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A Darker Age
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===Setting assumptions=== *Magic - Common magic will become the province of specialist users. The average person, while not superstitious about magics use, will regard it as a dangerous pasttime. *I'll run all the magic systems as is - with the main change being the general unavailability of common magic. Sorcery with have a particular mode or approach - there are alchemists, astrologers, enchanters, power word mages and necromancers rather than sorcerers. Crunch wise, this simply means that different 'grimoires' require a mundane as well as magic skill to enable. The mundane skill must always be greater than the magic one. *Common magic becomes the province of the church and divine initiates, witches, warlocks and shaman/druid types. Most magic specialists will also pick up a little. It is 'low magic', but you must have the gift [or divine/spirit backing] for it. *Technology - Due to Remuli and Dwarf influences, there is a wider range of arms and armour technology on Harn, but getting fitted plate [or fancy helmets] is, on the other hand, not going to be easy. Inheriting grandpas Equestrian war gear, being very good mates with a dwarf [remember, they have withdrawn from the lands of men largely] or being a noble from Melderyn [for thoe unfamiliar with a Harn map, the southeastern Island kingdom] would be about the only way to access that sort of gear. *For cultures, assume picts on too many sacred herbs for the Setha, a general gaulish feel for the Anadhe, and more germanic for the Hodiri [who are mounted]. *The hodiri are pretty much Goth/Alans, if you are looking for an analogy.
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