The Kings of Men: Lord of the Rings/Warhammer Fantasy CK II Quest

Omake (Canon): Tome of the Arcane, part 2
Tome of the Arcane, part 2

The Magizks Of The Worlde
Author: Nolondur No-one's son


- The Realms of Magic and the curse of mutations


'From the teachings I learned, I had to carefully decipher the full meanings behind them. You could say that I took more time in understanding what I had learned than asking questions, for I understood that there could not be any error here. To learn of the ways local users of arcane knowledge would use, was also learn and help teach our people about these powers.
To err here was not simply harm my own measly existence, but it might bring ruin to our land if I couldn't properly place the differing effects and actions onto paper, for I had grown to appreciate both the dangers and the opportunities that showed themselves beneath what I had learned - to be ignored here would either mean underestimating the dangers of the local sorcerers and not placing safeguards that would be needed to safeguard Arnor , or our kind would overestimate the danger and end with innocent blood on our hands. Neither action should come to pass.'


'The Realm of Magic is an place existing on a parallel world which exists without material form. To call the Realm "a place" does not do it justice, for the realm is everywhere where there is thought. Indeed, this plane of existence draws energy from the thought of sentient beings, while sapient species have an increased effect upon it as their strength of mind which gives them ability to think more precisely and to create higher concepts such as morality and philosophy effect the realm in higher strengths than, lets say an caterpillar. Of course, even the thoughts of animals have an effect and as animal-life comfortably outnumbers that of Man and other kind of higher beings, our "quality" does not trump their "quantity," so to say.'

'This Plane is in constant flux and movement, energy flowing across it in differing strengths and directions. Power wanes and flickers, just as the thoughts and feelings of all living things change and shift according to movements of their lives.'

'This realm exists all around us, but fortunately for us it cannot affect our lives except in certain, limited situations. To be surrounded by the raw stuff of minds would have negative effect upon human mind, if not properly prepared for the experience via training and possibly items of power to strengthen the mind. As if a barrier existed between us and most likely does exist between these two planes of existence, the Realm is still not a simple curiosity as there are forces within it that want to effect the material realm - many of them quite antithetical to human life...'

"Still, the realm is not completely cut off from the world: the green moon we have learned to be wary of is a clear example of this. Its surface radiates the raw, uncontrolled energies of Magic Untaimed And All-Tainted, which in most cases causes things under its gaze to transform into disgusting caricatures and demented creatures of their former existences.'

My fellow scholar told me he was utterly surprised that the only effect our people had was dead and mutated livestock and moments of nausea - and here did I learn that we should feel at least some pity towards the Men of this world, for they have been gifted with no such resistance. Many a man has had to stay under the moon for too long, unable to resist the glow and finding himself mutating slowly and almost always painfully into an horrid beast.'

'Yet the terror the energies give them does not end there, for those born while having received too much energy from the moon during their time within the safety of their mother are sometimes born with defects horrifying. Babes with more than two eyes, with tentacles in place of an arm and more can be found to be the effect and as such children are often seen as tainted too far beyond recovery, many a child has seen their ends come at the hand of their parents and other villagers, as children born as such can also be born with damage to the soul itself, which makes it easier for them to fall into madness and manipulations of Darkness Primeval.
While unclear if this happens in all cases (as the sidhe did not truly focus on such things, as they had no such effects happen by the moon), it has happened enough times for such treatment to become a norm, further increasing the tragedy that Men of these land needed to safeguard their kind from forces not unlike Morgoth, the only way they could.'

'Some of these mutated children are born with greater deformities than others. Born with cloven hooves and potentially horns of an animal, these creatures are not of Man and never were since these mutations took place. Their souls have become warped, potentially even before they had escaped the birth canals of those who gave them birth to, into a demented creature called a "beastman".
Such creatures as those which have committed raids upon Arnor just last year, yes.'

'In time, such children grow more and more beastly, until they are as if an great mockery of the works of Valar, a mix between animal and beast alike, who hate all of humanity and see us only as feedstock, less than slaves. It is such mutants that make the gael even more careful in searching their children for birth defects, in effort to screen out those whose lives and souls were already lost and separate them from which could still be saved or kept clean.'

'Do note that while beastmen are born this way, the manuscripts I've read do mention that they can find mates of their own kind in the wilds, so simply finding all the corrupted children would not stop the expansion of beastmen existence.'

'Yet, there is one group of affected people that are arguably more dangerous if not properly treated - for the magic of this world does not wait for you to seek it out to learn about it. Some humans unlucky enough to born with certain traits receive the ability to cast magic via the energies of this realm. These "sorcerers" (if the name even applies to them, as you will soon learn there is a differentiation to be made) go along their lives, under risks and payments that they themselves did not choose to take.'

'We shall speak of their sad lot in life in a later chapter of the book.



- The "Gods" and Entities of the Realm of magic

'The Realm of Magic is a terrifying place of all possibilities existing simultaneously and not at all - a plane of Ultimate Paradox itself. Here, all thoughts gather and here do we find beings who find sustenance by eating thoughts and energies transmitted by the sapient minds.'

'Within this Realm, there existed and does exist entities that are as if an sentient mirror to different thoughts made by Man and other such living things.'

'Four of these entities are what you could consider to be the Primal Evils. I will not write their names here, for even hearing the word can fill a man with instinctual dread, but these four "Gods of Chaos" are the Ultimate Annihilator and Corruption Incarnate of this world. When the Realms of Magic one day could access the world many centuries upon centuries ago, these four beings rushed out, spreading their influence as quickly as they could, even as they still fought against each other on who would stand triumphant as the Prime Evil of them all. It is they who both beastmen and corrupted Man sees as their masters, and their goal is the fall of the Material realm before the tide of their Madness.'

'Yet it isn't just the Entities of Chaos who now call the Realm of Magic home: for the Plane has and always will be affected by the thoughts of living creatures.'

'Looking for assistance against the mad existence birthed by the powers unleashed upon the world, many a human on Albion - and possibly everywhere else on this world - screamed for help and protection, to have something to believe in in their times of terror. For the Gael, they received an answer in the hands of what would become their pantheon of gods.'

'The "gods" of Gael are real, existing Entities of the Realm of Magic which receive power and energy in the form of gael prayers, in return assisting the gael at their times of need via "blessings" and other effects. Unlike the Primeval Four, these entities are not, in fact, harmful to humanity as a whole - albeit there are still effects for worshiping such deities, they are much rarer to lead in negative consequences such as mutations, which seem to be completely under the purview of rampant magical energy or the Chaos Gods themselves. Indeed, much of the prosperity and survival of the Gael to this day, even when surrounded by rampaging monsters, goblins and Chaos, could be at least partially attributed with them having mostly benign Entities at their side.'

'Truthsayers are mages that have attuned themselves to their "gods" in return of of safer control of their powers. One of such benefit is clear: with the cooperation of an Entity, a Truthsayer is able to cast spells they normally wouldn't be able to cast safely, without loosing their minds or self-destructing horribly.'

'However, as seen by the gael willing to deal with the Fimir, this process is not perfect and in no way does the "god" or "goddess" in question have omnipresent powers nor are they a source of pure morality. When their followers decided to turn back on their traditions, the Entities either accepted it or could do nothing to stop it.'

'In the former case, the entity is still assisting both the non-corrupted as well as the Compromised. Either not caring about this decision or for some other reason, the Entities did not retaliate against the travesty.'

'In the latter case, the Entity - without any actually loyal Truthsayers within the lands of Compromised, is not able to affect that side of the island even while the now False Truthsayers hide their betrayal via normal uses of magic. In such case, the Entity in question is likely to feel betrayed but now be limited in where it can effect these renegades.'

'We shall talk about the mages and other ways of magic in the next chapter.'




1748 words.
 
Last edited:
Omake (Canon): Tome of the Arcane, part 3
Tome of the Arcane, third and final part:


The Magizks Of The Worlde
Author: Nolondur No-one's son



- The painful 'gift' of magic, the Sidhe casters, the art of magery and sorcery both and the differences therein.

'We shall return to those born under the unlucky stars of this world, to those born with magic listening in on their souls. Gaels (and likely, other humans outside of the isle) are mostly non-magical and not all could simply open a book and learn how to strike at their enemies via the Realm of Magic. However, a miniscule amount of Men are born with the ability of being more connected to that Realm.'

'Because of this oddity in their making, their thoughts have larger effect upon the energies within the Realm, causing their wishes and stray thoughts to influence the power therein. This is treacherous thing to happen for these individuals however, for their souls also shine as small candles in the dark and Entities of all kinds may seek them out in effort to take over such an vulnerable individual. So dangerous is this that such a spellcaster needs training in their arts just to survive having these powers without damage to their soul, mind and body.'

'They might not even know of the great difference from other people of the land as some of their number only manifest finite, easily explainable and ignoble feats of power without their own knowing, like a gust of wind which just happens to make a falling branch miss their heads as they so hoped for in a fit of fight-or-flight reaction that can happen to Man.'

'As such, the option of never using their power is locked from them, as attempting to simply refuse using the power would still lead the malevolent Entities slowly figuring out where they exist and then attack them while they are vulnerable. In some cases such unfortunates are internally ripped asunder, leaving behind an imitation of the soul originally hosted in their Hora who now would serve one of the Four Evils. In other cases, the caster dies violently as their soul is completely consumed, their corpse transforming into an hideous beast as their very self is lost. The only possibility for these men and women to survive is to either learn a method of controlling their powers in a way that would shield them against Entities, or somehow find a place where such energies can no longer mar them any longer - such a place has not been found, at least not mentioned by the tome of the Sidhe I was allowed to read.'

'In practice, a human casting from the Realms of Magic has to make a sacrifice of some kind; as the other name which was Realm of Madness now raises its head. The details were more vague when it came to this part of the sidhe lore, but the Realm apparently hosts different forms of "magical currents" - or alternatively, "Winds", of magic. When one of Man attempts to learn to interact with the realm, they dip into these currents and mold the energy into the shape of effect they wish to bring worth, such as attempting to heal injured or to increase the rate of harvests. However, a problem reveals itself as these currents are born of differing kinds of thought and as such, dipping into more than one current is damaging to the mind of human caster. Such acts often slowly cause the caster to lose sanity and the stability of their Fea as their mind twists between two or more differing formats of thought - something Man was not supposed to be able to feel and think.'

'For safer use of these currents, the caster has to choose a current and stick with it for the rest of their life. They would train on utilizing only this one mode of thought, which in turn would slowly transform the caster until their demeanor matches the current they tapped into. This is very difficult however and additional individuals within their number succumbs to the ordeal as they fail to differentiate the currents effectively.'

'The Truthsayers have managed to find a loophole in this regard, however: instead of only choosing a current of power, they chose their Entities. Via this connection, the priest-casters of Albion receive added protection and safety against malevolent creatures of the Realm as they cast effects or channel effects molded by their deities, but their thoughts are affected regardless as they now attune to their Entities. However, considering how they would need to attune to something regardless or face total annihilation, the gael "gods" can be argued to be the least of necessary evils they could use to protect their existence with.
It should be noted that the truthsayers of those Compromised via slave-trading with Fimir are an unknown factor. The books written and my host neither knew if they are truly connected to these entities at all, or if they now cast without their original safety-net.'

'Where Man casts from outside, the Sidhe cast from within: as their existence as creatures of living material magic, sidhe can shapeshift and do other feats without having to touch the currents of the Realm. Yet not all is safe: sidhe spellcasters fight a risk of self-destruction as too high a pull may unravel their very existence into nothing; a risky endeavor to be sure, but with powers of Chaos and others such as goblins having their own spellcasters, a faction without any method of retaliation or suppression of arcane attacks may find itself overwhelmed in earnest. As such, spellcasters can find themselves thrust into battle in order to fight against a foe that would otherwise charge rampant across the ranks of their brethren.'

'This way, a pattern of dismaying luck and poor options is given to all of those with magic touching their being. When reading all of this and having asked many a question to my host, it took me days to properly realize the enormity of what I've written. I will not be shamed to admit that I did burst to tears at the thought of a child with his whole life ahead of him and that if they were born with magic, their future was already placed on a road no-one would wish to seek walking.'



- The magic of our Fea and Sorcery, the fundamental difference

'When I returned, it took me a great time of gathering proper material and courage to ask for an audience with the King over the subject of legitimatizing my book as safe reading. In that time, I came upon an argument within our people. I learned that there were some within Dunedain who hoped to relearn the ancient lores and skills mentioned only in passing stories at this date. Yet I also learned that there were some who called this even so far as blasphemy, that learning these skills would be no different that realizing and attempting to learn the cursed sorcery of Guldur itself.'

'As I had taken so long parts of my life to seek out the truth over the magic of this new worlde, I decided that I could take some more time to also learn of the old ways in order to finish my work with flourish. I found myself walking to the halls of those who were at the beginning of this movement and requested admittance onto the tomes as a scholar. My entry was accepted and so did I once more open up a book, prepare my scrolls and writing implements and began the search.'

'What I found was intriguing in the extreme, for I noted that these old feats were made with an internal source of power just like in the case of sidhe. Our fea, if properly pushed and trained, could be taught to change the shapes of man into beast temporarily, for our eyes to see farther than before and more besides. At no point and time did I find any proof that Guldur or any other blasphemous energies (as I now knew that there were other sources of such corrupted might) were part of the process.'

'As much as an opinion from a simple scholar is worth anything, I would shave myself bald if I am wrong in saying that using our fea as the stories told is as safe as with sidhe using their own energies to change their shapes; potentially dangerous to the one trying if he does not keep precautions or tries something he has not trained for, but safe to those around them.'

'Sorcery of the Fallen One differs greatly, for the users of the foul skill actually channel the diminished and broken power of their false god in order to bring fourth Discord upon life. Fundamentally, the differences are clear if one was to seek understanding between the two.'


- Offered categorizations

'As I finally came to the end of my work, I decided that offering at least a tentative method of naming different ways of casting magic and skills might be an apt way of assisting the readers on placing all known groups of arcane users and any groups that will be found later on that might fit such categories could be easily place within the system.'


Internal magic users: beings that utilize magic and skills not stemming from any outside source of power. The most safest usage of power known. External magic users with assistance of Entities: These arcane users were born with their curse and have joined communion with an Entity who assists them in their struggles at the cost of some parts of their original personality, to protect their souls. Recommend the name "mages" to differentiate from followers of Chaos and the Fallen One. External magic users with attunement to one current: these casters were born with their curse and now either seek or have found themselves able to sail a single way of thought, at the cost of some parts of their original personality, to protect their souls.
Recommend the name "mages" to differentiate from followers of Chaos and the Fallen One.
External magic users without attunement: Either because of not knowing of their curse, not knowing that attunement is necessary or not caring to attune themselves, these magic users stand on a sword's edge between sanity and madness. Corrupted magic users: Either because of seeking out Guldur for their own devices, intentionally worshipping the Four Evils or having their souls mutilated into servitude, these casters are Lost and beyond help besides quick death.
Deserve to be called sorcerers.

The Sidhe
The Old Arts of Dunedain

The (true) Truthsayers
Potentially the Compromised (false) truthsayers

Currently without known groups or individuals confirmed

Potentially Compromised (false) Truthsayers
Possibly the Compromised (false) Truthsayers.
Sorcerers of Guldur
Sorcerers of Chaos
(Goblin shamans: while not worshipers of Chaos, the goblins have their own destructive Entities)
'This shall be the point I end my tome. I hope it will help you name and identify all that should be known about the energies of the worlde.'



1800... something, words.
 
Last edited:
@Somebodynobody10 choose one:

[] Living apprentice giant shaman at Lion's fort guaranteed (master on a high roll)

[] Book of elven magical theory in the possession of the Sidhe that you can trade once you killed the dragon

[] Sidhe immigration into Arnor following your string of successes (tens of Sidhe)
 
Last edited:
You know what? Changed my mind.

I've been hearing about how difficult it truly is to get something like the Colleges of Magic into being with only human resources.

[X] Book of elven magical theory in the possession of the Sidhe that you can trade once you killed the dragon
 
BrightFusion wanted people tot let them know while he can't post on the thread he will be following it using the way back machine.
 
@DragonParadox wanted me to pass this on this to you to confirm or deny something.

I'll send him an answer based on what you say.

Got it on the catapult.

for the other series reward:

[] Knowledge about the location of the cauldron of rebirth.
[] Dunedain capive manages to escape the beastmen after having observed them
[] Mystery piece of half-understood Old One Lore (this can range from the very useful to the culturally problematic like proto-necromancy)
 
Got it on the catapult.

for the other series reward:

[] Knowledge about the location of the cauldron of rebirth.
[] Dunedain capive manages to escape the beastmen after having observed them
[] Mystery piece of half-understood Old One Lore (this can range from the very useful to the culturally problematic like proto-necromancy)
Said he wanted to have the cauldron but I'll run the options by him anyway to make sure so don't confirm anything yet.
 
Got it on the catapult.

for the other series reward:

[] Knowledge about the location of the cauldron of rebirth.
[] Dunedain capive manages to escape the beastmen after having observed them
[] Mystery piece of half-understood Old One Lore (this can range from the very useful to the culturally problematic like proto-necromancy)
1. Useful.
2. Useful as well, but the information is nothing we can't get ourselves.
3. Mystery box. Is there a chance of this being something that the Lizardmen might want?
 
More beastmen info might help. I really want to know how Guldur influenced them. And that might be a chance to get IC info about the mutations that everyone is worried about.
 
From Bright to @DragonParadox and others.
Guys can you give me your opinions on whether to go for 1 or 2? I have already ruled out 3. Tending towards 1 atm.

Also @DragonParadox are there any chances to rescue the captives if we choose to launch a southern expedition next turn.

BTW I am also considering a third sequel series after my exams. The Gaels topic is rather extensive, and a sequel series could be done on how they could have a place in Arnor and essentially be useful, since they are less physically strong and also have shorter lives than the Dunedain.
 
Back
Top