Magic is as ancient and prevelant to this world as the sky and the sea. It is an ancient power, first harnessed by the Elves, which runs deep through the earth like veins pumping arcane power from leylines. Those who practice magic learn it through extensive studying, while others are born with a natural gift.

Schools of Magic:

  • ABJURATION: are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations.
  • CONJURATION: spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
  • DIVINATION: spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
  • ENCHANTMENT:spells affect the minds of others, influencing or controlling their behavior.
  • EVOCATION: spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
  • ILLUSION: spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
  • NECROMANCY: spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. Necromancy is, however, widely illegal and punishment is very severe.
  • TRANSMUTATION:spells change the properties of some creature, thing, or condition.

Asmure is the dominant faith in Astorea. Asmure is largely used alongside holywords praised by Paladins and Clerics. They have formed a guild in worship of Asmure and his light, known as the Holy Order, and often travel the world of Astorea to spread word and teach his faith. Other gods worshipped (primarily by Humans, Elves, and Half-elves are below:

  • Dhara: goddess of nature and life; primarily worshipped by druids.
  • Hasmure: god of death-the opposite of Asmure; primarily worshipped by necromancers
  • Nymeria: goddess of war, battle, and fire
  • Florance: goddess of beauty, love, grace
  • Leyara: goddess of truth and wisdom
  • Enris: god of order

There are temples for each pantheon located in various cities, as they all are open to worship. Each religion coexists freely.

Moradin is what the Dwarves worship. Moradin represents everything the Dwarves hold dear: forge, invention, good nature, and intellegence. The picture most used to represent Moradin is a stout Dwarf with a large hammer, and their battle cries ring out as "by Moradin's hammer!"

Blood and Honor the Orcs, though it is hard to believe by some, hold more of a code of honor than actual deity worship. Though it isn't totally unlikely for some Orcs to take to worshipping a certain god, most Orcs cherish blood and honor, holding sacrifice and hard work in closer esteem than practicing devotion to any particular deity.


Guilds are groups of people dedicated to one thing, or specifically, one cause. Below you will find a list of various guilds within Astorea.

  • The Mage's Council: Tthe council is made up of high ranking mage officials within the mage's college, Harold's Tower. These Mages are comprised of the Arch Mage, who also works as a court mage for the King. The rest is staff and members who make up various other branches within the college
  • The Fighter's Guild: A fighter's guild is similar to the concept of Fight Club (except you're allowed to talk about it), where members dedicate their time to fighting, learning how to fight and teaching others. An example of what they offer are things such as how to use various weapons, stance and battle techniques, etc.
  • Thieve's Guild: Locations for the Thieve's Guild can be found all over the major cities and towns of Astorea. They hide underneath the city, working in the underbelly, hiding, fencing stolen items and planning their next big heist. Contrary to popular belief, the Thieve's Guild does not like to be associated with assassin groups, as they don't work to kill but mainly to steal.
  • The Dark Hand: The Dark Hand is a guild which is dedicated to dark magic, specifically necromancy. They are a very secretive guild, and the only knowledge of them is thought to be folklore, or rumors, for they pose as simple, helpful citizens to Astorea who want to do nothing but help others and show the greater good. However, there is a sinister side as well. While the public, the noble, the leaders don't realize the Hand's intent, they are actually working to take over Astorea, one naive leader at a time.
  • The Brotherhood: A band of ruthless assasins, the Brotherhood is another one of the more sinister guildsd of Astorea. They were the killers of kings, the watchers in the night who have eyes and ears all over Astorea and just when you think you're on the verge of knowing too much, you will find yourself lying in a pool of your own blood with a dagger in your back. They are quick, calculated and efficient killers who will stop at nothing to achieve their goal.
  • Druid Groves: Groves are like community gatherings for Druids. They are where druids gather and live together in harmony, often in the forest, and often where they worship Dhara, the goddess of earth and nature.
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