Hedge-Magic (Lore): Difference between revisions
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<I>"Those seeking Arcane knowledge will often receive formal study and training at a school for Magic, or from someone who has received formal training. Hedge Mages, however, discover their Magical abilities on their own. Reading Tomes they can find | <I>"Those seeking Arcane knowledge will often receive formal study and training at a school for Magic, or from someone who has received formal training. Hedge Mages, however, discover their Magical abilities on their own. Reading Tomes they can find or discovering formulas and recipes through experimentation. But why don't these Mages just find a mentor, or attend a school of Magic? Well the answer to that question is different for everyone. Some may have attempted to join Magical Schools, but were denied due to lack of skill. Or perhaps they wish to remain independent and learn on their own..."</I> (From [https://aminoapps.com/c/tesamino/page/blog/hedge-mages-in-the-elder-scrolls/vdW6_dDkTnul8ekZxMVXNND1p6gr51R3Va aminoapps.com]).<includeonly> [[Hedge-Magic (Lore)|Read More ..]]</includeonly><noinclude>[[Category:TOC]][[Category:Local Lore]] | ||
For the purposes of Hofborg and the Motherhouse, hedge-magic includes: | Hedge-magic is ''generally'' nature based, typically a mentor-apprenticeship, often taught via oral tradition, is more 'crafty' then ceremonial and runs high to wildcrafted ingredients. For the purposes of Hofborg and the Motherhouse, hedge-magic includes: | ||
;[https://en.uesp.net/wiki/Lore:Fundaments_of_Alchemy Alchemy] | |||
:Alchemy is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions and poisons. Potions are usually imbibed orally and usually grant the imbiber with positive effects. Poisons are introduced into the target's bloodstream by pouring it onto a weapon and attacking the target with it and usually gives the target negative effects. Alchemical ingredients include extracts from plants, animals, undead, and Daedra. Certain ingredients are very valuable to alchemists due to their rarity, many of which are extracts from Daedric creatures. Prospective alchemists often need to experiment with ingredients to gauge what effects can be created, usually by eating samples of ingredients. This practice is referred to as wortcraft. Stationary alchemical stations are often used for the preparation of potions. [https://en.uesp.net/wiki/Lore:Alchemy Read More ..] | |||
;Druidry | |||
:Druids (also known as vinebeards) are practitioners of Y'ffre's True Way (or Druidism), in which one is to lead a life connecting with and valuing the natural world. The eponymous god takes the forefront of their faith, with some reverence also being shown to the stars. Druids believe that Man and Mer were not meant to separate themselves from nature, as through it, one can rejuvenate and enjoy Y'ffre's bounty. Druids have little interest in the quarrels of monarchies, often leading many to believe that they are pacifists. They however are not afraid to put up a fight, as violence and death are natural. As champions of nature, druids steward its growth and defend their ancient sites from the cruelty of civilization. [https://en.uesp.net/wiki/Lore:Druids Read More ..] | |||
;Clever Magic | ;Clever Magic | ||
:“Clever-Man” is a loose term in Nordic society, though the concept has existed in some form since Atmoran times and the significance of the title extends to the gods themselves. A clever-man is, roughly, an educated and cunning Nord - one who is learned is one or more of the Nords’ “clever” trades. This is often, but is not limited to, the study of magic; Nords have mages and wizards of their own, who may well be referred to as “clever-men” for their learning, but the terms are not interchangeable. Other clever trades include law-speaking, auguring and bone-reading, and a Nord who specialises in these is no less clever in the eyes of his fellows. [https://www.project-tamriel.com/viewtopic.php?t=1390 Read More ..] | |||
;Enchanting | ;Enchanting | ||
Enchanting is similar to spellcasting in the fact that it requires some inert magical understanding, just like casting a spell. | :Enchanting is similar to spellcasting in the fact that it requires some inert magical understanding, just like casting a spell. However, you are creating a spell through aspects of different ingredients that would be imbued into a rune. Such rune would then be applied to a weapon or piece of armor via ritual. Example of ingredients; fire salts may be good for fire resistance or flame damage | ||
;Skaal Shamanism | |||
:The Skaal-Folk are an isolated and enigmatic off-shoot tribe of the Nordic people, thus their magic is just as shrouded in mystery like much of their ways. The Skaal-Folk believe in a balance and harmony of the land, and likely their magic reflects this belief. There are six key aspects of the All-Maker; The Sun, The Sea, The Sky, The Earth, The Trees, and The Beast. Although nothing is for sure, it's possible their magic may fall into themes surrounding those aspects, or perhaps their craft is similar to the mainland 'Clever-Craft' of the traditional Nordic mages. [https://en.uesp.net/wiki/Lore:Skaal Read More ..] | |||
;Wyrd Magic | |||
:''With the understanding that Nord culture is really not cool with Daedra and conflict between Reachmen and Nords is still a current issue, Wyrd Magic is generally included in discussions of Hedge Magic. | |||
:"Wyrd Covens (also known as Wyresses, Wyrd Women, Wyrd Sisters, the Wyrd, Ward-Sisters, or Name-Daughters[2]), are female-only witch covens that are Nedic/Bretonic in origin, though membership also extends to outsiders, even those from other races. Though they stem from the same traditions as the Druids of Galen, a religious schism brought about the Wyrd's separation. Repulsed by Mer and the civilization-embracing druids they referred to as "barons in ivy robes", these witches retreated into isolation, and sought out the Earthbones in their efforts to prostrate themselves before unmarred nature. Once a singular entity, the Wyrd split into subgroups by the time of the last Druid King's voyage to the Systres. These sisterhoods remained behind on the mainland to safeguard the forests of High Rock, with some of the dozen or so covens even spreading throughout Tamriel. The Wyrd's way is to turn away from civilization altogether, and to live in nature as beasts do." [https://en.uesp.net/wiki/Lore:Wyrd_Covens Read More ..] | |||
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Latest revision as of 23:21, 3 January 2023
"Those seeking Arcane knowledge will often receive formal study and training at a school for Magic, or from someone who has received formal training. Hedge Mages, however, discover their Magical abilities on their own. Reading Tomes they can find or discovering formulas and recipes through experimentation. But why don't these Mages just find a mentor, or attend a school of Magic? Well the answer to that question is different for everyone. Some may have attempted to join Magical Schools, but were denied due to lack of skill. Or perhaps they wish to remain independent and learn on their own..." (From aminoapps.com).
Hedge-magic is generally nature based, typically a mentor-apprenticeship, often taught via oral tradition, is more 'crafty' then ceremonial and runs high to wildcrafted ingredients. For the purposes of Hofborg and the Motherhouse, hedge-magic includes:
- Alchemy
- Alchemy is the act of mixing, boiling, and distilling various substances to obtain their chemo-magical properties and create potions and poisons. Potions are usually imbibed orally and usually grant the imbiber with positive effects. Poisons are introduced into the target's bloodstream by pouring it onto a weapon and attacking the target with it and usually gives the target negative effects. Alchemical ingredients include extracts from plants, animals, undead, and Daedra. Certain ingredients are very valuable to alchemists due to their rarity, many of which are extracts from Daedric creatures. Prospective alchemists often need to experiment with ingredients to gauge what effects can be created, usually by eating samples of ingredients. This practice is referred to as wortcraft. Stationary alchemical stations are often used for the preparation of potions. Read More ..
- Druidry
- Druids (also known as vinebeards) are practitioners of Y'ffre's True Way (or Druidism), in which one is to lead a life connecting with and valuing the natural world. The eponymous god takes the forefront of their faith, with some reverence also being shown to the stars. Druids believe that Man and Mer were not meant to separate themselves from nature, as through it, one can rejuvenate and enjoy Y'ffre's bounty. Druids have little interest in the quarrels of monarchies, often leading many to believe that they are pacifists. They however are not afraid to put up a fight, as violence and death are natural. As champions of nature, druids steward its growth and defend their ancient sites from the cruelty of civilization. Read More ..
- Clever Magic
- “Clever-Man” is a loose term in Nordic society, though the concept has existed in some form since Atmoran times and the significance of the title extends to the gods themselves. A clever-man is, roughly, an educated and cunning Nord - one who is learned is one or more of the Nords’ “clever” trades. This is often, but is not limited to, the study of magic; Nords have mages and wizards of their own, who may well be referred to as “clever-men” for their learning, but the terms are not interchangeable. Other clever trades include law-speaking, auguring and bone-reading, and a Nord who specialises in these is no less clever in the eyes of his fellows. Read More ..
- Enchanting
- Enchanting is similar to spellcasting in the fact that it requires some inert magical understanding, just like casting a spell. However, you are creating a spell through aspects of different ingredients that would be imbued into a rune. Such rune would then be applied to a weapon or piece of armor via ritual. Example of ingredients; fire salts may be good for fire resistance or flame damage
- Skaal Shamanism
- The Skaal-Folk are an isolated and enigmatic off-shoot tribe of the Nordic people, thus their magic is just as shrouded in mystery like much of their ways. The Skaal-Folk believe in a balance and harmony of the land, and likely their magic reflects this belief. There are six key aspects of the All-Maker; The Sun, The Sea, The Sky, The Earth, The Trees, and The Beast. Although nothing is for sure, it's possible their magic may fall into themes surrounding those aspects, or perhaps their craft is similar to the mainland 'Clever-Craft' of the traditional Nordic mages. Read More ..
- Wyrd Magic
- With the understanding that Nord culture is really not cool with Daedra and conflict between Reachmen and Nords is still a current issue, Wyrd Magic is generally included in discussions of Hedge Magic.
- "Wyrd Covens (also known as Wyresses, Wyrd Women, Wyrd Sisters, the Wyrd, Ward-Sisters, or Name-Daughters[2]), are female-only witch covens that are Nedic/Bretonic in origin, though membership also extends to outsiders, even those from other races. Though they stem from the same traditions as the Druids of Galen, a religious schism brought about the Wyrd's separation. Repulsed by Mer and the civilization-embracing druids they referred to as "barons in ivy robes", these witches retreated into isolation, and sought out the Earthbones in their efforts to prostrate themselves before unmarred nature. Once a singular entity, the Wyrd split into subgroups by the time of the last Druid King's voyage to the Systres. These sisterhoods remained behind on the mainland to safeguard the forests of High Rock, with some of the dozen or so covens even spreading throughout Tamriel. The Wyrd's way is to turn away from civilization altogether, and to live in nature as beasts do." Read More ..
This page may contain a mix of ESO canon and Hofborg fanon. This guild project, including the player homes, the story arcs, the add-on and the wiki, is the combined effort of an entire team of incredibly talented writers, builders and programmers. ESO canon has been credited to its source site and Fanon contributors are on the Copyright page. |