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Post by frankthetriviaman on Jan 31, 2020 0:21:17 GMT -5
Significant groups within the Colorfolk:
Council of 12: The first twelve Colorfolk lines; these are the twelve Colormen who lead the faction and make the major decisions (prior to 1657). The Men In Blue, Red, Yellow, Orange, Green, Purple, Black, White, Silver, Gold, Brown and Gray hold equal power, though any individual one may be given authority over a specific situation if the need arises. For example- in times of War Man In White traditionally was given direct command of mobilizing and deploying forces against enemies, owing to the tactical brilliance traditionally indicative of this line.
After the Colorwomen became more prominent in numbers, they created an equivalent council to head their operations. Although one faction, they reasoned that if they operated independently, but connected, they could cover more ground and more effectively protect Ordos. During the Masteri War, while the Colormen fought the Order of Masteri directly, the Colorwomen handled “day to day” issues of the island; allowing them to fight the major threat to the island while not forgetting about other threats that would arise in the background.
The Spirit Mages: The Spirit-Type Colorfolk were often kept in reserve in most situations; an “ace in the hole” the Colorfolk preferred not to reveal to their enemies unless they really needed to tip the battle in their favor. Despite only rumors of them spreading off Ordos, many forces of evil grew to fear the Spirit mages simply because the idea of magic that could attack one’s soul directly, and there was no defense against it, was a terrifying thought. Fortunately, the fact that it was only used for good prevented it from developing a bad reputation; and in many cases, the spirit mages proved to be the blade that struck the winning blow throughout colorfolk history. As the only mages in the entire magic world capable of using such magic, this gave them a distinctive edge in many situations, but at the same time, the magic was useless against creatures that had no souls; namely artificially created beings such as golems and homunculi.
The Cerulean Giants:
Members of the Man In Cerulean Bloodline and other shades and tints of the color possessed the exclusive ability to grow to many times their size; the size of giants, in fact. Dragons and other giant species had long harassed the humans and other species on Ordos- after the Cerulean Giants came to be, humans finally were able to more effectively fight back against these threats, and over the coming centuries deaths due to these creatures plummeted.
The Iron Giants:
Not to be confused with the Cerulean Giants who grew to large sizes, the iron giants were a core of physically large Colormen, averaging 6’4” to 6’8”, with some members as tall as seven feet (though rare). Covered from head to toe in Avrenium Armor, and wielding Viktrium longswords or halberds- their indestructible armor proved to be a stalwart defense against the forces of evil who preferred to rely on brute strength. Historically, they had great success against both the Warriors of Odin, and the forces of Baron D’Levin; many accounts told of how “the heavy handed swings of the enemy proved fruitless, as their blades bounced off the armor of the iron giants. Others still retreated in terror as their blades broke to pieces against the Iron hides of Ordos’ sworn protectors.”
Timeline of significant Colorfolk Events:
1095: Prism comes to Earth, Faction is founded; Colormen are established
Approx 1098: First Colorwomen obtain the powers
1103-1108: Colormen hold off attempted invasions of Ordos from a series of attacks by a viking faction known as "The Warriors of Odin." Two attacks in 1109 and one in 1113 were the final attempts at a viking takeover of Ordos
1109: Masteri War; Seeking to prove their dominance, the Masteri declare war on the Colormen and arrogantly proclaim that their victory is guaranteed. Ill-conceived war results in faction being wiped out and golems becoming nearly nonexistent
1115: Matthew Erdagovern, the First Man In Blue, finalizes the Ordos Multi-Species Charter of 1115, finalizing the peace treaty among the intelligent species of Ordos; the next few decades are often called the “apex of the Golden age”
1131: Arthur Blackson, the first Man In Black, slays the Great Horned Beast when it ravages Ordos. He becomes a legendary hero in Ordosian Folklore, often equated to English folklore’s tale of St. George and the dragon.
1153-1155: War of the Dead. In retaliation for King of Ordos banning practice of Necromancy, Contritum Exolvuntur and the Order of the Gatebreakers, the two necromatic factions on Ordos, declare war on the people of Ordos. Both factions destroyed, their legacy cementing necromancy's place as one of The Four Taboos.
1202-1215: Orc War; the rise of fiercely anti-human tribal chiefs results in 4 of the 6 tribes declaring war on the humans. Anti-human orcs fall in battle, allied orcs safely evacuated off island. Colormen remember this war solemnly; while their role as defenders was fulfilled, they wonder if a different outcome could have been achieved
1340: Colorfolk help the "monster" species evacuate from Ordos following occupation of the island by the English. Establishment of the Church of St. Arthur's Bridge. A small but steadily growing group of followers begin seeing their sworn protectors as evil.
1351: The Ordosians celebrate the Colorfolk as heroes for preventing the Black Death from coming to Ordos. Membership of St. Arthur's Church plummets immensely as the former congregation becomes appalled that the priests of the church would dare call their saviors "the villains"
1650: St. Arthur’s Church reaches high point of influence as most of the islanders become parishioners of the church. Colorfolk decide it best to work from the shadows from now on.
1657: Prism shattered; Many Colorfolk defect and do their own thing, or simply become ambivalent. The "Blue Faction" become the only surviving Colorfolk to still see their duties as protectors be important. Unfortunately, membership of the faction is less than 200.
1659: First famine since 1095 strikes Ordos; many crops and animals die. Some of the non-magic folk begin questioning the preaching of the church, since the stories of their ancestors praised the Colormen's power "to protect from famine and pestilence"
1669: The Perception Filter, which has protected the Great Hall from invasion for almost 6 centuries, goes haywire in an incident no one understands. The Blue faction salvage what they can and is forced to leave their ancestral home. The Blue faction splits once again as about 70% choose to stay on the island, in secrecy, while 30 percent sail for England. The smaller group is considered the "true" Blue Faction due to both Blues being a part of this one.
1702: A severe storm, believed to be as strong as a Category 4 hurricane, devastates Ordos. The coup de gace of the island, many of the Colorfolk lines, both corrupted and non-corrupted, are rendered "lost" in this storm. During the storm A storm surge destroys the St. Arthur's Bridge church which had stood since 1342. In the aftermath, many residents interpret the church's destruction to be divine punishment for "turning on their protectors (the colorfolk) and being deceived by a false God." Many residents exile themselves from the island, while others remain behind to rebuild.
ORDOS MULTI-SPECIES CHARTER OF 1115:
Matthew Erdagovern (Man In Blue I) was determined to bring peace and stability to Ordos following the Viking raids of the early 1100s and the Masteri War of 1109. The Masteri War in particular had left nasty scars across the island, as many species had been affected by it. The species had never really come together before, and this resulted in much tension building up on the island.
Starting in 1113 and working through to 1115, Matthew tried to do the impossible: bring peace to the many species of the island. While it was impossible to reason with all species, i.e. ogres intelligence being too low to comprehend these kinds of ideas, he was able to bring many species to the table, and on May 23, 1115, the impossible was achieved:
Representatives from more than a dozen species had come together to sign a treaty that would bring stability to the island. The island followed with a celebration that lasted two weeks. Although very in depth and detailed, highlights from the treaty include:
.It would be understood that to the outside world, it would appear that the humans controlled the whole island, but in actuality the humans would respect the lands designated by the respective species to be theirs. The humans would not encroach on their lands, and maintain open trade relations.
.The Elf clans would be given control over the forests; humans and orcs would be allowed to hunt there, but with the elves permission, and only during certain times of the year. Elves, being primarily vegetarians, did not object to animal hunting for food as long as the other species were respectful of their wishes when on their land
.The six Orc tribes would each be given land designated as theirs. They were permitted to hunt freely within the plains and forests, as long as they did not exceed quotas and refrained from killing human livestock.
(SIDE NOTE: The Orc War of 1202-1215 started over the rise of fiercely anti-human tribe chiefs. Although the agreement was structured to benefit them, they saw the hunting restrictions as a "threat to the tribe" and felt the charter was "very human-centered." Several factors lead to the orc wars, but the anti-human chiefs taking issue with the charter was considered the "big, primary" cause)
.The centaurs would be given free reign of the plains
.The dwarves were given control over the insides of the mountains (the two tribes of mountain orcs controlled their respective territories on the surface of the mountains)
.The one tribe of giants that lived on the island had their right to live peacefully protected (many times they were asked to participate in military campaigns and refused; only raising arms in dire emergencies)
.The goblins' right to privacy within their villages was secured; but to help overcome the bad image set by the malevolent goblins who stole gold and jewelry, an apprenticeship system was established to allow goblins to learn trades in human settlements if they chose to
.Hobgoblins who lived in human dwellings and helped with housework had their right to be compensated if they so chose to be, guaranteed
.The humans would respect the areas that were the homes of the merfolk and fishfolk, and avoid fishing in those areas
.Emergency protocols were established for dealing with ogres, sirens, rocs, zombies, predatory vampires, werewolves, hydras and Chimeras
Matthew Erdagovern called the charter the "proudest moment of his run as a Colorman" and would reference it many times in his memoirs
THE EIGHT LAWS OF MAGIC (DETAILED EXPLANATIONS): First Law: In the earliest years of magic's existence, it was believed that the strength of the body was directly correlated to the strength of one's ability to use magic. This is not the case- if all other factors are kept equal, a man of frail, small build has the capacity to cast spells just as powerful as someone with a large, muscular build. Unlike physical strength, magic strength is not limited by muscle mass, because magic is not directly linked to anything physical in the body. Rather, one's mind is the reason the user can harness magic
“Magic does not come from physical strength. Rather, it comes from study, from a natural aptitude, or from an external source. The frailest old woman and the obese craven can still be a powerful mage in one of these ways” -Blake Erdagovern, when asked for clarification on the first law’s meaning.
Second Law: Magic, like matter and energy, exists in a finite amount in the universe. When spells are cast, magic is harnessed from one's "pool" of magic, and when the spell is cast, the magic then dissipates back into the world. Though it is possible to enlarge one's "pool," the amount of time needed to refill it is directly proportional to the size of one's pool. Barring the use of an artifact, when one is left to his own accord, someone with a smaller pool of magic will re-accumulate his/her magic quicker than someone with a larger pool. However, said pool, being limited in size, will run out more quickly than a larger pool. Likewise, it is possible to block one from using magic, by preventing them from harnessing it. This is commonly done with a hex, or the Colorman Alloy Vallerium (refer to “Colorman Alloys” in “additional lore”)
“The amount of magic in the universe is the same today as it was yesterday, and will be the same tomorrow.” Third Law: This law can be tricky to understand because of the existence of Colormen bloodlines. Put simply- the strength of one's ability to use magic is not dependent on hereditary characteristics, but on the individual. If a powerful sorcerer and sorceress had children, this does not mean that their children are guaranteed to be powerful mages. Rather, it depends on the individual's ability; so it is very much possible that children of powerful sorcerers can have little, or even no talent for magic at all. In one famous instance, when Geronimous the Wise and Tabitha the Sage, the sixth and seventh elementals, respectively, had their first child, a son, poor Erudus infamously had no aptitudes at all. His four younger siblings each had two or three aptitudes, conclusively proving no link between heritage and aptitude. (Don’t worry about Erudus though; he had a successful career as a scholar) “I have become a great mage because I was able to stand on my own merits. I am grateful for the knowledge my parents passed onto me, but my skill in magic is my doing alone; I trained, I studied and I practiced to become the mage I am today.” -Blake Erdagovern, when asked if being the son of a powerful mage was a factor in his prowess Fourth law: Even in the early days of magic, it was understood that healers could only do so much. Physical injuries, such as burns, gashes, even amputations to an extent, can be healed with magic. Diseases however, cannot be cured with magic alone. Magic is capable of many great things, but it cannot cure disease. (Believed to be foresight into the inability to of magic to prevent many of the worst epidemics in history, such as the Black Death or Spanish Flu).
But since magic can at least treat the symptoms of disease, what does this actually refer to? Put simply, the fourth law of magic is about the inability of magic to cure the one thing so fundamental to humanity that changing it is not possible by any means: The Human Condition. We are mortal, with mortal bodies and mortal lifespans. Mages can live longer, healthier lives compared to non-magic folk, but in the end, they all pass away eventually.
“Like how the flower must eventually wilt, the body must eventually die. Magic is capable of many great things, but even it cannot stop nature from running its course” -Blake Erdagovern, when asked about the Fourth law’s true meaning Fifth law: Building off of the fourth law, this law explains that while magic can conjure nonliving things, such as fire, rock or even metal or food, it cannot create "life" as we know it. Rather, magic allows one to become a "puppeteer" and control that which would otherwise not be alive. For instance- golems are magma, ice or stone that has been brought to life because a mage used magic to animate said material; but the material itself has no intelligence. It is only as "intelligent" as the mage who controls it. Likewise, when someone dies, magic cannot bring them back to life because the soul has already moved on to its final destination. A necromancer controls dead bodies the same way a puppeteer controls a marionette; the body itself is not alive.
In other words- magic cannot create souls; and therefore, cannot create life. It is for this reason that in the 3WSR world, the majority of mages do not consider beings such as Golems and hommunculi to be alive.
“We are mages, and capable of many great feats. But we are not miracle workers, and must recognize that the gift of magic alone cannot yield the gift of life”
Sixth Law: Magic in and of itself is morally neutral; however there are ways to make magic good or evil, such as an artifact, or the way it is used by the individual. Although evil magic is not more powerful than good magic, and vice versa, the moral influence of magic can still have an effect on the user. For example- The Prism in its whole state only contains good-influenced magic, because evil-influenced magic is not compatible with prism magic. Because this is so, nobody evil can access the Prism's power because, put simply, they are not able to harness the proper magic to be able to use it. This is the primary reason why there were no evil Colorfolk from 1095-1657. On the other side of the coin, there are some artifacts that can only be used by those who use evil magic. Although they are rare, you may find yourself on a quest to destroy such artifacts if tasked to do so.
It should also be noted that the existence of “The Black Stuff”, “The Blue Stuff”, and the “Corrupted Heart Standard” play into this; refer to the glossary for more information.
Seventh Law: It is often said that magic can "do anything" but really- it is limited by the user's ability to use magic. For example- many spells in the early years of magic were based around the classical elements of earth, air, water and fire, because they were what made the most sense to magic casters at the time. But then as magic was researched and humanity's understanding of it expanded, different kinds of spells emerged. The Colormen's ability to use spells no one had seen before when the Prism first arrived was directly due to the knowledge granted by the Prism to those who were worthy.
For example- the Colormen Alloys, Vallerium, radmiium, viktrium, etc. did not exist prior to the Prism's appearance. But when the knowledge was granted to the Colormen of how to use magic to forge alloys with special properties, these were able to exist because the Prism granted the knowledge of how to do so.
“In principle, magic can accomplish anything... but only if the user knows everything. This, of course, is not possible.”
Eighth law: Magic comes in many forms, regardless of morality. Even if one devoted his life to studying magic, and absolutely nothing else, he would still be unable to travel the world in order to learn and master every single discipline of magic, because it often takes a lifetime to master just one type of magic. (i.e. black magic, golem magic, prism magic, etc)
Then factor in that good people cannot use evil magic, evil people cannot use good magic, and that many kinds of magic were lost following "The Dark Times" (NOTE: Believed to refer to the fall of the Roman Empire and the coming of the Dark Ages)- it is clear that it is impossible to master magic.
“There will never be a true master of magic, for more magic has been forgotten than we can ever hope to learn” -Blake Erdagovern, remarking on if his quest for knowledge would ever be complete
COLORMAN ALLOYS:
One of the greatest achievements of the Colormen was the development of the Colormen Alloys: ten various materials with special properties. Prior to their existence, while it was possible to create objects and artifacts that could act as a conduit or amplifier for magic power itself (i.e. wands and staffs), there was no way to imbue objects with distinct properties... until now.
Many factions coveted the knowledge of the magic alloys, and while some tried to copy them, none were truly successful nor were they of the same quality as the Colormen-created alloys. The knowledge of the alloys also proved impossible to steal, as it was charmed to only be known not just by Colormen, but only those who signed the relevant contracts and remained good. (more on this below)
The defenses proved so effective, not even the four excommunicated lines (Bronze, blood, Steel and Iron) were able to obtain the knowledge of the alloys if they had possessed it prior to their respective betrayals/departures.
The alloys are as such:
Radmiium- nullifies teleportation; used as a "containment" means, by coating the walls of a room, or having an individual wear cuffs made of the alloy, they are completely unable to teleport. The Colorfolk had a contract with Majika Supremus to supply them with a "generous amount" of the alloy for the building of the World's magic prisons when they were under construction
Viktrium- vibrates at a high frequency on the atomic level- allowing it to cut through the hardest metals easily. Popular choice for artifacts that are swords, axes, etc. Able to cut through just about everything except another blade of Viktrium, and the alloy Avrenium (see below); think 3WSR's interpretation of a lightsaber
Vallerium- Causes the pool of magic accumulated in a person to completely dissipate. Must be in direct contact with skin to work, so often handled with gloves. however, all magic users know of it, and are aware of its powerful effects. Often only used as a last resort. Many forces grew to fear the Colormen because of this alloy alone. Ironically, is mainly used for chains and restraint, to keep magic users from using magic after capture. Majika Supremus uses vallerium handcuffs specially made by the Colormen to arrest magic criminals.
(NOTE: Post dark-era, Majika Supremus relied on hexes where, when a target was cast with said hex, if they attempted to use magic they would instead experience great pain)
Trafnium- Armor made of this alloy is able to regenerate on its own when damaged. Due to a considerable amount of time taken to forge, it is not a very common alloy
Avrenium- an alloy that serves as the equivalent of Mandalorian Iron from the Star Wars universe. It is one of the strongest alloys- but it's heavy mass makes it rather unwieldy in combat. Only used by an Elite core of Colormen known as "The Iron Giants" against threats that relied on brute force rather than magic.
(NOTE: The Iron Giants weren't cerulean giants; rather, they were physically large, imposing Colormen, averaging 6'4" to 6'8", who protected the non-magic population from threats such as ogres, and other monsters/ forces that relied on brute force over magic)
Gresmium- This alloy can bend light around it, effectively making it invisible to the untrained eye. When worn, the wearer becomes invisible. Not used in combat because... well, not easy to find a wounded ally when he's invisible. Instead, used for reconnaissance and information gathering
Burkadium- Exponentially increases the magic capacity and power of the wielder. Was deemed extremely dangerous and only a small amount was made in secret, and is only to be used "in dire situations of last resort." As the story goes, during the dark era the (world's) entire supply of Burkadium (about four pounds), was destroyed by the spirit prior to his hibernation, "to ensure it would never fall into the wrong hands." While powerful it also has a dangerous drawback: if worn for 72 hours straight it causes a magic buildup within the person that is so intense they effectively become unstoppable... but if not removed quickly, the magic destroys the physical body, killing the mage. After removal, a cooldown period of 2 months must be endured to ensure safe use once again.
Because it was so dangerous, it was almost never used in practice... there are less than a dozen instances of the Colormen using Burkadium in their history.
Watlium- Impossible to duplicate or transform, it initially had no uses. However, when word about this unique trait spread, it was decided in the Magic World to adopt it as the universal currency in the world of magic. The Colorfolk supplied the Watlium, which in turn was supplied to the Magic Association for Supply of Currency Administration and Regulation (MASCAR for short; think Magic world's equivalent to a Federal Reserve). Because Watlium held no real value outside of the world of magic, it was rare for mages to build "magic businesses" in order to become "watlium billionaires" because there was no point in doing so; thus in terms of material wealth just about all mages can be considered "middle class."
Corfdium- While not as strong as other alloys, it has a unique trait. When magic is passed through a coil of this alloy, the metal produces a bright glow ideal for lighting a room.
In an era before effective electric lighting, the Great Hall was lit with Corfdium "bulbs" a much safer alternative to torches.
Glevdrium- causes "The Darkness" to dissipate if it becomes too concentrated near the wearer. While The Darkness is not inherently evil, the fact that it is what enables necromancy to be possible has mired its reputation. Glevdrium was developed primarily for use in coffins; bodies buried in a coffin lined with Glevdrium cannot be revived as a necromancer’s puppet. In some cases, armor could be forged with some Glevdrium inside of it to ensure in a battle situation the body cannot be revived by a necromancer. In addition, because it is also a use of The Darkness, those who wear a Glevdrium bracelet are rendered immune to mind control.
THE FOUR TABOOS
Because magic spawned from numerous civilizations and regions, many types of magic evolved as a result. Over time, mages from all over met and exchanged ideas, and because mages were among the most open minded of learners, the concepts of bigotry and racism did not exist in the magic world, allowing an exchange and diffusion of knowledge on an unprecedented scale.
However, as said knowledge grew it became clear that there were some types of magic too horrible to use... magic that, when practiced, had no real benefit to the world. This gave rise to the concept of “The Four Taboos” in magic. They are as follows:
“Famine” magic: Not a specific kind of spell per se, but refers to any use of magic that results in mass depletion of food supply, such as using fire magic to burn grain fields or electric magic to “strike the waters and kill the fish.” Prior to the 1400s warring factions of mages often employed this tactic as a means of weakening enemies. However, the long term effects were often too horrible for what the short term tactical gain was... namely, mass die-offs of starvation would follow because the fields in question often fed others, not just the factions. It was in 1410 at a special gathering of Mages from almost every existing faction that the decision was made to ban so called “famine warfare” for the same reason that gas warfare was banned in the normal world following World War I... it was simply too horrible to condone.
Mind Control Magic:
In magic, there is a concept known as the “Founder’s Law” that was laid down by the founding fathers of magic themselves. It is simple, but powerful: “Magic exists to preserve the free will of man, not limit it.” In other words, magic is not intended to be used to make one subject to the will of another. Though this magic was known to exist at least during the dark ages at least in some form, the practice was banned, along with Famine magic, in the same at the 1410 mage gathering.
Human Sacrifice:
Although historically practiced only by a small handful of factions, some considered this the most repulsive of the taboos because it is considered the most direct contradiction of the Founder’s law- to forcefully take life just to fulfill the needs of a single spell was seen as a flagrant violation of one’s free will. No one knows with complete certainty why human sacrifice is a thing to begin with; though analysis of surviving texts on the subject does paint a fairly disturbing picture- in one book alone, the phrase "Requiring the spilled blood of an innocent" is used 84 times. Thus, the current consensus is that something about this magic requires blood as a conduit in order to be cast.
Necromancy:
In this context, referring only to the acts of raising the dead. While some consider human sacrifice the worst taboo, others will say it is this. Many saw this act as preventing the dead from resting in peace, and others still found the act of grave desecration utterly vulgar.
Although modern necromancers do exist, and many aren’t outright evil (in fact are highly spiritual) those on the outside looking in at necromancy still see the act as terrible; many modern factions have banned its practice as a requirement of membership.
The academy of magic in Germany does not teach necromancy; instead leaving it to a necromancy specific academy in Finland.
Although the “necromancy renaissance” of the 1700s managed to slightly weaken the taboo following the discovery that necromancy and healing were two sides of the same coin, many mages still refuse to acknowledge the two arts as related. For some mages who specialize in healing, they consider being called a “necromancer” akin to being called a slur and very offensive. Graduates of the academy in Finland, however, do not mind being called “necromancers” regardless of specializing in healing, raising the dead, or both.
MORALITY AND MAGIC
Magic in and of itself is inherently neutral (see Sixth Law of Magic); and yet often times in magic there are terms that get tossed around that appear to indicate otherwise:
Good magic, Evil magic, Pure of heart, Corrupted, Heart gone black, Purified, Made whole
Although morality in and of itself is subjective, surprisingly the nature of magic gives it a unique quirk that allows for an objective standard in the good and evil of magic... a standard that just about every magic faction is fully aware of and has used said standard for centuries. (TRANSLATION: An in-universe explanation for why mages talk about morality, a subjective concept, like it is objective...a trope that shows up all the time in these kinds of stories)
Actions in and of themselves are neutral. It is the consequences thereof and the motives of the user that dictate whether the action is good or evil. As the knowledge of magic grew and sorcerers dedicated time to studying magic itself, not just the use and casting of it, a shocking discovery was made.
People have different levels of affinity for magic- it is said affinity that allows one to build up their supply of magic within their body. Magic freely exists in a finite amount in the universe, like matter and energy. The stronger one's affinity, the more magic can be stored within the body to allow for the casting of more and stronger spells (side note: when spells are cast, the expended magic dissipates back into the universe, akin to how energy is lost in friction when you go back and forth on a swing)
But what does this have to do with morality? Well, magic has more to do with the soul and mind of the user than the body of the user; the act of harnessing magic may require a functioning body, but as one magic scholar noted:
"...even the eldest of men remain highly regarded as sorcerers and mages; for although the body wears thin, the mind and soul remain strong"
It is the interaction among the soul and mind with magic that results in a unique quirk of magic: the build up of "the black stuff"
The black stuff in question is the key to understanding the morality of magic. Those who are good, i.e. have motives and take actions to benefit others, help others, improve one's life and others for the better, etc. have little to no "black stuff" built up within them. Those who are evil though, have large amounts of the black stuff within their hearts.
The black stuff almost never exists in the physical world, but it can be brought into physical existence with spells such as the Colormen's corruption purge. Even today, nobody knows what causes the black stuff to form. However, the nature and what it is are all too well understood. As one colorman put it in his journal:
"I am sure my heart remains free of it, but even so I remain terrified of that accursed black stuff. Heavy and boiling like tar, yet somehow, in some way, also alive, this black tar forms only from those with the wickedest of hearts. Just today, we slayed a Mage who murdered other mages, his sole motive being to prove himself stronger than all others. Out of curiosity we cast the corruption purge on him to see if he could be redeemed. I was horrified with just how much of that accursed black stuff poured out of his body. For but a brief moment, he looked repentant and remorseful... his heart purified and whole again. But then, as if by fate, he fell into the black stuff once again, and returned to his old self! We had no choice but to strike him down... for it seemed that the build up was to great and himself too prideful for any meaningful redemption"
Though its exact origins remain a mystery, four things are certain about the black stuff:
1) it is built up in ones heart area of the soul over time by committing evil and wicked interpreted-actions based on the consequences
2) almost everyone has small amounts of it; but good people keep it in check and are able to not turn evil
3) the black stuff does not exist physically, but certain spells can remove and destroy it under the right conditions
4) exposure to small amounts causes minimal effects; exposure to large amounts causes one to turn evil
Henceforth, the black stuff was referred to as "pure evil" and something that became the standard for determining the morality of magic users.
If one had little to no black stuff, they were "pure of heart"
If one has a lot of it, their heart is "black" or "corrupted"
If it is removed, one is "purified" and made good again. (Much research has shown removal of the black stuff does, indeed, cause formerly evil mages to turn good(
Although there are critics of the system, arguing that the black stuff is not fully understood and more research is necessary, even they do not deny the enormous amount of evidence and accounts that suggest the "Corrupted Heart Standard" has, at the very least, some degree of validity.
MAJIKA SUPREMUS EXPLAINED:
The world of magic exists disconnected from the "normal" world and society; while just about every mage has a life in normal society as well, they also keep their "normal" life and "magic" life separate.
Because of this unusual nature of existence, as magic factions became more common and began communicating, it became clear that there was a glaring issue that needed resolution- how to ensure that mages didn't abuse their power and go on to rule the world with an iron fist.
Realizing something needed to exist to keep the magic world from devolving into chaos, and ensure mages who committed evil acts were held accountable in situations outside of faction warfare, It was in 1250, in the Renaissance years of Europe, that a new organization was born to solve this dilemma: Majika Supremus
Majika Supremus is the law enforcement and judicial body of the world of magic. If one mage murders another mage, or commits any other crime for that matter- it is Majika Supremus who ensures that the criminal is served justice. The paladins of Majika Supremus are a respected group, having been praised for their firm, but ethical approach to Law enforcement.
Because their focus is strictly on the administering and enforcement of the Judicial Law of Magic, The Corrupted Heart Standard is irrelevant to them, because they judge based on actions taken and motives thereof, not if they are "evil by nature" since in principle, anyone has the potential to commit a crime. For example- if two good mages were to get into an argument that suddenly spun out of control and one killed the other out of anger, this one, single act is not enough to fully corrupt a heart and make them evil. If the mage were to plea that "I am not a bad man, my heart is not corrupted as you can see" the mages of Majika Supremus would say "this is irrelevant; your actions speak louder than your heart"
That said- like normal courts there is no "one size fits all" sentencing and there are mitigating factors that can lessen sentencing. Like normal courts, Majika Supremus does differentiate between:
First degree murder (killed, with intent)
Second degree murder (killed, without intent)
Manslaughter (accidental killing)
Reckless endangerment (no intent to kill, but killed due to committing an act that created a substantial risk)
Gross negligence (dead due to disregard for safety)
Because not all criminals are created equal, Majika Supremus follows a policy of "Restoration for the remorseful, Retribution for the wicked." If a criminal feels genuinely guilty about their actions and wishes to redeem themselves, then Majika Supremus will not "set them up to fail" and as part of sentencing will ensure they have a chance to turn a new leaf after completing their debt to society. However, truly wicked criminals who are proud of their actions are given the harshest of punishments... in old days this often included torture, but following the enlightenment of the 18th century "Cruel and unusual" punishments were abolished in favor of imprisonment and other, more humane methods. Majika Supremus staunchly supports due process and the fair administration of justice; as such Draconian punishments are prohibited; i.e. death without trial, long prison sentences for minor crimes, etc.
Majika Supremus is composed of five main branches to ensure the Judicial law of magic is carried out most effectively:
The Paladin Division- essentially the "police officers" of the magic world, who have the authority to arrest and charge with crimes
The Court Division- The judges who administer trials and the attorneys who represent plaintiffs and defendants. Unlike the courts of the "normal" world, funding is evenly split between prosecution and defense to ensure a fair trial. Most trials in the magic world are bench trials; jury trials are rare and were most phased out in the 20th century due to frustrations over low turnout. While it is true that in the world of magic racism and bigotry are virtually non-existent the same problems that plague "normal" juries also plague juries in magic world trials. While defendants are often given the choice of a jury trial, they often opt for a bench trial to avoid the time consuming process of selecting a jury... and dealing with the never-ending list of excuses to get out of jury duty. Many also prefer the impartiality of a Paladin Judge.
The Corrections Division- Paladins and other mages specifically dedicated to working the prisons of the Magic world. Majika Supremus Operates Four facilities to house the magic world's prisons:
Detention Facility 1: Based in a facility located outside Allegheny National Forest in the United States, the "low danger" criminals are housed here. Non-violent offenses of the magic world committed by remorseful criminals are given the necessary rehabilitation and help needed to thrive in the outside world. Modeled after the prison system used in Norway
Detention Facility 2: Based in a facility in Northern Sweden, these are the mages who by "normal" people would be considered "mentally ill." Criminals who acted due to psychological problems are housed here; again following the principles of restorative justice, the environment is more akin to a hospital than a prison.
Detention Facility 3: Based in the "middle of nowhere" in a vast stretch of the Sahara Desert, the violent criminals who showed no remorse are housed here. Although there are life imprisonment residents here, no one who is given a death penalty is sent here. No mage has ever attempted to escape due to... obvious reasons. Although opportunities for rehabilitation are provided, few of the residents take these opportunities
Detention Facility 5: Based in the remote wilderness of Siberia in Russia, the "Death row" of the facilities. Majika Supremus rarely issues the death penalty; and the facility's population has never gone above 50. Reserved only for those who committed the most heinous of crimes, and those who commit war crimes, crimes against humanity, etc. Prisoners sent here are given one year to "make peace" before their time comes. Because Majika Supremus refrains from the cruel and unusual, executions are done "quickly and painlessly" versus "slow and painful."
There did used to be a Detention Facility 4, also based in Russia. Essentially the twin to Facility 3, it also housed violent criminals who did not get the death penalty. After it was destroyed in the Tunguska event of 1908, Majika Supremus decided not to bother rebuilding on the grounds that the "current prison population did not justify its need any longer."
The High Council-
If any entity comes closest to being "ruler of the magic world" it is the High Council. Members are elected to serve in 10 year terms. While this may seem long, remember the historical context: The High Council was established in 1250 with the organization; and because of the concern over the problematic logistics of 2,4, and 6 year elections, 10 years was the result of a compromise to ensure the adequate time necessary to hold the necessary elections and have ample turn-out. The alternative, life appointment, was seen as "out of the question" because mages wanted to ensure that members were elected based on merit, not heritage. Furthermore, members are limited to three terms (though there is currently discussion to reduce it to two terms).
The role of the High Council is two-fold: to give final approval of the laws created by The House of Debate (see below) and to act as judges in trials involving war crimes and crimes against humanity.
Now on the surface this may seem like a lot of power to have, but context is key. Concern over making one single person "ruler over all magic" lead to the creation of the council, as opposed to a single office. Across the world of magic, it was decided that no one person should ever hold the title "King of the Mages" and thus, the council was created to ensure this would never happen.
When initially created, there were fourteen "chairs" on the council. Each chair represented a region of the world. Because mages explored the world long before the "normal" world, by 1250 the magic world of Africa, Europe, Asia, and even Australia and the various pacific islands were already "united".
The Thirteen chairs represented: Northern Europe (predominantly Scandinavia), Southern Europe (predominantly Spain, Italy and Greece), Eastern Europe (predominantly the Baltic States, Ukraine and Belarus) Western Europe (predominantly United Kingdom, France, Germany), Northern Africa, Southern Africa, Central Africa, Middle East, Russia, India, China, Japan, the Pacific Islands and Australia.
After 1600, three chairs were added for North America, Central America and South America.
Now, on the surface it does seem that Australia, Russia, China, India, and Japan have a lot more power compared to Europe, Africa and the Americas, but again, context is key. In those parts of the world, there are fewer countries that cover large areas, so grouping by country was more practical. Furthermore, do not forget that in terms of population, the "magic" population is quite low, relative to the normal population.
In fact, compared to Europe and Africa, the number of factions in Russia, China, Japan, India and Australia was rather low, so the fact that the five chairs weren't combined into two or three was... surprisingly a topic of much debate at the time.
In times of disaster or strife, the High Council's job was to be the "voice of condolence and assurance" in troubled times; figures who would provide hope in times of trouble.
Magic warfare was inevitable; because magic had the potential to be far more destructive than regular warfare ever could be, The High Council and the House of Debate instituted "The Charter for the Rules of Engagement of Magical Warfare" in 1274 this became the first act of what eventually became known as the Constantinople Accords. These today are seen as the equivalent for the Geneva Conventions for regular warfare.
If mages commit war crimes or crimes against humanity, rather than go on trial under the Court Division, they are judged by the High Council directly, to "set an example of how heinous the crimes committed are"
The House of Debate
Created in the 1600s and inspired by Britain's parliament, to ensure that the factions had a louder voice for the passage of the Judicial Laws of Magic. Membership was voluntary, but the vast majority of factions decided to take part anyway because they wanted to guarantee their voice would be heard. Only evil factions did not participate in the House of Debate.
Like modern congresses today, the House of Debate has the power to introduce bills, debate over them, and pass them, so the High Council may ratify them. Since the number of factions was prone to fluctuation over the years, the decision was made that for a bill to pass, a "2/3 majority" was the only requirement.
Due to decline in factions and faction membership, the House of Debate has steadily grown smaller and smaller. This has led many to argue that house should be disbanded, especially "since this new, modern generation of independent mages hasn't given us a real solution to the problem."
The High Council has been preparing for the day when they would lose the House of Debate for some time now; other still though fear that it will be a "crisis of global proportions" should the House be disbanded.
One thing that is important to note: despite the impression given here, the High Council and House of Debate are not "political" in nature. In fact, in the magic world political parties are actually illegal, "to ensure the integrity of those who serve the magic world and make it clear that they serve the will of the people, not the agenda of a select few"
As such, debates are handled maturely and respectfully here; with those who serve motivated by the will to go what is right for the Magic world, rather than select organizations of the magic world.
......
Although the factions are represented in the House of Debate, the High Council and other divisions of Majika Supremus are required to maintain neutrality to ensure no bias. As such, the mages of Majika Supremus are required to resign from any other faction they may be a part of prior to joining.
Traditionally, Majika Supremus was based in Constantinople/Istanbul, the "crossroads of the world" for the time, given its relative central location between Africa, Europe and Asia. Today, they are based in the Magic Underground, with special access points to their prisons which make transportation more efficient.
Criticism of the organization does exist. Some argue that they have too much power. Actually, the fact that they handle all matters concerning the Judicial law of magic is quite beneficial to magic society. By eliminating unnecessary bureaucracy and avoiding creating multiple organizations that could overlap and compete for jurisdiction, the Judicial System in the magic world actually runs rather smoothly and efficiently compared to the judicial systems of the "normal" world.
In fact- following the complete failure of Private Prisons in the United States, support for Majika Supremus to keep maintaining the Four Prisons of the Magic World remains at an all-time high.
ORDOS:
General Island History:
(to be added)
History of Magic on Ordos (Pre-Colormen)
In the general history of magic on Ordos, historians tend to divide the island’s history into five eras:
Prior to 100 AD: Pre-Recorded (i.e. minimal records exist of this time)
100 AD - 500 AD: Era of the lone mages (factions were non-existent)
500 AD- 1095 AD: Era of the Eight Factions (mages consolidated into eight factions, each based around one of the elements)
1095 AD - 1657 AD: Era of the Colorfolk (considered by many to be the “golden age” of the island)
1658 AD - present: post-magic era (for reasons not entirely understood, magic all but completely disappeared after the fall of the Colorfolk)
Why was such a small island off the coast of Great Britain so significant to the magic world of the 3WSR canon? It comes down to the magic on the island itself. Normally, when not pooled in an individual mage, magic exists naturally in the world around us, freeflowing and waiting to be “sucked into” an individual, before it is expended by a spell and becomes unconcentrated, environmental magic yet again. However, sometimes magic can pool in the world itself. These pools in question do not physically exist in the sense of, say, a pool of water, but do manifest in something such as a lake, a cave or a mountaintop. Normally, pools of magic are small and unstable, usually dissipating after some time. However, larger pools of magic tend to stabilize and in theory, last indefinitely. These larger pools are quite rare though, and oftentimes will go undiscovered for centuries. But a unique quirk of Ordos made it stand out: like other places, it did indeed have a relatively large pool of magic. But in addition to this pool of “general” magic, there were eight other large pools of magic, each one a different elemental affinity. No one understood how or why, but on this tiny island there somehow was nine relatively large pools of magic- general magic, fire, water, earth, air, ice, lightning, light and dark. The Ordosians tried to keep this a secret, fearing invasion from outsiders. Unlike most places on earth, since Orodos’ non-magic and magic populations freely interacted with each other, this gave the King of Ordos power to act and make a decision on the matter. He declared that the magic pools were “the property of the people,” thus preventing any one person from proclaiming ownership of them. To ensure the safety of the pools of magic, in the Pre-Colorfolk era each of the eight magic factions set up their bases near these pools of magic to ensure they would not be exploited.
Orcs of Ordos:
The six tribes of Ordos could be broken down into three sub-populations based on geographic location: Northern Orcs, Mountain Orcs and Southern Orcs. Biologically there was no difference between them, though behaviors were different based on their surrounding circumstances.
NORTHERN ORCS:
These two tribes relied on a diet that was mostly game meat. They hunted animals in the forests as their primary source of sustenance. Because the humans farmed and raised their animals on the plains, an understanding was reached that "Humans get food from plains, Orcs get food from forests" among the tribes. No formal alliance or truce existed between the humans and Northern Orcs, but beyond the occasional fighting that did take place between the humans and orcs over disagreements stemming from the Orcs inability to recognize human land ownership, and the occasional fight between orc tribes over frequency of hunting (see below), the Northern Orcs lived a relatively peaceful coexistence with humans. it was not until the 1180s, when fiercely anti-human tribal chiefs took over, that they began raiding human settlements more often. A lack of records from the Orcs' perspective, unfortunately, prevents us from knowing why this change took place.
The Dennok tribe: Very hostile towards outsiders. While sympathizers argued they were simply protecting their own their frequent attacks on human and elf settlements lead them to have few allies.
The Foglag tribe: Unlike the Dennok tribe, they maintained a peaceful relationship with the elf settlement that lived in the northern forest, and from them learned the lesson of the importance of avoiding over-hunting. (the elves themselves ate mostly plants, but understood the need of other species to hunt, and accepted that fact as long as they did not over-hunt the animals). Multiple journal accounts from human observers tell about how the Foglag tribe tried to teach the Dennok tribe the dangers of over-hunting, but it was in vain. The Dennok tribe declared more than once "not hunting threat to survival of tribe! Foglag threat to tribe!" Depending on the generation and who was in charge of each respective tribe, the two Northern tribes were either in a state of peaceful co-existence, with the Dennok tribe respecting the wishes of the Foglag, or they were at war, with the Dennok tribe fighting the Foglag over what they perceived as a threat to the survival of their tribe (i.e. restricting hunting meant not enough food to go around, to them)
MOUNTAIN ORCS:
Around the 900s, the Foglag tribes' chieftain died, and his three triplet sons argued over who should be in charge. Because they were all born the same day, the normal way succession worked in the Foglag tribe did not apply. Thenet argued he should be in charge because he "came from mother first," Begrin argued he should be in charge because he "was most fit to lead" (unlike most Orcs on Ordos, he was capable of speaking proper English, and before the Foglag tribe civil war he was determined to forge a peaceful alliance with the humans and fellow orcs once and for all) while Mortwal argued he should lead because he was "strongest of all warriors"
Two days of fighting within the Foglag tribe lead to Begrin becoming victorious, who decided that, for the sake of the tribe's survival, he had no choice but to exile his brothers and their followers. Half of the Foglag tribe remained loyal to Begrin, but one quarter of them followed Mortwal and the other quarter followed Thenet.
The two tribes ended up settling in the mountains, where they thought that since it was not as populated compared to other parts of the island, there would be less competition over resources. There wasn't; the Mountain Orcs ended up becoming the two most aggressive tribes on the whole island. The limited resources of the Mountain region put them in direct competition with the Ordosian ogres, who preyed on human and orc children as sustenance; with the three populations of Dwarfs on Ordos (who were also mountain dwellers, but lived within the mountains), and with each other. The limited resources and heavy competition ingrained in them the "fight to survive" lifestyle; so much so that when they began raiding the two human settlements of the mountain region more frequently, the King of Ordos ordered them to be relocated so they could be easier to defend.
Kelmet Tribe: Founded by Thenet and his followers. Pretty much believed that "might makes right"
Demwal Tribe: Founded by Mortwal and his followers. Unlike Thenet who valued strength above all, Mortwal at least instilled in his followers "the warrior's honor." As such, after a joint human-orc expedition to deal with the ogre population, he and his descendants subsequently decided that "human homes only to be raided as last resort" and subsequently tried not to attack humans if there were other options. Mortwal's descendant who lead the tribe during the Orc wars abandoned this rule and resumed attacks on humans.
SOUTHERN ORCS:
Unlike the other tribes which had a diet of mostly land animal meat, the Southern Orcs primarily had a diet of fish, because the forests of Southern Ordos were not populated with as many animals as Northern Ordos, meaning that the Orcs needed to turn to the waters for food. Their string and ropes were of inferior quality to what the humans produced though, meaning that their attempts to fish often resulted in broken nets and snapped lines. Frustrated, but observing that the humans had more success with fishing, it was about two generations after the human and orc settlements had properly been established that the orcs began raiding the humans for their fish. Although the humans did receive aid from other settlements (the various human settlements were united under a single king), the orc raids caused much problems nonetheless. Although there was some level of understanding that the orcs were doing this as a matter of survival, human attempts to reason with the orcs and establish trade failed. It was not until the 800s when the dynamic finally changed.
Fegron Tribe: More aggressive towards humans compared to the Utjen tribe, after the South Orc Wars ended they became spear fishermen and raids on humans, while still existent, became less frequent. (see below)
Utjen Tribe: In the 800s the humans were able to appeal to the tribe leader, Galmer (one of the Ordosian orcs who did have human-level intelligence) to cease their raids on human settlements. So, an agreement was made: in exchange for a reasonable supply of fish to be provided on an agreed upon schedule, the Utjen would help protect the human settlements from raids by the Fegron tribe (who had rejected similar trade offers). After this agreement was made, the Fegron tribe declared war on the Utjen tribe. A series of battles between 832 and 838 became known as the "South Orc Wars" which ended with an Utjen victory. Although the orcs were very aggressive and considered surrender shameful, the Fegron tribe, in the end, used the reasoning that "no war worth fighting if cannot get food" and decided that the best way to end the war was to shift focus to trying fishing themselves. Though their nets were still problematic, they were able to become great spear fishers, using rivers as their source of food.
Until the arrival of the Colormen, the Southern Orc dynamic was fairly straightforward: the Utjen tribe was more amicable to humans, while the Fegron tribe was hostile. These two tribes relied on fish as primary sustenance, and would try and raid human settlements when their catch was low. Given the Utjen's alliance with humans, this made them enemies of the Fegron tribe.
The Fegron eventually decided that sometimes they would go north to hunt... but this put them at odds with the Northern Orcs, especially the Foglag tribe.
Orc War timeline:
early 1000s: there are six tribes of orcs on Ordos; plus hundreds more on Great Britain, the continent and beyond. With the exception of a few tribes in Northern Africa, orcs are exclusive to Eurasian continent.
Early 1100s: Colormen become first humans to fight back effectively against the hostile orcs. Eventually, weapons are laid down and diplomatic talks do take place. Pre-existing agreements with Utjen and Foglag tribes allow for some success in terms of diplomatic resolutions, and overall hostility does go down. The Multi-species charter cements peaceful relations between the humans and the non-hostile tribes.
1180s: The rise of fiercely anti-human Tribal chiefs results in greater frequency of Orc raids on humans. Although the status quo of the island was specifically designed to benefit as many species as possible, including orcs, the chiefs felt the status quo "was very human-centric." Although true that humans (including the colormen) were behind the majority of inter-species agreements, the orcs failed to understand that the arrangements in place were for their benefit, not punishments (i.e. hunting restrictions to avoid population collapse and create more food over time)
1202: King of Ordos summons the six tribal chiefs. An open offer is extended to help their tribes and work to benefit both species. The Foglag tribe open the door for future talks and the Utjen say that they will consider the offer. The other tribes refuse and declare war on the humans; swear to turn Ordos into "land of Orcs"
1203: Orc raids on human settlements around Ordos increase in frequency; Colormen forced to step up defenses against Orc attacks. A human offensive against the orcs is stopped by Colormen intervention; a miscommunication resulted in the force nearly attacking the (relatively) friendly Foglag Tribe. The Colormen intervening to protect the Foglag tribe convinces the chief of the humans' sincerity, and they promise to help in holding off the Dennok tribe from now on.
Winter 1203: A particularly nasty winter freezes two rivers that serve as the primary Water supply for the Orcs. The hostile Orc tribes temporarily cease attacks on human settlements to fight with each other over water supply. The Utjen receive help from the humans, and decide that their offer of peace is worth accepting after all. In exchange, the humans help the Utjen in their fights with the Fegron tribe.
Spring 1204: the winter's end sees the rivers thaw; Dennock, Kelmet, Denwal and Fegron tribes resume attacks on humans.
1204-1275: Colormen research into Orcs. Beginning in 1204, research primarily includes observation to see how they function as a society, and autopsy of dead orcs to understand them biologically. Controversies disappear quickly when it is revealed Orcs do not practice ceremonial burial; they "leave the dead where they fell in battle" as outsiders observed. Because the Foglag and Utjen tribes only see dead bodies as "empty shells" (NOTE: Refer to Star Trek's klingons) they willingly allow the Colormen to have bodies for research.
1206- The Orc population on Ordos is now 75% what it was 1196, with most losses stemming from the Mountain tribes and Dennok tribe. Despite this, the hostile Orcs refuse to back down. Humans extend first major offer peace to these four tribes; tribes refuse and diplomats are attacked. Colormen intervention saved the ones that went to the Mountains from death, while a coordinated effort from the Foglag tribe and Colormen saved the ones in the north.
1207- Colormen receive word Orc tribes on Great Britain are attacking human settlements there; messengers arrive at Great Hall, pleading for help in the fight against the Orcs. Thirty Colormen sent to Great Britain to assist local magic factions to find a resolution. Their experiences with the Foglag and Utjen tribes give the Colormen hope that at least some orcs will respond to diplomacy, despite the popular perception among the "non-magic" population of humans
1208- Second major Peace offer to the four hostile tribes of Orcs; they refuse once again. In retaliation for what is seen as "softening up to humans" the Dennok tribe launches a devastating attack against the Foglag tribe. Although only about 1/5 of the Foglag are killed, their village is devastated. Fearing for the safety of the tribe's youth, the tribal leader goes to the Colormen for help. Desperate for a solution before the Dennok decide to try again, both parties agree to a long shot: the surviving Foglag would sail for the Scandinavian regions; rumors of friendlier human-orc relationships In Sweden entice the orcs to head in that direction. The five chartered ships leave Ordos in the dead of night to ensure the Dennok never learn the truth of their "disappearance" the next day.
1209- Orc Population 60% of what it was in 1196... the deaths of the chiefs and majority of the elders cause the remaining members of the two mountain tribes to merge into one Mountain tribe. Four tribes now exist on Ordos.
1210- Concluding a five year study of battle aftermaths- the Colormen notice a shocking trend- Orc youth of the hostile tribes are becoming more and more aggressive and taking part in battle as the tribes lose valuable warriors. In the Utjen tribe, although they are doing fairly well, increased pressure from Fegron attacks causes them to consider taking orc-youth in training and turning them into fully-fledged warriors sooner. Ultimately they decide not to.
1211- third major offer of peace; Once again, the three hostile tribes refuse.
1212- A smallpox outbreak causes the Orc population on Ordos to plummet; Dennok tribe collapses while Mountain tribe cuts off all contact with the outside world to minimize losses. Death of the Utjen's chief causes his son to take over as leader. Refusing to allow his tribe's youth to succumb to the plague, he asks the Colormen for help in evacuating his tribe to safety. Although the prior evacuation of the Foglag tribe yielded no confirmation of the "Scandiavian Haven" they ultimately decide that no other options are available. Luckily, because the outbreak had not yet reached the Southern part of Ordos, it was fairly easy to get the Utjen off the island before it was too late.
The collapse of the Dennok tribe and evacuation of the Utjen tribe leaves only two tribes of hostile orcs on Ordos: the Mountain tribe and Fegron tribe. Interestingly, evidence seems to indicate that more orcs died from disease during the war than in battle.
1213- A fourth major offer of peace is extended to the now two Ordosian Orc tribes; it is once again rejected. The remaining tribes believe in "proud warrior" philosophy and consider surrender to be "shameful" and that "battle must be seen through for our honor"
1215- A climactic, final battle ensues. The two remaining tribes fight their own fronts against the humans, determined to take over the islands' status quo. Colormen launch a counterattack, coordinating with the human non-magic forces to limit their impact on the island. In the final days, the surviving Orcs all retreat to the mountains, declaring that "we will receive Tokvork's blessing, and then take this island once and for all." The Colormen forego chasing them, instead assisting in the rebuilding of the damaged areas.
August 11, 1215- A great earthquake hits the island, causing an avalanche that wipes out the Mountain Orc encampments. The colormen are shocked by this outcome, but decide that they will still inspect the areas for survivors... none are found.
August 16, 1215- Outside the Great Hall, a relatively small gathering of 300 Orcs, including many children, gather. None have weapons or armor. Their appointed leader, Udsek, explains that the day before the earthquake, he received a vision that the actions of the hostile orc tribes had "angered their Gods" and punishment was due to come. He escorted those who believed him to an uninhabited plain where they remained for a few days. "The avalanche... came from Tokvork's fury" he declared. Though unsure of this, the Colormen still understood, and asked why they came. "Gods say we have done much damage to island... now we leave it as penance for actions" he replied. The Colormen understood, and arranged a third evacuation for the remaining Ordosian Orcs.
Although the non-magic humans celebrated the achievement of "forcing the orcs off our island" the Colormen ultimately decided that the Orc Wars would be remembered solemnly... not for the victorious outcome, but for what might have been...
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Post by frankthetriviaman on Feb 4, 2020 20:44:26 GMT -5
IMPORTANT FOR GAMEPLAY MECHANICS:
POTIONS: Magic may be powerful, but it isn’t always readily available. To supplement magic use, a wide variety of potions are available, whether purchased or crafted. No light affinity? There’s a healing potion! Need an emergency boost of magic? There’s one for that too! Want to be rich beyond your wildest dreams? Well... there’s no potion for that, but in a pinch, a potion may just be what you need to help you out:
If crafting potions from scratch, you will of course need ingredients. There are six herbs that can be used in potion making. While they each have a proper name, many just call them by their color for simplicity:
Mezonia- when refined, yields mezonite. Also known as the “green herb.” Used to make healing potions.
Tarpulis- when refined, yields tarpulite. Also known as the “red herb.” Used to make magic restoration potions.
Gerranis- when refined, yields Gerranite. Also known as the “yellow herb.” Increases vitality of the consumer (translation- Max Health increase)
Balmunin- when refined, yields balmunite. Also known as the “blue herb.” Increases the pool of magic in the consumer (translation- Max magic increase)
Carramin-, when refined, yields carramite. Also known as the “white herb.” Increases the endurance of the consumer (translation- increases number of actions per day)
Sudrimon- when refined, yields sudrimite. Also known as the “orange herb.” Increases the energy of the consumer, letting him act faster (translation- increases speed)
These herbs can be found in small quantities in most forests or fields with a successful Nature Knowledge Roll. Some herbs, however, are much rarer:
Cassninia: A purple fungus that only grows near oil deposits. When refined, can be used to create deadly poisions.
Freinie: A orange flowering plant that only grows in warm, dry climates. Each plant yields 1d10 flowers. When refined, the flowers are exxtremely reactive and flammable.
Tracnak: A purple berry resembling a blackberry. The plants are very thorny and harvesting it is difficult. When refined, produces an immensely powerful healing effect.
Druriv: Only grows in places “cursed by witchcraft”. Druriv is intensely toxic in its unrefined form, and even touching its leaves without proper preparation can be instantly fatal. When refined with carramite and mezonite, Druriv essence creates a potion that briefly provides a massive boost to one’s health and strength.
When you have enough of a specific herb present, it can be used to make a potion. But before you go binge drinking, be warned: Overconsumption of potions is known to cause enormous harm to the body; in most cases, specific kinds of potions can only be used every X amount of days.
Some herbs can be combined with others to yield other potions with all sorts of effects. For simplicity, this game only uses two-herb combinations.
Examples of known combo potions include:
Yellow herb + blue herb = sleep aid; relaxes the consumer allowing one to rest easier. Considered more “polite” to use on someone than casting the sleepy time spell.
Orange herb + red herb = Dragon’s breath; allows the consumer to temporarily be able to breath fire, akin to a dragon. Surprisingly, not a popular concoction due to having limited practical use.
Red herb + white herb = love potion; no, it's not what you think it is. The potion only works when the consumer already has pre-existing feelings for someone. Meant to be given to shy individuals, and give them the “boost” they need to have the courage to confess their feelings. You’re not likely to encounter this potion on your quest… but hey, good to know there’s something out there to help lonely hearts find love, right?
Green herb + yellow herb = knock-out; developed in an era before effective anaesthetics, used to render the consumer in an unconscious state for a period of time proportional to dose… about 1 hour for every ⅛ cup consumed. Ideal for when surgical treatment is necessary, but not recommended for any other use, since once consumed the person does not wake up until the effects wear off… no outside force can rouse the consumer.
COLORMEN ALLOYS: (For In-depth descriptions of the alloys themselves, refer to Additional lore)
The ten colormen alloys are the result of combining base metals into the alloys. Now we’re not talking about your standard, “every day” metals here… we’re going to need something a bit more special than iron, copper, zinc, lead and gold. The colormen alloys are forged from naturally occurring rocks in areas with high concentrations of magic presence. This is important for a simple reason- to have a magic alloy, you need a magic starting material. For the sake of gameplay, you won't be restricted to a single area to find said starting materials; but know that some are rarer than others. The starting materials are assorted stones… don’t worry about weird names here; all are derived from their natural colors:
Red-stone
Blue-stone
Yellow-stone
Green-stone
Black-stone
White-stone
Silver-stone
Gold-stone
The alloy combinations are as such:
Radmiium- Three parts red-stone, 2 parts blue-stone, 1 part Silver-stone
Viktrium- Three parts blue-stone, 2 parts green-stone, 1 part Silver-stone
Vallerium- Three parts yellow-stone, three parts blue-stone, 2 parts silver stone, 2 parts gold-stone
Trafnium- three parts green-stone, 2 parts black-stone, 1 part white-stone
Avrenium- three parts white-stone, three parts green stone, 1 part gold-stone
Gresmium- three parts blue-stone, 2 parts yellow-stone, 1 part white-stone
Burkadium- three parts white-stone, three parts blue-stone, three parts gold-stone
Watlium- three parts gold stone, three parts silver stone, one part black-stone, one part white-stone
Corfdium- two parts red-stone, two parts blue-stone, two parts yellow-stone
Glevdrium- three parts black-stone, two parts blue-stone, one part silver-stone
Once you have forged an alloy, you will have one “unit” of material. While you could sell this unit for profit, it is not recommended because the products you can make from the alloys are far more useful (though Corfdium is an exception; see below).
The tools are as such: Radmiium wall: 10 units Radmiium Radmiium chain: 2 units Radmiium for every “length” of chain
Viktrium Weapon: 1 unit for spearheads, 2 units for sword blades, 2 units for axe heads
Vallerium Rod: 2 units Vallerium
Vallerium Chain: 2 units vallerium for every length
Trafnium armor: 4 units per armor set
Avrenium armor: 4 units per armor set
Gresmium armor: 4 units per armor set
Burkadium Gauntlet: 2 units per gauntlet
Watlium: 1 unit is worth approx 100 “pips”
Corfdium coil: 1 unit makes 1 “length” of corfdium coil
Glevdrium amulet: 1 unit makes 1 amulet
Glevdrium-lined armor: 2 units to line one set of armor with Glevdrium
Glevdrium coffin: 4 units to make a Glevdrium coffin
The Elements of Magic: To be able to harness magic, one must possess an “aptitude” for it. In this context, “aptitude” refers to the elemental affinity one has for magic. There are eight potential elements one can have an aptitude for: Fire, water, earth, air, ice, light, dark and lightning/electric (terms are interchangeable). Before you ask- no, no one knows why ice and water are separate aptitudes; nor do they understand why steam manipulation requires air and water aptitudes. Allegations of a ninth aptitude, honey, are probably false (but see chapter 8). Most mages will typically have two or three aptitudes. To date there have only been nine known” elementals”... beings who possess all eight aptitudes. The last was Matthew Erdagovern, the first Man In Blue. Likewise, on the other side of the spectrum it is possible to have no aptitude for magic at all. That doesn’t mean that non-mages are weaker than mages; it simply means that they cannot learn to use a power they cannot access. Breaking it down: Fire: Magic involving the generation, manipulation and control of flames and heat.
Water: Magic involving the generation, manipulation and control of water and water vapor
Earth: Magic involving the generation, manipulation and control of rock, sand, dirt and other "earthly" material
Air: Magic involving the manipulation and control of air (unlike other elements, air is not something that can be "conjured" in the traditional sense)
Ice: Magic involving the generation, manipulation and control of ice (No one quite understands why ice is a different affinity from water)
Light: Magic involving the generation, manipulation and control of light
Dark: Magic involving the generation, manipulation and control of a mysterious energy known only as "the darkness" (refer to glossary for detail)
Electric/lightning: Magic involving the generation, manipulation and control of electricity, usually in the form of lighting
Aptitudes are important to understand, because in a battle situation they are one factor in determining who has the advantage in a battle situation. For example:
Fire is weak against water, and strong against ice
Water is weak against electric (with the exception of “pure water shield”), and strong against fire Earth Magic is strong against electric, and weak against fire
Air magic is strong against electric and weak against earth
Electric magic is strong against water and weak against air
Ice magic is strong against water and weak against fire
Light magic is strong against dark magic but has no real advantage or disadvantage against other elements.
Dark magic is weak against light magic and holds no real advantages over any element, but in exchange its potential for causing damage is higher compared to other elements. Are there things magic cannot do? As powerful a force as magic is, it does indeed have its fundamental limits. Detailed by Blake Erdagovern, the Fourth Man In Blue, these limits are known as The Eight Laws of Magic. They are as such: First Law of Magic: One's ability to use magic is not dependent on the strength of one's body, but strength of one's mind Second Law of Magic: Magic can neither be created nor destroyed; it can only be harnessed or blocked Third Law of Magic: Magic is learned, not inherited Fourth Law of Magic: Magic can heal, but it cannot cure Fifth Law of Magic: Magic can restore life, but it cannot create or return life Sixth Law of Magic: Magic itself possesses no morality, but can be influenced Seventh Law of Magic: Magic is limited by the knowledge of the user Eighth Law of Magic: It is impossible to completely master magic
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