Magic and Religion

(The following is a brief outline of the Religious beings and magic's that are found in Temmardendil. They were written by some of our most honoured members and contain invaluable information and reference. Please know that Kala is the main deity of the druids, though many common folk call upon different deities daily. For complete information on deities, please read .)

List of Gods and Goddesses

Primary powers:

Secondary powers:

Tertiary powers:

The Following is a brief description of Magic in Draconia, as written by Aldar Cain in the Draconian Forums.

1) Magic and magical items

This aspect is perhaps the single most frequent thing we have to teach new people. The way things stand as they have been developed within our own fantasy realm is as follows: Magic is subtle, very mysterious and very, very rare… There are truly only a few people that can use it with any degree of proficiency in our world. This is not to say that you cannot be one of those people, for you can, but it is just that you will have to learn how magic is handled. Whilst magic is powerful and has an incredible variety of uses, in our world it can never be overly powerful. The power to create hurricanes, cause earthquakes etc and other things like natural disasters are totally out of any wizard’s reach, even those most powerful. To give you an idea - even a highly powerful mage could not call up a thunderstorm. To learn the most powerful magic it would take literally decades for any wizard to learn and master the skills sufficiently, and so the young would by default not possess more than basic skills. We try to avoid having long documents detailing the exact spells etc that magi have at their disposal, and so there is not such a thing to indicate what “spells” a wizards can learn. Our approach is one where people are free to come up with their own creative uses of magic, if they wish to, but please remember that great and powerful magical effects should be “cleared” (BEFORE being used in a story) with one of the Druidic Order’s Council members. Magic is also a power of such a nature that it tends to affect the minds of long-term users. Over many years, wizards often grow mad, as the magic destroys their reason.

So the first two facts are 1) Magic is strong, but not THAT strong. 2) Long term use is BAD for you. Furthermore - magic is so difficult to learn that it takes total dedication from the wizard. He cannot learn other skills such as swordplay at all. One is either a wizard (and that only), or you are not. Some folk have very minute use of magic - Dekar Gates for example is a warrior, but he has learned a very small smattering of magical things, such as lighting candles etc. Others, such as Wulfgar or Aldar, have almost no skills in magic at all. In fact, this is true of most people. Wizards, and magic-users, especially those with strong magical abilities, cannot wear any metal at all - so no swords. They can also not wear any armour - metal or not. This rule is to ensure that people do not have warrior-wizards or such people of incredible power with multiple all-round skills and talents.

All these things are set up so that wizards are not the rulers of everyone in the world via their incredible magical skills. The guidelines are there especially to “power them down”. So the facts are 3) No warrior-wizards allowed 4) No metal allowed 5) No armour allowed.

Magical items are handled in a somewhat similar manner. First off, such items are RARE in the extreme. Brother Onaeus once put it as follows: That to find a magical item was similar to “waking up in the morning and finding a large golden egg on your front lawn”. Well, perhaps magical items are not quite THAT rare, but the idea is aptly illustrated. Such items are incredibly valuable - more than a king’s ransom. So please handle magical or enchanted items with great care and respect. In fact, before “giving” your character such an item, speak with a Council member about it. Magical items are also not as powerful as we have all become used to in the games of D2 for example. Generally, they will be very strong - almost unbreakable, light in weight and (in a sword’s case) very sharp. Some of these items would have one or (at the utmost) two other unique features.

2) The Gods

There is actually only a simple thing to mention here, though it is important. The gods have a definite influence on the world, and its inhabitants. However, the gods NEVER speak with people directly. They do so mainly in dreams, visions and prophecies made by holy or mad men. On rare occasions, there might be some immortal being, like an angel, who visits a person and giving them the wishes of the god, but that is, very, very rare. In all cases however, the message is mysterious, seemingly garbled and cryptic.

3) The computer game and the writing

Most of the Druids have come from the background of playing Diablo or Diablo 2. And that is also where the initial inspiration for our stories comes from. But we have found out over time that this causes people who want to write stories, to attempt writing up tales based on sessions of play, and using elements and items out of the actual game within their tales. This has TO BE AVOIDED VERY STRONGLY. The game-play is very far removed from our fantasy world, which is immensely more realistic in its makeup and function. In the game, for instance, there are Barbarians with magical warcries and incredible physical skills - this is not true for the stories. In the game there are potions that increase health and mana - there are no such potions in the stories. We have also made our own history and developed our own plot, which is greatly different from what is told in the game. There are many such examples, and I cannot go through them all here. Suffice it to say that the rule is thus: Take care that you do not use elements from the game in the stories, except perhaps the geographic locations and perhaps the NPCs of the game.

4) Dragons

This is actually very simple to explain. In a nutshell - there are no dragons, and we cannot use them in the stories. Not even elements of dragons, which hint or suggest their presence, are allowed. In the far, distant past, there were dragons, but now there are none. The reason for this rule is that Dragons are such incredibly awesome and powerful creatures that they would greatly skew the balance of relative power in the fantasy world. Imagine two opponents squaring off for a huge battle, where the one side is much smaller and weaker than the other is. However, the smaller army has a Dragon fighting for them. In short, the battle will be over before it truly starts as the Dragon quickly and efficiently decimates the larger army without the small army doing much at all.

5) Other writing

As far as possible, we take note of the writings of other Druids, and take those events as fact and history. Our own writings must not contradict or invalidate it, and should fit in or build on the facts of previous tales and events. For example: If someone died in a certain tale, he is dead in all tales from then on. This rule is to ensure continuity in the tales, and to make it easier for us to later fit all the tales together as part of the larger whole. It also makes things interesting for us, as we have to adapt and respond to the work of others in a creative way.

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