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16:50, 10th May 2024 (GMT+0)

Magic, Culture, and Religion in Tamriel.

Posted by Mad MickFor group archive 0
Mad Mick
GM, 23 posts
Wed 10 Nov 2021
at 05:50
  • msg #1

Magic in Tamriel

Magic in this game will use a modified version of Ritual Magic [Characters, p. 242; Magic, p. 200]. Each magic School Skill is the base skill for that skill and is a Very Hard skill. There are six Schools of Magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, and Restoration. Each spell is an Average Technique, defaulting to the appropriate School minus the number of prerequisites.

One key difference from normal Ritual Magic is that spells must be learned to be used and normally cannot be cast at default. If a spell does not require Magery, any character can learn to cast it. Spells can be learned at local Mages Guilds if a trainer there knows the spell. Spells may also be bought from trainers for (1 + Prerequisite #) * 100. Spells learned this way may be bought at default level for no additional CP cost.

Magery is a prerequisite for more advanced spells. The maximum level any particular spell can be is School level + Magery level. Each level of Magery adds +1 to Schools of Magic. Magery also determines how many points can be put into a particular spell cast (except for Healing spells). Starting mages are limited to Magery 3.

Magery cannot be learned. It is innate to Dunmer, Altmer, and Bretons, as well as anyone born under the sign of the Apprentice, Atronach, or Mage. No other character may take Magery, though they may cast spells that do not require Magery.

Magicka

In GURPS, mages use fatigue to power their magic. In Tamriel, mages use Magicka (Energy Reserve in GURPS), and there is no limit to how much Magicka can be bought. Once Magicka is depleted, mages may use FP and/or HP to power their spells. However, this comes with risks. Spellcasters are at -1 to cast each spell for every 2 FP used, rounded up, and are at -1 for each 1 HP used.

Schools of Magic and some spells included in that school:

Alteration
Alteration spells manipulate the physical world and its natural properties. Examples include water breathing, levitating, opening and locking, and creating magical shields.

Movement spells
Shield spells
Shape spells
X to Y spells
Water Breathing

Conjuration
Conjuration spells include mental domination of creatures, summoning of weapons and armor, and summoning of creatures to protect and serve the caster.

A number of Bound spells, one for each kind of armor and weapon
Mind Control spells
Summon spells
Necromantic spells involving spirits and the undead

Destruction
Destruction magic focuses on damage to all forms of matter, both living and non-living, and making matter more vulnerable to damage. The five basic types are elemental damage, bodily attribute draining, bodily attribute damaging, vulnerability, and disintegration

Body Control spells that involve harming others
Missile and Jet spells
Breaking spells
Necromantic spells involving harming living beings

Illusion
Illusion magic focuses on altering perceptions and thoughts of living beings.

Light spells
Sound spells
Body Control spells that involve paralysis
Many Animal spells
Paralysis
Protection spells related to indirect protection

Mysticism
Mysticism involves the manipulation of otherworldly forces to bind souls in gems, teleport the mage, manipulate the world, absorb or reflect magic, and sense unseen things at a distance.

Detect spells
Gate spells
Reflect spells
Soul Trap
Telekinesis
Transportation spells

Restoration
Restoration spells heal, restore, and strengthen the body, cure disease, and protect it from harmful intent. Restoration spells can also increase alertness, speed, intelligence, and other attributes.

Body Control spells that involve augmenting bodily attributes
Healing spells
Protection spells related to direct protection


Other types of magic:

Enchantment
Enchantment involves permanently applying a spell or magical effect to a weapon, armor, or clothing using the power of a creature's soul. The process can either be careful or quick. Rumors exist of black soul gems that can harness a human or elf's soul, but this practice, if it exists, would likely involve necromancy.

Enchantment does not fall under any particular magical School. Instead, it exists as a standalone VH skill.


Alchemy

Alchemy is treated as Herb Lore. All plants and animals accumulate mana in some form, and this mana is often incorporated into lifeforms as part of its essence. Alchemy is the study of these essences and how to extract them to make potions.

Herb lore can also be used to create magical tinctures, but herbalists are not able to analyze elixirs, use alchemical forumlaries, identify magic items, or create exotic preparations. As a tradeoff, herbalists need less money and time to make elixirs and do not suffer the explosive critical failures that alchemists may experience.

A specific essence can hold up to four distinct magical properties, and these properties are rated as trivial, common, rare, or esoteric. Trivial properties may be known by good cooks with no formal alchemical training. Master alchemists may closely guard their knowledge of esoteric properties.

To determine an ingredient's properties, roll vs. Alchemy. A success means the alchemist identifies a trivial property. Success by 5 also reveals a common property, success by 10 a rare property, and success by 15 the esoteric property.

Alchemy uses a number of different apparatus to create potions and poisons.

A mortar and pestle (Apprentice level, $100, 5 lbs) are the basic tools used for making potions using the Alchemy and Herb Lore skills. Without these tools, the alchemist is at -1 to make the potion.

Other tools:

The calcinator (Apprentice, $10, 25 lbs) fortifies the potion by doubling every effect in some way.

The alembic (Apprentice, $50, 10 lbs) distils the potion by removing a player-specified effect with a successful roll.

The retort (Apprentice, $20, 8 lbs enhances certain player-specified effects. If combined with a calcinator, the original magnitude is tripled. A roll is needed for each effect.

Journeyman, Master, and Grandmaster quality apparatus give a +1, +2, or +3 bonus to each stage.

For instance, two ingredients may be combined to make a potion. One ingredient may restore FP and give a temporary Will -1, and the other ingredient restores FP, cures common diseases, but gives a temporary Unlucky 1 and Will -1.

If the two ingredients are combined with the mortar and pestle with a successful Alchemy or Herbal Lore roll, the resultant potion will have the shared effects of each ingredient, restoring FP but temporarily draining Will by -1. A successful roll with an apprentice calcinator will double the effects. If the alchemist knows the resultant potion will drain luck, they may use the alembic to attempt to remove this effect. If instead they want to make the potion drain more willpower, they may use the retort to attempt to enhance this effect.

Necromancy

Necromancy is generally considered immoral in most cultures. The Mages Guild has officially banned the practice, though some in the guild practice it secretly. Despite the ban, necromancy is still legal in Cyrodiil. Most necromancers generally operate independently.

Dunmeri culture highly venerates the dead, and necromancy is illegal in Morrowind and considered abhorrent. However, Dunmer ancestor worship is perceived by other races as necromancy, and Dunmer often create undead of non-Dunmer to guard ancestral tombs.
This message was last edited by the GM at 04:46, Mon 06 Mar 2023.
Mad Mick
GM, 24 posts
Fri 12 Nov 2021
at 19:21
  • msg #2

Life in Morrowind

The Dunmer

The Dunmer are the ash-colored, red-eyed inhabitants of the province of Morrowind. The leaders and living gods of the Dunmer are the Tribunal: Vivec, Sotha Sil, and Almalexia. As an Imperial province, Morrowind is ruled by King Hlaalu Helseth, who rules from the city of Mournhold. Morrowind is the only province in the Empire that was not conquered. Instead, the Tribunal, Morrowind’s leaders, negotiated a peace with the Empire that granted Morrowind a measure of autonomy.


The Imperial Legions

The Imperial Legion represents the might of the Empire. They have established forts throughout the province and are a reminder that Morrowind is still part of the Empire. The Legion, as with all Imperial factions, are often at odds with native Dunmer factions.


The Great Houses

Five Great Houses hold much of the political power in Morrowind. The three Houses with holdings on Vvardenfell are House Hlaalu, House Redoran, and House Telvanni. The three are frequently at odds with each other.

The Hlaalu value diplomacy and commerce and work most closely with the Imperials. They currently are the most powerful of the Houses, and their headquarters is the city of Balmora. Many Hlaalu are corrupt, valuing wealth above all else, but they are also the least xenophobic. Other Houses see the Hlaalu as collaborators.

House Redoran values tradition, honor, and martial prowess, and they are supportive of the native Dunmer Temple. They also respect the Fighters’ Guild and Imperial Legion. Redoran District is located in northwestern Morrowind  on the border with Skyrim. Their capital on Vvardenfell is the northwestern city Ald’ruhn.

House Telvanni are powerful mages who create mushroom towers to reside in. They are isolationist and show little interest in political affairs outside their own borders. Their main holdings are Telvanni District in the east, and their seat of power on Vvardenfell is Sadrith Mora.

The other two Great Houses have holdings on the mainland but not on Vvardenfell. House Indoril dominates the Tribunal Temple cult. They administer the Indoril District, where the capital Mournhold is located, and Indoril provides the Ordinators who guard the city of Vivec.

House Dres maintains large plantations in southeastern Morrowind on the border with Black Marsh. Dres is hostile to Imperial law and culture. They strongly support slavery and resist efforts to limit or end slavery in Morrowind. They seek to promote unity within the Houses and protect traditional ancestor worship.

A sixth house, House Dagoth, has disappeared and was thought to be destroyed, though rumors speak of its continued existence. It is often called the Sixth House, and its name is a source of fear.


Guilds

Guilds on Vvardenfell are arranged for mutual support and to provide training and work for their members.

Imperial-aligned guilds include the Fighters’ Guild, The Mages’ Guild, and The Thieves’ Guild. Each local chapter is headed by local leaders who report to the Vvardenfell guildmaster. The Fighters’ Guild operates officially as a source of mercenaries and guards and has established several guild halls throughout the island. The Mages’ Guild is dedicated to the study of magic and also operates guild halls. The Thieves’ Guild officially does not exist, but its members meet in local corner clubs and taverns.

Local Dunmer organizations also exist, including the Camona Tong, a group of criminals; and the Morag Tong, officially sanctioned assassins. Another group of assassins that operates across the empire is The Dark Brotherhood, but they have no official standing.

Each guild has its own guidelines which members are expected to follow.

Slavery

Slavery is illegal in the rest of the empire, but it is legal in Morrowind, a provision of Morrowind joining the Empire. The local Dunmer keep mostly Argonians and Khajiit as slaves. Other races may also be held as slaves. Some Great Houses openly support slavery, including the Telvanni and the Dres. Rumors speak of a group called the Twin Lamps that seeks to abolish slavery.


Ashlanders

The Ashlanders are the native inhabitants of Vvardenfell. They are nomadic and live in yurts in Vvardenfell’s eastern Grazelands. They distrust settled Dunmer and for the most part are left alone.
This message was last edited by the GM at 20:46, Sun 31 July 2022.
Mad Mick
GM, 25 posts
Fri 12 Nov 2021
at 19:22
  • msg #3

Religious Faiths

The Tribunal

The Tribunal, also called Almsivi, are living gods worshipped by all Dunmer except Ashlanders. The Tribunal have ruled the Dunmer since the Battle of Red Mountain, around 1E 700, when they ascended to godhood.


C0DA Vivec by SnowSkadi

Vivec is a Warrior-Poet, the Guardian God-King of Vvardenfell. He is the ever vigilant protector of the Dunmer people from the dark gods of Red Mountain, the gate to hell. In appearance he is half-Chimer, half-Dunmer. Also known as Vehk, he has made his home in Vivec City for hundreds, if not thousands, of years.


Almalexia

Almalexlia is the lover, the mother, the transcendent one. Her adoring worshippers call her Healing Mother, Lady of Mercy, and Mother Morrowind. She is the source of compassion, sympathy, and forgiveness; the protector of the poor and weak, and the patron of teachers and healers. Also known as Ayem, she dwells in Mournhold on the mainland. As a mortal, she was the wife of a great Dunmer hero, Lord Nerevar Indoril. Now, she is the consort of Vivec.


"Sotha Sil" by Wesley Jesus

Sotha Sil, the Clockwork God, is a wizard-technologist, a wizard-mystic. His names include the Mainspring Ever-Wound, the Father of Mysteries, Magus, the Magician, the Teacher, the Sorcerer, the Tinkerer, the Light of Knowledge, the God of the World Mechanism, and the Architect of Time. Also known as Seht, he constructed his home, the Clockwork City, in a metaphysical pocket realm which exists outside space and time.

Aedra


The Nine Divines

The Aedra are beings that together created the world, Mundus. The word Aedra comes from Aldmeris and means "ancestors."

Eight of the Aedra, along with Talos, the human god-hero Tiber Septim, are worshiped as the Nine Divines. The Nine Divines are Akatosh, Father of Dragons; Arkay, Lord of the Wheel of Life; Dibella, Goddess of Beauty, Love, and Affection; Julianos, God of Wisdom and Logic; Kynaerth, Goddess of the heavens, winds, elements, and unseen spirits of the air; Mara, Goddess of Love, Fertility, Agriculture, and Compassion; Stendarr, God of Mercy, Charity, Well-Earned Luck, Compassion, and Justice; Zenithar, the God of Work and Commerce; and Talos,  who conquered Tamriel and created the Empire.

Daedra

The Daedra are immortal beings that did not join with the Aedra in the creation of the world. Their name in Aldmeris means "not our ancestors." They are often regarded as demons, and though they have the capacity for great destruction and are typically viewed as evil, they generally transcend concepts of good and evil.

The most powerful Daedra are known as Daedric Princes. The seventeen most powerful Princes are Azura, Boethiah, Clavicus Vile, Hermaeus Mora, Hircine, Jyggalag, Malacath, Mehrunes Dagon, Mephala, Meridia, Molag Bal, Namira, Nocturnal, Peryite, Sanguine, Sheogorath, and Vaermina.


Azura by Trickster the Confused

Three of the Princes (Azura, Boethiah, and Mephala) are called the Anticipations, are called the "Good Daedra," and are worshipped by many Dunmer. Azura is considered the anticipation of Sotha Sil and is known as the Queen of Dawn and Dusk.  Boethiah is the Prince of Deceit, is considered to be the god-ancestor of the Dunmer, and is seen as the anticipation of Almalexia. Mephala is associated with the Morag Tong, is associated with murder, lies, deception, sex, and secrets; and is considered the anticipation of Vivec.

Lesser Daedra include Dremora, Atronachs, Hungers, Winged Twilights, Golden Saints, Ogrim, Clannfear, and Scamps.

The Imperial Cult

The Imperial Cult organizes worship of the Nine Divines and are mainly found in Imperial forts and settlements.

Other religions and faiths

Besides the worship of Aedra, the Tribunal, Daedra, and ancestors, other faiths can be found in Morrowind. Each race has its own pantheon of gods, and most of these are versions of the Aedra. The Dunmer are unique in worshipping many of the Aedra.

The Redguards worship gods that have connections to other deities, including HoonDing, the spirit of perseverance; Onsi, a warrior god; Morwha, a fertility goddess; and Satakal, the god of everything.

Argonians worship the Hist, sentient trees that created the Argonians.

Khajiit worship some Aedra, some minor deities, and some of their own deities, including the Riddle'Thar, the Sugar God, a cosmic order deity; Baan Daar, a minor deity called the Bandit God; and Rajhin, a Thief god who was the most famous burglar in Elsweyr's history.
This message was last edited by the GM at 22:55, Sat 16 July 2022.
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