24 September 2008

The Greatest Magic

Written by Gareth ( Contact the author of this post )
Published on September 24th, 2008 @ 11:49:00 am, using 1234 words, 253 views
Categories: SoW - World Lore

Hells, but it’s been a busy week or two. It was a public holiday today in SA, thankfully, so Denbeigh and I took the opportunity to go watch Hellboy 2 this morning and I quite enjoyed it. Over the years I’ve gone off elves in general in fantasy but I have to say the ones in this movie were totally badass. The creatures in Guillermo del Toro’s movies in general are wonderful, both in Hellboy and Pan’s Labyrinth. Kudos to him for breathing life and excitement into some old fantasy cliches like elves and fauns.

After the movie we came home and I intended to do a bit of work on SoW in the afternoon. But then I lay down for 5 minutes and suddenly it’s dark outside and I’m wondering why I’m starving? Ah well, I guess my body decided I needed the rest more.

Anyway, enough nattering. Let’s talk about SoW. :D

Some people, on reading my descriptions of the setting, seem to have gotten the impression SoW is a low magic setting. Well, it isn’t. There is, in fact, a fair amount of magic. So no, SoW is not low magic. What it is is what I like to call logical fantasy.

What do I mean by that? It’s best illustrated by an example, I think. Let me show you the most influential magical working in the entire SoW setting.

Uld Stone

It’s called an Uld Stone, one of many. You can find these stones all over the setting, wherever you find civilization, a great latticework of the things. Besides the gently glowing runes you won’t notice much else to distinguish them from ordinary rocks. If you touch them your fingers might tingle a bit, if you touched the runes themselves, but little else distinguishes them from any other rock or boulder you might find in the fields.

Yet these stones are the most influential, most important workings of magic in the entire setting. Destroying one results in a public flogging and a 10 year jail sentence. The mages who create these Uld Stones, a specialized sect known both singularly and collectively as Amandar, are greatly respected in society, nearly as much as healers and physicians. As they travel the lands, creating and maintaining the magic of the Uld Stones, they can expect to be treated with the utmost courtesy; no Amandar pays for his meals or lodgings while traveling.

What is it about these rocks that makes them so special? Why do their creators receive such reverence?

Simply put, because they make plants grow better.

From each stone emanates a subtle magical field, a gentle weave of magic which seeps through the soil, twining about the roots of plants, strengthening them, guiding their growth, warding off rot and disease. This great magical latticework, spread throughout field and farmland, has had a greater impact on the setting than any other working of magic. Fireball slinging and spells of invisibility may seem more impressive, visually, but they pale in comparison. The Uld Stones affect entire societies at a fundamental level.

You see, the fundamental basis of every civilization lies in food production. Here’s some interesting reading to go along with this post, something I read a while back on the Codex that has stuck with me; try to spot the parts that directly inspired the concept of the Uld Stones. ;)

To summarize for those not interested in reading the entire thing, a societies’ ability to produce food efficiently determines many, many things about that society. The number of individuals of non-food generating professions, such as warriors, blacksmiths and politicians, supportable army sizes, population density per acre of land, the prevalence of cavalry in warfare and hence the weapons used, the rate of technological advance, even the equality of the sexes.

In most ancient societies, around 90% of the population were farmers. A very small fraction of people did anything more than work continuously just to feed themselves and their families. The reason the Uld stones are so important in SoW is that they change this ratio. Crops are larger, more resistant to blight, more stable. Each peasant farmer produces greater surplus, allowing them to support a larger number of other professions. In SoW that farmer ratio is closer to 70% of the population, alowing three times as many non-farmers as a standard medieval society.

This changes the setting, quite significantly. You see, another mistake people make is thinking SoW is medieval fantasy. Sure, it is fairly medieval in it’s technology levels, for the most part (some aspects, like sanitation and architecture are closer to the ancient world, before the dark ages). But in other ways, cultural, political, societal, SoW is closer to the later periods of history, the early Renaissance. There are large, powerful guilds, many unrelated to food production. Politics is more complex, Athar for example has both a Royal Court and a Senate. Universities and schools exist, home to scholars pursuing esoteric knowledge. The arts flourish in the major cities. There are even banks, but I will come back to that later.

As I said, SoW is logical fantasy. In many games, magic is put to use in fairly selfish, individual pursuits, mainly in amassing more power for the mage. But any force or knowledge which could reliably be harnessed for society would be applied to solving the fundamental problems of that society, not just individuals. Food, shelter, medicine, transport, communication, warfare, even simple things like lighting the darkness at night. I’ll discuss these more in future posts, but the most fundamental and influential of these is food production.

I’ll end this post by coming back to the Amandar. In most fantasy settings, any discussion of magic users who deal with plants would inevitably involve that most hippy, tree-hugging of fantasy archetypes, the druid. Amandar aren’t druids. They don’t preserve abstract natural balances, or commune with nature spirits, or resist the influence of civilization, or what have you. They are highly trained, respected specialists in a very useful, practical field of magic. The Amandar tradition stretches back through recorded history, there have always been mages who used their magic to enhance the crops for their people, and they have always been highly considered. Unlike druids, Amandar don’t fore go material wealth. In fact, they are, for the most part, quite well off. Their talents are always in demand; merchants, landowners and farming communities paying well for them. Most spend a fair amount of time traveling the countryside, like country doctors on call-outs, except their patients are the hills and fields, the countryside itself. While most appreciate nature, they have no special connection to it, many choose this field for financial reasons, for the pay and job security, in the same way some modern doctors choose to specialize in urology. Which reflects another reality of mages in SoW. Most aren’t battle mages. Their powers make them highly useful, in demand, and most use this to seek high positions and comfortable lives in society, not combat. Most aren’t wondering around looking for spell duels.

You know, it probably says something about my personality that I find thinking about setting “fluff” details like this the most satisfying part of game development. I’ve just written an entire post on magical rocks, heh. And one day I hope to be able to work full time on making games which allow me to think about magical rocks and the like all day. :D

Comments, Pingbacks:

Comment from: James McNeill Email
Thinking up this kind of thing is the fun part of game development, no doubt about it. I love the world fiction you've cooked up, and that it hangs together on the macro scale. This has really whetted my appetite for playing your game!

What gameplay is associated with the kind of magic you've described? You haven't said much about how the Amandar do what they do, or what the player would do in that role (assuming it's playable).

Magic in games is often unsatisfying to me because it feels like the designers either went through a D&D handbook and copied out spells, or figured out things that were relatively easy to code in their game engine. I really would like to see more logic and unity in the design of the magic system, so that it isn't just a menu of hit-point and status adjustment routines. It sounds like you're headed that way; I'm looking forward to seeing what you come up with.
PermalinkPermalink 09/24/08 @ 19:28
Comment from: GhanBuriGhan Email
That sounds great. A lack of internal logic or consistency frequently bugs me about many fantasy settings. Apply the same care to the geography and ecology of your world, and I promise I'll buy your game just based on that.

PermalinkPermalink 09/25/08 @ 04:37
Comment from: Kris Email
1) Wow, the level of detail you plan on including rivals that of a novel; I don't know how you're actually going to do all this in one game, but I'm looking forward to the surprise.

2) As, sorta, mentioned above, I am very curious about the magic "class" types that we might be able to play. I, for one, will not be the least bit disappointed if "battle mage" is not one of our choices. I like odd-ball magic.

3) "There are even banks, but I will come back to that later." Can I rob said bank? Please?
PermalinkPermalink 09/25/08 @ 12:22
Comment from: Woe
“Food, shelter, medicine, transport, communication, warfare...”

Seeing how well you answered the first one, I can't wait to see the rest. But first, a big string of questions.

In real life, pesticides and fertilisers have side effects: diseases and bugs mutate and build resistances, large crops deplete the soil, wild-life change habits and/or die, and even the plants can change in some horrible way. Is there an analogy to that in SoW magic (not just to farming, but subtle, wide area, semi-permanent magic in general)?

“Destroying one results in a public flogging and a 10 year jail sentence”

must... break... stone...

Hey, what happens if I start carving runes on that thing? Better yet, what if I carve my initials?

Scratch that, I have an even better question. What other applications can you use an Uld stone (or something like one) for?

I love how your developing a magical society, but I've got to play devil's advocate and ask a selfish mainstream type question. Can a player recreate or effect this aspect of the magic system? If so, then to what degree?

Since this is a post about how magic affects society, I'll turn the question on it's head and send it a scuttling back. How does society effect magic? What are the rules? What enforces them? What is the main views and fears of magic?

I'm also dying to ask how your setting handles sanitation, but I'm not sure if this is the right post, or on a polite way to ask.
PermalinkPermalink 09/25/08 @ 14:25
Comment from: Gareth [Member] Email
Thanks guys :)

The Amandar aren't really a playable option in SoW, the games focus is more on political intrigue/conflict and the aftermath of the war than on playing farmer wizard. They are more there to flesh out the setting and it's internal logic. You can interact with them, may even get some quests to do with them/Uld Stones (the war resulted in a lot of devastation to the farmlands in Mirtar in particular) but you can't actually play as an Amandar.


@ Kris : I have a few goals in life. Making a game, writing a novel, becoming a skilled artist. I focused on game development first because it combines those goals. :)

I'll discuss the magic more in detail later. Although I can say that I love utility magic, especially magic that reveals information to a player or allows them to manipulate circumstances instead of just doing lots of damage.

Yes, what would be the point of including banks if thieves couldn't rob them? ;)


@ Woe :

There is an analogy in the setting, yes, but it isn't the focus of SoW. The Uld Stones aren't as dramatic in their effects, so they don't have as noticeable consequences. However, malfunctioning Uld Stones, either accidental of purposeful, can harm the ecosystems they are supposed to strengthen. Magi can, with the right knowledge, pervert them, a malicious act which is the equivalent of sowing the fields with salt.

"must... break... stone..."

Then live with the consequences. ;)

"Hey, what happens if I start carving runes on that thing? Better yet, what if I carve my initials?"

If you are a mage, engraving new magical runes into it can disrupt the spell pattern, perverting it. Carving your initials does nothing unless you break one of the runes, which also disrupts/unbalances the magic.

"What other applications can you use an Uld stone (or something like one) for?"

The Uld Stone is a rock the size of a man. It's not like you can carry it in your pack. Besides breaking one, fixing it or perverting it you can't do too much with it.

"Can a player recreate or effect this aspect of the magic system? If so, then to what degree?"

No.It's outside the scope of the game, and trying to create a system whereby a magical item the player created actually had a gradual effect on plantlife is way beyond the scope. Sorry.

"How does society effect magic? What are the rules? What enforces them? What is the main views and fears of magic?"

You will have to wait for that blog post and see. ;)

"I'm also dying to ask how your setting handles sanitation, but I'm not sure if this is the right post, or on a polite way to ask."

Hahah, again, wait and see. ;)
PermalinkPermalink 09/26/08 @ 06:01
Comment from: Kris Email
"games focus is more on political intrigue/conflict and the aftermath of the war than on playing farmer wizard."

Still, meeting up with one would be a great way to pick up some extra utility magic, or applying their concepts/practices to modify existing casting techniques and/or spells. Now, the question is, can I rob the bank with any class, using differing methods. Say yes, and I'm in love.
PermalinkPermalink 09/26/08 @ 11:47
Comment from: Gareth [Member] Email
True, SoWs magic is rune based so you can pick up appropriate runes from Amandar, assuming one is willing to teach you.

Yes, you can rob the bank with any class, however certain methods aren't going to work. If a fighter could simply slaughter his way into the vault and out again then the bank would exist very long, would it? So yes, different types of character can certainly rob the bank, but most will need to make use of trickery, wits and a bit of stealth.
PermalinkPermalink 09/26/08 @ 12:02
Comment from: Woe
“You will have to wait for that blog post and see. ;)”

Tease. ^^

"'What other applications can you use an Uld stone (or something like one) for?'

“The Uld Stone is a rock the size of a man. It's not like you can carry it in your pack. Besides breaking one, fixing it or perverting it you can't do too much with it”

Not what I meant, I was speaking from the perspective of the setting, not the player. If I understand the concept, an Uld stone is like a permanent casting of a low level rune spell, so I wondered if you could do the same for other spells. I was picturing something like a sweat shop where the workers never stop, centred around an 'Empower human' stone; or a decadent mansion with a spell built in to make walls invisible at will; or a stone made to preserve the cold in a meat warehouse. Are applications like these present or even possible in the setting?

By the way, it's a stupid question, but what does “Uld” mean?
PermalinkPermalink 09/27/08 @ 07:55
Comment from: Codecksian Email
That should be multi-headed... ;)
PermalinkPermalink 09/28/08 @ 16:37

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