
Supplemental Lore

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, markers of magical corruption, and sometimes even eye colour of 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 at a whim 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 - in effect coaxing their body into healing itself with the power provided by the healer. 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 perform 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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Summoning
Summoning, at rudimentary level, is often one of the first forms of magic that fledgling mages are exposed to. The reason for this is purely practical; the cost is relatively low when dealing with small local animals and the potential for catastrophic failure under such controlled circumstances is trivial. It also makes an upcoming mage somewhat useful while developing more advanced skills, being able to guide carrier pigeons and other animal based means of communication and transportation with more accuracy than the animal itself might possess.
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While master practitioners might be able to call to creatures across great distances or from the Lands Beyond, even the most talented and powerful summoner cannot overcome the natural barriers inherent to this form of magic. The first and greatest barrier is time. No matter how short the distance or how simple the creature being summoned, weaving magic in such a way that it can cross boundaries of spatial understanding and influence another being requires a degree of concentration and effort only suitable to ritual casting. The second is control, or lack thereof. Creatures of lower mental capacity may be influenced to heed the bidding of the summoner with relative ease, so long as the desired outcome is not immediately or inherently detrimental to the life of the summoned. Creatures of more substantial intelligence, including the planetouched, can be summoned, but doing so incurs a much higher cost, requires much more expertise, brings a much higher risk of the summoning being resisted, and confers much less influence. Making demands of a being contrary to their own desires and interests, no matter how friendly they may be, is no easy feat.
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While there are oral traditions and ancient tales of summoners drawing all manner of beasts to them, if such a capacity truly existed it has long since been lost. Summoners do not create creatures, and they do not teleport them - the creature must already exist in the world and, if the summoner expects to see it any time soon, it must have the means to reach the summoner under its own conveyance. Common animals such as wolves and birds must be able to run or fly to the summoner, though those who deal with extraplanar beings may find that they have more expedient means of travel. It is always wise to be prepared to offer good reasoning for summoning more intelligent entities, however, as they may not appreciate being called to the caster for trivial matters. Finally, each summoning ritual calls to a specific type of being, but a ritual can be narrowed in scope to an individual if an item of great personal importance to them is incorporated.
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Binding
While the intricacies of binding can take a lifetime to understand, their base format never truly changes. A binding is a magical contract voluntarily entered into by exactly two beings, each participating in a ritual to pour part of their arcane energy into a binding object. Each binding requires an object to hold its magic, one typically made with stone, metal, or another durable substance as destruction of the object also ends the binding. These objects are typically rather small, able to be held in a hand, as possession of the object is also possession of the binding.
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Each binding's magic consists of three main components: a task the bound must achieve, a reward the bound will get if they achieve it, and a length of time the binding will last - the latter limited by the amount of energy able to be put into the binding ritual. While simply not doing the task has little consequences and a binding confers no direct control, actively working against the task or raising a hand in violence against the binder are both incredibly painful ordeals, incentivising the binded to follow through with the agreement. Similarly, the binder not providing the agreed upon reward is also incredibly painful, a pain that can turn lethal should they seek the destruction of the binding object while their debt is outstanding.
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There are several major limitations to this magic. The first, of course, being that one must be a magical creature or else be able to cast magic to enter into either side of the agreement in the first place. Secondly, the binding must be voluntary - though coercion is always an option. Third, the tasks and rewards must be relatively simple, as the shape of the ritual grows evermore complex and requires evermore power the longer each is. Fourth and finally, the binding object is the key to the magic, its destruction will end any binding, and if another can take the binding object they can also take the binding itself, should they so choose. Doing so involves supplanting the magic of the previous binder with their own, a ritual that can be done without the bound, and that inflicts great pain to the previous binder.
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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.
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Teleportation: The ability to disappear and instantly reappear somewhere else, even over short distances.
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Flight: The ability to soar through the air. Slowing descent is possible via telekinesis.
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Invisibility: The ability to disappear from view. Modern mages can achieve convincing illusions to hide a shape or person that is static or moving slowly, but can not achieve true invisibility.
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Polymorphing: The ability to change yourself or another into a different person or animal.
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Wildshaping: The ability to change yourself into any animal. Soulshifting is the modern equivalent.
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Telepathy: The ability to read or speak to another's mind.
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Scrying: The ability to cast your vision to another area.
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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.
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Linguamancy: The ability to learn, create, or otherwise magically interact with languages.
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True Vivimancy: The ability to animate a golem that can act independent of its animator.
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Chronomancy: The ability to manipulate or control time.









