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This site is for the trial run of Horizon, which has finished! If you want information on the full game, commencing October 2005, you should go here.
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Sorcery and the Arts It Steals FromStrange cults obey the whims of the malign Gods. Powerful shamen enact the will of the distant and inhuman Powers. And sorcerers usurp the rights of both for their own ends.This page describes the three main means by which humans gain access to potent magic spells. You'll note a few things:
CultsThose who would worship the Gods tend to form small groups with powerful leaders. The leader of a cult is no mere figurehead: he or she is the conduit through which the commands, edicts, admonishments and declarations of the God are delivered to the faithful. However, it's said that revolts and coups within cults are common, and in some instances are encouraged by the God. The theme of the cult leader overthrown by a vicious maniac even more attuned to the God than has been popular in plays since the dawn of the Horizon theatre scene.Cults pray to their gods communally, in ceremonies presided over by their leader, but silently; any cultist may say any prayer to the God they wish. The Gods bless their favoured followers with spells, that they may serve their masters better - although the more powerful spells may require complicated, involved, or dangerous processes to cast. The Church of the Intercessor takes a hard line on cults: they're selling us out to those who would do us ill, they must not be tolerated. Every government in the True Lands backs them up on this, and severely punishes those cultists they manage to catch; whatever the private beliefs of national leaders may be, public outrage would make any legalisation of god-worship untenable. ShamenThe Powers do not believe in cults. If you wish to serve them no human intermediary is required - one simply communes directly with one of their daimons, and are granted spells by them. "Shamen" of the Powers are a varied and diverse lot; the stereotype of a fur-clad wildman chewing roots and spewing prophecies is inaccurate (although many shamen of the Land end up like that). That bureaucrat at the tax office who just won't take a bribe - could he just be honest, or is he working for the Stars? That agitator in the street who keeps calling for democratic change, and always seems to slip away just a minute before the Watchdogs arrive - does he just have a few friends on lookout for him, or is he a shaman of the Sky?Whilst serving the Powers is regarded as equally threatening by the Church of the Intercessor, people tend not to get as worked up about it as they do worship of the Gods. (The Ghouls are even allowed to practice shamanism within their strange enclave, since the Intercessor's message seems firmly aimed at human beings, although the Church is not happy about this state of affairs.) Whilst the Gods are clearly powerful and active threats to mankind, many people just can't get all that excited about the Powers - especially if they are city-dwellers, prone to forget the superstitions of simpler folk. Few who are not shamen themselves can sense the vast and slow life that resides in Sky or Stars or Land. Nonetheless, the authorities take a dim view of human beings practicing shamanism. SorcerySorcerers serve only themselves. They tend to be vain and proud, and prefer to work alone. They can conduct various rituals to exorcise, interrogate, or otherwise cajole unquiet spirits, or to steal spells from the Gods and Powers for their own use. This they regard as a victory for humanity over the esoteric forces who would mould us in their image. Cultists and shamen would regard it as looking for trouble, and will gladly provide sorcerers with all the trouble they could ever hope for.Whilst Sorcerers can use a far wider range of spells, the process of stealing and casting them is often more difficult. First the sorcerer must learn of the spell in the first place - through scouring old grimoires, trading for knowledge with other sorcerers (though what sorcerer would make himself redundant by giving another wizard his entire repertoire?), spying on cults and shamen, and so forth. Next, the sorcerer must obtain certain artifacts to use in stealing the spell. Lastly, after the spell has been stolen, the sorcerer may have to cast the spell in a somewhat different (and quite possibly more dangerous) manner, in keeping in the manner in which it has been stolen. The attitude of the authorities to sorcery is ambiguous. The Church of the Intercessor regards it as a tool, and in general approves of sorcerers usurping the powers of cultists and shamen, although not if this magic is used for wicked ends. Not too long ago there was an ill-fated attempt to produce Sorcerer's Certificates, along similar lines to the licences issued to alchemists. This ultimately proved much more difficult to enforce; alchemy, by its very nature, leaves behind physical evidence, but sorcery is a very different process. Sample SpellsWe've decided not to have public spell lists for this game - we feel that such information should be scarce and valuable. On the other hand, it's only appropriate to let you know what sort of effects you can achieve to help you decide whether to play a magic-user of any sort. In general, the Gods grant spells that are related to their activities, goals, and obsessions, whereas the Powers grant spells that are tied in with their essential nature (and frequently involve physical manifestations of the relevant element).The below spells are the sort of thing that the God of Knowledge might grant to his followers if he weren't dead. They are now defunct, so you will not be able to attain these specific effects through worshipping him; however, they should hopefully give you an idea of the scale we're working on. CantripsA Cantrip is a minor magic. It requires little of the caster, and gives little in return, but since it is decidedly low-key Cantrips are often more useful than, say, Grand Rituals.
Example: Truth's Straight Path To gain and cast this spell, a sorcerer must steal a strip of cloth from the ritual garb of a Knowledge-cultists, or from the academic robes of an aged scholar. The strip must be embroidered with three runes during the ritual to steal the spell; to cast the spell, the sorcerer then wears the cloth as a blindfold - the first book or document he or she picks up when blindfolded will contain the information. EnchantmentsEnchantments are more major acts of magic. Their effects tend to be broader and more impressive then cantrips; often, they will ask more of the caster.
Example: Free the Truth To gain and use this spell, sorcerers must construct a hammer and anoint it with the blood of a cultist of Knowledge during the ritual to steal the spell. They again draw the Mark of Thezir on the scalp of their prisoner - but they must then immediately smash the prisoner's skull open with the hammer. They must not hesitate; should they fail to kill the prisoner before the presence of Thezir turns up, there will be consequences. Grand RitualsGrand Rituals are world-shaking acts of magic. Their scope is still limited (there's no rituals which will destroy the world, or topple the Wall, or consume all Horizon in flame, for example) but they can still have a world-changing effect.
Example: Common Knowledge Cultists must obtain a library's worth of books, and make a mobile bonfire on some sort of trolley or conveyance. They must burn the books on the bonfire, one by one, whilst pushing the fire all the way around the city walls (if the spell is cast on Horizon they needn't push the cart along the base of the Wall). The smoke must encircle the city, and runes must be traced in the ash left behind as the cart moves along. Once the spell is complete, the truth will be exposed to all within the city within a day; the proof will be incontrovertible and undeniable. Sorcerers must inscribe the truth to be told in blood, on vellum made from the flayed skin of a great scholar, with a writing implement fashioned from the bones of an avatar of Knowledge (the implement must be used to inscribe the magic circle during the ritual to steal the spell). The truth must be burned before the books go into the fire. RumoursOnce upon a time, all sorcerers were women and worked in harmony with the Great Ones, the Gods and Powers. Then the men came along, kicked put the wisewomen, and began take, take, taking from the Great Ones. That's why they seem so malevolent - the Great Ones hate us because we betrayed them, and they are changed by that hating, but if enough of us prove that we love them they will be soothed and become themselves again. Come with me and I'll show you how... |