Sedia Sorcery
Principles of Sorcery
Sorcery is a skill for transforming or creating physical phenomena, such as flames, using internal magic. From the perspective of sorcerers, connecting with that power requires the appearance of a Sorcery Frame, which displays magical runes and details about one’s mana capacity. Average mana capacity for high-level sorcerers is 300, and about 50 for lower-level sorcerers. Mana itself is unevenly distributed throughout the world. A variety of materia and foci are made using Maleithrilin and sacred trees, but these are extremely expensive.
Sorcerer’s Guild
This organization is led by the Grand Magister, and governs all the sorcerers on the continent. Its headquarters is located in Shrendal, and there are branches throughout the land. Sorcerers are a privileged class akin to the aristocracy, and even branch offices have a large effect on local political ecosystems.
There are some unaffiliated humans who use sorcery naturally, without Guild membership. Such individuals are considered heretics, known by terms like “Witch Doctor” or “Hedge Mage.”
The Four Schools of Sorcery
There are four factions of sorcery, which differ greatly in their approach towards the art.
Faction of the Blessed: This faction believes that sorcery is a wisdom granted by Rimeydal in order to further human development and material prosperity. Common in the north.
Faction of Conquerors: This faction believes that sorcery is a weapon granted by Rimeydal in order to fight daemons. Many in Ryuse follow this creed.
Faction of Scholars: The objective of this faction is sorcery research. This faction is especially skilled at creating materia and other magical artifice. Also known as the Faction of the Wise.
Faction of Esoteric: This faction aims to unravel all the secrets of the world through the power of magic. Very few sorcerers belong to this faction.
Sedia Religions
On the continent of Sedia, it is believed that Rimeydal created the world and its people from nothing, and then departed on a cosmic journey. Thus, there is no order that directly worships Rimeydal. Instead, the widespread belief is that Rimeydal entrusted management of the world to a pantheon known as the Eight Pillar Gods. There is a clerical order devoted to each of the gods, but there are very few priests who can channel sacred magic. Consequently, except for Pendargund’s faithful, the influence of religious orders on the Sorcerer’s Guild is meager.
The Eight Pillar Gods
God of Law, Pendargund
Goddess of Winter, Ashginea
God of War, Langer
Goddess of Spring, Lucia-Cecille
God of Night, Soul
God of the Sea, Tegzanac
God of Death, Niavone
God of Air, Hylian
Sacred Magic
This power uses mana in much the same fashion as sorcery, but the priests interpret their power as “miracles granted by god.” As such, they don’t get along well with sorcerers. Generally, practitioners possess numerous abilities that help with healing and purifying the undead, but they can also obtain additional special magics that reflect the attributes of the god they believe in. However, it is extremely rare for a sacred sorcerer to be skilled enough to heal people dying of a terminal illness or mortal wound. The acquisition and training methods for sacred magic have not yet been systematized, so talents other than sorcery—known by its users as “the grace of god”—tend to be the main focus of clergy.
Temple of the Law
An organization which draws its membership from the clergy of all eight gods, the Temple of the Law has the power to pass judgment on all royal decrees. It is more like an arbitration organization than a religious order. The temple almost never interferes in secular affairs, but when the Temple issues an edict, not even Shrendal can object to its decrees.
Sedia Continent Timeline
According to Shrendal’s Official History
Year 0: Founding of Shrendal
Year 100: Alliance formed between Shrendal and the Land of Giants
Year 120: Founding of the ancient Divine Kingdom on the eastern side of the continent
Year 800: Shrendal’s territory expands to the easternmost side of the continent
Year 810: The Divine King attacks Qadr Brueys, the Library of the Age of Gods
Year 815: The first brood event occurs. The ancient divine kingdom and other countries on the eastern side of the continent are destroyed
Year 817: A hero destroys the Epicenter. The Warrior Clan begins its endless hunt
Year 850: Foundation of the Land Barthes kingdom
Year 1102: Establishment of the Sorcerer’s Guild in Shrendal
Year 1105: Land Barthes approaches the empire of the dragonkin
Year 1134: The second brood event occurs. Massive damage is done to the Lake Ryuse communities
Year 1135: Shrendal forms a grand alliance to counter the daemon brood
Year 1138: The allied forces defeat the daemon legion in the Battle of Daybreak Plains
Year 1140: Sorcerer’s Guild divides into four factions
Year 1142: Shrendal builds a large fortress on the Daybreak Plains. Calbanera Knights established
Year 1143: Western Kingdom and Ryuse Kingdom gain independence from Shrendal
Year 1175: Shrendal loses its fortress in the Storm of the Dead incident
Year 1253: Dragon Empire invades Land Barthes
Year 1255: The “Evil Minister” gains independence from the Land of Giants
Year 1256: Ryuse Kingdom is divided. Velde established on eastern side of continent
Year 1260: Land Barthes and dragonkin establish armistice
Year 1269: Ryuse Alliance is formed
Year 1277: General Darmund seizes Filsand
Year 1285: Calbanera Knights fail in to retake the Shrendal fortress
Year 1290: Daemon nest emerges in Lauris, capital of Ryuse Kingdom
Year 1300: Great Wizard, Geo Margilus appears