Wednesday, February 28, 2018

Mana

The nature of magic is seriously regimented. There are three
sources of magic, and all of them can be influenced by Mana. Warlock's and Clerics use incomprehensible magic, either the
divine energies that occupy different avatars, in the case of clerics,
or the pacts of a warlock. There are 9 distinct energies that
comprise clerics, the divinities that mortals act as conduits of.
They are as follows: Justice, Flesh, Darkness, Light, Sparks, Stone,
Chaos, Tranquility, and The Passage. Each divinity was once
corporeal and used their powers to create the magic that the first class
of spellcasters utilizes. All that remains of these nine divine figures
is the latent powers that each of them bore to their avatars, and is
passed down as each new mortal vessel dies. These vessels are
the clerics of this world, and their powers are far superior to Paladins,
and can be produced without the use of mana, or even holy symbols.
Warlocks have all the power they need granted by their connection
to their patron, a being comprised of arcane and eldritch energies,
that the Warlock taps into. Druids, Rangers, Bards, Paladins, Monks, Barbarians and some
sorcerers use spiritual magic, that which infuses the world, and is given
birth through belief, talent or ancestral ties. These spellcasters are the
most common, and their magic is natural, something earned, or inherited.
The rituals needed to earn these magics are understood, and there are
routine ways of obtaining spells. Bards must play instruments to cast spells,
Paladins must stick to their Oaths, monks live by a codified order, Druids
must protect nature and cannot use metal tools, Rangers train daily to remain
connected to the natural world, and Barbarians and Sorcerers gain their
power through their deep connection to nature or their ancestral ties. Wizards, Arcane Tricksters, Eldritch Knights, and some Sorcerers are of
the third variety, and their magic is dependant on their relationship to mana.
These spellcasters require some form of mana to cast their spells. These
people are almost 50 years old in their crafts, but the discovery of refined
mana is around 15 years old. These applications are developed by wizards
but not all applications have been discovered as of yet. The most limited
spellcasters, without a consistent point of contact with mana, they are unable
to cast even their cantrips.

The Archanical Wonderland

The Archanical Wonderland is such a beautiful place. The landscapes are
so uniquely different, and disparate. Scenic mountain landscapes, are right
next to lightning storm filled deserts. The world has a unique spread, with
three distinct geographical landscapes. To the North, the mountains, forests, and cities where technology, culture and
peace is prosperous. Industry and Civilisation have advanced due to the safe
environment of the North, though some of the wilds still pose threats to the cities
of the North. These cities are massive, and they challenge the skylines with
their height. Education is incredibly important in this society, and the survival
of the fittest mentality of other places, is almost obsolete. To the South the oceans are massive and almost unending. The only thing to
change the monotony are small collections of islands, and some man made
constructions, large flotillas that replicate islands constructed from wood, magic
and metal. The people from the South have become so distinct from their
Northern cousins, that they are almost unrecognizable, in terms of culture,
warfare, and religious beliefs. The most distinct, and dangerous area of the world, is the magical wasteland
known as the Scar. Long ago, when magic first infused the world, mages
caused the world threatening catastrophe that ruined the equator of the planet.
Now, there is a solid belt, of magic tarnished lands, where the planet is ruined
and magical happenings are constant. From massive deserts where devils
and demons are imprisoned, to magical forests, everchanging and labyrinthine.
The Scar is dripping with magical energy, and nothing is ever certain.


Welcome to Tavern and Roll

This is the First Entry in the Tavern and Roll

We are a group of nerds. An artist, an editor, and two writers, who wanted to play DnD and show their parents that we aren't wasting time!