There are two broad classifications of magic present on Ytherra, both of which utilize the ambient power of the essence, that force which pervades the world, and which is called Ilésh Asú in Draványa and Ihénza in Old Manthezárin. So-called “Low Magic” uses the power present in objects and symbols, or energy that can be easily coaxed from such. Practices such as alchemy and herbalism, the use of runes and augury are examples of Low Magic. “High Magic” is the direct manipulation of the essence.
This latter was chiefly a Manthezárin development, although its methodology has been widely adopted, even in Arál Draván, where practitioners utilize essentially identical methods, although there are many superficial differences. Early in the history of Arál Draván a distinct magical tradition developed, chiefly due to Dravánu feelings of cultural superiority, culminating in the development of a “dialect” of Archaic Draványa called Nashanáya, a complex artificial language invented with High Magical practice specifically in mind, as a counterpoint to the predominant use of Manthezárin by spellweavers across Suratha.
Today, these two traditions continue to co-exist. In Arál Draván, the so-called Asangáru Tradition is overwhelmingly dominant, and it holds a great deal of sway in Angháza, which lies within the Dravánu cultural sphere. Even there, however, it contends with the Manthezárin Tradition, which is dominant everywhere else. This is true even in Selurean lands, in which a third tradition is being developed in the Gray College. This approach is fundamentally different from the older methods, regarding the essence as a single unified force rather than six different varieties of energy. Some preliminary breakthroughs have already been made.
The essence is comprised of six different types of energy, each of which corresponds to one of the six Empyreal Realms. These “flavors” of power are called Correspondences; each affects different parts or components of the physical and immaterial worlds. In all of its forms, the essence can be manipulated; indirectly as by the process of alchemy, or directly by application of both the intellect and the will, a practice requiring long study and careful instruction, and also a particular gift or talent. Those so gifted, when they are identified at an early age, can be trained to mastery of this ability.
The Asangáru hold that each individual gift is attuned to one of the types of power, more or less exclusively, with talent in the others regarded as rudimentary or residual. Practitioners of that tradition thus focus training in one of the six Asangáru paths, each a subgroup within the Asangáru Concord and each corresponding to an Empyreal Realm and its associated Correspondence, and trained solely in that path, with a few legendary spellweavers mastering multiple paths. In the Manthezárin Tradition, while it is realized that most individuals are more gifted in one Correspondence than in the others, value is seen in mastering as wide an array of magics as one is capable of. Magi of the Manthezáin tradition tend thus to be less specialized than their Asangáru counterparts.
A comparatively young tradition has arisen in the Selurean Kingdoms, born only two centuries ago with the establishment of the Gray College near Enthierre. Adherents to this philosophy hold that magical energies exist in only one form, which while seen as differing by Magi of older traditions, are fundamentally the same. This approach has led to some breakthroughs long considered impossible by Asangáru and Manthezárin Magi, combinations of the power of the multiple realms rather than effects utilizing only one. The Selurean Tradition is still young, and its Magi have not yet approached the levels of power seen in Magi of the elder traditions; many of its techniques, while revolutionary to the student of the schools of magical thought, are of a lesser magnitude than long-perfected techniques. The manipulation of the weather is an exceptional case; this was thought impossible for centuries except in very limited scenarios, but Selurean Magi have managed to create spectacular and potent effects in the last three decades. The Gray College guards these arts carefully, but it is not clear that such feats are even possible in the older Traditions.
Too, in the Selurean Tradition the talent for High Magical practice is not seen as an absolute; any sentient being is in principle capable of the practice of High Magic according to this doctrine, at least on a rudimentary level, and presuming that the individual has sufficient gifts of determination, willpower and intellect, such that they are capable of grasping the essentials of the techniques involved.
There is another source of esoteric power which some choose to pursue; the aid of powerful entities of various origins. The Gods are the most obvious of these, and their powers are often invoked, not only by priests but by common people. As a rule, divine blessings are subtle, unlike the savage power wielded by Magi, but it can be effective nonetheless. The Gods and their servants are a part of Ytherra, even dwelling as they do in the Empyreal Realms; other entities, many of them malign or alien in nature, can be contacted in the Well of Worlds, a cluster of adjacent dimensions separated from Ytherra by stronger barriers than divides it from the Empyreal Realms.
The structure of the Well of Worlds is largely conjectural, but it seems to be arranged in a series of tiers or layers; some layers are comparatively easy to contact, but the beings dwelling therein are of roughly the same order as mankind (or perhaps of the old races,) and concern themselves chiefly with their own inscrutable agendas. Entities from the more distant layers are progressively more powerful, more concerned with Ytherrean events, and more dangerous. Such beings are collectively called Azakárin, demons, and the practice of contacting and dealing with them is called diabolism. Not all of those from the nearer layers of the Well of Worlds are inimical in principle, but they have outlooks and ethical codes different enough from mankind’s to make them treacherous to exhort aid from.
Entities from the Deeper Void are inimical indeed, and greatly desirous of influence on Ytherra, for reasons which are not fully understood by mortal practitioners. Bargaining with such entities is extraordinarily hazardous, as they consider mortals to be lesser beings on the order of gnats, and do not hesitate to subvert or even devour such arrogant mortals who anger them, and seem not to have any semblance of an ethical or honor code as such are thought of by Ytherreans. Such practices are proscribed almost everywhere on Ytherra, though exceptions exist.
March 5, 2009
Misplaced Nostalgia
Posted by Ardwulf under Commentary, Dungeons & DragonsLeave a Comment
A year ago yesterday Gary Gygax departed this world. Though some partisans have attempted to do so over the years, it would be difficult to overstate his accomplishments within our hobby. On top of that, as I myself was fortunate to learn, he was a heck of a great guy. A lot of people who have never heard his name owe their hobbies to him – not just tabletop gamers, but computer game players as well, and people who read fantasy novels.
At the same time, there’s been a movement which began even before Gary’s death but which seems even more pronounced today to try to somehow take the very earliest set of RPG rules, brown box D&D or OD&D, and try to derive some measure of Gary’s (and Dave Arneson’s, I suppose, although Arneson seems less in the minds of gamers,) original intent, and build campaigns (theoretical ones, at least) therefrom.
As an intellectual exercise, I think this is valuable, because it cuts at the very reasons RPGs are fun in the first place. It’s one of a couple of alternate ways floating around right now of answering the same questions that what would become Forge-style RPG theory was developed to try to answer – and if you ask me, the world of RPG Theory desperately needs approaches other than the Forge Big Model.
But at the same time, it seems to me that some of the proponents of this historicist approach are succumbing to a mindset wherein the practice of RPGs (that is, actual play,) was somehow superior to that to later eras. This has gone far enough now that the pre-AD&D period is being referred to as a “Golden Age,” implicitly indicting play in later years as somehow lessened in value against that of the early years. This is, of course, utter nonsense, a never-never land impossible to construct without plastering over a whole host of issues and problems with nostalgia. You remember the good times you had with friends, not beating your head against those impenetrable rulebooks or the incessant arguments they generated.
To try to dissect OD&D rules to divine Gary’s intent is of limited value in understanding the history of RPGs as they developed through play – i. e. the way they actually developed. Gary knew that no two groups would play D&D exactly the same way, and he wasn’t sitting at your table back in 1976 explaining the game and how it was supposed to be run to you. You played it as best you knew, took what was fun and did more of that, maybe added some Ardruin or Judges’ Guild stuff on top of it, and gradually something like a mean playstyle emerged from the chaotic sea of different groups doing their own thing. Expectations were gradually established, and gradually evolved from the point where D&D was a dungeon-based wargame into something where the character you played was as important as the numbers on the sheet.
Especially in the pre-internet era, when communication between groups was accomplished largely through conventions or in magazine letter columns, sharing of ideas between different groups was far more sporadic. There were clubs, of course, but those were local or at best regional, and those who met more than sporadically were the exception rather than the rule.
The lesson here, and I think Gary would have recognized this, is that he might have been one of the people who set down the rules by which RPG were played, but that it was us that worked out the methods by which those rules were actually employed at the table. Gary set the broad paradigm, but we determined how that paradigm would work in practice.
AD&D, misorganized and baroque as it was, was a far more coherent example of an RPG than OD&D was, because by the time Gary wrote it, we had worked out exactly how the rules would be employed in practice. At the very least, we knew a whole lot more about it by 1977 than we did in 1974. My use of we here is intentional – Gary gave the rules to us, and we showed him the practical conventions by which those rules would be applied, at his own table, and by passed anecdote, at those of others. Once AD&D was complete it very quickly became the standard by which D&D was played. The people playing OD&D didn’t necessarily abandon it or switch to AD&D, but virtually everybody coming into the hobby after 1978 or 1979 – quickly the majority – saw D&D as the beginner’s version of the game and AD&D as the real thing. The “controversy surge,” when D&D grew by far the fastest, occurred well into the AD&D era.
Theoretical OD&D reconstructionism, while possibly interesting, seems to ignore the fact that the people doing it are seeing it through the lens of 30+ years of development within the hobby, a lens now tinted with the rosy hue of nostalgia. And again the question becomes whether play – you know, the thing you’re actually doing – was really better in the days when the rules were unintelligible (Ken St. Andre famously designed Tunnels & Trolls after recognizing the OD&D rules as gibberish.) Maybe you think it was, and if so, that’s totally fair, but why?
Because the rules were less structured? I have to call BS on that – there are a ton of unstructured RPGs released in the last decade that nobody is even playing, much less bothering to blog about. Some of them are so unstructured that they’re practically systemless, but there’s a whole spectrum running from the ultra-light to brain-crushers like D&D3.5. Because the experience was “purer”? If so, why are you trying to reconstruct that purity from the written rules, which were only one part (and possibly not the most important part) of the experience? RPGs are played by people, not by rules.
Gary was the father of our hobby, and we owe him a lot – and not just us. Maybe we didn’t recognize that before he died. Maybe the fact that his death was so widely reported (Forbes magazine ran a whole article on it,) clued us in to the impact on what gets cavalierly called “pop culture” by a guy we had always seen as one of us – part of our little niche hobby. But while Gary gave us the game, we – us and Gary together – built the hobby around it. It was a collaboration. That’s why trying to reconstruct “intent” by dissecting the text of OD&D is valueless – because those written rules were less than half of the picture. Even in the “Golden Age”.