Sliver
2012-08-23, 09:36 AM
I have decided to try my hand at making a world. It's premise begins with a different type of economy.
TL;DR Souls are magic!
What is a Soul?
The Soul is what inhabits any living being, obviously. The stronger the being, the stronger the soul is, it's of higher quality. Thus, souls can grow.
On the other hand, a soul can't be created. The universe is closed off to that precious resource. In order to maintain a cycle of growth, for a population to be able to sustain it's soul income to be able to continue reproducing, souls have to be reintroduced into society.
A grown man has a stronger soul than a newborn, while an old man has a stronger soul than a grown man. The soul's strength is not tied to his physical ability, but to his experience. Physical strength has as much importance as mental strength in determining the soul's quality.
When a man dies, his soul lingers. When a new life is introduced into the area through reproduction, part of the lingering soul is used, assigned to maintain that life. Thus, due to that soul growing during the man's life, it is able to sustain more living beings than it originally could. But if the area doesn't have enough "soul power" in it, it will result in a stillborn.
A release of a soul from the body upon it's death is never complete. A fragment of it leaves the Material Plane, creating a representation of the being in the appropriate plane. This happens only to souls "big" enough. Animals and plants that lack intelligence usually have a "small" soul and don't have part of it move to a different plane. Thus, it doesn't happen that the family dog passes on to chase squirrels happily in the afterlife. It just dies.
Another small part of the soul remains in the body. This has two purposes. When a creature eats the being, which would be a plant, animal or even human, it consumes it's soul and strengthens itself. A soul is made of it's initial soul, it's experiences and the souls the creature devoured during it's life. That means that eating a being alive grants more strength than if it's dead, although that remains a taboo.
The other use of the soul remaining in the body is that a strong enough magic is able to expand the soul, replicating the dispersed parts while linking back to the part that moved to a different plane, thus recreating it and resurrecting the being. A body that had it's soul fragment drained from it is nothing but a husk and can't be used to resurrect the dead to its old former glory.
Even after breaking, the part of the soul that disperses is still greater than the soul invested in the being's birth. That would mean that the amount of "soul power" existing in the world constantly increases and there is never a shortage, at least not for any long periods of time.
The theory would be true if sustaining life was the only purpose of the soul.
The Power of Soul
A soul is not just the measure or origin of the power of it's owner. It is also Magic. Soul is used to cast powerful spells and create magic items, even artifacts. Any spell cast uses Soul. The source of the soul varies and the aftereffects differ. Wizards drain the soul from their surrounding, Druids from the spirits of Nature, while Clerics "loan" it from their deities.
Once a spell is cast, it's Soul is not entirely used up. Part of it lingers and can be used for life or further magic. The lingering soul power that remains isn't as it was before the spell, but it's more powerful.
When a caster prepares his daily allotment of spells, his body gathers around him the necessary soul energy for them, with the spells harvesting the required energy through their casting ritual. But with magic items and certain more powerful spells a more concentrated, solid form of soul is required.
Fortunately, there is a method to do just that. To harvest the Soul and use it to fuel powerful magic. It is not evil to harvest the souls, it is necessary. Soul used in a magic item or ritual gains more power, which is unique and different than a natural form of soul growth. These souls are used to grant life to magical beings of all kinds, from dragons to fey.
This means that the age of a magical item matters. A newly forged +1 sword would be worth far less than one that used to be wielded by an adventurer and has seen many battles. Not only that an old magical item can be harvested out of it's "excess" soul or drained entirely, through magical rituals it can be enhanced, it's powers improved as though it's natural growth.
The Nature of Magic
As magic and soul is basically the same, magic has far more importance than it does in basic D&D, with the morality of it's use being altered as well.
Necromancery is not evil. At all. This form of magic actually releases the remaining trapped soul within the body and fills it with magic that is a different type of soul. As with any other soul, same with a living being or a magical item, the magical soul within the undead being continues to grow, although mostly with experience, less due to prolong survival. Thus, if a powerful undead being is destroyed, the powerful soul it wold release can aid in many aspects.
On the other hand, nullifying magic is evil. It doesn't just prevent the casting of magic, it destroys it and prevents the magic from ever returning to it's soul form, diminishing from the world as a whole. Dispel Magic and Anti-Magic Field are considered Evil spells, with Disjunction is considered almost Vile.
It doesn't mean spells like Mind Rape aren't evil, but Deathwatch certainly isn't, just like it shouldn't in D&D.
Due to the divine nature of magic, certain people frown upon certain actions. This is due to the fact that magic that is interrupted and doesn't cast properly is lost along with the soul that would be created from it.
That means that some consider attacking a caster during his casting and causing him to lose concentration is almost the same as killing. This results in these people considering carefully before taking such actions against a caster.
This leads to cases where a Paladin won't take an attack of opportunity against a wizard casting against him because he doesn't want to interrupt the spell. Of course, this is not part of the Paladin's code and he is not obliged to do it, but if he's in good condition and believes he can withstand the spell, he would rather suffer the consequences of the spell than disrupt it.
A similar approach is taken by the casters themselves. A cleric would avoid casting a spell in unfavorable circumstances such as bad weather unless it is highly likely that he will manage to pull of the casting or the situation is dire.
The Divinity of Magic
Compared to mortals, the soul power that stands to a deity's use is infinite. But deities don't compare their power to that of mortals, that would be absurd.
The personal power of deities may vary greatly, determined by their nature and personality among other things. How willing they are to "share" with mortals by answering their prayers has great impact on their overall power.
An evil or kind god might want to grant much power to his followers, thus increasing his influence while losing personal power. A more distant deity would be more reluctant to answer prayers, only granting power to those who are directly furthering the god's goals.
Besides having more followers in their plane, there is another benefit to maintaining devotion through answering prayers. When the devoted passes on, the soul that remains on the Material Plane remains devoted to it's god. While not absolute, the life that is created from the soul is highly likely to share the divine allegiance and goals of the original soul while always being similarly aligned on the good-evil axis.
Finally, mortal casters have a specific feature which deities lack. When a deity casts a spell, it's absolute. Nothing of the energy went into the spell remains as a magical soul. A cleric that casts a spell, basically grants his god the soul power that is required for him to create minions. While the deity is able to create minions from magic directly, it is more beneficial for both parties to share. It is also noted that most of the time, the minions created from the collective souls of mortals' magic residue are often more powerful, as the souls have both power from the deity and the mortal.
Finally, while it is possible for a mortal to worship a concept, in effect being able to choose his domains, it is less effective than to worship and pray to a deity. The universe itself doesn't grant magical powers to those who pray to it, thus a cleric has to find the enlightenment and power himself to be able to draw the magic that he needs to power his spells.
While the beings born out of his magic and soul will be similarly aligned, the cleric has no real influence over them.
In effect it would mean that a cleric gets a certain penalty in exchange for the flexibility of choosing his domains. The penalty I had in mind was an effective -2 to your casting abilities, so a cleric of a concept would need 21 WIS to cast 9 level spells, always have -1 lower DC and probably less bonus spells compared to a normal, god worshiping cleric.
The Economy of Souls
As souls are a resource like any other, it has limits and thus, demand. This means that rulers have the ability to control basic things like reproduction and even certain product creation. A ruler with strong enough influence could theoretically drain his realm of souls.
Such a situation would mean that not only no more babies, but no new crops or game. This means that anyone who would like to have a baby or produce food would have to subject himself to whatever rules were set by such a harsh ruler, or attempt to steal the soul power required for what he wants to do. Fortunately, there aren't any rulers that extreme.
For normal people, the economy of souls means squat. But there they are, the high end people. The extremely wealthy (the just pretty wealthy have little to no interest in the soul trade), the magical, the divine and the adventurous. These people are constantly involved in the trade of souls.
A ruler who would want babies with more potential would distribute more soul power over certain areas, or use souls to improve food production. Or if his population grows in a rate that is unable to handle it, he'll drain some of the soul power in the area to limit growth.
Due to the nature of souls to linger in the same area where the person died, which sometimes might cause cloisters or emptiness in certain areas, orders have risen to regulate soul traffic.
People that make their living by tracking strong souls or large cloisters. They would hand over their findings to these orders, that would decide what is needed more at the time, life or magic. Usually. Sometimes people would decide to freelance, selling souls directly to wizards and artificers, or certain other groups.
The trade of souls is a different layer of trade. Usually commoners never think about seeing a platinum coin in their lives, but a soul? That's currency that an adventurer will never be able to spend in a village.
So... What do you think?
TL;DR Souls are magic!
What is a Soul?
The Soul is what inhabits any living being, obviously. The stronger the being, the stronger the soul is, it's of higher quality. Thus, souls can grow.
On the other hand, a soul can't be created. The universe is closed off to that precious resource. In order to maintain a cycle of growth, for a population to be able to sustain it's soul income to be able to continue reproducing, souls have to be reintroduced into society.
A grown man has a stronger soul than a newborn, while an old man has a stronger soul than a grown man. The soul's strength is not tied to his physical ability, but to his experience. Physical strength has as much importance as mental strength in determining the soul's quality.
When a man dies, his soul lingers. When a new life is introduced into the area through reproduction, part of the lingering soul is used, assigned to maintain that life. Thus, due to that soul growing during the man's life, it is able to sustain more living beings than it originally could. But if the area doesn't have enough "soul power" in it, it will result in a stillborn.
A release of a soul from the body upon it's death is never complete. A fragment of it leaves the Material Plane, creating a representation of the being in the appropriate plane. This happens only to souls "big" enough. Animals and plants that lack intelligence usually have a "small" soul and don't have part of it move to a different plane. Thus, it doesn't happen that the family dog passes on to chase squirrels happily in the afterlife. It just dies.
Another small part of the soul remains in the body. This has two purposes. When a creature eats the being, which would be a plant, animal or even human, it consumes it's soul and strengthens itself. A soul is made of it's initial soul, it's experiences and the souls the creature devoured during it's life. That means that eating a being alive grants more strength than if it's dead, although that remains a taboo.
The other use of the soul remaining in the body is that a strong enough magic is able to expand the soul, replicating the dispersed parts while linking back to the part that moved to a different plane, thus recreating it and resurrecting the being. A body that had it's soul fragment drained from it is nothing but a husk and can't be used to resurrect the dead to its old former glory.
Even after breaking, the part of the soul that disperses is still greater than the soul invested in the being's birth. That would mean that the amount of "soul power" existing in the world constantly increases and there is never a shortage, at least not for any long periods of time.
The theory would be true if sustaining life was the only purpose of the soul.
The Power of Soul
A soul is not just the measure or origin of the power of it's owner. It is also Magic. Soul is used to cast powerful spells and create magic items, even artifacts. Any spell cast uses Soul. The source of the soul varies and the aftereffects differ. Wizards drain the soul from their surrounding, Druids from the spirits of Nature, while Clerics "loan" it from their deities.
Once a spell is cast, it's Soul is not entirely used up. Part of it lingers and can be used for life or further magic. The lingering soul power that remains isn't as it was before the spell, but it's more powerful.
When a caster prepares his daily allotment of spells, his body gathers around him the necessary soul energy for them, with the spells harvesting the required energy through their casting ritual. But with magic items and certain more powerful spells a more concentrated, solid form of soul is required.
Fortunately, there is a method to do just that. To harvest the Soul and use it to fuel powerful magic. It is not evil to harvest the souls, it is necessary. Soul used in a magic item or ritual gains more power, which is unique and different than a natural form of soul growth. These souls are used to grant life to magical beings of all kinds, from dragons to fey.
This means that the age of a magical item matters. A newly forged +1 sword would be worth far less than one that used to be wielded by an adventurer and has seen many battles. Not only that an old magical item can be harvested out of it's "excess" soul or drained entirely, through magical rituals it can be enhanced, it's powers improved as though it's natural growth.
The Nature of Magic
As magic and soul is basically the same, magic has far more importance than it does in basic D&D, with the morality of it's use being altered as well.
Necromancery is not evil. At all. This form of magic actually releases the remaining trapped soul within the body and fills it with magic that is a different type of soul. As with any other soul, same with a living being or a magical item, the magical soul within the undead being continues to grow, although mostly with experience, less due to prolong survival. Thus, if a powerful undead being is destroyed, the powerful soul it wold release can aid in many aspects.
On the other hand, nullifying magic is evil. It doesn't just prevent the casting of magic, it destroys it and prevents the magic from ever returning to it's soul form, diminishing from the world as a whole. Dispel Magic and Anti-Magic Field are considered Evil spells, with Disjunction is considered almost Vile.
It doesn't mean spells like Mind Rape aren't evil, but Deathwatch certainly isn't, just like it shouldn't in D&D.
Due to the divine nature of magic, certain people frown upon certain actions. This is due to the fact that magic that is interrupted and doesn't cast properly is lost along with the soul that would be created from it.
That means that some consider attacking a caster during his casting and causing him to lose concentration is almost the same as killing. This results in these people considering carefully before taking such actions against a caster.
This leads to cases where a Paladin won't take an attack of opportunity against a wizard casting against him because he doesn't want to interrupt the spell. Of course, this is not part of the Paladin's code and he is not obliged to do it, but if he's in good condition and believes he can withstand the spell, he would rather suffer the consequences of the spell than disrupt it.
A similar approach is taken by the casters themselves. A cleric would avoid casting a spell in unfavorable circumstances such as bad weather unless it is highly likely that he will manage to pull of the casting or the situation is dire.
The Divinity of Magic
Compared to mortals, the soul power that stands to a deity's use is infinite. But deities don't compare their power to that of mortals, that would be absurd.
The personal power of deities may vary greatly, determined by their nature and personality among other things. How willing they are to "share" with mortals by answering their prayers has great impact on their overall power.
An evil or kind god might want to grant much power to his followers, thus increasing his influence while losing personal power. A more distant deity would be more reluctant to answer prayers, only granting power to those who are directly furthering the god's goals.
Besides having more followers in their plane, there is another benefit to maintaining devotion through answering prayers. When the devoted passes on, the soul that remains on the Material Plane remains devoted to it's god. While not absolute, the life that is created from the soul is highly likely to share the divine allegiance and goals of the original soul while always being similarly aligned on the good-evil axis.
Finally, mortal casters have a specific feature which deities lack. When a deity casts a spell, it's absolute. Nothing of the energy went into the spell remains as a magical soul. A cleric that casts a spell, basically grants his god the soul power that is required for him to create minions. While the deity is able to create minions from magic directly, it is more beneficial for both parties to share. It is also noted that most of the time, the minions created from the collective souls of mortals' magic residue are often more powerful, as the souls have both power from the deity and the mortal.
Finally, while it is possible for a mortal to worship a concept, in effect being able to choose his domains, it is less effective than to worship and pray to a deity. The universe itself doesn't grant magical powers to those who pray to it, thus a cleric has to find the enlightenment and power himself to be able to draw the magic that he needs to power his spells.
While the beings born out of his magic and soul will be similarly aligned, the cleric has no real influence over them.
In effect it would mean that a cleric gets a certain penalty in exchange for the flexibility of choosing his domains. The penalty I had in mind was an effective -2 to your casting abilities, so a cleric of a concept would need 21 WIS to cast 9 level spells, always have -1 lower DC and probably less bonus spells compared to a normal, god worshiping cleric.
The Economy of Souls
As souls are a resource like any other, it has limits and thus, demand. This means that rulers have the ability to control basic things like reproduction and even certain product creation. A ruler with strong enough influence could theoretically drain his realm of souls.
Such a situation would mean that not only no more babies, but no new crops or game. This means that anyone who would like to have a baby or produce food would have to subject himself to whatever rules were set by such a harsh ruler, or attempt to steal the soul power required for what he wants to do. Fortunately, there aren't any rulers that extreme.
For normal people, the economy of souls means squat. But there they are, the high end people. The extremely wealthy (the just pretty wealthy have little to no interest in the soul trade), the magical, the divine and the adventurous. These people are constantly involved in the trade of souls.
A ruler who would want babies with more potential would distribute more soul power over certain areas, or use souls to improve food production. Or if his population grows in a rate that is unable to handle it, he'll drain some of the soul power in the area to limit growth.
Due to the nature of souls to linger in the same area where the person died, which sometimes might cause cloisters or emptiness in certain areas, orders have risen to regulate soul traffic.
People that make their living by tracking strong souls or large cloisters. They would hand over their findings to these orders, that would decide what is needed more at the time, life or magic. Usually. Sometimes people would decide to freelance, selling souls directly to wizards and artificers, or certain other groups.
The trade of souls is a different layer of trade. Usually commoners never think about seeing a platinum coin in their lives, but a soul? That's currency that an adventurer will never be able to spend in a village.
So... What do you think?