Adventure in Veteris, The Journal of Cerin Athis, Part 1

The frost was causing my hands to tremble, and I couldn’t feel my toes, despite making sure that my boots had no holes in them. I guess it was the insufferable waiting, sitting in that cart and just… waiting, not doing anything. I knew it would be cold, but I had never imagined it to be this cold. Still, better than bleak, crushingly uncomfortable Shadowfell, but I’d almost prefer a Moon Elf prison cell to… whatever this is meant to be. It’s not entirely clear to me, what the Moon Elves wants to get out of this, but if it earns my freedom anew, then I am not going to complain in the slightest. At least I’m not alone in this; another capture of the Moon Elves has been given the same offer. I have yet to ask this Tiefling what they could have done to earn the ire of my distant cousins, but I feel, unless it comes up, maybe that’s a topic best left unspoken, as they haven’t asked me the reason either. I’d probably tell a lie or something ridiculous, if nothing else, to inform them that I was unwilling to talk about it. My Tiefling compatriot looks capable, a bit more the outdoorsy type, though it seems clear to me, that they too would rather be almost anywhere else at this moment.

Our task was laid out simply enough, and from what I could tell, there was no catch-22 or any other unsaid meaning. Not like “just acquire a golden hand mirror from a noble-woman” and not being informed that the lady had bodyguards enough to resemble a small band of mercenaries. No, all that we would need to do, was to rescue a Gnome Wizard, preferably alive, from a clan of Goblins hiding out in a cave. I’ve had dealings with a few Goblins, though they were individuals moving in the same… circles, as I used to, but no experience dealing with the cultural difference that a supposedly tight-knit group would impose. Fortunately, it seemed Peach, my Tiefling travel-buddy, had some knowledge prior to this task.

Honestly, a cave doesn’t feel like the worst place right now, at least it’s sheltered from the chilly winds, even if it’s no city back-alley. Though the assault on my senses that would follow, certainly made me rethink that statement rather quickly. The stench was horrid, and it almost felt as if my eyes were burning, but things would only get worse. Through the smells of upheaved food and questionable beverages, there was a more pervasive odor. The Goblins had recently been feasting, perhaps a succesful raid or some sort of Goblin-significant holiday? We were likely about to find out. I did appreciate that the cave at least was silent, I am not familiar with Goblin taste in music, but I don’t imagine it to be a pleasant sound. No guards were posted outside, or just inside the cave, but from the sounds and smells, we would surely face them soon enough.

Both Peach and I were able to move in quite far in, without being detected by the Goblins, who seemed to be sleeping a night of heavy partying off. Those that did wake up, were no match and were quickly dispatched, without alerting any one else. Coming across a larger group, sitting at campfire, I caused a distraction at the far end of the cave, clearing the way deeper into the cave, no Gnomes or Wizards spotted thus far. Nor the remains of either, I’d say, though there was an abundance of various bones, I had not felt the need to examine any of them closer. We had enough to do in keeping ourselves from ending up among them.

The scent of Goblin excrement was much fouler, and more intense, as the cave descended downward, it also got a lot more narrow. Now, I don’t mind a narrow, dark space, but I’m less enthusiastic when there’s potentially a Goblin just waiting around the next bend. Apart from a few incidents, of a most unpleasant nature, we managed to sneak and trick our way past the Goblins, and came across a talking chest. Yes, I couldn’t believe it either at first, I thought for sure it was some kind of trick. I, like many an shady tavern-goer, had heard the tales of Mimics; creatures able to perfectly mimic the appearance of everyday items, only to lunge and attack, for the sake of eating a hapless victim. It did claim to be friendly, and I didn’t feel any kind of threatening aura coming from it. That said, when the chest sprouted tentacle-like features and began to shuffle towards us, I did keep a tight grip on my rapier. Chester, as the Mimic was called, only really wanted to get out of the cave, a sentiment I could follow, and asked if we knew a way out. At the time we didn’t, so we agreed to clear a way out, and to come back for Chester.

A clear, crisp breeze gave us a faint hope, that we’d soon be out of the Goblin cave. It seemed that parts of this cave wasn’t claimed by Goblins, as swathes of unusually large rats. Not an uncommon sight for someone who’ve spent a good decade or so, in the more seedy alleys of towns, but the amount was rather concerning. We decided to avoid them, as we still had a Gnome to find and, potentially, free. Thankfully, we didn’t need to seek much further as we ventured back into the Goblin territory; up ahead, in a secluded alcove, guarded by a couple of Goblins and a Hobgoblin, a Gnome was tied to a board. He was looking malnourished, beaten, and generally weak, but I didn’t see any major wounds presents. So there was a chance that the Gnome was still alive. After dispatching the foes, with the Hobgoblin attempting, and failing, acrobatics, making himself an easy opponent.

The Gnome was in fact alive, we gave him some water and made sure that he was well enough to walk, though either me or Peach would have been able to lug him over a shoulder, if needed. We were finally heading out, earning the Gnome his freedom, Chester it’s (?) freedom, and, just as importantly, our own freedom. With the prison collars off, we would finally be able to move freely again. Free to move as far away from any Moon Elf as possible. Once collared is quite enough, I assure you. I wonder what adventures and riches the days ahead will bring.

Factions on magic

Magic is, through many fantasy realms and stories, quite an important factor. Sometimes its use is barely noticed, being so common that you kind of expect it. Sometimes, magic is shunned for whatever reason, and hardly ever witnessed. Either way you look at it, magic is divisive, and expanding upon this, can make magic appear more nuanced in your stories.

In this writing, I will put forth and generally describe some generic factions, that you can be inspired by, when writing your own world. In this I’ll also give examples of who could typically be a part of this faction. I will also make some pointers on how a society where each faction is a majority, can appear. Finally I will put the factions up in a larger “how does this faction work with that faction” analysis. Note that these are being written with a system like Dungeons and Dragons 5E in mind, but can easily be tweaked into other systems and formats.

Unless specifically mentioned, “magic” refers more commonly to “Arcane magic”. This is the type of magic that wizards, sorcerers, warlocks, and bards are capable of, and is often considered as more “raw”. The difference between this type of magic, and that of priests (for example), often called “Divine magic”, can also be seen as Arcane magic is more taught, like a skill, whereto Divine magic is gifted from nature or divine beings.


The Puritans

The Puritan Faction considers magic as a “dangerous skill”, and thus it should only be used by those with extensive training. For some Puritans, this even includes magic used by healers. The Puritans dislike open use of magic, unless it is necessary for the moment, arguing for the safety of the common folk and livestock. The Puritans do not mind magical academies, just as long these schools teach with responsibility. Naturally, any time there is a magical mishap, Puritans will be reinforced in their belief, and neutral folk might be more inclined to agree with their cause.

Puritans will regard magical items and artefacts, with the same level of distrust as magic users, preferring instead that these items be kept safe from falling into the wrong hands, and only used in utmost emergencies, by expert individuals, of course. These items should never be available to the public, and the knowledge of their very existence should not be handed out easily, if at all. It is important to note that Puritans aren’t opposed to the idea of magic, or to it’s use, they merely want it performed by people that can be trusted with it, and that trust takes time to build.

In societies with a strong Puritan presence, you might find that talk of magic is frowned upon. While typically not fully outlawed, it is preferred that magic is kept within well-sheltered academies. If a society, like a village, is not large enough to encompass such a facility, you’d find that the civilians will estrange you and distance themselves. Local law enforcement might inform you that it’s best, for your safety of course, to keep such things out of public ear-shot. You will usually always find some that lean towards Puritanism in any, even smaller, settlement. Unless they, as individuals or through a backing of their social peers, sit in a position of authority, they will typically not break other standard laws to change things. At most, they’ll only grumble in conversation about it.

In places with magical academies, Puritans are likely less grouchy about the talk of magic, seeing as there is a place for such talk, though they would prefer that you didn’t talk of magic use in the tavern or at the market square. The academies themselves would typically not hold many members, as few would have the patience to earn the seniority needed to be accepted by the broader society, and even then, most Puritans would rather not want to deal with magic users. Practices on the verge of magic, like alchemy and tinkering are also viewed with suspicion, though related areas like herbalism and engineering are generally accepted. It is likely that a Puritan society, over time will come to be more favorable of magic.

The Puritan view of magic stems from a general conservatism, and may be rooted in common superstition. As such, any one who aren’t likely to interact with people who use magic, can be a Puritan. But Puritanism can also stem from a point of experience, like a grand wizard having seen one too many apprentices blowing themselves up, due to mishandled spellcasting, thus arguing for caution with their younger peers.

Puritans are not seen as extremist by most, rather as cautious and perhaps ill-informed (by those more favorable towards magic), or as vague and cowardly (by those who oppose magic more vehemently), and can usually, albeit begrudgingly, be brought to a discussion about ongoing crises involving the use of magic.


The Fanatics

Fanatics take a hard stance on magic, and will not accept it in their societies. Not even if an individual is exceptionally trained and would benefit the society with their abilities. Magic is bad (for whatever reason), and if you’re trying to inquire into it, you’re most likely bad as well. Magic items should either be destroyed (preferably), or hidden so well away, that they are forgotten about entirely.

Coming across Fanatical groups can be dangerous, depending on how well they are lead. A well-lead Fanatic group might warn those around them, to avoid further tension, whereto a poorly lead group might just attack on sight, even without knowing if there’s magic involved or not.

It is, most likely, very rare for Fanatics to be a majority in almost any kind of society, regardless of its size. This is largely due to how intertwined magic and fantasy realms are with one another. But Fanatics can still hold a large presence in larger societies. In such cases, Fanatics are usually grouped up in smaller vigilante-like groups, striking out against areas or persons with connection to magic. In more mild cases, this is as simple as tagging a steading with graffiti, or breaking windows with rocks with threatening messages tied to them. However, if a Fanatic group is devoted enough or bold enough, they might even go as far as arson or assassination attempts, sending a clear message to the broader public, even if one of their own has to suffer jail-time or execution for their act.

Fanatic cells can exists down to the single individual, again, their activities depends on the boldness of these cells. Odds are that a very active Fanatic cell isn’t likely to last very long, as their extreme views tend to set them on edge with the rest of a regulated society. It is possible for a group of Fanatics to be exiled for their views, which could lead to them settling somewhere new, where they could flourish and establish their laws fitting their views.

An interesting thing about the Fanatics, is that they come in two main variants. The Generalist Fanatic wants all magic, regardless of it’s source or intention, gone, whereto the Religious Fanatics wants all magic, that isn’t related to their faith, gone. The latter option can even have sub-divisions too. Some, Religious Fanatical, groups might accept all kinds of faith-based magic, just as long as the faith is “good”, whereto others take the more divisive stand, that ALL magic, apart from that of their own faith, is bad.

Fanatics can come from any walk of life, and is usually caused by listening to sermons or teachings by another Fanatic member. These spoke-persons are typically well-known to the broader society, and, while most people keep a safe distance, travelers and merchants might not have this knowledge, thus being able to spread the message. Combine this political spark with someone already not fond of magic, and you might have created a Fanatic.

The Fanatic is an extremist when it comes to magic, and their volatile nature makes them hard to ally with, even for factions that seek to restrain or limit the use of magic. Even the Religious Fanatic will find that fellow acolytes and worshippers, who share their religion, are unlikely to want anything to do with the Fanatic.


The Feudalists

The Feudalist Faction is similar to the Puritans in many ways, but see magic more as a “tool of power”, and thus should only be used by those in power, i.e. the nobility and ruling classes. In the more extreme cases, magic should be reserved only for the, singular, ruler of the land, and anyone else practicing magic, is essentially looking to coup, and can thus be tried for treason and conspiracy.

A Feudalist is typically a part of this nobility themselves, seeking to benefit from this outlook, as magic can also be a source of income, especially when it comes to magical items. If a noble has little or no understanding of magic, they can, per the Feudalist views, sanction the people in their employ to hold and use this magic “for them”. A sanctioned spellcaster is similar to a court wizard in that regard, though they aren’t expected to teach their skills on to the employer. If a noble challenges another noble to a duel, sanctioned spellcasters could be forced to take that fight, instead of the noble. This, according to the Feudalists, is acceptable, as it is the noble that holds power.

Feudalists do not care for wizarding schools, unless these are funded by a noble family, for the sake of seeking employ with said family, once fully trained. In that sense, sanctioned spellcasters become a status symbol just as much as ornate artworks and expensive manors. The schools themselves also take any earning, from services or entry fees, to the founding family.

For a Feudalist noble to get his views through, other nobles or perhaps someone higher up, would have to share the Feudalist mindset. This makes it very hard for smaller Feudalist groups to persist, and in places where the Feudalists do hold power, it tends to be a rather oppressive rule, as the lust for power is corrupting, causing paranoia in the noble, fearing that the peasants and citizens will rise up, unseat them, and take their riches. A singular Feudalist might hold on to these values, but if the larger society doesn’t agree, the smart noble would just keep their head and opinions down.

These nobles would prefer the more regular mercenary (or hired bandits), over adventurers, who might just get the idea of taking the noble’s magical items for themselves. If wandering merchants come within the vicinity of the Feudalist noble, said merchant would likely be asked (or dragged) to a meeting with the noble, just so that no magical items or trinket should happen to fall into the hands of those deemed unworthy.

Feudalists might commonly agree amongst each other to the eye of the public, but personal grudges, old family feuds, or just plain, old jealousy, means that they’d often more than happily undercut each other, if not outright have each other killed, to attempt to acquire ever more wealth and power for themselves. It does not take much magic used poorly, to turn a regular noble, into a Lich.


The Libertarians

Libertarians care little about magic, neither for nor against it, and would consider outlawing it as more of a bureaucratic hassle, than a meaningful law for the society. In this light, Libertarians see no reason to want to limit the use of magic, or who can learn it. The individual is free to make their own choice on the matter, or not, if they never make their mind up.

While many Libertarians would probably argue, as a thing they technically should be for, that if you’re capable of burning your neighbour’s house down with a fireball, then it’s essentially up to you (or your neighbour taking the first move) to whether or not you’re actually going to do it, most Libertarians set the boundaries for their lax law system, at personal health and property. This is likely to avoid societies degrading into total anarchy and chaos. Though with that said, if a Libertarian has secured their home, values, and personal safety, they might be considerably more in favour of a more limitless Libertarianism, where you can do to others as you wish and vice versa.

As such, Libertarians tend to be of noble steading, not necessarily with use of magic themselves. You might also find thieves in favour of this idea, if everything’s allowed, then you can be sure that your items of value, might not be yours for very long. This is part of the reason why Libertarians are generally not a majority anywhere, though a single noble, residing over a smaller town, might follow through on Libertarian standards of living for the rest of their peers. Libertarianism often clashes with, in particular, Puritanism and Feudalism, who seeks more to control who can use magic. But it’s apathetic baseline does not appeal to the more pro-magic groups either.


The Cautious Magi

The Cautious Magi seek a broader acceptance of magic, and sees magic as a gift to everyone who wants it. Although that doesn’t inheritly sound very cautious, the Magi (as they are more commonly known) do attempt to only consider “less evil”, mainly from the School of Necromancy, spells as being actual gifts. The more notorious members of the Magi wishes to ban any use of Necromancy out right, as Necromancy is perhaps the easiest School of magic to point a finger at, To most members of the Cautious Magi, however, the debate is not that black and white, especially not when it comes to entire schools.

Rather, and perhaps more nuanced, the Magi wishes to hold discussions about the uses, and possible intent, of each spell. The Magi fully admits that magic, like any weapon, can be used for ill, as well as for good. One might hurl a spell of fire against a group of raiding marauders in order to save a settlement, just as one could hurl said fire against civilians. As such, the Magi are, for the most part, also willing to work alongside Necromancers, if it will benefit society in the longer run.

The Cautious Magi’s idea of avoiding Necromancers (or hedge wizards and the like) from sprouting, is by positively reinforcing the use of “non-evil” magic. The nuances and the intent behind a spell can be quite subtle, but the Magi sees them as very important when it comes to determine if a caster is considered as bad or not. This also means that, unless they are talking with one another or with someone of similar values and understanding of magic, they are unlikely to even mention spells that they, through lenghty discussions, have deemed as “bad”. The Magi thus go out of their way to hide, or destroy, anything that might lean into a specific spell, be it an artefact or a text. Under the tuteledge of arch wizards, apprentices will spend hours, days, and even weeks, going through books and scrolls, editing, catalogueing, and determining if this work should be destroyed, or just kept out of reach.

While the Magi does not wish anyone to know of the actual spell of Raise Dead, they would not destroy or edit a text, in which raising of the dead was mentioned, though they would wipe any mentions of specific ritual components, or phrases chanted during. The Magi, while focusing more on the “learned” magic, typically wizards, they do revere those with a natural inclanation towards use of magic. Obviously, they are less than keen, if this natural ability coms from a potentially shadowy contract with some semi-deity.

To the Magi, anyone who wants to learn more about magic, and learn how to use it, is more than welcome, regardless of the social caste, work, or race, though they will not force magic onto those that want no part of it. On this point they clash with Puritans the most, seeing as the Puritans want a more strict control on magic, though Puritans can, usually, appreciate that the Magi at least have the decency to not just consider all magic as good.


The Anthropoedians

Anthropoedic views are fairly rare in almost any societies, at least in any sizeable form. This is due to the almost revolutionary mindset that magic should belong to the people, not to the ruling class, or to a few well-read hermits in their closed-off towers. Now this view alone can work, if there is a peaceful agreement by the ruling classes and the established magic users. But as that is usually not the case, Anthropoedian views are often followed by a genuine want for revolution and revolt.

Given the Anthropoedians are looking to ultimately seize control over who’s using magic, they can’t really be seen as getting along with Feudalists or Magi, however, with the right amount of, potential, propaganda, the Fanatics could be pulled into action for the side of the Anthropoedians.

Naturally, most fantasy societies, kingdos, empires, or towns, are unlikely to just accept these demands straight away, but this can make the foundation for a story (or just a location), where magic is being used in an attempt to unseat the rulers, who, obviously, would likely use magic to fight back.