Table of Contents
Lore
Magic
For the Common People:
Magic is a supernatural gift. Not many are gifted. Only a few chosen races and individuals have the ability to use magic. Magic is rarely something ordinary. Most people have never experienced it at all. But there are exceptions as some places and races use magic in their everyday life. Because of that many people that are not used to magic, fear it and are very superstitious about it. For example bad events are explained as result of wicked magic. For those that are used to magic, it is just another complicated tool.
The possibilities:
Magic is only limited by its user. Everything is possible with magic as long as the user is able to achieve it. Typical limits are the own skills and the magic potential. The potential is very complex and influences how fast one can learn, how powerful a spell can be and how many spells can be cast. The 'what' and 'how' is different for each culture and magical style. A magician that studied in an academy studies magic with science. They analyse each aspect of a spell and turn it into a formula they can use. Casting takes up a lot of concentration and control. A witch for example gains her strength for her spells through strong emotions. Others who have a more natural approach spell spontaneous through little gestures as it is something natural and easy, even if it exhausts them. Casting a spell always starts with some form of ritual. That might be speaking a formula, the humming of a melody or just a gesture. Many magic users also use a focus, like a wand or a crystal, in their ritual or have certain fixed habits, like being earthbound or always having to touch the target. The ritual helps to evoke the magical powers and shape the spell. In other words a magician needs a ritual to guide their spell. Depending on the complexity of the spell the ritual can end up rather elaborate. A powerful spell takes a lot of preparation, time, is often dependent on the environment and quickly exhaustes the magician. It might help to include paraphernalia and other magicians or any other form of magical source. Afterwards the effect follows. The effect can be very different in nature. A classic flying ball of fire might be an effect. Not all spells are flashy and are accompanied by sparkling effects. The effect might also be very subtle and not visible to the plain eyes of unknowing people. With the help of other spells one can even infuse a spell into an object and thus create an artifact. To prevent certain misunderstandings there are indeed elements. The common teachings most educated magicians know involve 6 elements: Fire, Water, Earth, Wind, Rock and Nature. Only a minority of all spells have these elements. There are way more possible categories for all spells, that wont be listed here. One spell usually consists of different aspects and thus fits into multiple categories. The common teachings do not categorize spells with the aspects of 'black', 'dark', 'shadow', 'void' or 'blood' (don't be ridiculous and let those be). Spells that would fit into these categories still exist but are classified in a different way. There are some forbidden spells, that are not taught and are only used by a few. Forbidden spells are not necessarily stronger than common spells. There are certain resources that are affine towards magic or surpress it. Unfortunately that means a mage is not able to wear anything out of iron, as it suppresses their ability to cast spells. On the other hand an iron armour is pretty much useless for most. This does not mean that someone in an iron armor is immune to magic.
The role of magic users:
A magician is usually treated in two ways. Some may respect them for their power and knowledge. They are treated as wise people who earned their great power. Such magic users often have a big influence on those around. But there are also many who are wary and suspicious around magic users. They do not trust them. They use powers only gods should have. They use their demonic magic irresponsibly for their wicked deeds. One could also say people fear and envy magicians for their power. Some clerics see magicians and their scientific theories as heresy and the people agree. Often a magician is in a high position of their people or they are driven away. The cause might be the lack of knowledge and experience the most people have. It is the best to put them all together with other magicians so they can mess around with their own kind, they might say and thus places of magic education formed here and there, where it is tolerated. Most magic users receive an education and are thus able to live up to their potential. Depending on the persons fate, they get educated in monasteries, academies or from private tutors, away from the common people. Afterwards respected magic users offer their services to the people, everyone else have to find their own way and often hide their gift.
Artifacts:
Artifacts, though extremely rare and limited, are a way to give those unable to use magic, the ability to use a spell. This spell has to be infused into the artifact before hand and is limited to the mage who created that artifact. Usually it is only one minor spell. Almost all artifacts are limited in time, charges and power. So one can only use them for a limited amount of times before its internal resources are depleted. Usually a magician has to repeat the infusion process again, which takes time, to charge it anew. Sometimes there are other means of recharging, which require a certain expertise of the creator, that only comes at a high price. Since there are materials that are more affine towards magic, not everything can be infused. Materials that are affine can be infused more easily and will cause less problems.
Technology
For the Common People:
Of course every society has some forms of technology, such as simple tools. But not each society focusses on the further development of technology in terms of using natural laws of science (and not magic). Many cultures are thus differntly advanced. Where some cultures completely rely on technology others prefer hard work or rely on other things, such as magic. The Free Merchant Union is famous for their advanced technology. They keep pushing onwards as they profit from it. The Republic of Taergoria utilized some technology but they rely on manpower. The former Empire of the Great was used to an extensive utilization of magic. Many of the magicians there see the technology as primitive and uncivilized. Most other cultures are usually wary towards technology they do not understand. It reminds them of magic or similar things.
The possibilities:
The technology is a complex topic and it would be way too much to list all available technologies. But usually most lack the knowledge of all technologies, so everything they see might be something new they need to get used to. Technology often deals with machines, that do a certain often simple task. The task can be almost anything. Most machines need to be operated manually only a few can work autonomous, such as drones. All machines need to be powered and only work as long as they are fueled, which can be a great obstacle to overcome when building a machine. The Free Merchant Union can be described as being in a steampunk age. Which means most of their machines are powered with steam or canola oil. The latter is cultivated on their lands on a large scale. There has been some advances in combining magic with technology, such as the autonomous steam golems. But these were very rare. Since the destruction of Nalkommur however some (profit-seeking) magicians have found a new home in the Free Merchant Union. This has lead to major advances in combining the two.
The role of engineers:
The most advanced culture in terms of technology is the Free Merchant Union. Of course for them technology is normal and they might be one of the few cultures that do have engineers. They have many machines that run on steam or canola oil and do various tasks for them. They build their stuff out of bronze, brass and certain goblin alloys. They invented drones and mechs and established a radio network. A good engineer has years of experience and education. Most have an expertise which they have mastered. A good engineer has usually no problems in earning money. They have many opportunities to work on cutting-edge technology or even invent things on their own. Together with scientists they bring innovation and progress into the Union and are nearly as much respected as a successful businessman.