Wizards and Witches
In Centerra, men and women are equally
adept at magic. However, attitudes towards women and magic use vary
across the continent (most of which is dominated by the Church).
These attitudes usually take one or more of the following forms:
- Danger: Magic is dangerous and women will incompetently endanger themselves and/or others.
- Immoral: Magic is corrupting and women will all become evil thralls to demons.
- Burn the witch!
In truth, magic is dangerous and
corrupting, and male wizards explode their heads, unleash horrible
psychoplasmic plagues, and become skin-cars for demons with alarming
frequency. Just the same, these prejudices are enacted against women
with both communal shunning (in the east) and state-ordained
executions (parts of the west).
A few wizards are aware that women are
just as capable as men.
So, men are called wizards, and this is
a term of prestige, power, and respect.
And women are called witches, and this
is a term of fear and loathing.
A few women take to calling themselves
wizards, with varying degrees of success. This usually involves
lying about where they were trained. In a few rare cases, women have
successfully gotten educations in wizard colleges or monasteries,
always by disguising their gender. Wizards hate being tricked and
will usually invest a lot of effort into making sure the witch is
discredited, exiled, imprisoned, or executed for crimes against
magic.
Digression: lots of people suffer under
the tyranny of wizard institutions, not just the women who dare pay
for an education there (wizarding colleges require shit-fuck-tons of
money, wizarding monasteries usually require familial links and/or
years of service).
So, wizards have rich traditions with
rich, old institutions. Portraits of the last 50 headmasters hang in
the halls. That sort of shit. They have libraries with thousands of
spells (mostly variations).
Monastic wizard enclaves function
pretty much the same way, except that they retreat from the world
instead of entangling themselves in it.
And witches struggle to get any sort of
tradition going. They have no libraries, small repertoires of
spells, and only oral histories.
However, there is a lot of evidence
that show that the most powerful spellcasters in the world have been
women. Zandara the Magnificent disappeared the city of Bastoc, a
feat that has never been replicated or even approached (although her
detractors will point out that she studied at the College of the
August Star in the middle of her illustrious career). And Ozur the
Unscarred dueled every wizard she came across, and never lost a
single one (although she was a pretty amoral character, and is pretty
directly responsible for a lot of the evil witch stereotypes). And
Yalys the Shaper created over a dozen life forms during her life, in
a time when that was thought to be impossible. Even now, teams of
wizards labor for years to create a single, viable organism.
Because of the way that magical talent
is sought after and recognized in boys, girls are more likely to
become sorceresses.
Digression: When a person is filled
with magical talent but never given the opportunity to exercise it,
the magic sometimes overflows, burning out their ability to control
what spells they can cast. This is what a sorcerer is. Pure
sorcerers can only cast a single spell (determined at random), but
they can cast it many times per day. They may eventually learn to
cast many variations of that spell, but they will never be able learn
the variety of spells that wizards go. For them, it is not a cerebral
event, but an organic, gut-churning, orgasmic experience.
Digression, cont.: Wizards don't like
sorcerers because they are consistently overpowered by them.
(Sorcerers get a bonus to caster level.) The only humanoids with
more spellcasting power are the elves (let's not even get started on
them). Because of the way sorcerous talents emerge, nearly all
sorcerers are young people with mild brain damage, usually
manifesting as poor impulse control. They tend to go mad. Some of
them kill a lot of people. Very few live very long.
possibly a wizard |
Covens and Stuff
Covens are partly social things. They're a secret community, and if a coven sticks around long enough, they usually end up being based on either (a) family or group of families, or (b) a bunch of women in a singular profession. Aside from a bunch of old ladies teaching their granddaughters how to turn snakes into rabbits (or curse people), there's also just a bunch of women hanging out, eating food, and shooting the shit.
Digression: For comparison, a big chunk of colleges are just young men experimenting with drugs and alternative sexualities, and a big chunk of wizard monasteries is sweeping floors and fasting.
In the countryside, towns who discover
a coven in their midst usually try to disband it using social
pressures. Neighborly surveillance, friendly interventions, loss of
the meeting place, husbands pleading with their wives “You've got
to stop meeting with those. . . witches! What if the paladins found
out? I don't want anything to happen to you. I love you.”
Small towns might have more understanding views of witches, though. Sure, you're surprised when your 17-year old daughter fires off a magic missile, but if she did it to stop the guy who was robbing your shop, bully for her!
Townsfolk are very rarely stupid/cruel
enough to do the whole torches and pitchforks thing. If things
escalate, they'd rather just go to a city and contact a college or
the Church.
Major cities have colleges, and when
they find out about about witch covens, this is what usually happens:
A bunch of wizards and guards show up at the witch's house during
dinnertime. They round them up, see if the witches have developed
any spells that they don't already have in their files (they often
do), throw the ringleaders in jail, and fine the rest.
Darker colleges will have a heremancer
or two among their ranks, and these scary dudes will perform a
barancation (drilling holes in the crown of the head, pouring some
stuff inside, casting some spells) and burn out a witch's ability to
cast spells forever.
Then they do the jail thing.
Monastic wizard enclaves will usually
do pretty much the same thing, but minus the city guard and with a
few more shaven-headed acolytes.
Witch Hunters (The Third Lantern of the
Church of Hesaya, mostly paladins but also other types of
specialists) like to catch the witches in the act. Kick down the
door. Witches who make a fuss are killed. The other ones are
rounded up and put on trial. The worst offenders are burnt at the
stake. The others are also burnt at the stake unless their families
can pay their fail/fee (most of which goes to the Church), and then
the surviving witches go to Angelmar where they can atone for their
sins in person, in front of the Godhead. Then they go on probation
for the rest of their lives.
Lots of people don't like the witch
hunters, because they've killed a lot of people's grandmas, mothers,
and sisters. This often extends to paladins, who are often met with
distrust. No one likes a cop at the reunion when grandma is smoking
weed out back without a license.
Digression: If these paladins sound
like assholes to you, remember that their unswerving morales are also
their greatest virtue. These are the same guys who charge into fight
demons when normal men shit their pants and go mad. These are the
paladins who unhesitatingly throw themselves into the jaws of death
to protect their part of the world. (Don't fuck with them.) They're
probably too uncompromising to make good PCs in most games (but there
are other orders of more reasonable paladins if a player still wants
to play a holy knight).
Also don't forget that there are plenty
of evil witches, plague covens, corrupt colleges, and diabolical
wizard towers. Everyone has a right to be evil! Huzzah!
the snake is also a wizard |
Gender and Roleplaying in Centerra
It's no fun to play a woman in a game
if the DM uses fantasy prejudices to shit all over you. That sucks.
But I believe that gender issues should
not be excluded in a setting, because (a) your group can just choose
to ignore them, (b) sexism is interesting, and fantasy sexism
potentially much more so, (c) it brings up questions of morality,
which can lead to interesting discussions (although your group may
prefer black and white morality (“all orcs are evil”) which can
be great because it allows your group to go straight to the part with
the unambiguous heroism)
So if a player wants to play a witch,
it shouldn't be a big deal. Adventurers are already sketchy people
who smell like blood and carry too many weapons. No one trusts then
anyway. Only after they save the town will they go from “those
murderers, thieves, and witches who probably want to steal our gold
and bugger our horses” to “those murderers, thieves, and witches
who might be sort of okay”.
this is actually probably tokyo. unrelated to wizards |
Perspective
The terms “college” and
“university” are synonymous with schools of wizardry (a
university is a collection of colleges), but these huge institutions
usually exert their tentacles into all sorts of other worldly
affairs, from politics to finance to warfare. So “military
college” = “military college of wizardry”. The idea of going
to college and learning non-magic stuff is unheard-of.
The wizards of Shar are also
experimenting with allowing a few women into their wizarding colleges
(which teach non-wizarding topics, too! Like mathematics! How
insane!) But everyone knows that Shar is pretty batshit anyway, and
is probably going to be overrun by sexual deviants and orcs any day
now.
At the edge of the map, on the next
continent over, the women of Basharna and Abasinia suffer no such
prejudices, and learn magic freely alongside the men. (However,
wizardry is very different over there, since it is wedded tightly
with religion, and is seen as only a small part of the religious
powers of the temples.)
even you are a wizard |
Demographics
Male magic-users outnumber their female
counterparts, and they are vastly more visible.
Male Magic-Users
70% Monastic Wizards (learned in a
monastic enclave)
20% Hedge Wizards (usually an
apprentice to a single teacher, but possibly self-taught)
10% Meltherian Wizards (learned in
Meltheria, a magocracy of fashionable, flashy wizard colleges)
Female Magic-Users
70% Hedge Witches (usually an
apprentice to a single teacher, but possibly self-taught)
20% Coven Witches (belongs to a secret
coven in a city with familial membership)
10% Mystery Cult Witch (product of the
gynomantic mystery cults in Abasinia/Basharna)
I actually have no context for this picture and I'm okay with that |
Wizard Observances and Schools
Every wizard is part of a school. This
is not just a theme of magic that they abide by. It is a philosophy,
way of life, and a set of weird rules that wizards must practice if
they wish to maintain their spooky powers.
Gamewise, this has three effects:
- Spell list. Wizard spells not on their spell list take 2 slots or cost 2 MP. Level 1 wizard spellbooks contain 1d3 spells from their level 1 list, rolled randomly.
- Observances. These are taboos and practices that a wizard must abide by. Failure to follow observances causes loss of powers for days (minor) or months (major).
- Unique Power. Every school has at least one of these. They are magic powers, but they are not spells. Every school guards these things jealously.
senior year wizard thesis: look what I can do |
Arrgaghgleblaidontwanttowritehistoryontopofallthis
Here are two sample monastic orders of wizards to show what I'm talking about.
They used to be one order, called the Order of the Red Hand, then bad shit happened and they split up into two groups: The White Hands and the Black Hands. Now they regard each other as rivals.
A few crazy fucks are always trying to restore the glory of the Red Hand, but the White Hand and Black Hand always team up to stop them, like clashing cop duos that argue a lot but always get the bad guy in the end.
The Red Hand wasn't "Evil", but the guys trying to restore it always are, because jingoism.
Anyway, the White and Black Hand wizards have their own monastic enclaves and communities and rich traditions that I don't want to rewrite now. Let's just get to the good part.
elves are intentionally OP in Centerra |
Wizards of the White Hand
The Wizards of the White Hand have the
ability to cure injuries, wither limbs, and empower the flesh. Their
most famous power is the ability to touch a person and then cast a
spell on them later on, over great distance.
They wear no uniform, but they
traditionally wear a white circle, whether it is a design on their
tunic, a white earring, a white belt, or something else. They go
shirtless when they can.
They drink alcohol in moderation and
take wives, but do not eat meat. They will free slaves, pets, and
mounts whenever they can, and do not use these things themselves.
They steal, earn, or find, but they never give nor accept gifts.
Attempting to give one a gift or do him a favor is the foulest of
insults. Nothing is free, they will neither accept nor give
hospitality without payment. They have a reputation for being
unsympathetic.
They answer to no law save their own.
- Must wear white circle unless matter of life and death.
- Cannot eat meat.
- Cannot use slaves, pets, or mounts. (Unless that animal can talk, agree, and be paid.)
- Cannot give or accept gifts. Hospitality must be reciprocated.
- Can touch a creature and create a link with them. If the linked creature is the only target of a spell, you may choose spend the link and ignore any range limits of the spell, up to 10 miles per wizard level. You can only have 1 link at at time, and can dispel your old one with a thought.
White Hand Wizards use their link
ability to cure allies at a distance, ensure loyalty among their
servants, and send messages.
Level 1 Order of the White Hand Spells
- Cure Light Wounds
- Detect Magic
- Endure Elements
- Light
- Magic Missile
- Mighty Thews*
- Olfactorial Revelation*
- Pain*
- Necrography*
- Vigor*
- Vivigraphy*
- White Hand*
Mighty Thews
Touched target treats their Strength
bonus as 1 point higher when calculating weapon damage. Lasts 1
hour/level.
Olfactorial Revelation
Caster has an unbelievable sense of
smell. Doesn't allow you to identify things you haven't smelled
before. Lasts 1 minute/level.
Pain
Touched target saves or takes 2d6
psychic damage. Only works on things that feel pain.
Necrography
Touched corpse is compelled to answer 1
question (like speak with dead).
This is the flesh body answering, not the mind. The body will
answer honestly, but flesh bodies technically see/hear/experience
everything the living body does, but they only remember things that
involve food, sex, pain, adrenaline responses, and stuff like that.
Usually the corpse will talk using it's normal mouth, but it may also
communicate the response in other ways. It's always understandable,
although sometimes a bit cryptic.
Vigor
Touched
creature has it's maximum HP increased by 1/level. Lasts 6 hours.
Vivigraphy
As
Necrography, except it works on living bodies. It's pretty funny
when you ask a person's body a question and they clench their mouth
to avoid answering—sometimes the answer is spelled out as freckles
across their forehead. Sometimes they just fart it out.
White
Hand
One of
the caster's hands becomes as hard and durable as steel. It doesn't
become any heavier, so it doesn't do any extra damage if you use it
for karate chops or punches. You can't bend it, so it's stuck in the
same shape as when you cast it. But you can stick it in fire and it
won't burn. You can even use it to parry sword blows (as a shield,
+1 to AC). Lasts 1 minute/level.
this guy is too weird looking to be a warrior. probably a wizard. or bard, I guess. |
Wizards of the Black Hand
The Black Hand has illusions, things
that affect the mind, and power over wood. Their most famous ability
is the power to see through a wooden likeness of themselves that they
carve.
They wear a uniform (a black tunic with
triangular shoulderpads) and bathe every day. They carry soap, and
if water is not available, they will cover their body in olive oil
and scrape the dirt off with a sea shell. They eat meat that was
killed humanely, but do not drink alcohol nor take wives. They
tolerate slaves, pets, and mounts, and do not use slaves or pets. If
they have a horse, they are exceptionally kind to it.
Every Black Hand Wizard considers
themselves noble, and this pride is part of the source of their
power. They must be addressed respectfully (“sir”, “lord”,
“master”). If you fail this small token of respect, they are
obligated to destroy you. This is not always due to arrogance on
their part, it is simply part of the ordinances that they must
observe to practice their magic. Many of them sigh as they explain that you must apologize for your insult, or they will regretfully have to destroy you. Their humility is (sometimes) sincere.
They answer to no law save their
own.
- Must wear black robe with triangular shoulderpads unless matter of life and death.
- Must bathe every day.
- Cannot drink alcohol or have sex.
- Must deliver vengeance to all you insult you and refuse to apologize.
- Can carve your likeness into wood. Must look exactly like you. Thereafter, you can close off your other senses and see/hear/feel/smell/taste through your wooden visage as if you were actually inhabiting the wood, up to 10 miles per wizard level. This cannot be dispelled, and you must destroy your old visage if you want to create a new one.
Black Hand Wizards use this to create a
“security camera” in their homes. Sometimes they put their faces
on a staff and use it to peek around corners. Sometimes they'll
carve a whole body one while in prison, send it to a whore house, and
then send money for “conjugal visits” at a distance. Sometimes
they drop their visage into a swamp, and are sad for the rest of
their life because all they can sense through it is darkness and cold
water and they can't destroy it to make a new one.
Level 1 Order of the Black Hand Spells
- Audible Illusion*
- Black Hand*
- Charm Person
- Detect Magic
- Detect Illusion*
- Dendrigraphy*
- Fog*
- Magic Missile
- Protection From Evil
- Read Magic
- Sleep
- Woodbend*
Audible Illusion
Creates whatever sounds you want to
make. Can be as loud as 4 rowdy dwarves or a couple of lions. Range
is 100', duration is Concentration or 1 min/level, whichever is
shorter.
Black Hand
One of your arms turns invisible. You get an illusory arm on the same side that you can control freely, but it can't appear to do anything your arm couldn't normally do (like turn into a cannon). Small things that you hold in your invisible arm (up to dagger size) are also invisible. If you cast this twice, you'll have two invisible arms. Lasts 1 min/level.
Detect Illusion
Allows you to see if something is an
illusion. Works on all the senses. If there is something invisible,
you can see where it is, but it is just a blurry, undifferentiated
blob to your vision, so you probably can't identify it.
Dendrigraphy
Allows you to ask a single question of
a tree that you touch. Answer appears in letters on the trunk
(permanent until the tree grows new bark). Trees know a good bit
about weather and have a great sense of time, but they have a hard
time differentiating between animals, except by size. They also
gossip among themselves, and may have news from distant parts.
Fog
You breath out a bunch of fog.
Everything up to 30' out from you is pea soup.
Woodbend
Like warp wood,
but must touch object to cast it. A bit of wood bends or unbends, as
if warped by wood. Straight doors can be warped and stuck. Warped
doors can be straightened and unstuck. Wooden-hafted weapons will
get -2 to hit while all bent up.
i bet you think this is a wizard |
If I ever do end up running an adventure in Centerra (Land of Flowers, yoblintown), these will be valid choices at character creation.
Monastic wizard schools are so numerous that I figure they're sort of like orbital gods in ASE. If a player wants to invent one, they can. My only requirement is that they have to stick a couple of unrelated themes together. The world is too big for one order of wizards to be THE pyromancers.
This is awesome stuff! Do you have a 'template' or guide for these monastic orders? What about the Wizard Colleges? Covens?
ReplyDeleteTruly fascinating stuff, I found myself sad when I reached the end of this post...
Re: Gender issues
ReplyDeleteThe general baseline assumption is that it's a game, revolving around gameplay. That isn't to say exactly your point - which is that if it's of interest to your group to have something like Catherine or Sexism or Orc Babies become an issue, then by all means, present that moral quandary to your group. You know that it's of interest to your group because you say "Hey, are we interested in this thing" with a talking voice to the actual players and listen to what they say.
But I kind of think if your game is constructed so you are forced to address those issues (monsterhearts et. al.) then the game writer is a expletive deleted and it isn't what I personally would call a game.
Secondly, your taboos are remarkably similar to my plans for demonic patrons. I promise I'm not copying you!