Sunday, March 21, 2021

Small Islands of Wonder, Society and Magic Part II

Part I

In my previous post I discussed the status of magic at the beginning of history within my setting, the Majestic Fantasy Realms. Here I will discuss the aftermath of the Dawn War and how it gave rise to the first great era of magic. 

Prior to the Dawn War all magic was arcane and ritual based. The gods were known as the Lords of Creation and functioned as guides, teachers and coaches rather than as a source of divine mystery. Their roles were to prepare the two races, humans and elves, for the roles they were to play in the newly created world. 

As recounted in the last post, the demons were imprisoned in the Abyss with the chromatic crystals and as a result magic in a concentrated form was cycled throughout the world. Providing a source of energy to cast spells within seconds instead of minutes.

Faith, Signs and Portents.

The Lords of Creations decided that their close presence to the mortal races was one of the primary causes for the rise of the Demons. After the Abyss was sealed, they withdrew from the world and only interacted with those who followed their philosophies. Communicating through signs and portents, they sought to teach through faith instead of direct instruction. In doing this they changed from being the Lords of Creation into gods with religion and faiths.

Their clerics became the first true spellcasters in the world. Those who developed or had the strong faith found they had power as well. They were given divine insight to use the new sources of magical power coursing throughout the world. Through meditation and prayer they could memorize specific spells. Developing the forms in their mind. Then while casting filling the forms with magical energy and finally releasing the form and energy as a spell. As the cleric became more experience their divine insight developed to allow them to cast more potent spells. 

However, power had a price, and that price was belief and faith. Belief in what they were taught and faith that it was right and real and not madness or the whisper of demons rising from the Abyss. Without faith and belief, there was no divine insight, without divine insight the ability to cast spell within seconds disappeared.

As religions developed and took hold, the Cleric became the dominate spellcaster overshadowing the old arcane ritual casters. A major contributing factor was the Shield of Faith, which made Clerics invulnerable against spells and rituals cast without a god's divine insight unless the spell manifested something in the physical world like fire, ice, stone, or lightning. In many cultures the ways of the old ritual based arcane spellcasting was lost. Except for one group, the Elves and their allies.

The Elves and Wizardry

Within a few generations only the elves preserved any memory of the time before the Dawn War. Like other cultures, the god also only spoke to the elves in signs and portents. But among the elves and their allies it did not developed into a full blown religion but into various philosophies one committed their lives too. Those who committed to one of the divine philosophies also received the divine insight to learn and cast spells within seconds. 

But because elves still remembered, they and their allies also still practiced and more important continue to develop the old arcane rituals. They learned how to cast rituals with divine insight separate from the forms they created in their mind with their daily meditations and prayers. They could cast divine rituals without a having to write them into ritual book.

And the elves and their allies developed a way to casting arcane spells within seconds called wizardry. Through a complex series of meditations, rituals, and study, Wizards could internalize spell forms to fill with energy to cast at a moment’s notice. However, it took practice and further study to be able to do their more than once a day and with more potent spells. Even then the Wizard were very limited in how many spells that could be internalize and the process of internalizing a form took years even decades. An issue that wasn’t present with divine insight. 

Wizardry did not spread far beyond the elves and cultures allied with the elves for two reasons, the laborious study involved which was fine for immortal elves but took up much of a human’s lifetime. The second and more tragic, was that many rejected interaction with the elves and their allies when elves began to contact others cultures again a thousand years after the Dawn War. The worldview of the elves and their allies was seen as godless to cultures dominated by religion. 

Hedge Mages and Arcanists

Magic in concentrated form flowed through everyday life. It would manifest in physical objects known as viz only to dissipate at dawn the next day. Creatures, some known as monsters, developed ways of harnessing magical energies to better survive. Outside of the elves, religion and the clerics were dominate but over the centuries people both within a faith and outside were continually rediscovering arcane magic and ritual spellcasting. Most times it was a curiosity and limited to a few weak rituals. In some cultures an underground tradition of Hedge Mages developed who lived on the fringes of society and passed down hard won rituals from master to apprentice over generation. Mostly making a living by brewing potions and elixirs for the few who found them. When the culture’s religion found out about them the reaction was nearly always negative and many died after being called heretics and apostates. 

Some religions allowed orders of arcanists to develop and catalog arcane rituals under the strict supervision of the religious hierarchy. Arcanists were rarely a separate order but instead a specialty among scribes, librarians, and record-keeper. 

The Dawn of the Magic User

As the centuries rolled on and history unfolded, chance and circumstance allowed cracks to form in the dominance of magic by clerics. In the next post I will conclude this series by talking about the events that lead to the rise of the magic-user.

The Mechanics
For Swords and Wizardry the cleric is as written. I have a few additional wrinkles like the Shield of Faith which acts as a form of limited magic resistance in the Majestic Fantasy RPG. 

Viz is the same as spelled out in the Basic Rules for the Majestic Wilderlands RPG. One viz allows the cast to cast a 1st level spells without losing it from memory or using a spell slot (if a wizard, see below). It also reduces the cost of creating a magic item. But a spellcaster can only keep so much viz intact without it dissipating at dawn. Generally equal to half their level rounded down plus their intelligence or wisdom bonus.

The Wizards works similarly to the D20 Sorcerer where the spellcasters do not have to memorize spells but instead learn spells known and cast them any way they want until their spell slots are used up for the day.

For Swords and Wizardry I went with the following table instead the one with the D20. They can cast arcane rituals with a spell level equal to 1/2 the high level spell they can case (rounded down). So Wizard can begin to cast first level arcane rituals at 3rd level when they learn how to learn and cast 2nd level spells. 

Spells Per Day

Spell Known

Wednesday, March 17, 2021

Small Islands of Wonder, Magic and Society Part 1

On one of the posts I made on social media, Ian Borchardt created a great phrase for how I view magic's effect on the cultures of the Majestic Fantasy Realms.

One of the big problems is that magic in a lot of campaigns tends to be non-scalable, being focused in individuals. Thus I suspect that as a result the effects of magic would tend to cluster tightly, rather than spread through the society. Small islands of wonder in what is otherwise a less developed world (since there would be less incentive for overall development).

Over a decade ago I wrote a post speaking in general about some of issue surrounding magic and society.

Magic and Society (Feb 2010) 

I wrapped the post up with this.

There are a lot of dials here you can play with and the results is that many types of settings can result even when they share the same assumptions I am making. By doing this type of exercise you find yourself considering the different possibilities. This is can ultimately to a more interesting and fun game for you and your players.

Since then I done more work detailing my setting both as the Majestic Wilderlands and as the Majestic Fantasy Realms.  Hopefully a brief overview will serve as an example of some of the thing I touch on that post.

One the things I developed is the technology of magic. How was it discovered and how did it developed into its present form as outlined by the system. Currently the Vancian system found in ODnD's 3 LBBs. 

Originally in the Majestic Fantasy Realms level of magic was low, spells could only be cast through laborious 10 minute rituals. The range of spells was similar those found in the 3 LBBs of ODnD. Magic could be found in physical form as viz and that would allow a spell to be cast within seconds. Related spells could be cast quickly if made into a scroll or a magic item.

After the Dawn War, the Demons were imprisoned in the Abyss. Each of the surviving gods created a crystal. Nine of them were used to seal the entrance of the Abyss, and the tenth was the master Chromatic Cystal.

In order to power them, the gods had the crystals channel the ambient magic into their crystalline structure and then release it back out into the world. Creating a self sustaining loop the keep the demon imprisoned. A side effect this that were now flows of magic throughout the world. Concentrated enough to allow magical energy to be gathered quickly and released as a spell within seconds. 

The nine crystals "tainted" the flow emerging from them creating nine distinct forms of magic. Each form reflected the personality and powers of the god that created the crystal. These nine forms plus the original ambient magic became known as the Ten Arts of Magic.

Like our world's zodiac, they became associated with specific images and colors. The Claw (Black), The Eagle (Red), The Flame (Orange), The Forge (colorless, original ambient magic), The Hearth (Green), The Lantern (Purple), The Skull (White), The Storm (Indigo), The Tree (Blue), The Web (Yellow).

The Mechanics

So what does it means in terms of Swords and Wizardry? I created the following additions*

  • The maximum spell level the spellcaster could cast as ritual is determined by their level. 
  • Rituals take ten minutes to cast and require the presence of the spellbook.
  • Ritual spell caster can't memorize spells. 
  • The ritual spell caster had to have scribed the spell into their spell book. For pre-literate societies arcane spellcasters used natural media like cave walls, bark, stone, and sometimes dried tablets of clay to scribe mystical pattern that enabled to learn the spells. 
  • Magic items can be used in seconds within the time of a single combat round. Thus any spell used in combat had to be scribed as a scroll (or similar object), a wand, or a magic item.
  • One additional wrinkle I will touch on later is that if the ritual spell caster has viz, magic in physical form, then a spell can be casted within seconds. The number of viz needed is equal to the level of the spell. Viz is ephemeral and the spell caster can only maintain a number of viz equal to half of their level (rounded up) plus their intelligence bonus. Excess viz dissipates at the next sunrise, unless they have a special magic item called a Arcane Coffer.  
  • Spells are kept the as they are written in the book**. 
  • Each spells is associated with an art of magic. 
  • If cast with viz associated with a specific art or a spellcaster with a focus in that art. The spell has an increased effect***. 
*Rob's Notes: Ritual only spellcaster are deliberately designed to be weaker than normal vancian style magic-users. The only thing they are better at is that they are able to caster higher level spells at high level as ritual. A normal Magic-User can only learn to cast up to 4th level spells as rituals when they learn to memorize 8th level spells. 

**Rob's Notes: In the Majestic Fantasy RPG, I have rewritten some spells for clarity. Functionally they work the same as how they are presented in Swords and Wizardry.

***Rob's Notes: I was reluctant to this. Originally my idea was to have viz or a focus in an art equate to a +1 level caster bonus. A 8th spell caster with a focus in the Art of the Flame would cast fireball with 9d6 instead of 8d6. But it turns out there not many spells like Fireball in Swords and Wizardry, so I went through each spell and gave a small bonus effect if casted with a focus in an art or viz of that type. Usually increase in duration, range, etc.

Part 2

Monday, March 15, 2021

Farewell to Magic, A brief essay on the economics of a fantasy setting.

 In my previous post, I talked about how resolved the issue of how to price real estate for when my players want to buy not build. Along with sharing it here, I posted links on facebook and other chat groups I frequent. 

One poster posted an interesting comment about the lack of profit motive my post implied. One part stood out as a reminder of how I view the Majestic Fantasy Realms.

Without any profit there is no growth and they would stay in the Middle Ages forever.

Over the decades, even before the internet, sometime I got into debates over how a fantasy setting would work, especially with my friends who knew how I ran the Majestic Wilderlands. One thread of the conversation was the impact of magic. Some who I talked to believe that magic would guarantee prosperity, create what we would now call a post scarcity society.  

My counterpoint, that the Industrial Revolution wasn't just about about technology but also ideas of how people can organize themselves or conduct business with each other. Without those idea, all what would happen with magic is the lives of an elite few would get better while the rest of the populace would have marginally better lives like the introduction of the horse collar allow formally difficult to cultivate lands to be brought under the plow to grow food. I usually pegged the average effect of magic at 20% better.

But it was just a guess based on instinct on what I read about history.

Then a few years back, I read a book that I felt gave my opinion a little more weight. 

It called a Farewell to Alms: A brief economic history of the world. 

The thesis as far as my post goes, is that prior to the industrial revolution. Improvements in technology or society only resulted in a temporary increase in prosperity. With more food and better living condition, the birth rate rose. Within in a handful of generations, the population grew to the point where living conditions were no better than before, except now there are more people. 

One main reason is that the pace of technological and society productivity prior to the industrial age could not keep pace with the birth rate except in brief burst. Like the introduction of the horse collar allowed areas with thick heavy soils to be cultivated easily greatly expanding where crops could be grown.

In this regard magic is no different than technology. The spread of using magic throughout a culture would bring about a temporary prosperity, which will bring about an increase in birth rate, which over time would bring everything back to the way it was except now there are more people.

That is until conditions are such that ideas, technology, (and magic since we are talking fantasy) come together to form an industrial magical revolution. Where productivity increases outstrip birth rate for decades and centuries.

As I been saying for years to friends, the Majestic Fantasy Realms is set in the time period before all that happens. But it nice that my guess has better foundation in fact. 

It is a good book and I recommend it highly. It also goes into why the first industrial revolution happen which may provide inspiration for a different kind of fantasy campaign set during that time. If that interest you I recommend getting Susanna Clark's Jonathan Strange and Mr. Norell. A story of English magic set during the Napoleonic Wars. 

Friday, March 12, 2021

Construction and Real Estate in a Fantasy Medieval Setting

Once the treasure is won where can it be spent? One popular choice is to build or buy a stronghold, whether it is a lonely wilderness outpost, a crossroad inn, or a building in a bustling city state. 

Buying versus Building

If the campaign is set in a city or town, often there isn’t room for new construction. Instead the characters will have to purchase an existing structure or at the very least a vacant lot. 

Unlike the modern era, people in medieval and ancient time didn’t generally view the buying and selling of property as a means of profit. While specifics varied between cultures, examples include property viewed as a having a just price (see Thomas Aquinas), or the property was part of a bundle of rights individuals were due in their culture because of tradition, law, or social standing.

For my campaigns, I simplified this. Purchase of property in most cultures of my setting is viewed as an investment made for the income it produced. Not unlike buying a share of stock in a company. The value may go up and down based on larger events, but like a stock it has a specific value that is bought or sold at. Therefore, for these rules the price to buy a stronghold is the same as its construction cost. It reflects its fair price.

This sounds odd to a modern reader. In the modern era, a real estate developer will buy property, hire a contractor for construction and then in turn sell the property at a price higher than what the developer paid.

In the setting I created, there are no real estate developers. Those with the wealth to buy real estate and building would be outraged if somebody tried to sell them land or buildings for more than its fair value. 

Instead buildings are built as investments by those who plan to use them. A lord builds a castle as the lynchpin of a domain, a craftsman constructs or renovates a shop on a lot. 

When sold, the buyer pays only the actual value of the investment. What society considers at the time its “fair” value. Buying and selling at a profit is reserved for grubby merchants dealing in various commodities or luxuries like grain, spices, silk, or (gasp) magic items. Even then they are only tolerated not praised by the nobles, clergy, and peasants. 

Keep in mind that the fair value can rise and fall depending on local conditions. It also varies from its construction price if its use to produce income radically changes. 

If there is little difference in cost in buying versus building, why build at all? 

First because land and building are viewed as an income producing investment, the market is limited, people of the times are conservative about losing a source of income, and the property was often tied to a bundle of rights reflecting a social station in the culture like a knight’s manor. Loss of the property could mean the loss of one’s social standing. This meant the property you what may not be available at any reasonable price. Hence the need to build. In addition, if you build you also get to tailor the land or building to your specification rather than having to deal with already there.

It is possible to build at a cost lower than its fair value if you control the basic resources that are needed. Namely the right to harvest wood from a forest, and control of a stone quarry. Without needing to pay the market rate for lumber and stone, you can easily build at 75% of the cost or lower.

Not much in the way of mechanics in this post. But thinking about this and doing the research has allowed me to solve a long standing issue in how I run campaign. When PCs want to buy instead of build, what the price? And what the motivation of the NPCs selling the property?