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The Chestnut Unity


The Chestnut Unity was a formed to regulate the usage of magic and use of the Types of Magic, by spellcasters/mages in Esau

Some members are associated with Labelas Enoreth and/or the Scholars Assembly.

The location within Esau is called The Chestnut Spinney on Rascal Bay, Genx region, Malnax. Another is within the Feywild Expanse on Kutlock, known as Vonn Chestnut Grove.

The magic in the air is like a flood. Even non-magic users sense it. The air bristles with a magical energy (feels like Elemental magic - see Types of Magic).

The magical weapons and other items in a person's procession glow and are warm to the touch.

"Magic is not some simple weapon; magic is an ocean, beautiful on the surface - but if the current is too strong it will pull you under, and all you can do is drown."
~ Epiture (Wizard)


Magic users, including Bards, Warlocks, Sorcerers, Druids, Magicians, Artificers, Clerics, Paladins, and Wizards.

Many know little to nothing of who are the members of The Chestnut Unity. It regulates without noticeable interfering. Only mages of the highest skill level and suitable attitude/alignment (neutral) get to be invited firstly to get an offical magic welding license, and later, if reach the highest levels of castors, to join The Chestnut Unity. 


LICENSE


The Licenses give access to certain private areas within Magical Items stores, Potions stores, Book Seller, Scrolls stores, Rods, Staffs and Wands seller - including secret stores. They get to subscribe to a network of spies and informants, as well as being allowed to cast higher level spells.
By showing the special symbol of three chestnut trees on a triangle wood disc
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* surprisingly craved from Rowan Trees soaked in berry tea - to stop forgeries and counterfeits)


THE LAWS

Most of these laws are in place to protector caster, the natural world, and general population alike.

Law of Balance:
One's energy or power level must be kept on an even keel, too much or too little will kill oneself. In the same stance, usage of only good magic or of only evil magic will produce extra of the other - better to follow the idea of Balance.
Gil'lon, The Cat Lord; The Lord of Balance; The Master Cat

The Law Of Knowledge:
With understanding comes control and power. In choosing which skills to learn and cast, the mage is responsible to understand all that can entail.

Law of Self-Knowledge:
One who does not know themselves, having never tested their self or their limitations does not know what he can do. And the reverse is also true.  A caster must understand their own abilities to control their magic.
 
The Law of Names:
  The law simply states that by knowing the true and complete name of a phenomenon or entity gives you complete control over it. A True Name is not necessary that which you were born with.

Law of Words of Power:
Knowing the magical words allows you to summon it. You are responsible for the words learnt and shared.

Law of The Mentor:
Teaching another to do the magic you can cast makes you also responsible for what they do with the magic they weld. Best to know them as you know yourself.

Law of Association:
This states things react upon each other by their connection with each other. Be aware of what ripples your magic may cause.

Law of Contagion:
This law states that things which have once been in contact with each other continue to act on each other at a distance even after physical contact has been severed. Acknowledge these contacts that magic can affect.

Law of Translation:
Usage of words that have multiple meanings when casting can cause unpredictable outcomes.

Law of Identification (Imitation):
Where one entity assumes the characteristics of another. The more the first entity knows about the second the better the imitation.

Law of Relevance:
The effectiveness of the connection, created by the Law of Contagion, depends upon the relevance of the contact. For example, if only one person has ever worn an old pair of shoes, it's easy to use the shoes magically to identify that person, because that person is very relevant to those shoes - the wear suffered by those shoes is substantial and caused by a single pair of feet. However, identifying the last person to use, say, a house pair of bowling shoes is difficult or impossible, because that person has no special relevance to those shoes, as hundreds of different feet have caused the wear within the shoes. Also, a pair of shoes that have barely been used has no special relevance to the wearer, as there is no wear on the shoes yet.

Law of Opposites:
The synthesis on two opposing or conflicting ideas or pieces of data will produce a new, third idea that will not be a compromise of the original two (Yin-Yang/Balance).

Law of Polarity:
Anything can be separated into two opposite parts with each part having its own essence (Black-and-White Morality from Grey-and-Gray Morality for instance).

Law of Infinite Data:
There always new information for one to learn. The sources of knowledge are limitless if one wishes to tap them. 

Law of Falsehoods:
One lie, such a knowing a forbidden spell, will always be revealed in time.


MAGICAL TERMS

Vena Eddy - Vein Portal - magical gateway
petulant magic = evil/bad magic
dextré magic = good magic
Gvoold magic = mixed of evil and good magic


Culture


SYMBOL = four chestnut trees overlapped


Type
Guild, Mages
Controlled Territories

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