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MysteryofAir

Page history last edited by PBworks 17 years, 7 months ago

Mystery of Air

 

 

--- History --- Game Statistics --- Art of Weather Crafting ---

 

 

The Shapers of the realm of Air are always thought of as practitioners of Magic. Those among their ranks are referred to as magi and archmagi.

 

Magi oversee the shaping of air, weather, and transportation from place to place. They are in charge of commerce in Thimhallan.

 

Kan-Hanar (Air Motion/Transportation)

 

Sif-Hanar (Weather Direction)

 

Being able to demonstrate abilities in the Mystery of Air at birth is not sufficient to enter this Mystery. Both the Sif-Hanar and Kan-Hanar require all who want to join their ranks to prove their abilities before being accepted into the Guilds. Since all legal shipments of goods in Thimhallan are arranged through the Kan-Hanar, being an accepted member of the Guild represents the difference between a comfortable life as a legitimate trader or the chancy life of a smuggler.

 

The Kan-Hanar maintain Guild Houses in all the cities of Thimhallan. Here anyone of their Mystery is welcome to free food and a free place to sleep. The houses are maintained by the dues that each member must pay, amounting to five percent of any transaction. Guests of a Guildmember may also stay at the houses, provided they pay an amount equal to half the amount they would pay at the nearest hostelry.

 

The Kan-Hanar direct all shipments by air (through their associations with the Ariel), land, and sea. The only aspect of transport not directed by the Kan-Hanar are the Corridors. Those are controlled and maintained by the Thon-li, much to the regret of the Air Shapers.

 

High-ranking members of the Kan-Hanar are responsible for guarding the gates into and out of every major city in the world of Thimhallan.

 

The Sif-Hanar, those magi responsible for weather control, are a reclusive and elitist group, prone to wearing robes that flow in the gentle breezes they craft for themselves. They are also noted for their short tempers, probably because they are the one Mystery that seems to be under unceasing attack from the public. No matter what the weather is, someone is certain to complain about it. If it rains, the city dwellers complain that their holidays are ruined. If the sun shines, the farmers complain that they don't have enough rain. The Sif-Hanar can strike lightning - literally - and storm on their detractors unceasingly.

 

The major concentration of high-ranking Sif-Hanar is in Merilon since the demand for their services in the great Stardome is almost continuous. Sif-Hanar of lower station are relegated to assisting with the raising of crops out in the field and reclaiming the Wild.

 

 

History

 

The knowledge and the skills of the Sif-Hanar were particularly useful in the new world following the Great Passage. They controlled as best they could the violent storms that swept the land and made it possible for that original small group of exiles to survive long enough to establish the Border.

 

During the Iron Wars the Sif-Hanar of the various realms began conducting private battles among themselves, refusing to cooperate with their own military in their desire to wreak havoc upon the foe. Violent storms swept the land - cyclones, hail, lightning - all did as much or more damage than invading armies.

 

The Kan-Hanar saw their business of commerce fall apart completely during the Iron Wars. At first the magi despaired, but they soon discovered that they had skills much in demand. Since they were one of the few groups of magi to travel throughout Thimhallan, they were familiar with almost all cities and villages, and were welcome almost everywhere. The Kan-Hanar became invaluable as spies.

 

 

Game Statistics

 

Special Notes:
Special Notes:

 

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