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Magic

Skel - to be under obligation. This word's origin can be traced as far back as language itself. For as long as there has been language there has been magic, and skel is the root of all magic, the element that makes it possible, the stuff that dreams are made of.

In Vale, some people are born with skel-sense. But the amount of skel available is limited, so many people never pursue magical occupations. Those that do have several options. First are Lorists are experts in their field of choice - herbs, water, weather or metal.
    Herblore is the study of herbs and the activation of the skel already in them to enhance their properties. These lorists must be well versed in their craft, from simple healing remedies to complicated potions, and they often employ apprentices to aid them. Herblorists are healers and scholars, and well-regarded members of their communities, though often feared as much as they are respected.

    Waterlore is the diviner's craft. Waterlorists sense the skel in water deep beneath the earth and exert their will to bring the water to the surface, creating springs. They may also be called upon to purify stagnant or despoiled waters, and are sometimes employed by the wealthy and noble classes to detect and remove poison from wines. There are as many charlatains as honest folk practicing this craft, so Waterlorists are often regarded with great suspicion, until they can prove their worth.

    Weatherlore is just as it sounds. Practitioners, often called Stormbringers, travel about the country offering their services to farmers in desperate need of rain or overwhelmed by too much of it. Some see this is an even more dubious occupation that Waterlore, disbelieving the Lorist's claims. Yet the most powerful of Weatherlorists can stir the clouds and move them at will. These few often have potential to be True Mages and merely support themselves by this craft as they travel in search of a position.

    Metal-lore is the crafting of magical items. Using alloys of Sundrian, the only metal able to bind skel to itself and retain it after a spell is worked. These craftsmen, called Skel-Smiths possess more metalworking skill then magical skill. They often work hand in hand with True Mages, forging items at their direction. This is a very lucrative and well-respected career. But because of its menial nature the wealthy classes may belittle it, despite that their most prized magical items are created by such men and women.

Above the Lorist class are the mages, a rare and powerful class. The number of true mages that can exist is limited. In Baracur, as in the other kingdoms of the Sunderlands, there is only one True Mage, one Royal Mage. In each kingdom, such a mage monitors the magical practices of lesser user under their domain, keeps upstarts in their place and looks for those with true potential - those who could become apprentices to be taught, or obstacles to be eliminated. Some such 'obstacles' or rogue mages choose rather to hide what they are or disappear among the tribes of the Sundered Mountains. Others may attach themselves to forces seeking to overthrow their rulers and replace them. They could not hope to eliminate a king unless they are able to counter his Mage as well.