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Supplemental Lore

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Overview

These pieces of lore are intended as deep dives on certain subjects, or else small snippets of lore that don't fit anywhere else. Things on this page are generally not necessary to learn to play on Orcrest, but are here for those with interest or for when roleplay heads towards these directions.​

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Overview

Deep dives are aimed to provide a wealth of information about a specific topic, allowing people to explore the depths of those topics with confidence. These speak about the most common forms of their topic, and don't preclude other examples existing.​

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Divination

Long ago, a series of experiments designed by various coordinating high elven diviners determined that the future was not fixed, and fate was not, in fact, set in stone. Instead, the understanding evolved, with divination magics now understood to be looking into possible futures rather than the singular future. In this, while divination can be useful, they are often so vague, difficult to decipher, and subject to the diviner's bias that most long-term prophecies do not come to fruition, or do not come to fruition in the way that is expected. As one of the many reasons this comes to pass involves the knowledge of the divination itself, many diviners keep their most important prophecies secret in the hopes they will come true without meddling. Or, perhaps, they simply say they do after the fact.

 

Many books have been written about this by both ancient and modern sorcerers and are circulated among scholars. Because of this, most diviners and soothsayers are often criticized by centers of learning as charlatans, though this does not stop the common folk, the uneducated, and the desperate from paying vast amounts of coin to them.

 

It is however important to note that exceptions do exist, and several notable historical figures used private divinations to great effect. Such individuals are rare, however, and typically have such strange perspectives on both their own predictions and the world at large that it is often either impossible or incredibly difficult to get actionable information from them, and it is rarely a pleasant experience to try.​

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​Blood Magic

While not outlawed as frequently as necromancy, blood magic has a dark history and is closely associated with the catastrophes of the Second Heresy. As such, it is generally heavily criticized by historians, civilized mages, centres of magical learning, and the public alike. The intricacies of blood magic are thus generally only explored in cultures deeply influenced by the faith of the Enshrouded. Of note is that blood magic is not, in fact, hemomancy (or magic that controls blood), but rather magic that uses blood (or life in general) in its process.

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Interestingly, the definition of blood magic varies widely depending on who you ask. The popular view of blood magic is intrinsically linked to the effects of their practitioners, focusing on the creation of scourges and the draining of life. Ask an arcane scholar, however, and they will say that blood magic is not a form of magic so much as it is a form of power - a way to outsource the cost of magic to the life force of another, but that that power can then be shaped into anything the user wishes.

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A subdiscipline of blood magic is fleshcrafting. Instead of using the life force of another to power the user's magic, it is instead turned inwards, amplifying certain traits (youth, vigour, strength, speed, or similar things) while using the recipients life force to power it. This can result in a being of great power, but with a tragically short lifespan - one often marred by health problems resulting from the body's attempt to adapt, and always marred by symptoms of magical corruption, even if they themselves aren't magic users.

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Vivimancy

To bring false life to something is a rarified feat, something far too difficult for most mages - and yet something still possible for those who dedicate time and study to it, so long as they are animating a humanoid shape. This animation requires a carefully prepared ritual, as well as a source of power for the animated being (typically called a golem) to use. The larger the golem, the more power they need - and the smaller the golem, the less power they can contain. While there are legends of vivimancers from the far flung pages of history that could animate many golems and give them instructions to carry out (with some of these golems even rumoured to be still in service to some high elf families), modern mages can only manage a single one at once, and that one must be kept under the direct and persistent control of the animator.

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As with many things, however, there exists shortcuts. Necromancy is a typically banned form of vivimancy that eschews the careful construction of a body from base materials for simply taking a corpse. It uses the echoes of that corpse's life to help shape the spell, making necromantic animation both easier to perform and often with better results - a practiced necromancer can guide two or three reanimated corpses at once. They still, of course, need a source of power - and thus necromancy is often paired with blood magic, sacrificing a living being and using their soul's power to puppet their corpse in a cruel mockery of their previous life.​​

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Soulshifting

​To transform into another being has long been the desire of many a mage, but to do so is a very difficult thing. There are legends of ancient mages possessing that power, able to morph their bodies at will to not just animals but most anything else - but such a thing has been lost since. Now, the power and shape required to pull it off is well beyond the greatest of archmages, even those who have spent lifetimes in the attempt. One thing, however, always remains an option: cheating. 

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In 1763 AT a faun researcher known to history as Greenhart discovered just such a cheat. She realized that while she didn't have the capacity to make the correct shape, she could commune with the spirit of the land, borrowing shape from the echoes of the creatures that surrounded her. In such a way, she could reshape herself in a mirror to these echoes, taking their form and existing among them. Her first experiments proved difficult to control, too much of the animal mind taking over her own, but with time and further refinement the technique of soulshifting was born, spreading through Naturalist communities at first before making its way into the lexicon of magic.

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Soulshifting, importantly, does not allow the mimicking of specific animals, but rather gives a result that is the theoretical "animal version" of the practitioner. Each time an individual transforms into say, a wolf, it will be the same wolf, informed by the appearance of wolves in their local area, but bearing scars, wounds, injuries, missing limbs, and even markers of magical corruption from the practitioner. In this, often those familiar with the practitioner may be able to recognize them while soulshifted, depending on how identifiable some of their features are.

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Injuries to a practitioner while shifted carry over when unshifted - a cut on a wolf's arm will be a cut on the shifter's arm as well. Anything that leaves contact with a shifted creature will transform back, including but not limited to severed limbs (which turn into the shifter's severed limb of the same variety), venom (which turns to saliva), blood, and teeth. Unfortunately for shifters their shifted form is not a supply of food, leather, milk, or anything else a true version of the animal could provide.​​​​

 

 

Restoration

Restoration magic is another of particular interest. Much like soulshifting, the shape to move power into knitting flesh together or regrowing limbs is beyond modern mages. Unlike soulshifting, however, the technique to circumvent that problem is one that has been known since antiquity. To heal wounds, then, magic must be channelled through the recipient's soul as well as the healer's, using their soul's identity to help guide the shape of the spell. While simple in theory, this technique is one that a lifetime can be spent mastering, and it takes a great deal of talent and a well prepared ritual to be able to restore lost limbs or similar feats.

One unfortunate side effect of this technique is that repeated healing, particularly of the same areas and particularly of severe magnitude can, over time, produce symptoms of magical corruption. It is not uncommon then to see minor signs of such on the hands or arms of veteran soldiers, or more

severe evidence on those who came close to death and were pulled back from the brink. Due to this, healers often try to limit the power that flows through their patients, and will often practice non-magical medicine and allow the body to naturally heal some of the way, still leaving scars and taking time for natural healing to finish the job started by magic.

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Lost Arts

It is known that magic was once far more powerful than it is today, with wonders from the Age of Heroes eclipsing anything that could be made in modern times, and wonders from earlier ages eclipsing even those. What is unclear is how much of the legends about mages past are truth and how much are fiction. Here lies a list of magical effects and techniques that legend says were once possible, but are now beyond the capabilities of the modern mage.

  • Teleportation: The ability to disappear and instantly reappear somewhere else, even over short distances.

  • Polymorphing: The ability to change yourself or another into a different person or animal.

  • Wildshaping: The ability to change yourself into any animal. Soulshifting is the modern equivalent.

  • Telepathy: The ability to read or speak to another's mind.

  • Scrying: The ability to cast your vision to another area.

  • Diciomancy: The ability to control others in body or mind. Modern mages can still mentally influence others with charms, or physically influence others with telekinesis.

  • Linguamancy: The ability to learn, create, or otherwise magically interact with languages.

  • True Vivimancy: The ability to animate a golem that can act independent of its animator.

  • Chronomancy: The ability to manipulate or control time.

Orcrest Website by Phiona Mercy. Last Edit: May 12th, 2025

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