Mantike

Mantike is one of the arts of Low Magic, it deals primarily with the modification of bodily processes. Advanced students of Mantike usually delve into Creation as a part of their teaching and their knowledge makes them excellent Flesh Forgers.

Field

Mantike covers a lot of different things though it primarily deals with enhancing the body in some manner or another. It may cover anything from causing wounds to heal faster or improve eyesight or anything of a similar note.

Magical Families

magical families

In the worlds of magic and alchemy there are certain families which have been known to dominate both in learning and power. This article contains a tentative list of some of the major families and their relative expertise and other facts concerning them.

Wizarding Families

In the world of magic it is not rare for wizards to choose celibacy over procreation, believing this will remove potential distractions from their study of the arcane and increase their power. Some have chosen a different path though and have taken their own children as apprentices, passing the magic staves from one generation to the next.

In some cases, these die out after a few generations and create little by way of a legacy, certain families have had a different fate though and have created what may be considered the great wizarding houses. To claim progeny from one of these houses, or to have been taught by one of them is a sure sign of respect among wizards.

The Wyrd

wyrd

The wyrd is a feeling of knowing where one should be at a given time. It is a rare phenomenon, rarely occurring among the population of Adylheim. However, the general opinion is that when it does occur it should be heeded. Similar, but not appearing to be related to the wyrd is a phenomenon known as the wyrdlings, wherein a select group of individuals seem to interact more than chance might seem to allow.

The wyrd is known under many names many names: fatestrings, fate, providence, the gitchy, the straining, destiny and several more besides. The wyrd generally the most commonly used name throughout Adylheim. The wyrdlings however, are less commonly mentioned, yet they have still managed to attract several names, foremost among which may be the fated. The less known are such names as the fatelings, the chosen ones, the compatriots and many others more esoteric. A wyrdling is generally taken to mean both the group in which a person might find himself and the group itself, dependent on the specific context.

Extent

Every individual in Adylheim has the potential to get the wyrd. It is not restricted to any race, gender or person. Nevertheless, the wyrd is a rare occurrence. While some may be more sensitive to it than others, the ones who have seen it are rare individuals for the most part.

Dungeon Keepers

dungeon keeping

The very mention of the word ‘dungeon’ brings to mind tales of the innumerable adventurous exploits that have been covered in the vague, spoken history, both recent and ancient, of Adylheim. Adventurers have been exploring, plundering, and conquering dungeons for untold eras.

The practice of Dungeon Keeping and the cult connected to it came about when a powerful wizard took it upon himself to find the holding place of the god Maadrth. Through the advice of the wisest and oldest beings in all the planes, as well as the use of enclosing spells to weaken the stone of the mountain, he was able to dig his way into the god’s prison. Once within the god’s relatively small sphere, the wizard was pounced upon, having bit off more than he could chew in an all powerful being. He was made to form a geis with Maadrth, lest he be crushed then and there. The god confessed that he was seeking the power of all true names and, with them, the power to break his chains.

The geis stipulated that the wizard and all of his future apprentices were to build their towers underground, rather than above the ground. Within the deepest layer of the underground tower, or dungeon, the wizard, who was henceforth to be known as a Dungeon Keeper, was to keep all of the true names that he collected. The wizard was also charged with taking the true names of all his apprentices, and keeping them from them. So long as the names were stored someplace deep underground, he would be given the power to use these names in spells, to draw upon the power of his subordinate Dungeon Keepers. To aid in the keeping of names from students, a powerful hex was gifted to the wizard, whereby a true name could be exchanged for a true name. The hex is a major part of the compact that must be formed between the Dungeon Keeper and his apprentice. It’s what binds the apprentice to the path of Dungeon Keeping, so that Maadrth’s will could be done.

Wizarding Paraphernalia

wizarding paraphernalia

Clothing

Most mages choose to dress themselves in robes expressive of their station in life, however, some choose to dress otherwise though this makes it harder to identify them as magi. The robes themselves may vary from the relatively simple robes of apprentices to the elaborate robes of true magi and according to local fashions. Experienced magi often have extensive protective spells woven into the fabric of their robes though, though it should be noted that there are very few spells which protect against physical harm, most hindering spells from having an effect on the wearer instead.

While hats, hoods and such are common among magi, they carry little by way of significance for them. There are several other items of clothing magi wear, but apart from the robes they rarely have any significance and are only rarely enchanted in any way.

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