The Mystery
Gods and mortals alike may bend or temporarily suspend the laws of Creation through use of The Mystery. The Mystery, also called magic, is a power feared and esteemed for its influence over reality and its ability to bring order or chaos with but a word. As its name implies, little is known about this arcane force; even those who devote their lives to its study know little of its origins or ultimate purpose.
The Mystery takes many forms, from the subtle manipulation of minds and chance to the calling of fire from the heavens. It is equal parts fearful superstition, divine intervention, and furtive study in secret halls of eldritch knowledge. Though gods and spirits have a greater understanding of its intricacies, all beings that bend reality to suit their agendas do so through use of The Mystery. The Great Mysteries
There are three Great Mysteries, methods of using the arcane which inform all Lesser Mysteries. The Great Mysteries are Runes, Artifacts, and Sorcery. Runes are the language of The Elder Gods, stolen from their tongues and written or spoken by mortals to reshape the world. These True Words are written as geometric shapes precisely drawn within an array of symbols. Anyone can learn to say and write the True Words, but doing so takes a great amount of study, practice, and self-discipline to do so correctly. The consequences of mispronouncing or mis-writing a word can range from the bizarre to the disastrous. Those who take great pains to responsibly study and practice the art of rune-writing and rune-speaking are known as as Mages. These individuals take an academic, scholarly approach to The Mystery, using it with acuity, understanding, and caution. |
Those who can use The Mystery are called mages. The practice of magic is forbidden in many places due to the dangers associated with it. As a result, mages are treated with both fear and awe.
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Artifacts are tangible Mysteries with a mind, will, and agenda of their own. While Mankind has learned to lend mystical qualities to mundane objects through the art of Enchanting, true Artifacts are the work of gods, spirits, and daemons. Such items are given to Men with the express purpose of furthering the agenda of their creator (though some legends tell of Artifacts who were compelled to change their goals through their relationship with a mortal). While it may seem that an Artifact comes to a particular owner through circumstance, make no mistake: Artifacts choose their masters to suit their own purposes, that the will of their creator may be done. When their owner no longer works towards the goals of the Artifact, the Artifact seeks a new master, finding in short turn another who will further their cause.
Those who use magic must do so with caution, for power corrupts and absolute power corrupts absolutely. The more powerful the spell, the more likely it is to draw unwanted attention from Outside forces.
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Sorcery, also known as Thaumaturgy, is a Mystery learned only by those born with a strong connection to the supernatural. Through this connection, they experience strange dreams and may see visions during meditation where they encounter a Familiar, a spirit guide who takes them on a journey of self-discovery through a strange dreamland called The Beyond. Under the tutelage of their Familiar, Sorcerers awaken to their true selves and learn to wield The Mystery without the use of True Words or Artifacts. Sorcerers cannot impart their knowledge to another as the discovery of their power is intensely personal in nature and can only be unlocked through the guidance of a Familiar. While a mortal tutor can show a would-be Sorcerer techniques for spellcraft, meditation, and the etiquette befitting a Mystic, only a Familiar can reveal the full Mystery of Thaumaturgy. Sorcery is exceptionally volatile and dangerous form of magic that requires great discipline and mental fortitude to use with any degree of accuracy. Most Sorcerers purposefully or accidentally misuse their powers and bring calamity down upon themselves and those around them. Such incidents have led most common people to fear and mistrust anyone with magical abilities, Sorcerer or not.
The Cost of Power
All who wield The Mystery must do so with caution. There are many among the mortal races who hate and fear that which they do not understand. Mystics are shunned and persecuted by bigots, hunted by Daemons, and never fully trusted, even by those who seek their aid and counsel. Part of the reason for the air of fear surrounding Mystics has to do with the danger their craft presents. Not only can Mysteries be dangerous and unpredictable, but their use tends to draw the attention of Daemons who descend upon the mystic and any nearby to corrupt and destroy. The more powerful the spell, the further off the Daemons can sense it, much like a loud noise. What Daemons want with mystics varies from demon to demon. Furies want to devour them, particularly their brains for the knowledge therein. Sithia want to corrupt and ensnare mystics into cycles of obsession and self-destruction, ultimately using them to unleash chaos upon the world. Eloi want to possess their bodies, offering power in exchange for a place in the mystic’s very soul. Some look upon The Mystery with great reverence and awe, but most individuals fear its use and the cost of unleashing its power. Use of The Mystery is outlawed in many parts of the Sphere. In fact, there are few places where magic can be practiced openly without some degree of social stigma. As such, mystics are equal parts outcasts living on the fringes of society, and illustrious icons sought for their knowledge by king and commoner alike. |