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It is important to note that The Dark and Hollow Places is a relatively low-level fantasy site. Magic has been suppressed for centuries and is only just beginning to have a shaky acceptance in the world again. Advancing magic will require in-character groundwork.
In an effort to give writers creative freedom, DHP will not be imposing many limitations to what
sort of magic a character can do. Meaning, you [mostly] get to manifest magic how you want
within reason and
with admin approval. This is subject to change if things like godmoding and powerplaying get out of control.
Remember: magic is not easy, all magic comes with a price, and no one is invincible.
[attr="class","likedosub"]PRIOR TO BIO APPROVAL
If you’ll recall from
the rules, DHP has a pretty relaxed stance on character profiles. We’re interested in getting people writing as soon as possible more than we care about the formality of a completed and approved profile. You may begin roleplaying immediately after registration (with the expectation that you will have basic information up within 7 days of your first post).
IMPORTANT: Until approval status has been gained for a character, magic use in-game is not allowed. You can allude to the powers they possess, but they cannot be used and you may have to edit later if you explicitly state what they are. The reason for this is because the current policy is to give writer’s as much creative license as we can within reason. However, since we are a relatively low-fantasy site, negotiations about how a given power/power set works may be in order to fit DHP.
[attr="class","likedosub"]MAGES VS WITCHCRAFT
The terms “mage” and “witch” are often incorrectly used interchangeably. The delineation between the two is starting to grow clearer through the hard work of the Mage’s Guild to separate the ideas and the implementation of laws that allow magic users to practice in the open, but changing centuries of prejudice and misconception is always a very slow process.
Mages can be identified as anyone who possesses and/or practices magic, whether through inborn ability or learned spellcraft. Witches could be mages and, what most people aren’t aware of, witches could also be a person without any magic capabilities at all.
Etymology: In the latter part of the Third Age, a human lord and mage by the name of Valek Wytchwood (more commonly: Valek the Cruel) started his own religion. His followers were all sorts and called themselves Wytches. Eventually, the cult was the size of a small army and they sought to take over the realms that make up present day Giralda. Valek and his followers wreaked havoc far and wide. Although magic was not always used in their acts of treachery, magic was the lasting association.
With most humans lacking an intimate understanding of magic and having no magic-weidling religious leaders to prescribe the difference between “good” and “bad” magic, the general sentiment became ALL magic was evil. Healing magic was typically the only exception, if there was one to be had at all, but that was not and is not always true.
After Valek’s death, pockets of cultists still existed and enacted his sadistic teachings. Although very few, if any, exist in the present age, the terror they collectively inflicted was so legendary that Witches were immortalized as the root of all evils - explained and unexplained.
A mere suspicion or accusation of being a witch can carry lethal consequences. Assuming it goes to court, a conviction in Noria or Thisbē typically results in powers being permanently removed. Nearly everywhere else goes straight for capital punishment or, if the people are feeling merciful, exile into the wild lands.
Whether they’ve been wrongly accused, given capital punishment (by lawful decree or at the hands of the people), or have been proven guilty beyond a reasonable doubt, it is common practice to mark witches with facial scarification -- usually one long cut from high cheek to chin on one or both sides of the face -- for identification.
[attr="class","likedosub"]SPELLS VS POWERS
Character dice range tracker here:
LINK
People who uses magic typically focus on either spellcasting
or honing/improving a more specific gift they were born with. Powers tend to present themselves during puberty but have been known to sometimes develop much earlier or later. Spellcasting mages are often the ones accused of witchcraft for being less predictable, and therefore more feared, than someone with a singular ability.
SPELLS. Spell magic is usually ritualistic, a skill that is typically passed down through Shaman (or similar) traditions. While anyone can attempt to perform or create a spell, it requires inherent magical ability (that is: at least one ancestor who possessed magic), knowledge of the ceremonial component, and an understanding of an incantation language.
In the World Guide section, we will have a codex for spells and how they work, for which any member can contribute. There can be different spells that accomplish the same things, since things like culture or innovation would be influential in their genesis.
POWERS. This is a form of magic that take a far more specific manifestation in the caster. Powers are almost always seen in Elves and more likely to present in people with Elven blood in their ancestry, but can arise in any non-humans. There is currently no limit to the number of powers that a character can be born with or subsequently develop in relation to their first. The more they have, however, the more difficult it will be for their skills to advance.
[attr="class","likedosub"]MAGIC CONSEQUENCES
We are in the process of creating generators that will randomly produce a consequence in the event that a spell backfires or that power usage results in a side effect. Until these generators are ready for regular use, please PM
Kismet whenever you use magic (before your post or after), or simply request to have a particular thread monitored.
Note: The dice+generator system may undergo several levels of changes or be removed entirely depending on how well it works for our site. We’re hoping bringing an element of random chaos will both keep things interesting and help balance out potential godmoding. Member feedback will be very important on this front, so don’t be shy about [politely] letting us know what you think - PM Staff or submit your feedback anonymously
here!
When a spell backfires, the consequence is usually outward - meaning, it does not directly affect the caster. (ie., a nearby object catches fire)
When innate powers produce side effects, they typically take a direct physical toll on the caster. (ie., the mage gets a nosebleed)
STEPS:
1. Roll die to determine if consequence will occur.
- See FAQ if you're unsure where to find the die or how to roll it.
- The higher the skill level, the more successful the attempt (spells)/less likely to take a physical toll (powers).
- Characters skill level, magic type, and die range will be noted in your mini-profile.
2a. If yes, go to the appropriate generator to find out what happened.
spells |
powers - If the consequence you generate is the same as the one you had the time before you have the option to use it, generate a new one, or use both.
2b. If no, you may choose to have a consequence occur anyway (for plot purposes or drama) and that can be determined as you see fit
- Players may be required to generate a consequence if the attempted feat is particularly intense.
[attr="class","likedosub"]SKILL LEVELS & ADVANCEMENT
Base/Human - virtually no capability in use of spells and cannot/does not possess innate magic. Success rate in performing a spell is 1/100.
Novice - Spells have a better success rate. Powers are usually very draining and may produce additional consequences.
Adept - Spells have a 50/50 shot of success without consequence. Powers require more than a single use to cause fatigue, but still often have side effects.
Master - Spells have a high level of success. Powers have fewer side effects.
Expert - Most spells are successful without additional consequence. Only excessive use of powers will cause physical wear/exhaustion. Side effects of normal power usage uncommon.
When a character is ready to advance to the next skill level, they will need to undergo an admin review. This will include looking over their biography, history of magic use in-game, and how often they practice their skills. Being granted a skill advancement will change the ratio in your die rolls. Writer’s may downgrade their character’s skill level at their discretion, but please inform the staff so we can keep track and update their roll ratio. Admin may require a skill level drop if a character is considerably weakened or ceases magic use for prolonged periods of time.
Note: This method may change and we are open to suggestions. This was just the best way we could come up with without having a way to level up like in a video game.
[attr="class","likedosub"]IN-GAME LAWS
GIRALDA: Magic restrictions have been left to the individual territories to determine and enforce. The High Council is considering imposing some basic continent-wide laws in regard to magic, though nothing is set in stone just yet.
ANNORICA: Magic mostly goes unregulated in the archipelago, but can vary from island to island. By and large, as long as magic use does not impede trade or incite violence, few will be bothered.
BRELAN: Being heavily populated by Humans, most Brelanders have little knowledge of magic. However, witches and healers can be found holed up in more secluded, rural areas.
DHOLEN SÛR: Traditional Dwarf culture limits the use of magic to Shamans. Dwarves born with an aptitude for magic are sent to and trained by the Shaman Order. Shamans of Dholen Sûr have a wide range of duties, but their spellcraft is typically used for healing, speaking to the recently deceased, and various protections.
NORIA: Magic use is legal in the capital but not necessarily protected. All magic-users in Noria are required to obtain identification from the proper agencies in order to practice magic. This comes by way of a sort of magical
tattoo that covers the back of one hand - blue for permanent residents, green for visitors. Temporary marks glow red and begin to burn the wearer upon expiration, only disappearing once they have exited the city walls. If caught (or sometimes merely accused of) using magic without having obtained the mage’s mark can result in binding or being fully stripped of one’s powers.
THISBĒ: Unlike most areas of Giralda, magic and magic users in Thisbē are largely welcome and go unregulated. Mages are not required to undergo formal education, nor are they required to carry special identification. Only a select few places within the realm have laws protecting them from open magic use, but the majority of those are rarely enforced unless such actions are considered aggressive/hostile.
VANYAR & TRISTON: The populations of Vanyar and Triston are almost entirely human. There is great mistrust of magical beings in both lands, however, there are a few living within the limits of Triston. Those with any sort of magic or magical-related abilities tend to keep their gift(s) quiet as they would likely be run out of the territory.
WILDLANDS: Orc clans each regulate magic a little differently, though only one clan is strictly anti-magic. Citizens of Oborne approve of "practical" magic usage but are known to accuse people of witchcraft when being frivolous or remotely aggressive. Soldiers stationed at Sarkin's Rest are prohibited from magic use outside of specially approved or highly regulated training exercises or against particularly nasty beasts attacking the Fort.
[attr="class","likedosub"]MISCELLANEOUS TIDBITS
LIMITATIONS OF MAGIC. Time cannot be manipulated nor traveled. Magic cannot synthesize nor remove love. Death is permanent (temporary raising from the dead is possible in a zombie/puppet sense).
ENCHANTED ITEMS. As we begin our adventures in Giralda, enchanted items (that is: items with magical properties) are to be considered quite rare, many/most having been purged when the Elves were overthrown at the end of the Third Age. A character possessing an enchanted item will be required to obtain admin approval. Site plots may introduce items into the world, Kismet may drop an item into your thread, and/or we may have ooc contests to win an in-game item. Approval will be granted on a case-by-case basis, dependent entirely on what the item is and what it does.
HOTSPOTS / PLACES OF POWER. Throughout Ertho is a phenomenon that can be best described as “hotspots” of magic. Although it is called by many names, most commonly these places are known as
seraphin. Seraphin are areas where there is a heavy concentration of magic or pure energy from which magic can be boosted greatly. However, these places are ephemeral and move frequently in accordance to the positioning of stars and planets.
COMBINING MAGIC. It is possible for magic users to combine their powers to cast stronger spells or create a stronger attack with innate powers. Group magic is very dangerous, however, and not recommended for lower level skills or users of unequal skill. Characters performing such feats should obtain admin approval. The risk level for combining powers and spells will be higher than average, and calculated by dice rolling for potential outcomes.
POWER REMOVAL. Powers can be permanently removed or temporarily suspended. Power-binding is used as a measure of protection for children whose abilities developed too early, the mad, and for criminal punishment. Power-stripping is the permanent removal of innate magical abilities, something that is an extreme and severe punishment reserved for capital crimes. The process of stripping a person of their powers is very dangerous and can result in the death of the person removing the powers or having their powers removed.
THE MAGE'S GUILD. The Mage’s Guild was officially established in the year 758 of the 4th Age. Though very much in its infancy, the Guild has received a lot of attention and is a rather controversial subject throughout Giralda. Among many objectives, the Guild aims to create safe spaces to learn, practice, and hone magical abilities, improve legal rights of magic-users, and dismantle misconceptions/superstitions surrounding magic.
This is a bare-bones description of the Guild and currently all there is to know about it. We would like for this to be something that is developed in-game by the members. Admin will help facilitate plots and create characters as needed, but ultimately we want to see how it might grow or if it’s even a resource players will want for their characters. If not, it will simply be an entity that characters are aware exists.
MILITARY & MAGIC. Mages are not specifically employed in the Giraldan military to use magic. That is, the military still holds very antiquated views of magic use and has yet to start a special division dedicated to mages (however advantageous that would be). It is only in extraordinarily dire or unusual circumstances that a higher-ranking officer might approve the use of magic in battle or against a particularly vicious beastie. This is something the Mage’s Guild hopes to change.
MAGICAL TRANSPORT. Transportation via magical means
does exist, but is currently
off-limits. This may change in the course of a plot. Exceptions for an individual character’s innate power(s) will be made on a case-by-case basis.