The Arcanum Imperium is a place where magic is both a blessing and a curse. There are three main types of magic users: witches, wizards, and wild ones. Each of them has a different source and method of using magic, and they often clash with each other over their beliefs and interests.
Witches[]
Witches are the descendants of the ancient druids who lived in harmony with nature. They use magic to enhance their connection with the natural elements and creatures, and to protect their lands from invaders. Witches live mostly in the countryside, in small villages or hidden groves. They have a loose organization called the Silverthorne Coven, which is led by the most powerful and respected witch in each region. The Silverthorne Coven acts as a council of elders, offering guidance and support to the younger witches, and mediating disputes among them. Witches value freedom, wisdom, and balance, and they distrust anyone who tries to impose their will on others. Wizards are the product of the Empire, a vast and powerful nation that spans most of the continent. They use magic as a tool for research, innovation, and domination.
Wizards[]
Wizards study magic in a systematic and rational way, using complex formulas and devices to manipulate it. Wizards live mostly in the Citadel, a huge metropolis that serves as the capital and the center of learning of the Empire. They have a strict hierarchy which is led by a circle of archmages, the most influential and respected wizards in the Empire. The Circle of Gold acts as a governing body, overseeing the education and regulation of the wizards, and enforcing the laws of the Empire. Wizards value order, progress, and power, and they look down on anyone who does not follow their rules.
Wild Ones[]
Wild ones are the children of the Fey, mysterious and capricious beings who dwell in the Spirit World, a parallel dimension that overlaps with Arcanum. They use magic as an expression of their emotions, whims, and desires. Wild ones can manipulate magic intuitively, without any need for formulas or devices. Wild ones live mostly in the Spirit World, where they can shape reality according to their imagination. They have no formal organization, but they often form bonds with other wild ones based on their affinity or curiosity. Wild ones value fun, creativity, and freedom, and they enjoy playing tricks on anyone who crosses their path.
Magic evolves[]
These three types of magic users have a long history of conflict and cooperation. The original magic was created by the Fey, who taught it to some humans who became the first wild ones. Some wild ones adapted their magic to be more compatible with nature, and became the first witches. Some witches co-opted their magic to be more compatible with reason, and became the first wizards. The wizards then founded the Empire, which expanded its territory and influence by conquering or allying with other nations. The Empire also tried to control or eliminate the witches and the wild ones, who resisted or fled from its oppression.
Hedge Mages[]
There are also other types of magic users who do not fit into these three categories. They are called hedge mages, who have figured out how to do low level magic by using various methods such as herbs, runes, charms, or rituals. Hedge mages are not as powerful or skilled as witches or wizards, but they are more common and versatile. Hedge mages live mostly in towns or cities, where they offer their services as healers, merchants, artisans, or entertainers. They have no unified organization, but they often form guilds or associations based on their profession or location. Hedge mages value practicality, diversity, and cooperation, and they try to avoid trouble with anyone who might harm them.
The Profane Arts[]
There are also those who practice profane arts, which are forms of magic that are considered taboo or dangerous by most people. Profane arts include things such as necromancy, blood magic, demonology, or dark alchemy. Profane arts are usually performed by individuals or groups who seek forbidden knowledge or power at any cost. Profane arts can be very powerful or destructive, but they also come with great risks or consequences for those who use them.
Zarathrum[]
One nation that has adopted these profane arts in order to take on the Empire is Zaratrhum, a land of death and decay. Zarathrum was once a prosperous kingdom that was allied with the Empire, but it was betrayed and invaded by it when it discovered a rare mineral, umbrastone, that could enhance magic. The king of Zarathrum was killed by the Emperor himself, but his spirit refused to pass on. Instead, he used his knowledge of necromancy to raise an army of undead from his fallen subjects and soldiers. He then declared himself the Lich King, and vowed to take revenge on the Empire for its treachery.
Conflict on multiple fronts[]
The conflict between these magic systems, these institutions, and these nations is the main driving force of the plot of Arcanum. The Empire is facing a war on two fronts: against the Lich King and his undead horde in the north, and a guerilla insurgency lead by the Silverthorne Coven and its allies in the south. The Citadel is trying to maintain its dominance and stability, but it is also facing internal dissent and corruption. The Silverthorne Coven is trying to defend its lands and people, but it is also facing external threats and challenges. The Wild Ones are trying to have fun and explore, but they are also facing danger and hostility. The hedge mages are trying to survive and thrive, but they are also facing discrimination and exploitation. The profane arts are trying to achieve their goals and desires, but they are also facing opposition and consequences.
Notable Figures of the Imperium[]
Some notable figures within this world who lead its institutions are:
Archmage Valerian[]
The leader of the Citadel and the Circle of Gold. He is a brilliant and ambitious wizard who has mastered many fields of magic. He is also a ruthless and cunning politician who has eliminated or manipulated many of his rivals. He believes that magic is the key to progress and civilization, and that he is the best person to guide it. He wants to expand the Empire’s territory and influence, and to eradicate or subjugate anyone who opposes him.
Mother Gaia[]
The leader of the Coven and the witches. She is a wise and benevolent witch who has a deep connection with nature. She is also a powerful and respected healer who has cured many diseases and injuries. She believes that magic is a gift from nature, and that she is its guardian. She wants to protect nature’s balance and harmony, and to help anyone who needs her aid.
Prince Oberon[]
The leader of the Wild Ones of the Fey. He is a charming and charismatic wild one who has a strong affinity with the Spirit World. He is also a playful and mischievous trickster who has amused or annoyed many people. He believes that magic is an expression of oneself, and that he is its master. He wants to have fun and adventure, and to explore the mysteries of both worlds.
Lich King Arthas[]
The leader of Zarathrum and the undead. He is a vengeful and hateful necromancer who has a strong bond with death. He is also a formidable and feared warrior who has slain many enemies. He believes that magic is a tool for revenge, and that he is its wielder. He wants to destroy the Empire and its allies, and to rule over a world of death.
Master Remy[]
The leader of the Guild of Gambols, an association of hedge mages who offer their services in various fields such as transport, trade, healing, or entertainment. He is a clever and resourceful hedge mage who has a knack for finding solutions to problems. He is also a friendly and generous mentor who has taught many apprentices. He believes that magic is a skill for living, and that he is its teacher. He wants to improve the lives of hedge mages and their clients, and to promote cooperation among them.
Imperial Hierarchy[]
- The Emperor: The highest authority in the Empire, the Emperor holds absolute power. Emperor Lucius is the current ruler, known for his shrewd and calculating nature. He wields control over all aspects of the Empire, including its military, politics, and magic.
- The Imperial Court: Comprising nobles, advisors, and diplomats, the Imperial Court assists the Emperor in governing the Empire. Notable members include Lord Varian Thornheart, the Chancellor, and Lady Isolde Flameheart (also a member of the Circle of Bronze), the Court Alchemist. Court members often vie for the Emperor's favor and influence policy decisions.
The Citadel
- Archmage Valerian: As the head of the Arcanum Imperium, Archmage Valerian wields significant power in the Empire. He controls the Circles of Gold, Silver, and Bronze, overseeing magical research, defense, and alchemical endeavors. Valerian is a key figure in the Emperor's inner circle and provides magical support for the Empire's goals.
- The Circles of Gold, Silver, and Bronze: These divisions of the Citadel are responsible for magical research, defense, and alchemical creations. Each Circle operates semi-autonomously under the leadership of an Archmage and consists of mages, researchers, and scholars.
The Imperial Army:
- Marshal Kaldrik Ironblood: The highest-ranking military official in the Empire, Marshal Kaldrik leads the Imperial Army. He is a staunch supporter of the Emperor's expansionist policies and ensures the military's loyalty to the throne.
- The Vesper Vanguard: Led by General Seraphina Dusksong, this elite group of soldiers and mages specializes in covert operations, espionage, and counter-insurgency. They answer directly to the Emperor and are used for the Empire's most secretive missions.
Noble Houses:
- House Thornheart: Led by Lord Varian Thornheart, this influential noble house has the Emperor's ear. They have a significant presence in the Imperial Court and play a major role in shaping the Empire's policies.
- House Flameheart: Headed by Lady Isolde Flameheart (also a member of the Circle of Bronze), this house is known for its expertise in alchemy and magical artifacts. They contribute to the Empire's military strength and technological advancements.
The Silverthorne Coven:
- Mother Gaia: The leader of the Silverthorne Coven and a powerful elder witch, Mother Gaia is respected for her wisdom and connection with nature. The Coven maintains its independence from the Citadel but has alliances with certain noble houses.
Hedge Mage Guilds:
- The Guild of Gambols: Led by Master Remy, this guild seeks to provide protection and opportunities for hedge mages in the cities. They operate as a semi-legitimate organization, providing various magical services to the public.
Interactions and Conflicts:
- The Emperor, Lucius, maintains control over the Citadel and the Circles of Gold, Silver, and Bronze, using their magical power to further his ambitions.
- The noble houses, like Thornheart and Flameheart, vie for influence within the Imperial Court, often aligning with or against each other based on their interests.
- The Vesper Vanguard, led by General Seraphina Dusksong, operates secretly and is sometimes at odds with the circles due to their covert missions.
- The Silverthorne Coven maintains its independence and is wary of the Empire's expansionism, occasionally cooperating with hedge mages and certain noble houses to protect their lands.
- Hedge mage guilds like the Guild of Gambols seek recognition and protection in the cities, sometimes finding allies among sympathetic nobles and dissenting court members.
Land and Resource Disputes[]
The disputes between Witches and the Circle of Bronze primarily revolve around valuable natural resources and land. Here's a breakdown of the reasons behind these disputes:
1. Natural Resources:
- Arcane Herbs and Ingredients: The countryside, where Witches reside, is often rich in arcane herbs, plants, and magical ingredients that are essential for potion-making, healing, and spellcasting. These resources are highly sought after by Witches to enhance their magical abilities and serve as crucial components in their rituals.
- Crystalline Springs: Some regions within the Witch territories contain unique crystalline springs with potent magical properties. These springs are vital for enhancing the strength of Witches' spells and enchantments, making them a valuable resource.
2. Land and Territory:
- Sacred Groves and Magical Sites: Witches often inhabit areas with sacred groves and ancient magical sites that have significant cultural and spiritual importance. These locations are used for conducting rituals, communing with Wild One nature spirits, and preserving their ancient traditions.
- Protection of Wilderness: Witches are deeply connected to nature and consider themselves protectors of the wilderness. They seek to safeguard forests, meadows, and other untouched lands from exploitation and destruction by outsiders, including the Circle of Bronze.
3. Magical Artifacts and Relics:
- Hidden Treasures: Over centuries, Witches have accumulated hidden caches of magical artifacts and relics within their territories. These objects have immense historical and mystical value, and the Circle of Bronze may covet them for their research or power.
4. Magical Creatures:
- Guardians and Familiars: Some regions inhabited by Witches are home to rare and mystical creatures, which often serve as guardians or familiars to Witches. The Circle of Bronze might seek to capture or harness the power of these creatures for their magical experiments.
5. Access to Spirit Realms:
- Spiritual Gateways: Certain locations within Witch territories serve as gateways to the Spirit World, allowing the Witches to commune with Wild One nature spirits and gain insights into the arcane. The Circle of Bronze might desire control over these gateways for their own research and exploration.
Witches and the Circle of Bronze are in constant contention due to their differing priorities. While Witches emphasize harmony with nature and the preservation of their ancestral lands and traditions, the Circle of Bronze values the acquisition of magical resources and knowledge for the advancement of their wizardry. These disputes can lead to clashes, negotiations, and sometimes even covert operations as each side strives to secure their interests in these valuable lands and resources.