Post by facemelter on Jan 21, 2012 18:51:48 GMT -5
In Thedas, magic is a natural physical phenomenon such as gravity or magnetism. Some people are born with the ability to interact, control, and shape it.
Magic originates from the Fade, the realm where Spirits dwell and humans and elves visit when they dream. As such, using it can draw the attention of the beings on the other side of the Veil, leading to an increased risk of demonic possession. A possessed mage becomes a distortion of their former self, a twisted monster known as an Abomination.
Mage: The mage is a playable class in Dragon Age: Origins and Dragon Age II. A mage is able to interact with the forces of magic, in order to qualify to be a mage, one must be either an elf or a human. Dwarves cannot be mages, since they are unable to connect with the Fade and therefore are unable to control the forces of magic.
The Fade: The Fade is a metaphysical realm that is part of Thedas yet separated by the Veil. The Fade is split up into fiefs belonging to the spirits that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers.
Blood Magic: Blood magic is a form of magic that uses the power of life to cast spells. Blood magic was the first form of magic in Thedas. According to legend, it was taught to Archon Thalsian, founder of the Tevinter Imperium, by Dumat, the Old God of Silence. Historians argue on this point, suggesting the Imperium's mages may have learned it from the elves of Arlathan. Whatever its origin, blood magic was used by the magisters of the Tevinter Imperium to rule over the whole of Thedas.
Circle of Magi: The Circle of Magi is the dominant organization for the training of mages within nations of Thedas. They are governed and monitored by the Chantry and without counting those of Tevinter Imperium, there are 14 Circles of Magi in Thedas. The Circle is allowed to take any child (usually age 6 to 12) from their families as soon as they show signs of magical ability. Even a royal child would be taken by the Circle should they show magical ability. The Circle then raises the child until they are a young adult, at which time they must either undergo the Harrowing or be made Tranquil.
Apostates: An apostate is any mage who is not part of the Circle of Magi. There are two types of apostates: hedge mages, who were never part of the Circle, and rogue mages, who have fled from the Circle. The Order of Templars is charged with finding apostates and either capturing or killing them.
Once, the term only described mages who willfully left the Circle and the path the Chantry had laid out for them. However, as the Andrastan Chantry is now the dominant religion in Thedas, the Chantry assumes that everyone born in Thedas is a follower of that faith. Anyone who disobeys the laws of the Chantry is thus regarded as betraying their faith, and labeled apostate.
The Harrowing: The Harrowing is a test that every mage apprentice must go through to become a full Circle mage. The test involves a mage entering the Fade with the use of lyrium. Once in the Fade, the mage apprentice must face, and subsequently overcome, a demon who wishes to posses the mage's body and enter the living realm. The demon is summoned by the mages of the Circle of Magi to the same part of the Fade the mage apprentice enters and is promised a living body will be waiting for it when it arrives. If the mage apprentice succeeds in resisting the demon he is granted the title of mage and becomes a full member of the Circle of Magi.
However, if the mage is overwhelmed by the demon, or takes too long to complete his task, the mage is killed by a group of Templars who are standing by so the mage does not become an abomination and is not a threat to the Circle Tower or the rest of Thedas.
Those deemed too weak to take to Harrowing, or those deemed too dangerous are made Tranquil. This is where their ability to use magic is removed and they become something of a robot, a husk, their personality removed along with their magic, they are totally compliant and serve the Circle, the Chantry and the Templars.
Magic originates from the Fade, the realm where Spirits dwell and humans and elves visit when they dream. As such, using it can draw the attention of the beings on the other side of the Veil, leading to an increased risk of demonic possession. A possessed mage becomes a distortion of their former self, a twisted monster known as an Abomination.
Mage: The mage is a playable class in Dragon Age: Origins and Dragon Age II. A mage is able to interact with the forces of magic, in order to qualify to be a mage, one must be either an elf or a human. Dwarves cannot be mages, since they are unable to connect with the Fade and therefore are unable to control the forces of magic.
The Fade: The Fade is a metaphysical realm that is part of Thedas yet separated by the Veil. The Fade is split up into fiefs belonging to the spirits that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers.
Blood Magic: Blood magic is a form of magic that uses the power of life to cast spells. Blood magic was the first form of magic in Thedas. According to legend, it was taught to Archon Thalsian, founder of the Tevinter Imperium, by Dumat, the Old God of Silence. Historians argue on this point, suggesting the Imperium's mages may have learned it from the elves of Arlathan. Whatever its origin, blood magic was used by the magisters of the Tevinter Imperium to rule over the whole of Thedas.
Circle of Magi: The Circle of Magi is the dominant organization for the training of mages within nations of Thedas. They are governed and monitored by the Chantry and without counting those of Tevinter Imperium, there are 14 Circles of Magi in Thedas. The Circle is allowed to take any child (usually age 6 to 12) from their families as soon as they show signs of magical ability. Even a royal child would be taken by the Circle should they show magical ability. The Circle then raises the child until they are a young adult, at which time they must either undergo the Harrowing or be made Tranquil.
Apostates: An apostate is any mage who is not part of the Circle of Magi. There are two types of apostates: hedge mages, who were never part of the Circle, and rogue mages, who have fled from the Circle. The Order of Templars is charged with finding apostates and either capturing or killing them.
Once, the term only described mages who willfully left the Circle and the path the Chantry had laid out for them. However, as the Andrastan Chantry is now the dominant religion in Thedas, the Chantry assumes that everyone born in Thedas is a follower of that faith. Anyone who disobeys the laws of the Chantry is thus regarded as betraying their faith, and labeled apostate.
The Harrowing: The Harrowing is a test that every mage apprentice must go through to become a full Circle mage. The test involves a mage entering the Fade with the use of lyrium. Once in the Fade, the mage apprentice must face, and subsequently overcome, a demon who wishes to posses the mage's body and enter the living realm. The demon is summoned by the mages of the Circle of Magi to the same part of the Fade the mage apprentice enters and is promised a living body will be waiting for it when it arrives. If the mage apprentice succeeds in resisting the demon he is granted the title of mage and becomes a full member of the Circle of Magi.
However, if the mage is overwhelmed by the demon, or takes too long to complete his task, the mage is killed by a group of Templars who are standing by so the mage does not become an abomination and is not a threat to the Circle Tower or the rest of Thedas.
Those deemed too weak to take to Harrowing, or those deemed too dangerous are made Tranquil. This is where their ability to use magic is removed and they become something of a robot, a husk, their personality removed along with their magic, they are totally compliant and serve the Circle, the Chantry and the Templars.