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Societies and Magic

From MassiveCraft Wiki

Because Aloria has many societies, cultures, religions, and sub-groupings, it can sometimes be hard to understand who is "okay" with Magic and who is not. This kind of information may be necessary to form a compliant backstory, so this page has a very simplistic overview of the kinds of Magic/Demon attitudes that can be found in societies across the world, defined in tables. The two strongest indicators of how a Mage might be treated while growing up in their society are religion and culture. Religion is by far the strongest indicator because it has superimposed moral judgment and directives on the cultures. Sometimes a culture may be more accepting of Magic, while a religion is not. Because of these reasons, religion will be tackled first on this page. This page is part of the wider Magic page, link back to this page if you would like to return to the main navigation.

Religion and Gods

While originally some religions in Aloria had issues with Magic or outright banned it, by the modern era, all religions have found some form of acceptance of Magic and even celebrate it within their dogma. For each religion, the nuance is slightly different and this will give an overview. Generally speaking, all religions at a baseline demand the proper and responsible usage of Magic concerning Venting and Corruption.

  • Unionism views Magic as a blessed gift by the gods, but one that can also equally be a terrible burden. To Unionisms, Magic is no different than holding high political office or having some exceptional skill, in that an expectation is attached to use it only for the good of the Empire. Frivolous and self-satisfying use of Magic is frowned upon. Unionism has no general preference for any of the realms.
  • Draconism views Magic as an irrevocable reality of the world, but one that the Dragons would prefer to live without, but can tolerate. To Draconists, the right to live a full life is more important than the impact Magic could have, and Magic is still a necessary part of life at this point. Magic is acceptable within the fight against the traditional enemies of Draconism, like the Malefica and violent Demons.
  • Estelley is a religion deeply steeped in Magic that not only encourages all of its worshipers to try Magic out but actively worships the ideal of the Archmage Magic user. A large portion of Mage supremacists are Estelley faithful, and being a good Mage is considered a high virtue. Estelley as a religion has a strong preference for Eidolon, Eternum, and Anima Magic, with only Abyss Magic being considered stigmatized.
  • Aldurism is a religion that follows textbook Mage supremacy. It is a religion made by Mages, for Mages, with the express purpose of becoming better Mages. Aldurists seek to expand the freedom and influence of Mages and Magic, and it is effectively impossible to be an Aldurist and not have Magic. Aldurism considers all dimensions to be equal, seeing the good and bad in all, but having strong reservations about Demons.
  • Fornoss is a religion deeply steeped in Magic, but also with inherent themes of Magic versus mundane, the idea that someone should both be able to become a strong Mage, but also strong in body and mind in opposition or defiance of Magic. Both must be considered equal ideals. The Fornoss Faith has a strong preference for Eidolon and Eternum for the Eili Gods, and Abyss and Silence for the Vola Gods, but other realms are also fine.
  • Evolism is a relgion deeply steeped in Magic. It is practically unthinkable that an Evolism believer does not practice some form of Magic, as Magic is the cornerstone of their trans-dimensional ideology. Out of all religions, Evolism is the most likely to tolerate irresponsible usage of Magic and Magic corruption, so long as it is done for an explicit purpose other than acts of random terrorism.
  • Khama is a religion that was, until recently, extremely anti-Magical but has recently become more accepting because of the reality of their followers. Their anti-Magic stance is related to the societal trauma inflicted by Magic usage on their people, but they have come to accept Magic among them because it has become an undeniable part of the identity of some of their flock, who they do not want to reject.
  • Minor Faiths & Nilthism have no explicitly stated view against or in favor of Magic, and it should generally be considered to be entirely open to interpretation from the individual. Generally speaking, Magic should be seen as a tool much like a weapon.

The gods themselves have varying Magical inclinations. Generally, every god is at least a little bit magical, though the exact nature of their magic is dubious. Because gods are an extension of the realm-crafting of Dragons, they can use Elderlaw but they never exclusively use Elderlaw. Many of the gods are magically aligned, though their exact nature ranges from extremely obvious to very dubious. The Fornoss Gods are, for example, very explicit in their Abyss-Silence and Eidolon-Eternum alignments, while the Unionist Gods are very unclear, save for Caan who is explicitly Vortex and Dictat. For more specific information about Magic nuances in each religion, or the alignment of their gods, see the religion pages themselves.

Detailed Analysis

The detailed analysis will contain a more in-depth look at the individual traits of Magic acceptance or rejection by religions based on common terminology. To understand how to read this table, there is a legend for the terms described below:

  • Celebrated indicates that a particular aspect of Magic is celebrated as a virtue or a good thing.
  • Neglect indicates that a particular aspect of Magic is ignored or otherwise has no strong status.
  • Tolerated indicates that a particular aspect of Magic is accepted or tolerated, but generally thought of as bad.
  • Prosecuted indicates that a particular aspect of Magic is not accepted and is actively persecuted to destroy.
  • Conflicted indicates that this aspect has both positive and negative messaging, and no clearly defined interpretation.
  • Regulated indicates that this aspect is negatively viewed, but accepted only in limited context.
  • Shunned indicates a strong dislike and social ostracization, but does not express disallowance or prosecution.
  • Subvert indicates a tongue-in-cheek preference and liking of that aspect, but the public pretends otherwise.
  • Hated indicates not just a desire to prosecute, but to utterly destroy any connection related to it.
Religion Magic Learning Magic Usage Magic Military Magic Activity Arken Interactions Curse Usage Artifact Usage Demon Binding
Unionism Conflicted Conflicted Regulated* Regulated** Prosecuted Tolerated Neglect Prosecuted***
Draconism Tolerated Tolerated Tolerated Tolerated Regulated* Tolerated Tolerated Celebrated**
Estelley Celebrated Celebrated Celebrated Celebrated Celebrated Tolerated Celebrated Tolerated
Aldurism Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Tolerated
Fornoss Celebrated Celebrated Conflicted* Neglect Neglect Tolerated Celebrated Celebrated**
Evolism Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated
Khama Tolerated Tolerated Regulated* Regulated** Neglect Celebrated*** Neglect Celebrated****
Minor Faiths Neglect Neglect Neglect Neglect Neglect Neglect Neglect Neglect
  • Unionism:
    • Unionism in general holds Conflicted positions on pro and anti-Magic stances.
    • Magic Military only applies to Emperor-granted Charters.
    • Magic Activity has a near complete ban on economic usage of Magic.
    • Demon Binding is universally prosecuted, except for Evintarian Unionists, who are Tolerated.
  • Draconism:
    • Arken Interactions are Tolerated only when in conjunction with Dragon plots.
    • Demon Binding is only Celebrated in conjunction with Kindred/Warden Binding.
  • Fornoss:
    • Magic Military is Conflicted because Magic is considered more dishonorable than fighting with weapons.
    • Demon Binding is only Celebrated through Ancestor Binding, otherwise Prosecuted.
  • Khama:
    • Magic Military is Regulated, only very specific Corsair fleets allow Magic usage.
    • Magic Activity has a near complete ban on economic usage of Magic.
    • Curse Usage is only Celebrated when used against Elves, Prosecuted otherwise.
    • Demon Binding is only Celebrated when used against non-Terror Binding Khama Demons, Prosecuted otherwise.

Heritages

Heritages group together a common average of opinions and beliefs held concerning Magic. Ailor are omitted from this list, as they have their section further below defined as Ailor Cultures. This list will use the same terms as the tables above. Some other Heritages are also omitted from this list because their society has a one-to-one translation of religion to their cultural understandings. These are:

  • Dragonkin, Sihai, and Slizzar to Draconism
  • Dwarves to Fornoss
  • Freefolk to Estelley
  • Asha to Khama
Religion Magic Learning Magic Usage Magic Military Magic Activity Arken Interactions Curse Usage Artifact Usage Demon Binding
Skyborn Shunned Shunned Prosecuted Prosecuted Prosecuted Prosecuted Prosecuted Prosecuted
Isldar Celebrated Celebrated Celebrated Celebrated Shunned Shunned Celebrated Regulated*
Lanlath Celebrated Celebrated Celebrated Celebrated Celebrated Shunned Celebrated Tolerated
Finullen Neglect Neglect Shunned Neglect Celebrated Shunned Celebrated Tolerated
Solvaan Celebrated Celebrated Celebrated Celebrated Prosecuted Prosecuted Celebrated Prosecuted
Suvial Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated
Kathar Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated Celebrated
Sihndar Tolerated Shunned Prosecuted Prosecuted Prosecuted Prosecuted Tolerated Prosecuted
Maquixtl Neglect Neglect Tolerated Neglect Neglect Shunned Celebrated Shunned
Narim Celebrated Celebrated Celebrated Celebrated Shunned Shunned Celebrated Prosecuted
Eronidas Shunned Shunned Prosecuted Shunned Shunned Prosecuted Celebrated* Prosecuted*
Urlan Shunned Shunned Shunned Shunned Shunned Prosecuted Tolerated Prosecuted
Allar Neglect Neglect Shunned Regulated* Shunned Prosecuted Shunned Prosecuted
Maraya Shunned Shunned Prosecuted Prosecuted Prosecuted Prosecuted Shunned Prosecuted
Bralona Neglect Neglect Neglect Neglect Neglect Neglect Neglect Prosecuted
Orion Celebrated Celebrated Celebrated Celebrated Celebrated Prosecuted Celebrated Prosecuted
  • Isldar:
    • Demon Binding is only Regulated for Life Isldar through Draconism, or for Death Isldar to Hollow Demons, Prosecuted otherwise.
  • Eronidas:
    • Artifact Usage is only Celebrated with Religion or Eronidas history, Shunned otherwise.
    • Demon Binding is Regulated for Draconism-approved Bindings, Prosecuted otherwise.
  • Allar:
    • Magic Activity is Regulated because of a near-universal ban on economic activity using Magic.

Ailor Cultures

Ailor cultures are as vast as the Heritages themselves, so this list has a separate table for ease of reference. This table uses culture groups, not exact cultures, as most sub-cultures within groups share similar ideals on Magic unless specified otherwise. Here are some notes to keep in mind:

  • Pre Empire-Tribes includes Sarnan, Balten, Tsaiqvanes, Krakimardik, Aber cultures.
  • Other Slavnogo includes as of yet undefined general west-Slavic cultures.
Culture Magic Learning Magic Usage Magic Military Magic Activity Arken Interactions Curse Usage Artifact Usage Demon Binding
Cearden Tolerated Tolerated Tolerated Regulated Prosecuted Shunned Tolerated Prosecuted
Ithanian Celebrated Celebrated Celebrated Celebrated Subvert Subvert Celebrated Subvert
Wirtem Shunned Shunned Shunned Shunned Prosecuted Prosecuted Tolerated Prosecuted
Anglian Shunned Shunned Prosecuted Prosecuted Prosecuted Prosecuted Tolerated Prosecuted
Breizh Celebrated Celebrated Celebrated Celebrated Subvert Prosecuted Celebrated Prosecuted
Cantaluna Celebrated Regulated* Celebrated Celebrated Prosecuted Prosecuted Tolerated Prosecuted
Velheim Celebrated Celebrated Conflicted* Neglect Neglect Prosecuted Celebrated Celebrated
Tierravera Neglect Neglect Neglect Neglect Celebrated Prosecuted Tolerated Prosecuted
Krainivaya Prosecuted Prosecuted Hated Prosecuted Hated Hated Tolerated Hated
Regal Celebrated Celebrated Celebrated Neglect Subvert Subvert Tolerated Subvert
Aetosian Celebrated Celebrated Celebrated Celebrated Subvert Shunned Celebrated Celebrated
Other Slavnogo Shunned Shunned Shunned Shunned Hated Hated Tolerated Hated
Pre-Empire Tribes Tolerated Tolerated Shunned Shunned Prosecuted Hated Tolerated Hated
  • Velheim:
    • Magic Military, see Fornoss Religion above.
  • Cantaluna:
    • Magic Usage is Regulated because the Cantaluna have conflicting ideas on where it is permissible to use Magic, usually military only.