About Rask

Rask Fellmar of Thater that Was. Rask was born in the small village of Thater, not far from East Pass Fort in Aegir. He never knew his father, a Raidensblud or at least a solider in the Aegirian army. His mother made a household with another man, and Rask gained a half-brother and several Fellmar cousins. Rask ran away and joined the Aegrian army as soon as he could. After seeing far more brutality and evil than he ever imagined, his home is gone, he is a deserter twice over, and he is an exceptionally well-trained warrior.

Collegia Arcana 101: Lecture 12 – The Weave of Warrens

Ezrin is careful about when he delivers his lectures to Ethelred, he checks around the tent, and does not lecture when traveling alongside any others. Nevertheless, After several lectures on each individual Collegia Arcana, Ezrin moves on to an overview of the Weave of Warrens

Magic everywhere and in everything exists in a semi-formalized state, some call this The Weave.. The power is refined, aspected, organized into something like themes, and these themes are what we refer to as Warrens. Some think of Warrens and magical tunnels in reality, others as strands of power that make up reality, some as other dimensions of existence outside of what most humans are normally capable of experiencing, and some old writing refer to them as Planes of Existence.

Many Warrens are accessible to mortals and gods alike; others are – Alien.  Some are virtually extinct, or inaccessible due to ignorance or deliberate rituals of sealing.  Some, in addition, are claimed and ruled over by elements either native to those warrens, or so fundamentally related to them as to make the distinction meaningless.

There is some disagreement as to whether certain Warrens are shared by various Powers, or if those Powers have their own, individual Warrens. For example, most believe the Pont-loi, Pannoi, and Poloi all share the same Warren. Many believe that that Traan-Vilu and Elgin share the same Warren. Most who espouse these types of beliefs hedge their propositions by including the caveat that the Powers occupy different parts of aspects of the Warren. This is most evident in the theories of The Omni-Warren, and Warren-Weave Duology.

I am about to list some Warrens. It is important to take care in speaking, writing or gesturing the names of Warrens. Especially with writing them and gestures. With writing about them, use plain letters, and simple abbreviations, lest you accidentally invoke the power of a Warren. Do not practice the gestures outside of practicing specific incantations that already include the gestures.

Some the Warrens Named by the Sages include:

Warrens particular to each God, or at least each Major God

Elemental Warrens, Air, Fire, Earth, Water. 

And more, such as:

Infernal, Abyssal, Cthonic, Oceanic, Swamp, Elements, Celestial, Astral, Etheric, Elven, Dwarven, Demonic, Gnomish, Cold, Lighting, Stone, Wood/Trees, Light, Darkness, Healing, Shadow, Death, Undeath/Hunger, Draconic, Order, Chaos.

Here are some proposed groupings or Meta-Warrens:

[Here Ezrin draws various web-like relationships between different groups of Warrens in the sand, using simple non-arcane one to three letter abbreviations for the various Warrens as he lists them]

Death – Undeath/Hunger – Chaos – Abyssal – Cthonic

Water – Cthonic – Oceanic – Swamp

Healing – Light – Dian-Cecht -Celestial – Sun

Wood – Plants – Oo-Rin – TyLin

Demonic – Infernal – Abyssal – Chaos

Dwarven – Gnomish – Goblin – Orc

Celestial – Anahsar – Ishtar – Raiden – Torr-Van -Oo-Rin – Ponnoi/Poloi

Earth – Stone – Traan’Vilu – Algin

Fire-Water-Earth-Air

Fire-Steam-Water-Mud-Earth-Lightning-Air

There are more, some get lost in proposing all the possible relationships. Literally lost according to some stories, pulled into a maze of Warrens and lost…

You can see why it is important to use tried and tested materials, sigils, gestures and vocalizations when calling upon magical energies. The potential to connect with unintended energies is very high, and the consequences of doing so can be truly catastrophic.

Each One Teach One

Ezrin approaches Alexis one morning g after breaking the fast.

“Alexis Laelius, I believe learning the Recollection Perfextion incantations from you would help me teach Ethelred. I would better be able remember the lectures and be able share them more accurately. Would you be willing to teach me?”

Collegia Arcana 101: Lecture 3

The Collegium teaches that almost every spell belongs to one of eight Collegia Arcana:  Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.

A Collegia Arcana is a group of related rituals, incantations or workings that work in similar ways, they share some of the same… vocabulary and materials so to speak. Workings, incantations and rituals of the same Collegia share similar runes, gestures, materials, steps, and so on, some more than others  

Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to back it’s warren or other magical place. They are most often used as protective spells.

It is said that abjurative magical fields interfere with each other and create barely visible energy fluctuations. 

If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, the spell will end. 

Conjuration can be separated into four sub-Collegia: Summoning, Calling, Teleportation, and Creation.

Summoning Conjurations bring objects, creatures, or some form of energy to you. 

Teleportation Conjurations transport creatures or objects over great distances.

Creation Conjurations create objects or effects on the spot. 

Creatures or creations you conjure usually, but not always, obey your commands.

A creature or object brought into being or transported to your location by a Conjuration cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Divinations enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Locating objects, detecting magic, detecting undead, clairaudience, clairvoyance, scrying, prophecy, dowsing, are all Divination. Divination can also be used to read thoughts and even communicate without speaking.

Enchantments affect the minds of others, influencing or controlling their behavior. All Enchantments are mind-affecting. Two major types of enchantments grant you influence over a subject creature: Charms and Compulsions.

Charms change how the subject views you, typically making it see you as a good friend.

Compulsions forces the subject to act in some manner or changes the way her mind works. Some compulsions determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you create the enchantment, and others give you ongoing control over the subject.

Evocation manipulates energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. The energy manipulated in Evocations has been described as coming from various sources, Good, Evil, Force, Fire, Light, Water, Darkness, Shadow, Sound, Lightning, Law, Chaos and more. 

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusions can be divided into Figments, Glammerie, Patterns and Phantasms. Some place Shadow-magic in the Illusion category.

A Figment Illusion creates a false sensation. Those who perceive the Figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A Figment that includes audible effects generally struggle to duplicate intelligible speech. In some cases, intelligible speech may be possible, but it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image will produce gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.

A Glammerie changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. 

Because Figments and Glammerie are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these Illusions are useful for confounding or delaying foes, but useless for attacking them directly.

Like a Figment, an Illusory Pattern creates an image that others can see, but a Pattern also affects the minds of those who see it or are caught in it.

A Phantasm creates a mental image, that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasmagoria are mind-affecting Illusions.

Creatures encountering an illusion usually do not recognize it as illusory until they study it carefully or interact with it in some fashion. A figment or phantasm remains as a translucent outline when it is known to be an Illusion.

Necromancy manipulates the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this Collegia. Some place Fear-inducing magic in the Collegia Necromantic. Some place shadow magic in the Necromancy category, or at least some shadow magic seems to be Necromancy. 

Transmutation spells change the properties of some creature, thing, or condition. Polymorphic transformations, levitation, flight, temperature shifts, lead becoming gold, reshaping wood or stone, these are all transmutations. 

Shadow magic is somewhat… controversial, some place it in its own category, others in Illusion and many in Necromancy. Perhaps  by all accounts, creates something that is partially real. Damage dealt by a shadow illusion is certainly real, and sometimes seem similar to that caused by certain undead, other times seems caused by whatever the shadow is a shadow of. A shadow of fire for example, may harm your very life force, or it may burn you. Many speculate about why this might be, if it is even true or simply part of the Intrinsic Nature of the Illusion of Shadow.

Collegia Arcana 101: Lecture 2

After working through a couple individual spells, Ezrin begins to lecture Ethelred daily on magic.

“We should start from the beginning, I have been trying to reconstruct the initial teachings I was given. Some of it will be tedious or maybe even repetitive, I’m sorry, but I believe it will give you the necessary foundations required by the Collegium and for your own, and all our safety.

Let us begin with the Basics of Invocations, Rituals and Workings.

All magical rituals, invocations, workings or spells, are epiphemomena emergent from the alignment of phenomena and noumena. Thought made real. The precise replication in reality and in the mind of the correct gestures, sounds, and materials, when combined into the applicable weave-matrix patterns, are charged with energy from the relevant Warren, Warrens and or Weave-elements.

This pattern-matching of gestures, intonations, and visualization of the sigaldric formalae is what we study when we memorize a spell, in addition to the local adaptations required to take into account astrological alignments and influences, and any other locally variable pheonomena.

When properly and precisely uttered or gestured, while mentally recalled, the correct arcane invocations combined with the correct material foci, create an arcane entanglement and then a release of this energy from the weave matrix, which in turn triggers a set reaction. The release of the energy contained in these words, and gestures is what causes the spell to be forgotten or the inscribed sigils disappear from the surface upon which they are written.

The triggering action draws power from one or more Warrens. Whether the spell is an abjuration, conjuration, alteration, enchantment, or whatever, there is a flow of energy — first from the spell caster, then from some warren to the area magicked or enspelled by the caster. The energy flow is not from the caster per se, but in the cases of vocal intonations, it is from the utterance of the sounds themselves, each of which is charged with entangled audiosymbolic energy which is loosed when the proper formula and ritual is completed with their utterance and demonstration. This power then taps the referenced warren or warrens (in some cases whether or not the spell user has any idea of what it is) to cause the arcane entanglement to function.

Many spells also require somatic motions in conjunction with words. The spoken words trigger the release of the magical energy, and the hand movements are usually required in order to control and specify the direction, target, area, etc. of the spell effects.

Materials are often but not always required. In general, the material requirements are shaped by the Principle of Similaritiy. Fireflies and Light for example. In the case of more powerful spells, certain common components become necessary. Gems, crystals, silver, gold, pearls, and so on. Some say these items are necessary to properly channel the energies, some say they a required sacrifice, and others maintain that they contain power that is amplified and consumed. Either way, in the common vocabulary suggest ‘materials’ are consumed, and some items are used as a focus.

When spell energy Is released, it usually flows to a given warren to reality. To replace It, something must flow back in reverse. The dissolution and destruction of material components provides the energy that balances out this flow, through the Principle of Similarity. Sometimes this destruction is very slow. Some say that those spells without apparent material components are actually utilizing the air exhaled by the magic-user in the utterance of the spell.

When performed properly, with the correct sigils, gestures and materials, the release of stored Warren energy is not usually particularly debilitating to the spell caster, as he or she has ensured the correct conduits and protections are in place through the proper use of the correct sigils, gestures and materials. As long as the incantations and rituals are done correctly and accurately, the power comes from outside the spell caster, not from his or her own vital essence. The power to activate even a simple and relatively weak spell would leave a spell caster weak and shaking if it were drawn from his or her personal energy, and a powerful spell would most certainly totally drain the caster’s body of life!

It cannot be emphasized enough that because spells utilize arcane energies from Warrens of Power tested methods always be used. Any improper casting is likely to cause the arcane entanglement to malfunction dangerously, create intransitive oscillations of the Weave, and unleash eldritch abominations. The Principal of Similarity is called the First Principle of Corruption by some. Careful attention must be applied to using the correct sigils, symbols, gestures, and materials, lest the caster be harmed, or worse yet, the caster may unleash unknown horrors upon the world.

Aegeirian Hospitality

While Gus and Ethelred are out gathering materials, Ezrin takes a break from his studies and waits for Alexis to pause his own work.

“I say Alexis Laelius, what do you make the fine Aegierian hospitality we’ve seen of late? The King Adelfried’s Army set’s a fine example, don’t you think? The guests we met the other night, do you think they were guests of the Green Shirts, or just friends of a soldier?”

Ezrin winks very obviously at Alexis.

Collegiate Topiary Methodoly

While Gustav and Ethelred are out collecting “materials,” Ezrin approaches Alexis.

“Alexis Laelius, I seek your counsel and advice as a fellow member of the Collegiate of the Esteemed, an initiate of the Third Circle, and as a part of your team.”

Ezrin pauses to guage Alexis’ acceptance of these terms.

“I am concerned about Ethelred’s… unique and intuitive approach to magic. You have discussed a former colleague that brought much chaos and danger to you and the rest of the group through even more chaotic attempts at magic, so I know you are aware of the immediate dangers, but given your unique entry in the the Collegium, perhaps you are not fully aware of the strict prohibitions on teaching magic to the uninitiated? The sanctions and penalties for which tend to start with expulsion from the Collegium at the least severe.”

Ezrin pauses for a moment and looks meaningfully at his hands and waggles his tongue just enough to make his meaning clear.

“Of course, transgressions can sometimes be forgiven, if the results are… productive for the Collegium, and the infractions themselves are not too… well-known, publicly or within the Collegium…”

“So, to the counsel and advice I asked for. How do I move Ethelred’s education forward and best pave the way for us to return to the Collegium? Do you have any insights from your own admissions experience?”

Abra, Abracadabra! I Wanna Reach Out and Grab Ya!!

Over the course of two weeks, Ezrin rarely leaves his cot. He is engrossed in two books and several scrolls. He occasionally finds a moment to speak with Alexis and to a lesser degree Ethelred about arcane weaves, auras, runes, gestures and invocations.

At some point, Ezrin retrieves an empty vial from his haversack, and removes a thin pair of gloves no one had noticed before, makes the gestures and invocations related to auguration of magical auras, and focuses on these items at length. When he is done he puts the gloves back on, they are barely noticeable, and he writes for a bit in one of his notebooks.

On another day, he raises the topic somnabulatory effects of certain enchantments, incantations and gestures, the impact of sand, crickets, and rose petals upon such.

A conversation regarding the use of transmutative and arcane imbuatative properties powdered silver, or “argentum,” as well as select transmutive incantations and gestures, with Ethelred continues off and on throughout the fortnight.

Ezrin makes frequent use of his crystals, several scrolls, incantations and gestures related to divination, aurgury and literacy of the arcane, and an adjustment of some sort to arcano-aura-auguracity incantations and gestures that seem to make it last longer then usual.

He is heard to mutter about atmospheric transmutations at length and practice several gestures and incantations that seem to related.

He makes frequent notes in one book, and regularly references another. Often mumbling about enchantments, mentalism, and somnabulation, or transmutation, aerotonomy, atmospherics, teleoration and anemonologistics. After ten days or so, he carefully writes three new pages into his “reference” book.

An hour or so after breakfast, a day or two after writing the new pages into the “Reference Book,” he performs incantations that seem to be related to teleoratory atmospheric transmutations, and then speaks “The stargazer climbed to the highest peak of the mountain, eager to gaze upon the night sky. She dreamed of one day traveling to the stars, of exploring new worlds and meeting strange and wonderful creatures.”

About two hours later, right on schedule, squire Perez enters the tent with lunch, looking even more confused than usual, and asks, “Did one of you say something about a stargazer who want to travel to the stars? It sounded like you were right next to me.” Perez looks over his shoulder to just outside the tent.

Ezrin smiles.

Sword Snatching Strategy 2: Dark Hand Boogaloo

Near the end of the time the group spends resting, studying, and practicing, Ezrin catches the groups attention,

“Now that we know where the Well-Trained Pony is How are we going to get past those Green Shirts, with enough time to deal with The Ruins…

“And are we really going to do it while Pool-issumus Light Foot is watching us?”

After a few minutes of confused looks, Ezrin sighs and clarifies:

“The sword we want, it’s been broken twice, like a well trained Westlander… ‘s pony.”

He looks expectantly at the others, clearly wondering if they are on to his cant or need more explanation.

The Kommandant and Earycka?

During the time spent studying, practicing and preparing in the tent, Ezrin gets Alexis’s attention and asks,

“Alexis, do you think that Earycka intercepted the Kommandants packet of reports that we helped prepare or had a copy made for herself? Do you know much about their relationship? It seemed like more than that of simply an ally. Or favored vassal…”