Magic in the Realm of Serpents
This page goes over the different types of magic practiced within the world of Realm of Serpents.
In RoS, all magic shares one universal law; it must be fuelled by a source external to its wielder. Be that a harvest mage using another living thing’s vitality to help grow crops, runesmiths and alchemists drawing upon the innate magical energy in everyday items, or a familiar and their human companion using the strength of their bond to manipulate the elements. Even dreaded necromancers are required to take a life to bring one back. Only True Magic is an exception to this, requiring nothing but the Mage themself - but there have been no True Mages for centuries, if they ever existed at all. The peoples of the Land of Rivers like to claim that their ancient leader, Adeodatus, was the Last True Mage, but as the events of her rule and the horrifying Night of the Red Moons were five centuries ago, no one can say for sure. While alchemy and runesmithing are well-understood arts bordering on sciences, without caution magic can be dangerous and have unpredictable consequences, often resulting in permanent and bizarre marks being left behind on those who have abused it. |
1.0 Types of Magic
1.1 Alchemy 1.2 Runes 1.3 Familiars 1.4 Harvest Magic 1.5 Necromancy 1.6 True Magic 2.0 Magical Mutations 2.1 Environmental Mutations 2.2 Specific Mutations 2.3 Magical Mutations in Society 3.0 Credits |
Alchemy is best described as “magical cooking”, however much such a comparison may earn the ire of any trained alchemist who has spent years honing their craft. The actual process resembles chemistry more than your average chef’s work. Although the main function of alchemy is brewing magical potions that can heal or harm others, alchemists may also create items such as cakes and cookies with the same effect - though the flavour is often quite foul unless countered with copious amounts of sugar.
They can heal injuries, cause fires or electric shock, and yes, cause magical ‘visions’ that are nothing more than weird hallucinations. Not all alchemists are to be trusted.
The average potion only takes a few hours to brew, though a good alchemist may take days to months to prepare and acquire the ingredients they need for their work, and established or ‘home-made’ recipes can be used to craft the same variety of potion. A successful potion will have a faint glow about it and usually not look as disgusting as the required ingredients would be expected to result in and, of course, have some sort of extraordinary effect. Failed ones will usually be extremely foul-smelling and quite toxic.
They can heal injuries, cause fires or electric shock, and yes, cause magical ‘visions’ that are nothing more than weird hallucinations. Not all alchemists are to be trusted.
The average potion only takes a few hours to brew, though a good alchemist may take days to months to prepare and acquire the ingredients they need for their work, and established or ‘home-made’ recipes can be used to craft the same variety of potion. A successful potion will have a faint glow about it and usually not look as disgusting as the required ingredients would be expected to result in and, of course, have some sort of extraordinary effect. Failed ones will usually be extremely foul-smelling and quite toxic.
Brewing Potions
The process of brewing potions closely resembles that of real-world chemistry, though really all that an alchemist needs are a few jars and a set of tools that allows them to have control over the temperature of what they’re working on. This can range from something as simple as an open fire and ice cubes to using custom-made runic implements. Finer tools aren’t necessary but do lead to a more potent result.
Many potions require little more than boiling the correct ingredients in a pot, though predictability should not invite laziness; at best, a botched potion is a waste of time and materials, at worst it is a different and potentially deadly brew. Certain potions - usually those of the offensive variety, like those that result in fiery explosions - activate on contact with air and an alchemist must take great care while crafting them to avoid disaster. What is arguably the most important part of the process of making effective potions has little to do with the actual brewing process at all; gathering and cultivating ingredients. Some potions require their ingredients to be grown under very specific circumstances, and the best way to ensure that it has is to do it yourself. In Ironbrook there are large, carefully-controlled greenhouses for different alchemical ingredients which may then be purchased at special alchemy shops, but in other countries, alchemists must tend their own gardens and animals. There is sometimes a question of ethics among alchemists on if animal products should be used in their work, but more often than not the ingredients that are taken from live creatures are things that grow back easily enough, like shed fur or clippings from nails. Any proper alchemist should, of course, be wary of where they are sourcing their ingredients from; items that are being sold for unusually cheap should be considered suspect in origin. |
Limits of Alchemy
Like all forms of magic, alchemy has its limits. The effects of potions, unlike runes, are temporary. Healing potions may make the wound disappear, but they often leave the person they heal feeling tired, and old injuries are often beyond their ability to remove. Potions that make one able to walk through fire without being burned will wear off after a while, which can be deadly if the user didn’t keep track - or know - how long it would last.
One may also come up with their own recipes for potions, creating the same effect in a variety of different ways, though the only way to know for sure what a new recipe has created is to test it. Few want to be the first to try an unknown, potentially deadly, potion. Some alchemists ignore this boundary and either lie or bribe others into trying it for them, and there are whisperings that Ironbrook might also participate in some rather unethical practices regarding this as well.
One may also come up with their own recipes for potions, creating the same effect in a variety of different ways, though the only way to know for sure what a new recipe has created is to test it. Few want to be the first to try an unknown, potentially deadly, potion. Some alchemists ignore this boundary and either lie or bribe others into trying it for them, and there are whisperings that Ironbrook might also participate in some rather unethical practices regarding this as well.
Origins of Alchemy
While the origins of many types of magic have been lost to time, scholars on the subject in the Realm have a surprisingly good idea of how alchemy was discovered, for it still occurs today. Someone gets creative in the kitchen and creates a glowing red potion that no one wants to be the first to test, or a child makes an ill-advised drink from plants in the woods and her parents find her levitating three feet above the ground.
These events likely happened in the distant past and, just like today, filled those who experienced them with a lifelong curiosity or terrible trauma.
These events likely happened in the distant past and, just like today, filled those who experienced them with a lifelong curiosity or terrible trauma.
Additional Guides
See additional information on potions and their uses at the links below:
Runes are best described as a “magical script”; by carving the correct runes and visualizing their intent, a runesmith can enchant an item with an unnatural and magical effect. These enchantments are fuelled by the innate magical energy in the material they’re made from, with rarer materials resulting in a more powerful effect.
As they require no inborn magical ability and are instead skills that, with time and a good tutor, anyone could learn, runesmithing and alchemy are the most common forms of magic seen in the Realm. It’s not unusual for those living in more educated nations to have the opportunity to study one or two runes for use in daily life, though becoming a properly trained runesmith can take years of dedicated study.
The effects of runes are limited only by your creativity, knowledge, and materials. Multiple runs onto a single item to achieve a more specific result. For example, if you wanted to create a compass using runes, you would inscribe the ‘Attract’ and ‘North’ Runes onto the arrow. Runes only affect the piece of an item they’re on; for example, you would be unable to enchant an entire wall (unless it was a single, solid piece of rock), but you would be able to enchant each singular brick.
Runes do not have an off switch by default; a runesmith may add a ‘trigger’ using additional runes to specify when the item is to turn off/on. Generally, runesmiths avoid getting too specific with triggers as adding many additional runes requires hours of extra labour, but it’s useful to have even a basic one when it comes to things that could be potentially hazardous, like fire runes, or to avoid losing your invisibility rune the instant you put it down.
As they require no inborn magical ability and are instead skills that, with time and a good tutor, anyone could learn, runesmithing and alchemy are the most common forms of magic seen in the Realm. It’s not unusual for those living in more educated nations to have the opportunity to study one or two runes for use in daily life, though becoming a properly trained runesmith can take years of dedicated study.
The effects of runes are limited only by your creativity, knowledge, and materials. Multiple runs onto a single item to achieve a more specific result. For example, if you wanted to create a compass using runes, you would inscribe the ‘Attract’ and ‘North’ Runes onto the arrow. Runes only affect the piece of an item they’re on; for example, you would be unable to enchant an entire wall (unless it was a single, solid piece of rock), but you would be able to enchant each singular brick.
Runes do not have an off switch by default; a runesmith may add a ‘trigger’ using additional runes to specify when the item is to turn off/on. Generally, runesmiths avoid getting too specific with triggers as adding many additional runes requires hours of extra labour, but it’s useful to have even a basic one when it comes to things that could be potentially hazardous, like fire runes, or to avoid losing your invisibility rune the instant you put it down.
Process of Runesmithing
It takes training and a sharp mind to become a talented runesmith. The art requires one to inscribe, embroider, or carve a rune with near-perfect precision, but a measure of choice remains in the combination of runes and the exact materials used for the enchantment.
Successful runesmithing requires two key things: knowledge of how to draw/carve a rune exactly, and strong intent. Copying a rune without any knowledge of what they’re meant to be will result in a useless bauble. Improperly scribing a rune while intending to achieve an effect will result in an explosive burst of energy from the material, potentially injuring the craftsman and requiring them to start over again. One cannot simply (or accidentally) draw a rune without knowing or theorizing what it does and get a result. While this makes discovering new runes both difficult and dangerous, it has likely saved a few artists from accidentally lighting their work on fire.
Due to the risks involved, most runesmiths will take their time with projects to avoid making a mess or hurting others, especially if they’re working with potent materials that could potentially cause large explosions, meaning that carving even a simple set of runes can take weeks.
Rarer and more valuable materials lend themselves to more powerful enchantments; most of Ironbrook’s skyships use massive cubes of gold at their centre to provide lift, and the ‘batteries’ created by the stormherald’s Society of Runesmiths are either gold or silver. But one does not always need the funding of a government to create powerful enchantments; materials with ties to the enchantment being placed upon them may produce a similarly effective result. For example, one might want to use coral or old reef rock in water-related enchantments, or obsidian for fire-related ones… or, controversially, the scales of dragons with matching abilities. Larger pieces of the same material always have more magical energy stored in them. Some people have made a great deal of money cultivating resources specifically to be used for powerful runes, growing trees in extreme environments or mining ores and rock from very specific regions that are best suited for certain enchantments.
Successful runesmithing requires two key things: knowledge of how to draw/carve a rune exactly, and strong intent. Copying a rune without any knowledge of what they’re meant to be will result in a useless bauble. Improperly scribing a rune while intending to achieve an effect will result in an explosive burst of energy from the material, potentially injuring the craftsman and requiring them to start over again. One cannot simply (or accidentally) draw a rune without knowing or theorizing what it does and get a result. While this makes discovering new runes both difficult and dangerous, it has likely saved a few artists from accidentally lighting their work on fire.
Due to the risks involved, most runesmiths will take their time with projects to avoid making a mess or hurting others, especially if they’re working with potent materials that could potentially cause large explosions, meaning that carving even a simple set of runes can take weeks.
Rarer and more valuable materials lend themselves to more powerful enchantments; most of Ironbrook’s skyships use massive cubes of gold at their centre to provide lift, and the ‘batteries’ created by the stormherald’s Society of Runesmiths are either gold or silver. But one does not always need the funding of a government to create powerful enchantments; materials with ties to the enchantment being placed upon them may produce a similarly effective result. For example, one might want to use coral or old reef rock in water-related enchantments, or obsidian for fire-related ones… or, controversially, the scales of dragons with matching abilities. Larger pieces of the same material always have more magical energy stored in them. Some people have made a great deal of money cultivating resources specifically to be used for powerful runes, growing trees in extreme environments or mining ores and rock from very specific regions that are best suited for certain enchantments.
Limits of Runes
The major limitations of runes come down to money and knowledge. It can be extremely costly in terms of time and materials needed to create large, powerful enchantments such as those required to lift skyships into the air. Successful runesmiths who work on such projects either come from fabulously wealthy backgrounds or have the sponsorship of a powerful individual or institution.
The limitation of knowledge is both easier and more difficult to overcome. Learning to master drawing a rune is a difficult process, and each trained runesmith only knows an average of four to eight, limiting what enchantments they can craft by what runes they’ve studied. Some runes are jealously guarded by those who have invented them, carefully hidden and passed down only to a small number of people, making it difficult for an individual to learn some of the rarer ones.
Once carved, a rune will power itself potentially indefinitely unless it is broken or otherwise marred. Luckily if one destroys an already completed rune it will not result in an explosion, but rather a gradual petering out of energy before it stops having any effect at all.
And, of course, one of the main tenets of runesmithing is never to inscribe them on a living being. Incorporating them into clothing and jewelry is fine, but a rune tattooed onto the skin? Dangerous. Aside from the fact one could mess up and cause the person to immolate, the rune would draw its energy from the person themselves - which is exactly as unpleasant as it sounds. Runes on living things tend to be very weak and lose their magic over time, disappearing even if tattooed onto the skin, leaving behind only a faint scar.
The limitation of knowledge is both easier and more difficult to overcome. Learning to master drawing a rune is a difficult process, and each trained runesmith only knows an average of four to eight, limiting what enchantments they can craft by what runes they’ve studied. Some runes are jealously guarded by those who have invented them, carefully hidden and passed down only to a small number of people, making it difficult for an individual to learn some of the rarer ones.
Once carved, a rune will power itself potentially indefinitely unless it is broken or otherwise marred. Luckily if one destroys an already completed rune it will not result in an explosion, but rather a gradual petering out of energy before it stops having any effect at all.
And, of course, one of the main tenets of runesmithing is never to inscribe them on a living being. Incorporating them into clothing and jewelry is fine, but a rune tattooed onto the skin? Dangerous. Aside from the fact one could mess up and cause the person to immolate, the rune would draw its energy from the person themselves - which is exactly as unpleasant as it sounds. Runes on living things tend to be very weak and lose their magic over time, disappearing even if tattooed onto the skin, leaving behind only a faint scar.
Runes & Law
Due to the many possible illegal applications of runes - from using combustion runes as weapons or using illusions to mask one’s identity or steal someone else’s - many countries require that runesmiths get licensed and register what runes they know how to make with a government ministry. Illusion runes owned must be registered with a written description of their effects, and it is usually illegal to create a runic illusion of another person. Shops catering to runesmiths, or companies looking to hire one, will usually require a valid licence to be shown before they’ll do business with a person.
While many runesmiths may, due to negligence, dire circumstances, or simple apathy, not follow the laws surrounding the ethics of their work, it is important that they are aware that laws exist regarding their practice.
While many runesmiths may, due to negligence, dire circumstances, or simple apathy, not follow the laws surrounding the ethics of their work, it is important that they are aware that laws exist regarding their practice.
Origins of Runes
Uses of runesmithing can be found throughout history and go back so far in time that its exact origin has been lost. Most historians agree that the first civilization to use runes extensively in their architecture was the Elder Drakes; many of their structures are still standing today, the wear of time and history repelled by runes carved into supports and embedded in walls.
Additional Guides
See additional information on runes and their uses at the links below:
This section contains only a brief overview of familiars lore. If you are planning on making a familiar, we reccomend reading over this detailed guide as well!
Familiars are magical creatures who, through a bond with a human companion, can manipulate the very elements themselves. They are not flesh and blood animals, and instead appear to be made of living stone with central cores made of flexible, glowing material.
Though their presence has been recorded through centuries past in literature and art, no one is quite sure when or where familiars first appeared - only that they predate the modern era of the Realm. They tend to lurk in the forgotten and wild areas of the Realm, observing but rarely interfering with the lives of those they come across, and often have little interest in interacting with others, be they humans, dragons or even other Familiars, but may occasionally form magical bonds with a human that they take an interest in.
It is unknown what exactly draws a familiar’s attention to a human; some familiars will stay with a human family for generations, while others take their bonded from a variety of countries after decades have passed, but the result enables both parties to draw upon the magic within the familiar to wield powerful elemental abilities. The ‘element’ depends on the Familiar themselves and each is aligned with only one; either fire, water, air, earth (minerals or plants), or lightning.
Though their presence has been recorded through centuries past in literature and art, no one is quite sure when or where familiars first appeared - only that they predate the modern era of the Realm. They tend to lurk in the forgotten and wild areas of the Realm, observing but rarely interfering with the lives of those they come across, and often have little interest in interacting with others, be they humans, dragons or even other Familiars, but may occasionally form magical bonds with a human that they take an interest in.
It is unknown what exactly draws a familiar’s attention to a human; some familiars will stay with a human family for generations, while others take their bonded from a variety of countries after decades have passed, but the result enables both parties to draw upon the magic within the familiar to wield powerful elemental abilities. The ‘element’ depends on the Familiar themselves and each is aligned with only one; either fire, water, air, earth (minerals or plants), or lightning.
Biology
Perhaps the most difficult thing to comprehend about familiars is their… odd physiology. They are closer to living statues than flesh and blood animals; they do not need to eat or breathe, they do not grow or age or even die, and while many have bodies similar to creatures found in the realm, some have the forms of abstract geometric shapes instead. Despite their ranging appearances, all familiars share two features; an internal “glowstuff” core which is usually a single colour, and stone-like plating covering it. And although not all Familiars possess a mouth, they are all capable of speech.
No one has managed to kill or even damage a familiar - only their own kind are capable of so much as scratching them - and they neither age nor grow. All available evidence suggests that they came to be at some distant point in the past, perhaps created by mortal hands or sculpted by the gods or the accidental result of some strange geological event, and no new ones have come into being since.
Familiars are capable of mild camouflage, shifting their colours to match stone or wood to disguise themselves as statues and carvings, though must base it on something in their environment and cannot entirely ‘customize’ their colours at will. Those who have a bond to a human companion gain the additional ability to transform into a small token form - such as a bracelet or earring - for ease of travel, though they lose this ability if their bond with their companion is severed.
No one has managed to kill or even damage a familiar - only their own kind are capable of so much as scratching them - and they neither age nor grow. All available evidence suggests that they came to be at some distant point in the past, perhaps created by mortal hands or sculpted by the gods or the accidental result of some strange geological event, and no new ones have come into being since.
Familiars are capable of mild camouflage, shifting their colours to match stone or wood to disguise themselves as statues and carvings, though must base it on something in their environment and cannot entirely ‘customize’ their colours at will. Those who have a bond to a human companion gain the additional ability to transform into a small token form - such as a bracelet or earring - for ease of travel, though they lose this ability if their bond with their companion is severed.
A Familiar Friend
Familiars can, if they so desire, form a magical bond with a willing human partner. It cannot be forced by either party. This grants both power, the ability to communicate telepathically, and the opportunity to form a unique friendship, but if the bond does not work out, either can terminate it at any time. If neither party ends the bond, it can only be broken by the death of the familiar’s human companion.
This bond starts off weak at first; both the telepathic communication and elemental powers will grow as the pair become more familiar with eachother. While a newly-formed bond may only allow them to produce a few sparks of electricity or communicate vague feelings, after building trust they may be able to cloak themselves in a storm and have such tightly-woven minds that they know what the other is thinking at all times.
A familiar will never bond with a dragon or other familiar, although it is unknown whether they’re incapable or simply unwilling. A familiar may also only have a single human companion at a time, and likewise, a human may only be bonded to a single familiar.
This bond starts off weak at first; both the telepathic communication and elemental powers will grow as the pair become more familiar with eachother. While a newly-formed bond may only allow them to produce a few sparks of electricity or communicate vague feelings, after building trust they may be able to cloak themselves in a storm and have such tightly-woven minds that they know what the other is thinking at all times.
A familiar will never bond with a dragon or other familiar, although it is unknown whether they’re incapable or simply unwilling. A familiar may also only have a single human companion at a time, and likewise, a human may only be bonded to a single familiar.
The Mind of a Familiar
Although they are just as intelligent as any person, familiars are neither humans nor dragons and their perspective on life and priorities are strongly influenced by that fact. They usually have little interest in politics and dislike staying in cities for long periods of time. While they may follow their chosen companion down many paths, they each have their own personality and moral code. A human who ignores the desires and needs of their familiar will quickly find themselves without one; the bond should be an equal partnership between human and familiar, with both taking into account the needs of the other.
The memories of familiars are affected by their bond - or lack of one. They quickly forget the specifics of political events and intrigue after a bond ends, and each time they form a new bond the memories of their past companions grow more and more distant. Some familiars refuse to form a new bond because of this, fearing they might forget their old friends, while others may even keep collections of old things belonging to their prior companions or use journals to write down their memories. The furthest back a familiar who has bonded to a companion can remember is usually no more than 60-100 years, and even a familiar that has gone without a human companion for hundreds of years can only recall the past 200, with the oldest memories being incredibly faint and lacking detail.
This explains why not even the familiars themselves remember the events that led to their creation or many parts of ancient history, despite having doubtlessly been around at the time. If there is a way for a familiar to recall information from any further back, or for them to regain lost memories, it has yet to be discovered.
The memories of familiars are affected by their bond - or lack of one. They quickly forget the specifics of political events and intrigue after a bond ends, and each time they form a new bond the memories of their past companions grow more and more distant. Some familiars refuse to form a new bond because of this, fearing they might forget their old friends, while others may even keep collections of old things belonging to their prior companions or use journals to write down their memories. The furthest back a familiar who has bonded to a companion can remember is usually no more than 60-100 years, and even a familiar that has gone without a human companion for hundreds of years can only recall the past 200, with the oldest memories being incredibly faint and lacking detail.
This explains why not even the familiars themselves remember the events that led to their creation or many parts of ancient history, despite having doubtlessly been around at the time. If there is a way for a familiar to recall information from any further back, or for them to regain lost memories, it has yet to be discovered.
Masters of the Elements
Symbols representing familiar elements, designed by MetaphysicalMonsters.
These are for decorative purposes and do not represent iconography present in-universe.
The most well-known and famous of a familiar’s abilities are, of course, their control over the ‘elements’. While studying the abilities of familiars is difficult due to their extreme rarity, Ironbrook’s researchers have managed to gain some insight into them. Each familiar has a single elemental affinity, either for water, fire, air, minerals, plants or lightning, although unbonded they are not able to tap into these powers. The amount of their element they can create and control directly depends on the strength of the bond between the familiar and their companion, and is affected both by how long they have known eachother and the friendship between the two.
Although these abilities are quite useful, they are not all-powerful, and control must be earned through practice. Overusing a familiar’s abilities, or attempting something you’re not ready for, can result in physical exhaustion or injury, loss of consciousness, and even death. One must be careful to learn and not step outside of their limits - and, of course, keep in mind that while they and their familiar have resistance to their ‘element’, their friends and surroundings do not. There has unfortunately been more than one case of a person and their fire familiar accidentally burning down their own house after getting a bit carried away with their abilities.
There have been attempts by both human and dragon scientists and scholars to achieve this ability without the assistance of a familiar, and all have been met with failure, often resulting in the individual being ‘eaten’ from the inside out by this uncontrollable magic. It simply appears that this power is simply too much for a single entity can handle, discounting the dragons’ natural ability to spit lava and lightning.
Although these abilities are quite useful, they are not all-powerful, and control must be earned through practice. Overusing a familiar’s abilities, or attempting something you’re not ready for, can result in physical exhaustion or injury, loss of consciousness, and even death. One must be careful to learn and not step outside of their limits - and, of course, keep in mind that while they and their familiar have resistance to their ‘element’, their friends and surroundings do not. There has unfortunately been more than one case of a person and their fire familiar accidentally burning down their own house after getting a bit carried away with their abilities.
There have been attempts by both human and dragon scientists and scholars to achieve this ability without the assistance of a familiar, and all have been met with failure, often resulting in the individual being ‘eaten’ from the inside out by this uncontrollable magic. It simply appears that this power is simply too much for a single entity can handle, discounting the dragons’ natural ability to spit lava and lightning.
Additional Guides
Harvest Magic involves the sacrifice of livestock to fuel magic to heal blights and promote the growth of crops. Harvest Magic is practiced in almost all areas of the Realm and Harvest Mages are highly respected members of rural communities, often taking central roles during holidays celebrating plantings and harvests. Harvest Mages often have close bonds with and understandings of plant life and are more in tune with nature than the average person.
Although most people and the practitioners of Harvest Magic will insist the two magics are very different, the only boundary between a Harvest Mage and a Necromancer is ethics. Both varieties of magic are wholly banned in Padwell as a result.
Like Necromancers, are born with unnaturally coloured eyes that begin to glow and get brighter in colour as they age. They may occasionally be close enough to normal at first that they may not realize they have a talent for Harvest Magic until later in life.
Although most people and the practitioners of Harvest Magic will insist the two magics are very different, the only boundary between a Harvest Mage and a Necromancer is ethics. Both varieties of magic are wholly banned in Padwell as a result.
Like Necromancers, are born with unnaturally coloured eyes that begin to glow and get brighter in colour as they age. They may occasionally be close enough to normal at first that they may not realize they have a talent for Harvest Magic until later in life.
Uses of Harvest Magic
Harvest Magic primarily sees use during the planting season and throughout the growing season in their local climate. During springtime across the Realm, festivals are held where Harvest Mages are invited to bless the newly-planted seeds and promote fast growth and healthy crops. The livestock sacrificed to fuel their magic will then be shared by the entire community, with the Harvest Mage as a guest of honour during the event.
A Harvest Mage’s blessing makes seeds more likely to take root and plants become more resistant to flood and drought. They may also be called in during times of drought, blight, or extreme rainfall to work healing magics upon the crops which, provided they’re still clinging to life, can save countries from the ravages of famine.
In some nations, “Harvest Healing” is considered a permissible use of a Harvest Mage’s abilities, where a sacrifice is made to heal the wounds of another person or animal, though in most nations this is considered Necromancy since it is being done on living creatures. Dutoria, Ironbrook, the Whaletooth Archipelago, Hovell, and the stormheralds allow their Harvest Mages to perform healings.
The final, and by far the rarest, application of Harvest Magic is the creation of living wooden companions known as “sprites”. It’s a skill only known to a handful of Harvest Mages and requires skill and training to successfully perform, and they may only have one such companion at a time. Using a suitable sacrifice and targeting an old tree, a Harvest Mage can raise up a sprite of their own. These creatures take after the appearance and personality of the creature used to give them life, but made of woven branches and bark, and have glowing markings that match the Harvest Mage’s eyes. They can follow simple orders and react to their creator’s emotions.
Harvest Magic can only be used during these specific forms without passing into the territory of Necromancy; all who can use this form of magic have the potential to become Necromancers if they disregard the social boundaries placed on their magic.
A Harvest Mage’s blessing makes seeds more likely to take root and plants become more resistant to flood and drought. They may also be called in during times of drought, blight, or extreme rainfall to work healing magics upon the crops which, provided they’re still clinging to life, can save countries from the ravages of famine.
In some nations, “Harvest Healing” is considered a permissible use of a Harvest Mage’s abilities, where a sacrifice is made to heal the wounds of another person or animal, though in most nations this is considered Necromancy since it is being done on living creatures. Dutoria, Ironbrook, the Whaletooth Archipelago, Hovell, and the stormheralds allow their Harvest Mages to perform healings.
The final, and by far the rarest, application of Harvest Magic is the creation of living wooden companions known as “sprites”. It’s a skill only known to a handful of Harvest Mages and requires skill and training to successfully perform, and they may only have one such companion at a time. Using a suitable sacrifice and targeting an old tree, a Harvest Mage can raise up a sprite of their own. These creatures take after the appearance and personality of the creature used to give them life, but made of woven branches and bark, and have glowing markings that match the Harvest Mage’s eyes. They can follow simple orders and react to their creator’s emotions.
Harvest Magic can only be used during these specific forms without passing into the territory of Necromancy; all who can use this form of magic have the potential to become Necromancers if they disregard the social boundaries placed on their magic.
Limits of Harvest Magic
Harvest Magic is limited in scope to only be used on plants, and only being fuelled by small sacrifices of non-sapient beings. The moment a human or dragon is used to power, or becomes a target of, their magic is the moment it stops being Harvest Magic at all.
If a plant has already died, they cannot return it to life, and they cannot do the impossible, like making un-seeded soil sprout, or seeds grow in solid stone or infertile land. It is useful and can help feed more people or prevent famine, but it is not infallible or a replacement for properly tending the fields.
If a plant has already died, they cannot return it to life, and they cannot do the impossible, like making un-seeded soil sprout, or seeds grow in solid stone or infertile land. It is useful and can help feed more people or prevent famine, but it is not infallible or a replacement for properly tending the fields.
Legality
Most consider harvest magic a beneficial and benign art, contributing to the well-being of the country and its people by allowing them to be more secure in their food supply.
The following regions, however, ban the practice of harvest magic entirely:
The following regions do not outright ban it, but it is viewed with deep suspicion:
The following countries consider necromantic healing an acceptable, legal form of harvest magic:
It is also worth noting that as many Xocrians view dragons as no more than animals, it is an acceptable practice for harvest mages in their lands to use them as sacrifices for their magic.
The following regions, however, ban the practice of harvest magic entirely:
- Padwell - both harvest magic and necromancy are viewed as perversions of the natural cycle of life and death, and those with the capability of either are discouraged from practicing it. The hill tribes of High Heart allow a limited practice of harvest magic, though are still somewhat hesitant towards it.
- Tidekeepers - the tidekeeper pods have a similar view on harvest magic as Padwell, seeing it as unnatural.
The following regions do not outright ban it, but it is viewed with deep suspicion:
- Windwyrm kingdom - Windwyrm society is rigidly structured and oftentimes violent. While harvest mages are allowed and even appreciated in Roseglade Barony, even the suspicion that one has turned to necromancy can get them killed, and harvest mages must be conscious of their reputation and the volatile nature of their situation at all times.
- Northern shipwreckers - Living in the far north on floating iceberg villages, there is little need for harvest magic, and thus the northern shipwreckers view it with apprehension. The art isn’t outright banned, but most are deeply uncomfortable with it.
- Darklings - Before recently harvest magic was an offence worthy of imprisonment - and necromancy of death - but since Queen Libré came to power, the legal consequences have become less severe. Darkling society remains suspicious of harvest mages.
The following countries consider necromantic healing an acceptable, legal form of harvest magic:
- Ironbrook - Ironbrook is highly accepting of all kinds of magic.
- Hovell - Hovell allows necromancy to be practiced openly, so healing is not considered taboo.
- Republic of the Spire - As long as the sacrifices are non-sapient or consenting, the stormheralds have little issue with the practice of necromancy or healing.
- Whaletooth Archipelago - The southern shipwreckers live in a near-anarchic state and don’t care either way about necromancy or harvest magic.
- Dutoria - Although Dutorians ban outright necromancy, they are open to healing and employ harvest mages as medics in their army.
It is also worth noting that as many Xocrians view dragons as no more than animals, it is an acceptable practice for harvest mages in their lands to use them as sacrifices for their magic.
Additional Guides
You can read more about necromantic healing and a harvest mage’s sprites below:
Necromancy is a feared and dreaded art, for it is a powerful form of magic that allows one to manipulate life and death - for a price, the lives and souls of unfortunate sacrifices. Practitioners of necromancy may raise dead bodies as their personal minions, return the dead to life, allow people to live centuries longer than normally possible, and heal injuries that neither magic nor medicine could otherwise abate.
It is an ability one is born with, the same spark of magical talent that allows Harvest Mages to perform their magic. Young necromancers are born with brightly coloured, glowing eyes, that grow more noticeable the more they practise their dark art. The vast majority of necromancers and Harvest Mages are humans, though rarely dragons can be born with the skill as well. The first beings to perform necromancy were the dreaded Elder Drakes, who once used their manipulation of life and death to bring the entire Realm under their iron grasp.
In most countries necromancy is forbidden; necromancers caught practicing their dark magic will be executed, imprisoned, or exiled. There are only a few exceptions to this rule; in Ironbrook, necromancy can be openly practiced and those with a gift for the magic are highly respected; the Warlords of Hovell will go out of their way to find necromancers in their lands and employ them in their courts; and the stormheralds of the Republic of the Spire allow for a limited practice of necromancy.
It is an ability one is born with, the same spark of magical talent that allows Harvest Mages to perform their magic. Young necromancers are born with brightly coloured, glowing eyes, that grow more noticeable the more they practise their dark art. The vast majority of necromancers and Harvest Mages are humans, though rarely dragons can be born with the skill as well. The first beings to perform necromancy were the dreaded Elder Drakes, who once used their manipulation of life and death to bring the entire Realm under their iron grasp.
In most countries necromancy is forbidden; necromancers caught practicing their dark magic will be executed, imprisoned, or exiled. There are only a few exceptions to this rule; in Ironbrook, necromancy can be openly practiced and those with a gift for the magic are highly respected; the Warlords of Hovell will go out of their way to find necromancers in their lands and employ them in their courts; and the stormheralds of the Republic of the Spire allow for a limited practice of necromancy.
The First Necromancers
Legend has it that the first necromancers to set foot within the Realm were the dreaded Elder Drakes, who sacrificed hundreds of dragons and humans to fuel terrible magic that lengthened their lifespans, raised armies of the dead, and even allowed them to commune with those who had long passed from the world of the living. They cared little for the short lives of the specks of creatures they ruled over, and were terribly jealous of dragons for possessing the gift of flight that they lacked.
The world was only saved from their tyranny by the Night of the Red Moons. Although the Elder Drake’s reign was over five centuries ago now, most denizens of the Realm still harbour a deep distrust and fear of necromancy due to their actions. |
An Elder Drake. Art by J-Haskell. |
A Bargain with Death
A necromancer is gifted with the rare and valuable ability to undo death itself. With the right sacrifice, they can raise the dead, extend lifespans, and heal otherwise fatal injuries. This does not come without a cost; a necromancer’s powers operate on the principle of a ‘life for a life’; to raise a person from death, someone else must pay with their life.
It is simple enough to raise a body as a mindless thrall to do a necromancer’s biding, but to return a person entirely to themselves is far more complex; if one wants a person as they once were, and not an animal wearing a dragon/human’s skin, a sapient sacrifice is required. There are all sorts of tales warning of trusting in a necromancer’s bargain to bring back a loved one, only to have it turn sour.
In order to use their power, a Necromancer must take a life; it is not enough simply to cause harm. The closer the person to those they are trying to resurrect, the better the result. Even in the best of circumstances, however, a revived individual will not come out of the ritual unscathed; they will often have gaps in their memory, or remember things that they never experienced themself, and will be forever marked with the same glowing eyes as the necromancer who revived them. Successfully revived individuals will often have an unusually long lifespan, gaining anywhere between five to fifty extra years, depending on the strength of the sacrifice.
A Necromancer may also extend the lifespan of still-living people, stalling their aging and even potentially undoing it. In this case, they may be able to add a mere handful of years by sacrificing a large number of animals, but again humans or dragons - the younger the better - are the only way to achieve this with much potency.
Lastly, necromancers may also channel the energy of dead souls into potions and runes to increase their potency; this was a common practice of the Elder Drakes in years past. This does not come without a cost, however; runes and potions manipulated in this manner are finicky and sometimes have a mind of their own. Illusion runes especially may move or activate on their own, behaving in manners entirely unintended by their creator.
It is simple enough to raise a body as a mindless thrall to do a necromancer’s biding, but to return a person entirely to themselves is far more complex; if one wants a person as they once were, and not an animal wearing a dragon/human’s skin, a sapient sacrifice is required. There are all sorts of tales warning of trusting in a necromancer’s bargain to bring back a loved one, only to have it turn sour.
In order to use their power, a Necromancer must take a life; it is not enough simply to cause harm. The closer the person to those they are trying to resurrect, the better the result. Even in the best of circumstances, however, a revived individual will not come out of the ritual unscathed; they will often have gaps in their memory, or remember things that they never experienced themself, and will be forever marked with the same glowing eyes as the necromancer who revived them. Successfully revived individuals will often have an unusually long lifespan, gaining anywhere between five to fifty extra years, depending on the strength of the sacrifice.
A Necromancer may also extend the lifespan of still-living people, stalling their aging and even potentially undoing it. In this case, they may be able to add a mere handful of years by sacrificing a large number of animals, but again humans or dragons - the younger the better - are the only way to achieve this with much potency.
Lastly, necromancers may also channel the energy of dead souls into potions and runes to increase their potency; this was a common practice of the Elder Drakes in years past. This does not come without a cost, however; runes and potions manipulated in this manner are finicky and sometimes have a mind of their own. Illusion runes especially may move or activate on their own, behaving in manners entirely unintended by their creator.
Limitations of Necromancy
Necromancers, like any other magic user, have their limits. They cannot use their abilities on themself, and a person killed as a sacrifice in for necromancy cannot be returned to life. Thus far no one has been able to find a method to resurrect a necromancer (or Harvest Mage), no matter the number of sacrifices.
A necromancer cannot drain the life out of others while they still live - the sacrifice must die outright for them to ‘grab’ the ‘energy’ from them. They do not need to kill someone themself to be able to gain magical energy from their death; so long as they’re present when someone dies, they can use the energy. They cannot hold onto the energy for more than a few hours; if they don’t use it within that time it fades away entirely and returns from whence it came.
Improperly performed necromancy can also cause physical mutations on the person being revived; these are physical manifestations of the souls of those sacrificed to express what they remember of their own forms on the body they are being used to bring back.
A necromancer cannot drain the life out of others while they still live - the sacrifice must die outright for them to ‘grab’ the ‘energy’ from them. They do not need to kill someone themself to be able to gain magical energy from their death; so long as they’re present when someone dies, they can use the energy. They cannot hold onto the energy for more than a few hours; if they don’t use it within that time it fades away entirely and returns from whence it came.
Improperly performed necromancy can also cause physical mutations on the person being revived; these are physical manifestations of the souls of those sacrificed to express what they remember of their own forms on the body they are being used to bring back.
A Forbidden Magic
In most countries in the Realm, necromancy is illegal to practice, and necromancers may find themselves exiled or executed for violating that law. Necromancy’s rule of a ‘life for a life’ leads many to view it as an evil art, despite its many benefits.
Ironbrook, Hovell, and the Whaletooth Archipelago allow necromancy to be practiced with few caveats. Ironbrook especially has a deep respect for those born with the ability to undo death, and necromancers there find themselves advancing through society quickly. The Republic of the Spire allows a limited practice of necromancy as well; murder is still illegal, but they do not ban the use of a willing sacrifice.
Ironbrook, Hovell, and the Whaletooth Archipelago allow necromancy to be practiced with few caveats. Ironbrook especially has a deep respect for those born with the ability to undo death, and necromancers there find themselves advancing through society quickly. The Republic of the Spire allows a limited practice of necromancy as well; murder is still illegal, but they do not ban the use of a willing sacrifice.
Additional Guides
The following pages provide additional information on the abilities of necromancers.
Information on the mysterious art of “True Magic”.
A Legend Lost to Time
True Magic is an art so long forgotten that no one in the Realm today can say for sure what exactly it was. The other magics of alchemy, runes, and even the peculiar Familiars are all strictly defined and with known and understandable rules - that cannot be said for True Magic. Some doubt that it ever existed at all, while many scholars believe that True Magic was a term applied to anything of a magical nature that people did not understand at the time. That, before they became well-studied crafts, runes and potions were viewed in a similarly mysterious light.
The most famous of all True Mages was the last, a moonviper named Adeodatus. The Night of the Red Moons changed the face of the Realm forever, driving the tyrannical Elder Drakes to extinction. Her True Magic seemed to be of a divine nature, allowing her to call down the wrath of the Moon Sisters and curse nearly all of dragonkind with a madness that drove them to attack each other in a blind rage.
But there are other, older, tales of True Magic. Of shapeshifters who could take on the forms of birds and beasts, of those who could channel the elements without a Familiar at their side, of those who could speak to the wind and the water - an endless list of fantastical and peculiar abilities. Surely not all of these, if any, can be true, but they make for excellent stories nonetheless.
The most famous of all True Mages was the last, a moonviper named Adeodatus. The Night of the Red Moons changed the face of the Realm forever, driving the tyrannical Elder Drakes to extinction. Her True Magic seemed to be of a divine nature, allowing her to call down the wrath of the Moon Sisters and curse nearly all of dragonkind with a madness that drove them to attack each other in a blind rage.
But there are other, older, tales of True Magic. Of shapeshifters who could take on the forms of birds and beasts, of those who could channel the elements without a Familiar at their side, of those who could speak to the wind and the water - an endless list of fantastical and peculiar abilities. Surely not all of these, if any, can be true, but they make for excellent stories nonetheless.
While many forms of magic are well-understood arts, without caution it can be dangerous and have unpredictable consequences. Those who misuse magic may be left with permanent and bizarre marks usually referred to as ‘magical mutations’.
Please note that magical mutations are not superpowers, and should be primarily aesthetic.
While you have a lot of options in terms of adding magical mutations to a character, they should be primarily aesthetic and not used to give your character magical abilities.
A person could mutate gills and gain the ability to breathe underwater, flight from growing physical wings, night vision, etc, from a magical mutation, but things like manipulating gravity or shapeshifting would be strictly off-limits. You could have a character with a mutation that permanently spreads under certain conditions, but not like a werewolf where they could change back afterwards.
A person could mutate gills and gain the ability to breathe underwater, flight from growing physical wings, night vision, etc, from a magical mutation, but things like manipulating gravity or shapeshifting would be strictly off-limits. You could have a character with a mutation that permanently spreads under certain conditions, but not like a werewolf where they could change back afterwards.
Sometimes exposure to raw magical energy found in specific locations in the Realm - the Shimmering Wastes in the Republic of the Spire and the far northern continent of the Frozen Gates - can cause a person to gain strange mutations. The air in these regions is alive with wild, uncontrolled magic.
Those who travel through these regions often emerged... changed by the intensity of it. The effects range from minor to potentially deadly. Some examples of mutations caused by the Gates/Wastes are:
Not just living things are affected, though. Clothing can be warped, with altered/bleached colours, gain weird illusions, start to move slightly on its own, changed size and shape of it, plant-based fabric may sprout leaves, leathers might start to ‘breathe’ and become warm, etc. Runes and potions will be changed as well, shifting into weird shapes and gaining random, unpredictable effects.
Familiars, however, are resistant to these regions’ effects and do not appear to obtain any mutations from exposure.
Those who travel through these regions often emerged... changed by the intensity of it. The effects range from minor to potentially deadly. Some examples of mutations caused by the Gates/Wastes are:
- Extra limbs, teeth or eyes.
- Permanent illusions, like hovering eyes or ‘halos.’
- Scales/insect carapace/other weird growths on the body.
- Magical ‘shimmer’ to body
- Glitching body - uncontrolled phasing in and out of sight.
- Oddly coloured eyes.
- Elongated or unusual proportions.
- Shimmering, moving ‘tattoos’ growing on the body.
- Magic-based infection eating the flesh - fire/lightning/earth/air slowly creeping along from one area and breaking down the limb. Amputation is necessary to prevent death.
- The Frozen Gates is more likely to give an ice or water-themed mutation, and the Shimmering Wastes is more likely to give a lightning-themed mutation.
Not just living things are affected, though. Clothing can be warped, with altered/bleached colours, gain weird illusions, start to move slightly on its own, changed size and shape of it, plant-based fabric may sprout leaves, leathers might start to ‘breathe’ and become warm, etc. Runes and potions will be changed as well, shifting into weird shapes and gaining random, unpredictable effects.
Familiars, however, are resistant to these regions’ effects and do not appear to obtain any mutations from exposure.
Due to their inborn magical nature, those who spend a lot of time exposed to dragon’s blood (and other dragon materials) may experience… unusual effects. Known in polite society as the ‘Dragonslayer’s Mark’ and dragonlings otherwise, it is a mutation that causes humans to develop draconic traits. These vary from altered eyes, scales, fins, to sometimes wings, although they are usually small and vestigial. The changes depend on the type of dragon as well as what areas of their body are most often exposed.
Dragonlings are most common in Xocrium, as the nation actively hunts dragons, but can be seen in any individuals who are exposed to a lot of dragon blood consistently over a long period.
Dragonlings are most common in Xocrium, as the nation actively hunts dragons, but can be seen in any individuals who are exposed to a lot of dragon blood consistently over a long period.
Those with oddly coloured or luminous eyes are always associated with Harvest Magic or Necromancy, although not everyone who possesses these features is capable of the magic. It is believed that, in the case someone is born with odd eyes but no magical talent, they possess some measure of whatever gene is responsible for the power, but not enough to be able to use it.
Revivals, exposure to the Shimmering Wastes/Frozen Gates, and potions can all result in mutations affecting the eyes, though only those directly touched by Necromancy will have truly glowing eyes.
Revivals, exposure to the Shimmering Wastes/Frozen Gates, and potions can all result in mutations affecting the eyes, though only those directly touched by Necromancy will have truly glowing eyes.
Humankind has long been fascinated with the ability to fly, and as such there have been many cases throughout history where alchemists have worked hard to achieve just that. These potions are not always successful or may not always give functioning wings, but when they do work the results are typically rather eye-catching. Although the causes for wings appearing on humans are well-documented and justifiable with known magical crafts, many societies still view them with superstition.
In Xocrium and Dutoria, those with feathered wings are seen as fascinating and sometimes revered. In the northern nation, those with two pairs of feathered wings are viewed as messengers of the goddess Blóm and respected and revered by those who worship her.
Similarly, Padwellans associate those with wings and other features from swamp-dwelling animals as being connected to the Marsh King’s Blessed in some way, even if they did not undergo the process of becoming one themself.
In Xocrium and Dutoria, those with feathered wings are seen as fascinating and sometimes revered. In the northern nation, those with two pairs of feathered wings are viewed as messengers of the goddess Blóm and respected and revered by those who worship her.
Similarly, Padwellans associate those with wings and other features from swamp-dwelling animals as being connected to the Marsh King’s Blessed in some way, even if they did not undergo the process of becoming one themself.
Magical Mutations are rare things and those who bear their marks may be treated with a mix of fear and wonder, depending on how severe or unpleasant they appear. Those that are quite subtle may elicit little reaction from the average person, while those which are impossible to hide may either be considered beautiful or horrifying, depending on the culture in question.
Ironbrook and the stormheralds react with great curiousity towards anyone with a visible oddity, especially if it is clearly magical in origin, and the individual could expect many invitations to participate in studies regarding their unusual features. While illegal, some less scrupulous groups might try to ‘collect’ or forcibly conduct research on a person, so it’s wise for any magically mutated person to be cautious while travelling through these countries.
Meros tends to be quite relaxed regarding magical mutations, as they’re skeptical people with little patience for superstition. Those with fish-like features may be viewed as marked by the sea-spirits by sailors - though such a correlation is most likely to result in raunchy jokes about what a person’s parent might’ve gotten up to while travelling than anything else. That does not, however, mean that they are much safer than in Ironbrook or among the stormheralds, as the Merosian city-state of Amara Antrum is the center of black market trade in the Realm.
The darklings and fireworms tend to have mixed reactions. Among the darklings, individuals either view those with magical mutations with either joyful curiousity or disgust, and may attempt to nibble gently on affected areas to investigate it further, as their eyesight is often subpar. And while most fireworm Clans will accept those with minor mutations, the Firemaw Clan specifically will attempt to feed anyone with such conditions to the volcanoes on the Island of Fire.
Lastly, the windwyrms have the most extreme reaction to magical mutations, viewing most with disgust and superstition. Magically mutated individuals will often find themselves shunned from society, or outright killed if they’re of low social standing. Serfs and commoners will often view such things as the result of meddling with the spirits, either as a ‘gift’ or a deliberate curse, and tend to be fearful of those who have been marked by magic. The main exception to this is when a creature that would not normally bear feathers has them; as birds and other avian creatures are sacred to them, this is universally considered a blessing.
Ironbrook and the stormheralds react with great curiousity towards anyone with a visible oddity, especially if it is clearly magical in origin, and the individual could expect many invitations to participate in studies regarding their unusual features. While illegal, some less scrupulous groups might try to ‘collect’ or forcibly conduct research on a person, so it’s wise for any magically mutated person to be cautious while travelling through these countries.
Meros tends to be quite relaxed regarding magical mutations, as they’re skeptical people with little patience for superstition. Those with fish-like features may be viewed as marked by the sea-spirits by sailors - though such a correlation is most likely to result in raunchy jokes about what a person’s parent might’ve gotten up to while travelling than anything else. That does not, however, mean that they are much safer than in Ironbrook or among the stormheralds, as the Merosian city-state of Amara Antrum is the center of black market trade in the Realm.
The darklings and fireworms tend to have mixed reactions. Among the darklings, individuals either view those with magical mutations with either joyful curiousity or disgust, and may attempt to nibble gently on affected areas to investigate it further, as their eyesight is often subpar. And while most fireworm Clans will accept those with minor mutations, the Firemaw Clan specifically will attempt to feed anyone with such conditions to the volcanoes on the Island of Fire.
Lastly, the windwyrms have the most extreme reaction to magical mutations, viewing most with disgust and superstition. Magically mutated individuals will often find themselves shunned from society, or outright killed if they’re of low social standing. Serfs and commoners will often view such things as the result of meddling with the spirits, either as a ‘gift’ or a deliberate curse, and tend to be fearful of those who have been marked by magic. The main exception to this is when a creature that would not normally bear feathers has them; as birds and other avian creatures are sacred to them, this is universally considered a blessing.
- Writing by J-Haskell.
- Where not otherwise noted, images are sourced from Pixabay’s library of free-to-use photos and artworks.
- Icons sourced from Games-Icons public gallery. Designed by Lorc, Delapouite & contributors.