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WINTERWEIR DESIGN JOURNAL 7#

Types of Magic in Winterweir


In Winterweir, all magic stems from the Aether.  A dimension created by the draconic Terra'ssar during the early history of Teth-Ammon.  The Aether filters the raw essence of the Far Chaos, a dimension of chaos and destruction, into pure mystical energy that can be harnessed by powerful magicians.  All beings on Teth-Ammon have the potential to work magic, the Terra'ssar incorporated it into their genes.

 The various types of magic to be found on Teth-Ammon are as follows:

 

 
Arcane Background (Spells)

    A semi-scientific approach to magic, Spell Casters use an elaborate system of symbolic meanings and mathematical formula to control the effects of magic in their minds.   Spell-Casters almost all belong to one of the major magical organizations like the The Church of Heton, the evil Crimson Oath, or the Grand Arcanum.  Despite their knowledgeable approach to spell-casting, magicians are not necessarily more powerful than their fellows.  Their access to great libraries and laboratories, on the other hand, guarantee that they usually have a far more diverse array of magic to draw upon.

    Magic users are feared on Teth-Ammon and often condemned by the Church.  This doesn't mean that there is anyone breaking out the kindling for a witch burning, however.  At least, no one outside of the faith of the Supreme Throne, magicians are powerful and their exaggerated strength terrifies the populous more than their actual spell-casting.

Arcane Background (Faith)

    The power of magic is controlled by will, which means that those with sincere faith in the gods are often able to channel magic just as strongly as those who practice spell-casting.  Fundamentally, there's no difference between a faith based magic user and a magician but few see it this way.  In the eyes of the church, their magic is a gift from the gods and a sign of their deities' favor.  The populous tends to agree and bestows great reverance on miracle workers.

    Unfortunately, the very nature of faith based magic is a double edged sword.  Heretics and monsters can be faithful just as easily as Saints.  The Churches must spend a considerable amount of time stamping out heresies generated by demagogues with supernatural powers.  Sometimes, they are even overthrown by these firebrands and the entire structure of the church changes in accordance.

Arcane Background (Psionics)

    Known as True Sorcery, Psionics are well-known in Teth-Ammon.  They are simply treated as another form of magic.  Indeed, it draws its power from the Aether just like the other forms do.  Sorcerers are feared by many since they have raw and untamed power that comes entirely from within.  Despite their lack of a formal education, most Sorcerers are so filled with self-confidence that they can match a typical spell-casting wizard blow for blow.

    Sorcerers do not have an organized structure like the priests and wizards of Teth-Ammon do, but this does not inhibit them.  Most Sorcerers are solitary anyway and pursue their own paths to enlightenment.  There is a tendency towards arrogance amongst them that leads a few to project themselves as living gods.  In isolated areas, this may actually work.

Arcane Background (Super Powers)

    Magic has a warping and corrosive effect on flesh.  No one knows what creates a mutant, since most magic users never display the least sign of mutation.  However, quite a number of children born in 'accursed' areas display the signs.  Outcast from the rest of humanity, they nevertheless gain many strange abilities as their bodies are warped by sorcery.  Some attempt to win the respect of their fellow man while others turn to the worship of demons out of spite.

    All people who possess super-powers in Teth-Ammon are cursed with a deformity, minor or major, that marks them as one of the dreaded mutants.  Not all mutants are evil but many are associated with the dread power of Malaxas, the Crimson King.  This is undoubtedly due to the fact that his cult makes every effort to recruit them.

Arcane Background (Weird Science)

    The pursuit of science is hardly dead in Teth-Ammon.  It is a civilization coming out of a Dark Age, rather than trapped in one.  While most people understand things like gunpowder and plumbing are decidedly less than magical, there are plenty of devices that defy the understanding of the average peasant.  These are the creations of the True Alchemists.  Natural philosophers who are devoted to stamping out superstition, or simply interested in making some quick coin.

    Alchemists are often treated with as much fear and respect as wizards.  This is partially due to the fact that experimenting with the leftover science of the Terra'ssar can be even more dangerous than spell-casting.  Countries like the Free Republic of Amania employ their Alchemist Mages to stamp out rogue wizards while groups like the Children of the Divine Spark attempt to educate mankind as a whole.
 

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