You get 3 in 1: An Introduction in magics and religions, so part 2 of the Book Legonia and a short preview to my upcoming Magic Edition Fake-Sets. If you are lazy in reading, just look at the pictures but you will miss many information.
Magic and evil forces
Magic is part of the world and conclusion of the elements. It’s god-given and natural at same. Whenever powerful artifacts are made, superiorities defeated and impossible things happened, magic was used. There are many sorts of magic and uses, but it’s still no almightiness but bound with high risks. You can’t destroy the rules of physics or nature, because magic based on it and has its own rules. Whoever tries to abuse it, will be punished by mages of honour or at least the gods.
Sorts of Magic
In Legonia ther’re two main categories to decide: hereditary and learned magic.
Hereditary is the fundamental power of magic in only a few races. Best known are elves, Jinns, some goblins and also special undead (e.g. Vladeks, Shazzurudemons). Sorcerors of these races are the best ones because they aren’t addicted to spellmagic or supporting items like wands, even if they would increase the power of magic. Hereditary magic is easy to learn, but trained from masters most powerful. For example the Big River is a conlusion of a powerful elven nature spell, which can’t copied by human mages. Mostly, nature mages also use elemental magic. How good they are, variates much. Forestelvenpriests and goblinwitchers are experts, shiarasin only have weak skills.
Learnable are many sorts of magic for every race in genereal. But the training needs talent, high intelligence, mental strength and patience. Compared to hereditary magic, these people need much more energy (mana). To become a mage as normal citizen is a long run, hundreds of books and scrolls explaining, and without a master, only genies will have success. Simple categories can be used with wands and scrolls, artifactmagic, curses or evocations need many devices and help. Different groups in Legonia concentrates on different kind of magic. Most famous are the blue mages, who came after Merlin and are often advisors of the kings in north Legonia. Most magicans are teached in their expensive academies in Middle Kingdom and only choosen persons. Biggest school is in Azurancity. But also unliked witches and witchers learns the art without support and have their own communities. South of Outlaw Hills, a cult of druids experiments with nature spells. Blackmages don’t care on principles or rules. The south of Legonia concentrates on shamanism and exotic uses. The Forgotten Kingdom was destroyed while the witchwars, so we can’t say any specific about.
There are different main categories but of course in reality, a mage often combines them in a spell.
Most power can be found in nature, so real masters of elemental magic could bend laws of physics for short periods just by willpower. In best cases, an elven highpriest could cast storms, call floods or let errupt vulcanos. The Big River is one impressive evidence of that epic power. But mostly, elemental magic is just manipulating plants and environment, controlling animals, teleportation, tranformation etc. . This category is hard to learn so most seen by nature mages like elves. But a few witches and druids celebrated first succes on this area, too.
“As i said thousand times: don’t steal mushrooms in my forest!”
Most used by legonian mages is the easy spellcast magic, which brings special effects and events by using gestures, words and willpower. The origin of this art isn’t known exactly, but people think, that Merlin invented the spellmagic to gain the nature force (mana) of environment for normal people. Spell books contain instructions for fix defined spells. New spells can only be invented or discovered by real masters with high knowlegde. Every spell must be learned alone and without helping devices like wands or crystals it’s nearly impossible for adepts. From easy heal- and combatspells to mind control, many effects are known. But all together just have short-time effects.
“Your poor ninjas thought, i am just an old man travelling over Peng Cheng? Har har!”
Curses and Artifact enchantment:
Witches from Totenfelde and Moorflüt prefer the using of curses. These enchantments are either person, item or location bounded, what’s the same basic magic as artifact creating. A curse itself is somekind of sleeping spell, which shows his effects on a long term after someone touched him. With crystal balls you can curse also people, who aren’t nearly. Breaking a curse is a complex thing. A curse mustn’t be a bad thing basicly, but has often negative effects on the long term. For example, a wrong casted love spell can be horrible if you didn’t set any time period before. The biggest known curse faced the crew of the M.S. Everglory. A demon forces all men to work for him as undead pirates for eternity.
“Mh, the sword looks powerful...”
Artifact enchantment fixes magic effects at items permanentely. So, a sword can be blessed as holy weapon in everyone’s hand or brings them a bad curse. Powerful artifacts are made by masters and often in weeks-long ceremonies. Usual artifacts are wands, witches’brooms, invisible cloaks and crystal balls. On first somekind of support spell is working, which stabilizes energy and make spellcasting easier and stronger at same time. “The high manufacturing of artifacts” in Azuran produces many wands and talismans of all sorts for selling.
Priests are good in artifact enchantment and curse-breaking.
The shamanes of the Fog Islands and also orcish priests are using this untypical art to gain supernatural events. Immolations and dances beg for support from gods, nature ghosts and other astrally lifeforms. If they hear that call, they may help with magic blessings or otherwise. Shamanism is more begging and religious cult than using own magic.
Similar to shamanism, but more directly. Especially sorcerors of the Skorpion Emirates try to evocate Jinns or elemental ghosts, bound them and force to serve. Without own magic this isn’t possible but the called creatures are often more powerful. In North-Legonia, evocation magic is used for contact dead souls. Theoretically, allmighty demon gods can be called, but that is very complicate and not intelligent. A giant ceremony was hold at the demon portal in Dragonia vulcania by the dark mage 0 n.C. but was interrupted in last minute, what rescued the world.
"Come, firelord to serve your new master!"
Herbs and other ingredients have magic skills, so right mixed potions can have strong effects. Possibilities are countless: healing potions, transformation salves or a powder, which makes everything to gold when touched? Many goblins are selling these expensive aids, most alchemy manufactures you can find in Moorflüt. High knowlegde and magic skills are needed for good alchemy work, but you mustn’t be a ful mage. Alchemy is an official science.
"Master Ratzfuzzl, did you said 3 ogre eyes or it need more spice?"
Isn’t a real category. The term black magic descripes the respectless experimenting with possibilities, to betray the laws of nature and physics. Black mages use their skills egoistic and against every principles, so they sin against the gods and life itself. Black magic should only be used if you want to be in cahoots with demon gods. If not, nobody will help you when a god punish you for your falses. To black magic belongs: evocation of undead or demons, reanimation of long-time dead, mutilation of lifeforms or corpses and magic ways of immortality. The biggest and most evil black mage leads the black army in Deadwood. Rumors say, that he got killed in the big battle at the demon portal but because his corpse has never found, it’s not proved.
"Undead are good servants for a black mage."
Different groups have different cultural backgrounds and specialisations. Mostly, their culture is the one of their environment/kingdom but magicans are often popular and hold a high social status. Others like Witches or druids are avoided by the people and create their own social networks. Following a list of typical hints:
Elves/ Goblins/ Jinns/ Nature ghosts: Elven priests are master of elemental spells, using them only to protect the forests, Goblins good alchemists. Blue mages/ north legonian sorcerors: Alumni of an academy, using spell magic and artifact enchantment, a few alchemy and other categories. Lives after holy codes and are often rich. Witches/witchers: Totenfelde and Moorflüt; many in swamps and forests; free lifestyles; using elemental- curse and spell magic. Druids: Outlaw Hills, Hain of Druids and Elven forests; using easy elemental and spell magic; secret communities. Priests/Highpriests: Churches, temples and abbeys in Middle Kingdom and Skoprion Emirates; master of evocation and artifact magic. Schamanes: Schamanism and evocation magic; archaic and dangerous Demons/Black mages/others: All sorts of magic, but only for own advantage
Some typical witches of Middle Kingdom.
There are many holy places like temples, churches, the magic market (see later),Hain of druids etc., where you can find magicans often but there's one very special place, only high important sorcerors are able to enter or even know about: The "Forum Magikum", nobody knows exactly what's it and where to enter but it's existing.
Gods, churches and cults
The big Something (North Legonian Monotheism)
At beginning there was an endless nothing, and it was bored, so a big something was created, and it creates the world.
In all kingdoms of the north this one and only god is praised in any form. The Northern Kingdom is easy in religion. The people believes in a basic energy, which created rules of physics and the lifeforms of Legonia. But it doesn’t act directly. So, the living cultures and races have their own responsibility to deal with the world and to respect its nature. A real living church doesn’t exist here, but after the death, people become part of the big something again. At least, some ceremonies are hold every year praising these thoughts.
In Middle Kingdom people are strong-believing. Nearly every village has a church, cathedral or an abbey. Priests offers weekly worships and use magic in name of their god. Over centuries, the church created many rules, dogmata and principles.
The dwarves whorship „the big fire“. In their culture, the big something gave the element of fire to the dwarven race first. So, all dwarven success and history is based on this holy event. Dwarven priests pray for good work, protection against cold, safty in the mountains and luck. Traditional festivals and ceremonies are hold every year like the winter celebration, the days of fire and the mountain sanctification. Under Dwarven Peak the biggest temple of the holy, big fire can be found, but there aren’t many regulary visitors.
Also the elves praise the big something but they believe in equality. Everything, gods, nature, animals and people are part of the same thing. So the elves want to serve and protect the nature and respect every kind of life and energy. In elven religion, at world’s end everything comes together for creating a new world if the old is gone.
All followers of this monotheism believe, that they will travel back to the big something after death, where endless calm and peace awaits. Churches/cults: Temple of the big fire; Elvenpriesthood; Church of the big and only one; Different orders and separations.
Ark’tohlian Pantheon (South Legonian Polytheism)
Compared to the northern monotheism, the big something has a secondary role. Since the ancient Ark’tohl Empire and partly before, a pantheon of gods are in the minds of human, Ba’tohl and other races of the jungle. The big something is still power of creation, but isn’t prayed anymore. Instead, younger gods seem to lead the history of present. Every god excepting the big something has ist own idol and temple. Long ago, the heptarchy of the Skorpion Emirates has used the tempel cults as political instruments and integrated the priests to the administration. The old myths and rules of the desert cultures are long-forgotten and partly distorted. The heptarchs are presented as god-choosen representatives on earth, so because there are 7 lords, only 7 temples survived, although there were over 20 gods originally known. That’s why the resting gods often have various meanings, which they hadn’t before. Every god has its own temple, which is leaded by a priesterhood and a high priest. The high priests of Arkos are traditionally also heptarchs everytime. So, if the heptarch die, not his first son, but the next high priest get the position. For the other heptarchs inheritance law is set, but if there aren’t any children high priests will be prefered if they want to become heptarch. At moment, the high priest of the temples Arkos and Jangalis are heptarchs at same time.
The 7 official venerated: Arkos: Main god, master of desert, fire, sky, war, life, masculinity and passion. Religion says, he’s the direct son of the big something and first male lifeform. He created the Ark’tohl desert to test the human’s power and will. Whorships can be found in most castes and races of the south, because he has many meanings. His idol is a red stone pillar with 3 torches, symbolizing the desert(landscape), the sun(sky) and fire(life/strength). Venari: Godess of fertility, family, home, peace, femality and friendship. Venari is the sister of Arkos and first female lifeform. Praised mainly by women and children. The everyday life of a family is leaded by prayings to her. At festivals and meetings with foreigners she’s mentioned often. Her idol is a glass cylinder with crystal and 2 rolling arms. Jangalis: God of jungle, nature, animals, hunt, farming and travel. His origin is unknown, the idol a base of jewels with a dinosaur statue. In the villages upside the desert he’s praised more than from the desert riders. Especially farmers love him, but also dinosaur riders. As patron of travellers and adventurers, jangalis is part of many fairy tales for children. Rumors says, Jangalis is able to visit the world in every animal form. Thorun: God of death, disease, curses and sleep. Thorun is shown mainly as skeletonstatue made of marble. Older idols are made of bones. He’s not familiar with Arkos, so it can be assumed, that he came from a different culture of a jungle tribe. Nearly everyone fears him, altought he’s neutral as lord of the death realm and isn’t a god of destruction or evil. The myths say, he’s holding the balance between old and new, good and evil, living and dead world. If you want to contact or bless any ghosts, you have to beg for his help first. Airos: God of air and wind, mind, free thoughts, fantasy, science and magic. Airos is also symbol for revolutions for some enslaved tribes, so his religion is limited by the heptarchy. Only one temple exists in the whole empire. At same time, sorcerors, alchemists and wisdom-hungry people likes him. After the tale, Airos is a nephew of Arkos, but the rest of the family is unkown because not part of the pantheon. His idol is a stone eagle and sometimes a shield with eagle symbol Onyxo: God of mountains, ore, crafting, treasures and trade. Onyxo is one of the sons of Arkos and Venaris. Because most of his brothers aren’t part of the pantheon, he guards different topics. On one side, he holds the world crust and earth resources together, on the other he’s patron of financial poverty, because the emirate’s treasures are filled by diamonds and other jewels from slave mines. Arkos devided the ownership of the land for 2 of his sons and kept the sky and the desert for himself. Onyxo get the hard parts, the lands, his brother Okeanos the fluid ones, the oceans. His idol is a green crystal statue. Okeanos: God of seas and water. Okeanos is son of Arkos and Venari and only brother of Onyxo, who is still part of the pantheon. For the desert tribes, he’s an important god, so every oasis has a shrine blessing him. The only temples can be found in the ports at the bay of Ark’tohl. Because shipping is small in the Emirates, the cult is only lived by some fishermen. His idol consists of a blue painted base and 2 fish statues. Others: The heptarchy of Skorpion Emirates destroyed the original cultures of many enslaved races. So only specific gods were choosen for the new pantheon. The many missing ones, for example sons of Arkos and his brothers and sisters got forgotten in time. In free tribes of the jungle some are still alive. In the jungle and desert you can find ruins of old temples at closer look. Churches/cults: The seven temples
Some lost souls doubt about the world and dream about a new start. Before this new beginning, chaos have to clear the running orders. These dark cults worship demon gods, many black mages do it in hope to become lords in a new world. Demons are powerful, nearly immortal lifeforms, who are displaced from Legonia to safe the younger races. Driven by hate and eagerness for power, their goals are, to destroy the current world, became part of it again and leading as gods on it. Some demons are bound on specific locations, others in different spheres, but able to be evocated. Old myths tell about a magic dimensional cage, where the most evil demons were prisoned. As seal, a demon portal exists somewhere in Dragonia Vulcania. Breaking the spell would let them free and an eternalw ar between gods and demons will start. The religion of demonology is forbidden in all cultures by death penalty..
Curches/Cults: Dark worship of the high lords of the new world, of the unholy circle of demons, chaos and the last days; different black mages
There are many different small religions in legonian cultures. On Fog Islands, elemental ghosts are praised, primitive tribes worship magicans and others, stupid ones like the Troggs praises simple nature phenomenons. About orcish religion we don’t know much, but they have shamanism to call for devine forces
Lego Castle: Magic Edition
Of course, the theme inspired me to some fake-sets. These are small but not impulses anymore. I think, TLG makes too many big and expensive sets instead of offering some port-money sets, which can be build by kids. So, some supporting magic-sets for the fictive theme Legonia. A nice marketing strategy, not?
And the best: If you collect all sets (you can't because they are not real), you can build the magic market, a festival for sorcerors of the whole world, which is hold every winter in the Northern Kingdom on a secret place. Only special people know where and when it is set, so the king's guards won't annoy.
You are a fan, have own ideas for upcoming backstories, want create things fitting to this world, telling a story or just expand Legonia to the east with own factions etc.? Join Book of Legonia
Dude! Your site is full of interesting avenues. You are obviously into writing, and I would imagine D&D and the like. Great ideas here, and great execution on thise backgrounds not to mention the detailed backstories. Great stuff...