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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RulingNations
RulingNations

Mon

Jul 19
2004

01:40Z

[Cel] [World] Styles of Magic

In a message dated 7/18/04 3:45:02 PM Mountain Daylight Time, 
juha.vesanto@iki.fi writes:

>Still, it would need to be clarified somewhat just how Exquaestio magic
>differs from the Mirrish magics. An interesting discussion.

Well, first of all, espiri Glimmering is pure authority. Unlike most
styles of authority, however, it's extremely flexible. Certainly not as
much so as Mirrish Sorcery (at the moment anyway), but no one can say
what its potentials are. (See also the Exquaestio magic page at
http://www.picotech.net/~jeff_wilson63/rpg/Exq_Magic.html). I'm not
going to speak of rohain Genius because it is so little developed, but
feel free to ask questions if you wish.

Unfortunately, very little has actually been written about how Mirrish
Sorcery works. From _Speakers and Kings_:

_These magi must tell the work exactly what to do and how to do it. For
this they must be stronger than the clay of the work and they must be
knowledgeable of this work. That makes the work difficult; it elevates
the worker in the eyes of those about him. That is the pretension of
Will and, ultimately, its weakness. For an ob . . . a magus to, let us
say, mend a broken bone, he must know all things about the bones and the
body. He must know what the structure should be, he must know how the
blood should flow; he must know, in effect, everything. He must be
informed enough to perform the work in mundanity. The mage who would
set a bone must be a mendicant using he art to work faster or better but
not -- not, not, not -- to do something new or that he does not fully
know. Every mage must be a specialist and is limited by both knowledge
and imagination.

[. . .]

The Song is the form of convincing the work to use its Authority upon
itself. It is the seduction of the will of the work. Where a mage must
instruct and force his clay, the obeah must convince the work to agree
with him, to believe in the primacy of what the obeah believes. Even,
even, even if the obeah knows that, as he works, this belief is not
true. This passing not-truth must be hidden from the work until the work
has made it truth._

Glimmering follows neither of these patterns. When an espiri begins a
rite, the first result is an inundation of information. When setting a
bone an espiri will become aware of many things: the amount of pain the
subject has, the rush of repair agents to the break, the proportion of
living bone cells to nonliving cells, the fact that bone marrow makes
blood, and _millions_ of other things. The espiri must then sort this
information for what is meaningful and applicable. Once sorted, the
espiri "displays" the result to the target (the above bone), showing it
the path to the espiri's purpose in performing the rite. If the target
(bone) "agrees" with the espiri's purpose, then if follows the path (and
the break is mended).

Let's compare Sorcery, Obeah, and Glimmering in the metaphor of a man
leading an Ox. With Sorcery, the man knows the ox, knows what it will
respond to, and uses that knowledge to direct it. With Obeah, the man
bribes the Ox to move in the direction he wants. With Glimmering, the
man draws the attention of the Ox to a particular destination, and the
Ox travels that way if the destination is desired.

This is why the espiri are having such a hard time with infections and
contagions. The germs involved don't "want" to travel along paths that
will lead to their demise.

Jefferson (Exquaestio)
http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html
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