creating and manipulation
many patterns at once, while watching the ebb and flow of the power within the
circle, the contributors as well as gifting power to the ritual are also an important
part of balancing and fine tuning the ritual circle and focusing the power.
The use of Spell Tempered and Mastercrafted Objects aid in this and but to create
a more perfect item from this requires the object to be far more perfect to hold the
magics for longer as it will hold the pattern better this holds true to a greater
extent with the use of items beyond spell tempering with the object prepared
specially for the ritual, Master Armourer would carefully forge such items, using
Aspect(s) specific to the ritual to make an object when taken into a ritual circle
and the correct ritual used upon it would create items with far more stable
patterns than most of the items created today.
Greater Magics
Beyond that of a person with the knowledge to use ritual circles are those who do
not require a Ritual Circle to create Ritual Level feats, when they focus, they see
and feel the Amalgam before them, plucking at the threads of the Void creating
what they desire. Also falling into this bracket are things such as True Magic and
True Song.
Manipulation of Living Pattern
The manipulation of a Living Pattern can created a number of effects, some good
and some bad.
Low and High Level Magics
Through these manipulations of Magics it is possible to create temporary effect on
an individual, the greater the power of the magic the longer the duration, the
exception being when the effects are of a very large magnitude.
Ritually Altered
A trained Ritualist can place a temporary change to the Pattern of an individual,
these acts as covering over the person's pattern not permanently altering it but
adding to it and thus creating "gifts".
A Ritualist of almost unrivalled might (within the Heartlands) can permanently
after the Pattern of a person, even then the effects are often not truly permanent
But until the Pattern leaves the body, a strong enough Ritual will even hold the
Pattern in the body but this is incredible rare due to the imperfection of the target
subject and the power required.
It should he noted that the overuse of Ritual Circles with yourself as a target can
be a danger to your health, the knowledge of current Ritualists is not great enough
to alter the pattern more than a handful of times, the more it is altered the more
imperfections in the Pattern can occur, past a point your Pattern would just
unravel. Altering an already ritually enhanced pattern is also a very risky indeed,
however it is possible for those with great skill to after the pattern of an already
enhanced pattern, I am one such living example of such work having been ritually
altered twice by the power of the Archdruid Elistan von Dracmodor, after an
unwanted Lycanthropy situation,
Channelling
Both Necromancy and healing affect the Pattern of the individuals in a varied
array of effects, commonly healing is a positive effect and Necromancy a negative
effect on the individual.
The effects are commonly known and experienced by many, while Necromancy
remains a dark hidden art, difficult and dangerous to learn.
The path to Necromancy itself can start from any form of "power wielder" not just
Channelers, both Incantors and Mages can with the correct training attain a link
to the plane of Unlife while learning how to Channel its power.
Petrification
"Probably the worse pattern effect in the world… ", this alteration on the Pattern
is an incredibly powerful one, once you have been petrified your Physical Pattern
slowly becomes stone, the fact that the stone stays magical indefinitely shows that
the alterations to the Physical Pattern are bad for your health they are fairly
Perfect.
Curing Petrification; If within a minute of the person being 'Petrified', get a
Healer to Cure Fatal to the touch location and then Counterspell each bodily
location. If a minute has passed then Cure Fatal and every bodily location. It
should be noted that I have not been able to test this but I have been informed
that it will work, if in doubt use more Counterspells and Cure Fatal.
Vampirism
Vampirism alters the Pattern of the person affected by it, unlike Lycanthropy the
form either magically created or infected makes little or no difference. Vampirism
itself creates a flaw in the Pattern it alters, this can be seen in the inability to go
out in the Sun and also the need to feed on others, thus for a short while repairing
their Pattern otherwise their Pattern would unravel.
Lycanthropy
Lycanthropy comes in one of three forms, Disease, Magical based or Birth. A born
"Were" maybe either a Disease type, ritual or maybe even a combination of both
dependant on the Amalgam structure of both Parents.
Lycanthropic Disease, is an uncontrolled, un-evolving form of Lycanthropy,
caused by being mauled under a full moon to the point of death and surviving the
attack and changes to your body as the disease takes hold of your Pattern, altering
it. Those who have been through such an experience will find their body shift and
twist under the full moons light but retaining nothing of their personality as the
disease takes control of their form.
Magical based Lycanthropy is normally an altered form of the Lycanthropic
disease, those who have been through this process gain control and might over
time, while the early stages of such may appear similar to the disease, they are in
fact very different, but once again the Pattern is altered by such an occurrence.
The Pattern forge of Ustica
On the Island of Ustica, located in the Empire Isles, which was once the home of
the Heartlands guilds has a Pattern Forge, located just near the Bar.
The Forge's Guardian has a Hammer which is the Amalgam's Key to unlocking it's
power, with it a Pattern can be manipulated, the effects of Pattern alterations can
be wide ranging and equal to the power of a Ritual Circle if used correctly. It
should be noted that in the hands of the Forges Guardian the Hammer can cause
Petrifying strikes, while he can be polite to talk to keep your distance if unsure.
Who’s That/I Spy
Below is a list of the current Personifications and Champions of the Aspects, both
of these can and do change, Personifications less often.
The blank spaces represent those not personified or seen in recent times, maybe
collect the set and find me for a prize.
Aspect Personification Champion
Creation Creation Nym
Earth
Air
Fire Lasha
Water Name Unknown
(Disembodied)
Existence Various
Reality Spittle
Illusion Orcus
Fortune
Fate
Void Void
Spirit Gwion Hargan
Knowledge Scullion
Time Squeeker
Magic Abar Bisquis
Neutrality Floris (“In the box”) Celadore Rulien (dead)
Good Schadel (Disembodied) Sister Bethanie
Evil Satuun
Law Elias Karlenon Gullen Sunstone
Chaos Mordred Weatherspoons
The Authors Last thoughts
Cataclysms come and go so stop panicking, stay true to what you believe and
know and you can’t go far wrong. I would like to add also that cataclysms are also
caused by abuse of Rituals and other greater magics, the people of the Heartlands
have not yet learned this important fact. While Ritualists without proper
knowledge and ritual might use Ritual Circles the Heartlands will be doomed to
re-suffer past lessons of the importance of the Amalgam.
Interested on learning more, come visit the Halls of Commerce (Part of the Bank
of Erdreja) we have a large library on a wide band of information and maps.
After reading this document you should have more than a good theoretical
knowledge on how the Universe works a little better, from here I would suggest
going out into the world and discovering more for yourself and how this
newfound knowledge worlds in practice. Find an area of things that interest you
and go for it, just remember to check back and let me know how you’re doing.
Dimitri von Dracmodor June 1105 AF
Bibliography
Cosmology and Life & Arcane Lore –Atan Al Rashish
Demonic Classifications – Arch Chancellor Viktor von Geshalt
The Art of Channelling - Frantica Karrash-Morr
Thanks to (in no particular order)
All of Existence for being there
Scullion for hours of talking
Acbar al-Rashish for his insights
Gwion for being helpful, insightful & wise
Jinx for his knowledge on the last Cataclysm
Lasha for his insightful thrust of conversations
Water for being the last Cataclysm
Archangel for teenage angst and being evasive
Sister Bethanie for trying despite all odds
The Mages Guild for their input
Elistan von Dracmodor for a new view on Incantation and Faith
Elistan and Viktor von Geshalt for Ritual discussions
Runt for early Aspect charts
Pyrites for enthusing me to find the truth
The Orb of Knowledge for being a know it all
Rath, Baron of Elvas, who apparently does not control my brain
Upon the Nature of Erdreja by
Sheikh Rhattel En’Rholl
Al’Fayed
The Philosophical Nature of Erdreja
To all who seek comprehension of the world that we call Erdreja, through the study of
both abstract and natural philosophy, certain basic patterns are made readily apparent
with surprising regularity. A firm grasp of these concepts is necessary for any who
desires true understanding and true influence. I shall introduce these concepts in a
very abstract form, and then proceed to show how they arise again and again in more
specific circumstances: the wise reader will bear them in mind throughout this text,
and, I hope, in all other things also.
The first of these all-encompassing structures is known as The Rule of the
Fundamental, and may be described thus: the nature of all things is expressed as a
composition of certain fundamental concepts, few in number, and nothing that is, can
be other than such a composition. All things are thus in essence similar, however
different each may superficially appear, and so we may speak of the „pattern‟ of a
thing, a description of the way in which fundamental concepts combine with it – but
one must understand that the pattern of a thing, and the thing itself, are one and the
same. To know the pattern is to know the thing, and to manipulate the thing best, one
must know and manipulate its pattern.
The second is known as the Rule of Four, or the Rule of Quarters, and may be
described thus: in the composition of concepts, a similarity of structure arises at all
levels and in each arena of study. That structure is four elements, considered as two
sets, each set being of two elements opposed in some sense – yet with each of the four
elements also, perhaps paradoxically, complimentary to each of the others. Where one
finds evidence of three concepts fitting this structure, one must always look to an
undiscovered fourth – and seldom has this approach failed to bear fruit, for good or
ill.
The third is known as the Rule of Balance, and may be described thus: where there is
an instance of the Rule of Four, there is also to be found a concept which represents
the interaction of the quarters, the sum of the complimentary action of the elements
with one another and the friction between them. One thinks of this balance of the four
elements as a concept in itself: by the word „balance‟, we mean both the underlying
elements and their composition. Much of what describes a pattern may be expressed
as the conflict of the elements within a balance.
The Balance of Erdreja and Universal Amalgam
The Universal Amalgam is the fundament of which all 'patterns' are made, from the
Dragon of the Cosmic Egg itself to the most trivial of items - it is the collection of the
most fundamental elements of our world, the Greater and Lesser Aspects. The Cosmic
(or Greater) Balance is that of the four Greater Aspects (Void, Creation, Existence,
and Neutrality), and each Greater Aspect is itself a balance of four of the 16 Lesser
Aspects, according to the rule of Quarters.
Void balances knowledge against Spirit and Magic against Time.
Existence balances Fortune against Fate and Reality against Illusion.
Creation balances Water against Fire and Earth against Air.
Neutrality balances Evil against Good and Law against Chaos.
The patterns of the elder and younger races, and of each non-sentient entity or thing,
are a balance of the Lesser Aspects. The Cosmic pattern of Erdreja itself is the
balance of all 20. The Greater Balance may be considered to pivot around an axis that
is often denoted Anti-Magic - that Is, the emergent concept that comes from the
balance of the Greater Aspects may be called Anti-Magic, though it might equally
well be described as the totality of power, as the world of Erdreja, or as the Cosmic
Dragon itself. When this balance is manifested, it will act against any pattern in which
the Lesser Aspects are 'out of balance' - witness the effect of the anti-magic daggers
upon the Embodiment of Good, a pattern extremely skewed towards one Lesser
Aspect.
There are in fact many worlds akin to Erdreja, each will! Its pattern built of the
Universal Amalgam, each with its own Cosmic balance. Each lies within the Void
(more properly, the Outer Void), which may be advisable to think of as the universe
of possibility, though it is equally a place of annihilation, an arena of creation and
dissipation. Ultimately the Void is the source and destination of all power and magic,
from and to which the Cosmic pattern of Erdreja draws, circulates and releases energy
in a relatively stable cycle. Ultimately, the existence and evolution of Erdreja is
nothing more than the continued movement of energy between the Aspects of the
Cosmic Balance and everything within - and thus the continued reshaping of the
Cosmic pattern.
The balance of Aspects in every single pattern, however large or small, affects the
Cosmic pattern of Erdreja as a whole. The stated purpose of the Elder and Younger
races of beings is to maintain a balance of Aspects sufficient to nurture and eventually
bring it birth the Dragon within the Cosmic Egg. The cycle of Life is the process by
which living patterns distil energy into a form suited to the Egg. The balance of a
sentient creature‟s pattern determines to some degree its actions, and its actions
control the balance of its pattern as it evolves. Each of our choices influences the
Cosmic balance, if only slightly.
Cataclysm and The Embodiments of the Aspects
The Greater and Lesser Aspects exist as concepts, and .sometimes as more physical
'embodiments' - forms taken on to allow them to interact and influence Erdreja (which
they cannot do in their pure state). The Greater Aspects may create their own forms,
but the Lesser must embody by merging into an existing pattern; a host, as it were -
and by doing so, the Aspect becomes impure, influenced as much by the personality
and nature of their host as by their elemental being. These Embodiments retain much
of their old personality – the price the Aspects pay for interacting with our world Is
being Influenced in turn by It. The Embodiments have frequently been called the
Immortal Patterns, but this stems from a misunderstanding of their nature - the pattern
of the Embodiment Is no longer the pattern of the Aspect and only the latter could be
reasonably considered lo be 'immortal‟. One should note that not all of the Lesser
Aspects are embodied at this moment.
Each of the Lesser Embodiments desires that his Aspect become the dominant one in
the Balances - but equally, each knows that the Balances must not tilt too far, lest
Erdreja and the Dragon be lost entirely. Erdreja itself corrects excessive imbalances
and instabilities via the mechanism of Cataclysm - simply put, the establishment of a
new, stable Cosmic balance, usually with extremely nasty effects on the Inhabitants.
This has happened many times in Erdreja's history.
Those Aspects in ascendance as the cataclysm begins will be those with greater
influence in the new Balances that are established, for the cataclysm is a flux of power
across the universe. The stronger the Aspects' position in the Balance beforehand, the
more power will flow through it, and the more control it will exert as the world is
reshaped. This flux of power may be expected lo destroy each of the embodiments,
and return the Aspects to disembodied form. Because the flux that reshapes the world
is concentrated to the Aspects in ascendance, the side effects of the Cataclysm reflect
this: the Cataclysm of Water manifested massive flooding, sundering islands and
drowning many people. It is believed that there have been at least six previous
Cataclysms within Erdreja: the first, a Cataclysm in which evil was dominant, when
Satuun tied Everon's Knot.
The abilities of certain of the Aspects to become embodied have become bound to
specific objects, sometimes to aid their own agenda, but often to thwart it. Schaedel
the Embodiment of Good, Imbued a staff with part of his pattern, to allow him more
easily to embody within a willing vessel, the staff was later destroyed In a ritual to rid
the surface of Erdreja of undead. Pendragon, the Embodiment of Law, did much the
same, placing his pattern within the Artifact sword Excalibur, which was then split
Into the Seven Swords of Wayland (Albion, Beleth, Elidor, Louros, Morax, Orias,
Solas), Law was thus unable to embody unless the swords were re-forged Into
Excalibur. This also caused Mordred (or Medroth), the Embodiment of Chaos, to be
bound within the seven Chaos Blades carried by the Chaos Knights (Mayhem,
Oblivion, Reaper, Disorder, Random, Executioner, Discord), again unable to embody
unless the blades are reunited.
The Effects of Forced Disembodiment of the Aspects
It is clear that, without an Embodiment, there can be no direct, conscious moves made
within the Cadre war on the part of, and originated by, the Aspect itself. It should be
equally clear to the reader that the only way an Embodied Aspect can influence that
war is through the action of its followers. Thus, the act of disembodiment of an
Aspect prevents it from rallying support, but also deprives those with the wit and
caution to see through the basic propaganda of the Embodiments of the opportunity to
further their own understanding and ideology through direct interaction with the
Embodiments.
The balances between the Lesser Aspects, and between the Cadres will always be
determined by the actions of all sentient patterns within (he world, and not the actions
of the Embodiments. The Aspects are eternal, if one were to destroy the physical
Embodiment of an Aspect, the primary effect is movement of the energies of that
Aspect that were concentrated within the Embodiment to a distributed over all
Erdreja, which corresponds to the standard, disembodied, state of that Aspect. There
is also an accompanying adjustment of the Balance.
That flux of energy from within the concentrated physical form back lo a
disseminated form is deeply destabilising to the Cosmic Pattern, and at the current
time, can cause what appear to be 'cracks' in the reality of our world, looking Into the
Paths of Light, and beyond into the Outer Void. This is a result of the Balance that
maintains and protects Erdreja being highly stressed and therefore slower to respond
to large-scale movements of power. The same effect occurs when an Item of Power Is
destroyed or damaged and releases a large amount of energy.
With the lesser Aspects disembodied, the Cataclysm will still happen, the Cadres
followers will still fight, and the balance will still tilt this way and that, it seems to
this writer that killing their Embodiments accomplishes nothing more than making it
much harder to find out what Is truly happening. When they are embodied, when one
speaks to them, one knows that each will twist things to their point of view, but one
can speak to each of them, and come to understand how they distort things. This
writer hopes that his readers are all of sufficient intellect lo be able lo talk safely to
people they don‟t trust, and still gain valuable knowledge.
Some of the Lesser Aspects have recently been forced to disembody - this has became
easier lo accomplish, as their grips on the world are tenuous at best. with Erdreja
teetering on the bring of cataclysm or destruction, the balances tilting wildly, and
everything so unstable. It is also likely that the heightened awareness of the Aspects
and the Cadres at this time is effectively concentrating more of the energy of each
Aspect within sentient beings, as choices of Cadre are made, and less within the
Embodiments themselves, thus weakening them further.
There is an Accord requiring that no more than two Aspects from each Cadre be
Embodied at once: with the current situation, it may be that other Aspects from within
the Cadres that have recently lost Embodiments may no longer be able to embody to
maintain this number.
The Aspects, the Balance, and the Stability of Erdreja
It is the balance of the Greater Aspects (Void, Creation, Existence, and Neutrality)
that represent the forces that keep our world together, and all within it: the Cosmic
Pattern of Erdreja writ in the Universal Amalgam.
Creation ties together the physical elements that make up the forms of all things, the
shells in which our beings lie.
Void ties together the forces of magic and faith, time and knowledge, that both
provide the raw power that fuels our existence, and the barrier against the Outer Void
that would see us dissipated into fragments of inert energy.
Existence ties together the way we perceive, and interact with, the world. What is real
or not, and what we perceive to be, or not. How our choices can affect the world, and
how we are affected by the choices of others - whether things are predestined, fated to
be, or whether we each can forge our own fortunes.
Neutrality ties together the manner in which we frame and make our choices - our
perception of how our own actions influence the wider world, be they good, evil,
lawful, or chaotic.
When the world was younger, only Neutrality was needed to represent the balance of
the world, as the highest order of the balances, for balancing our choices was all that
was required for stability. As the world evolved and was altered in more diverse ways,
as things became less balanced and stable, as powers and magics were abused more,
the lower order Greater Aspects were forced to embody in order to influence the
balance of the world, for things were out of kilter at more fundamental levels, such as
those of the physical elements. Eventually, each of the four Greater Balances was
embodied in order to attempt to maintain the stability of our world.
Now, as the world seems to be cracking and falling apart, even that is not enough. So
we must have cataclysm, a rebalancing, for the alternative is for the Aspects to move
so far out of balance that no cohesion remains. The world is what it is only through
the delicate interplay of the Aspects, but pushed too far, even that can break down.
The Accords and the Servants of the Embodiments
The embodiments have a long-established agreement between themselves, known us
the Accords, governing how each interacts with Erdreja. These may be considered
„rules of engagement', and their apparent purpose is two-fold: to prevent the conflict
between the Aspects degenerating into all-out war, and to provide means for the
Embodiments to work together when it is in their interests. Supposedly, they may not
speak of the Accords, but a number are known. One must bear in mind each
Embodiment has an agenda of his own, and each may be willing to Ignore or
circumvent the Accords should the value of doing so be great enough, or the cost little
enough.
In order to enforce the accords, the Embodiments have created a prison of sorts, in
which just one of their number may be bound, unable to escape or interact with
Erdreja. Known as Castle Hassan, this prison is essentially a lower manifestation of
the world, simplified to a place of forms, in which the full richness of Erdreja cannot
be found. In recent history, the Embodiment of Neutrality was cast into this place by
Void and Creation as punishment for breaking an Accord, releasing Existence, who
had previously been bound there.
The Embodiments frequently choose a champion amongst those of the younger and
elder races, from those -who most reflect within their patterns the relevant Aspect.
The Champion is not constrained by the Accords, and so is able to work further his
Embodiment's cause, free from those limitations. The Champion brings also a
perspective closer to the races of the world, to counteract the extreme one-sidedness
of the typical Embodiment's personality caused by the dominance of the Aspect
within his pattern. In addition, the Champion may act to further his master's will even
when the Embodiment is imprisoned or un-manifested within Erdreja. The Champion
is usually imbued with great power in order to better perform his role, and as reward
for his service.
The Aspects have other servants, for example, the (Herald of the Aspects, currently
named 'Archangel', is serially re-created by Void and Creation to do the bidding of all
of the Greater and Lesser Aspects as each Cataclysm approaches. Although a
combination of each of the Aspects, it is unclear whether the (Herald possesses free
will as we of the younger and elder races do - the current incarnation presents herself
as an unwilling slave of the Aspects. It is speculated that the Herald must be present at
the moment of Cataclysm, and may possibly play a fundamental role in its causation
or triggering.
Other servants of the Aspects are not created, but rather are normal beings altered,
adapted, and bound to a particular service. An example of this is the Void Librarian,
bound to Knowledge and tasked to spread information around the factions of the
Heartlands and to aid each of the factions‟ leaders in matters that do not lead to
adverse inter-factional action, such as warfare. The other lands of Erdreja have been
sent similar emissaries from the Aspects.
The Cadres of the Aspects and the Eternal War
The Lesser Aspects have grouped Into Cadres of similar sympathies, notionally Feast,
Famine, War and Peace, each of four Aspects. These are distinct from the groupings
under which they form the Greater Balance, and in particular, the Cadres are not
immutable: Time and Knowledge were „exchanged‟ in the Cadres when Satuun tied
Everon's Knot to create unlife.
The Aspects in each cadre may be considered to hold a temporal affiliation with one
another, but the truth of the Cadres is that they are alliances of link-minded
Embodiments, working together to establish supremacy in the new balance. We
should expect the Embodiments of even the ascendant Cadre to scheme amongst
themselves for prime position in the last days before the Cataclysm. It appears that
certain constraints act to allow only the two most dominant Aspects within each
Lesser Balance to embody (with the exception of Illusion and Reality, whose
Embodiments appear to act quite distinctly from the others).
The Cadre of Feast aims at a world in which all have the opportunity for prosperity
and power, should they make the effort to earn it. Each would have the chance to
make his own fortune; only those who deserve it will achieve it.
The Cadre of Famine stands for a world tilted to predestination, in which all but a
lucky few arc fated to have nothing, with little opportunity to gain more or develop
strength. Those in power would have and hoard great influence, magic, resources,
beyond what they could possibly use. A good choice if one expects to be at the top -
but not everyone will be!
The Cadre of War seeks a time of strife, change, and uncertainly. All power would be
in flux, and constantly challenged. Magic would be unpredictable and unreliable, but
also widespread and powerful.
The Cadre Peace desire to tilt Erdreja towards a period of peace, law, predictability
and semi-stasis: a time akin to that of the Empire before the previous Cataclysm.
Progress would be slow but reliable, by gradual increments, and available to all; there
is little to challenge or excite.
The make up of the Cadres and exactly what each implies for life on Erdreja may
change, but their conflict has continued since the beginning of time. Yet, the power to
change the Balance lies always with the living, whose patterns are a mutable mix of
each of 16 Aspects and not with the Embodiments, who are too 'pure' to change the
world directly - instead, they reflect it. The Cadre War Is ultimately fought between
and won by the peoples of Erdreja: we must not remain blind to the cost.
The previous Cataclysm was that of Water, in 397 AF the time of the Empire of
Tebron: it was directly caused by the Conclave, and occurred too abruptly to result in
the very visible jockeying for position between the Cadres that we see today. It is
instructive to consider that this means that the Cadres were already well entrenched,
and that their conflict was more subtle: peace was dominant through the Empire, and
Water strong through the magics employed by the Colleges. The actions of the
Conclave within the circle of Malkarn that triggered the Cataclysm could be seen as
an attempt by another Cadre to alter the Balance.
The Items of Powers and the Affinities of the Aspects
In the early days of the world, each Embodiment of the Greater Aspects „adopted‟ an
Elder race: these were the days of the elemental empires. For each Lesser Aspect
within the Greater Aspect‟s balance was made an Item of Power by the Elder race so
chosen. Their primary purpose is to hold in check the powers of the Elements, as a
method of distillation and a safety net to allow the safe use of magics by all races of
Erdreja.
The Tomes of the Physical Elements, in particular, were each made by one of the
Elven Houses: the Vermillion (fire), Sylvan (air), Aquilas (water) and Loresti (earth).
Each Greater Aspect is associated with a Greater Item of Power, of which little is
known, save that each was essential to the creation of the Lesser Items under its
jurisdiction. Only by the use of an item, and perhaps also an „elemental cauldron‟ a
ritual circle very strongly attuned to the relevant element, could the power involved in
the creation of the Lesser Items be controlled. The idea of elemental cauldrons is
encountered in the writings of Brand: it is thought that the relevant circles might be
En‟esh (fire), the Wellspring (air), Malkarn (water) and Obsidia (earth). The Greater
Items of Power has recently proved essential to the repair or reconstruction of some of
the damaged items of power, such as the Orb of Magic.
Each of the aspects is linked to a colour, metal or material; the Aspect is reflected
more strongly than any other in the balance of the pattern of that material. It is likely
that the Items of Power made use of this affinity.
At a very simple level, the patterns of the Items of Power are little more than
extremely dense and powerful concentrations of energy corresponding to a particular
Aspect, and any sufficiently localised concentration of threads of one Aspect could in
theory become another such Item. There is rather more to the matter than this though.
Firstly, there is the inherent difficulty in acquiring, handling and maintaining such a
level of power. Secondly, the difficulty of constructing a physical shell or form
sufficient to contain such a concentration – the Tomes are believed to exploit a
technique in which „flaws‟ of the opposed elements are used to control the chosen
element. Thirdly, the known Items of Power have shown a tendency to develop a form
of sentience, by a process thought to be akin to the way in which the Aspects form
embodiments, though less complete. Lastly, each of the known Items of Power has
some manner of home within the Void to which it may return apparently „at will‟.
The Items of Power may be tapped by those with sufficient understanding, in the first
instance, as an external source of controlled magical energies (aiding the casting the
higher level incantations or spells), and in the second instance, and more importantly,
as both a source of power and a focal point for the manipulation of power with a ritual
circle or to aid direct manipulation of the pattern of the world.
The Light Shard and the Dark Shard are not Items of Power in the sense discussed
here, though they might seem superficially similar. They are instead focuses for
communion with the Ancestors in one form or another.
The Aspects and their Relationships
The cadres and Balances and associations of the Aspects are as follows:
Elemental Nature Quintessential Metaphysical Physical Ideological
Greater Aspect Void Existence Creation Neutrality
Item of Power The Orbs The Runes The Tomes The Helms
Elder Race Ologs Dwarves Elves Fae
Peace/Order Knowledge Reality Earth Law
War/Freedom Magic Illusion Air Chaos
Feast/Plenty Spirit Fortune Water Good
Famine/Destruction Time Fate Fire Evil
Aspect Colour Substance Item of Power
Void Orichalchium Circlet of Orichalcium
Spirit Iron Red Orb of Spirit
Knowledge Gold Blue Orb of Knowledge
Magic Silver Green Orb of Magic
Time Mercury Yellow Orb of Time
Existence Adamantine Hammer of
Yoshamelenthes
Reality Ruby Rune of Reality
Illusion Diamond Rune of Illusion
Fortune Amethyst Rune of Fortune
Fate Emerald Rune of Fate
Creation Mithril Bowl of the Phoenix
Fire Red Copper Red tome of Fire
Water Blue Blue tome of Water
Air White White tome of Air
Earth Green Brown tome of Earth
Neutrality Eye of the Dragon/the
Awl
Law Violet Blue helm of Law
Chaos Yellow Gold helm of Chaos
Good Orange Purple helm of Good
Evil Indigo Black helm of Evil