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Magic in the Southlands

Magic is a highly revered gift in society, which gives those who are born with the ability special consideration.  It is said to be the gift of one of the goddesses, and whichever goddess they follow is given credit for the gift.  The only 'dark' gift is stenminism, and it is illegal to practice stenmin magic in Tow, though not in Shae.  In the days of Sera Erique and Valerek Kilari, it was noted by the SunJin that simply having these abilities was not a crime, but using them was.  Those with that dark magic will almost always try to keep it a secret, after all the only way it could come out is if they used it, and it is a very tempting gift to use.

Those who use their gifts, the white, shamanism, the blue, durinism, and the black, stenminism, are varied in their practice.  Some call upon the gift with simple meditation, a quieting of the mind to all but the centering of their gift.  Others focus on ancient runes, some drawing them in the air, some meditating on them, some drawing their arms out, believing that they are pulling energy from the air, cross their arms over their chests and cast.  The learning of the art of magic usually starts during puberty.  It begins in the home, and as the gift surfaces, the family begins their method of teaching to draw the magic from the great mother earth.  In each home, the technique is different, but the runes are necessary to know, even if it comes to the point that they are in an elf's subconscious, and they do not consciously do anything with them.  So the first lessons are of the runes.  The family teaches the runes from texts of their ancestors, but they do not give the runes by word.  They try to meditate with the young, hoping to bring the rune to their mind.  They may give suggestive comments to the youngling, guiding their thoughts, but the words must be discovered by the power of the magic users mind.

Shamanism

The shaman's power is drawn from the white light.  It is considered the purest form of magic because it is non-aggressive, and all of it's spells are protective and calming.  The user tends to be noble of spirit, and protective all life.  This is not, however, set in stone.  All of the magics give some amount of tendency to affect the spirit of the user.  But the mind is a powerful instrument that cannot be ruled by small tendencies.  The shaman is a healer, a protector, a curer of poisons and in an instant, they can create springs out of the ground, they can force someone to be calm, they can weave the runes to urge someone to walk beside them as a friend.  While potions can be brewed and tablets, illegal to all but the MendiKu who make them, made, the shaman is the ultimate healer, available on request.  The shamans magic is the shortest lasting of all of the magics in Tow.  The spells wear off the quickest, and the debate rages on about why.  It is a mystery, as it is with the durin's source of power.

Durinism

The durin's power is drawn from the blue light.  It is considered the most protective of the magics.  It can quicken the user's departure from danger, it can shield them from physical and some magical mental attacks, it can turn the skin to stone, they can create fruit out of thin air, they can create light in the absence of it, and it can levitate the user, making climbing easier, and allows them to literally walk across water.  Durins tend to be highly protective, motivated, the strongest combination of speed and strength in a magical warrior.  While their fighting skills may not equal that of a warrior's, their magic tends to even the playing field, and can make for a impressive fight.  Also of note, in the city of Tow, a Durin's powers are the longest lasting of all of the magic.  The reasons for this are unclear and there is much speculation as to why.  Some in the past have known the answers, but now those answers are closely guarded secrets by those in the highest of power.

Stenminism

Very, very little is known about the stenmin's magic.  It is dark, the spells harsh and powerful.  Poisoning by magic, invading the mind, forcing their will upon others, control over darkness, the ability to put their opposition to sleep with one spell, and the ability to transmute their physical form, are all a possibility.  The stenmin's spells are all aggressive and self serving.  What is known, is that the spell's lasting affects lie somewhere between the durin and the shaman.  They are generally secretive, quiet, even shy people.  Or they may be boisterous and flamboyant.  But as sure as the sun rises, they will go mad over time for use of their dark gift.  Many refuse to call it a gift, only a curse.

The Green Light

The green gift is seen only among the goblin people, though it has inhabited elves three times, that is known of in the history of all of the elven people, and those people were touched by the Goddess to get it.  It can have the affect of any spell known to elfkind, and then some.  It is unpredictable.  It doesn't follow any linear pattern in learning, so learning the spells is quite difficult.  Also, because only these few elves had the gift, they didn't have that early learning period that takes place during puberty.  It is notable that each of the three elves that possessed the power were either durin or shaman beforehand.  The green gift is used by the goblins, but because of these three anomalous elves, the Empire can not be sure how it is granted, if by birth or gift of a goddess.  It is the only magic used among the goblin people that has been seen to date, save stenminism.

The Red Light

Only known to be held by Auendauro Kirana, its origins are unclear, but there are rumors that one of his offspring has the same talent.  Lord Kirana would never give an interview, he rarely even spoke in public, and in his present state, it would seem that any information will not be forthcoming until the child, if the rumors are true, comes forth to tell the elven people more.

*** Remember, overuse of your magic can end in an untimely demise.  The ancestors themselves will strike you down for playing with your capacity.

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Last modified: 07/12/07.