Mirrors [Archive] - Wizards Community

Post/Author/DateTimePost
NorthWind

03-08-08, 03:50 PM
"In those days the world of mirrors and the world of men were not, as they are now, cut off from each other. They were, besides, quite different; neither beings nor colors nor shapes were the same. Both kingdoms, the specular and the human, lived in harmony; you could come and go through mirrors."
-The Book of Imaginary Beings

A world and its twin - the Human states and the Specular kingdom, two sides of the mirror. 1,907 years ago, a human poet stumbled upon the way to travel between mirrors. Simply say a name the could have been yours, and the mirror's surface will disappear with a flash, leaving behind a door into the Specular kingdom, opening a corresponding mirror in the Specular kingdom, and creating a two - way door between the worlds. The mirror will remain a passage until dusk (in either world, whichever comes first) or if the mirror itself is broken (which can be done by smashing the back of the mirror.)

For almost two thousand years, there has been trade, diplomacy, treaties, and adventures between the worlds. A pair of worlds, and the interaction between them.

0 years
An unknown poet discovers the Mirror kingdom. Interactions begin rapidly.

1,407 years
A long, dangerous war begins - since people from either world could appear anywhere in the other, and very easily, it was a strange and difficult fight for both sides, prolonged by the fact that there was no middle ground for diplomats to meet - if a party of ambassadors went to the Specular kingdom, they would be in the mirror world, and vice versa. However, negotiations were eventually carried out, and peace reigned.

It is because of this war that mirrors are rarely found in private parts of a house.

Races
Civilization is found in the human and specular lands, but beyond that, there are monsters. Of limited intellect, and unfathomable demands and thoughts, the monsters live in deep woods, caves, and so on.
It is rumored that the races of spirits have their own civilizations, but not even magicians know for sure.

That being said, the only playable races are humans and speculari.

The speculari are going to be vaguely analagous to humans - that is to say, I don't want them to have a focus or theme to their statistics in the same way elves or gnomes do, for example. They aren't a supernatural race (although humans percieve them as such, and vice versa) so if anyone has any suggestions as to how to create another generalist race that's distinct enough to not be human, please let me know.

Magic

Magic comes from Spirits. Angels, djinn, demons, etc. teach spells and grant magic to people, humans and speculari alike (note, however, that the spirits on one side of the mirror are different from the spirits on the other, and as they would never have a name other than their own, can only travel through mirrors that have already been "opened" by others.

Spirits are also individuals, as opposed to the classifications of them in the MMI and DnD in general.

They are the focus of religion on both sides of the mirror, and since there is no known Creator (though many people suspect one exists) tend to be worshipped in a demiurges' stead.

In this world, there is no distinction between divine and arcane magic, thus, I'll be using the Unearthed Arcana's generic spellcaster (with a few modifications) as the only primary spellcaster.

Magicians are people who have been granted magic by a spirit, and who have friendship with one or more of their race. Note that once an angel, fairy, wisp, etc. gives a person magic, it is permanent (though it is possible to be taken.)

Magicians are all about knowledge. How they go about learning is based on their casting stat: intelligence (learning by study) wisdom (learning based on insight) or charisma (learning by speaking with people or spirits.)

Note that the older a spell is, the weaker. The longer it's been passed down, the more corrupted or altered the magic procedures become, and consequently, the weaker.


Essentially Unearthed Arcana's spellcaster, however, with several of the attributes already set as opposed to being left up to the player (saving throws, class skills, and weapon proficiency.)

http://www.d20srd.org/srd/variant/classes/genericClasses.htm

Dealing with the race of spirits, granted a personal magic strength and learning the secrets of spells, magicians can select spells from both arcane and divine spell lists.

Hit die: d4

Saves:
As sorcerer

Class skills:
Concentration, Craft, Diplomacy, Heal, Knowledge [any], Profession, Spellcraft, Spot

Skill Points: 2 + Intelligence modifier.

Weapon and Armor Proficiency:
Magicians are proficient with simple weapons.
Magicians are not proficient with any armor.

The world found by traveling through mirrors from the human world. More coming soon.
The world found by traveling through mirrors from the specular world. Again, more coming soon :P

Alright, this post is fairly random (or at least, to me it is) since it's really a collection of excerpts from my notes on the world, but input would be appreciated.