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Dal Tana, the Magical Salts of Shastra

General Notes

Dal Tana is the name given to the Five Salts that power salt mages. These salts can be consumed (in moderation) as food. Chefs all over the world make dishes with the bright colors of the salts. As such, most shops sell at least a little red, yellow, and blue salt. Black salt is the rarest and most expensive, rivaling the prices of fine jewelry. White salt is so common that it can be purchased in bulk for a few coppers.

Salt Mages, though, spend their lives mastering the ten forms defined by the accepted two-color and three-color combinations of the five salts. Each two-color combination fuels a different category of magical spells while the three-color combinations unlock special magical abilities.

Salt Mages use their own language to name and activate their spells. The source for this information uses Shastranusian words as is it provided from the miners and formen of the salt mines. These words appear in italics.

Mother of Salt

Mother-of-Salt (Flanya Vi Priru), is the source of the five salts. It transforms soil and rock to salt wherever it is buried, starting with black salt and growing outward to the other colors. The longer it is left undisturbed, the larger the salt deposits generated from the mother-of-salt. The largest mines in Shastra are believed to come from a single mother-of-salt that has been untouched for thousands of years.

Shastran Alchemists (Enzarosh) believe that they can split a Mother-of-Salt in two allowing for the creation of new mines. However, given the time scale required to generate enough salt, this is only theoretical.

Mining the Salt

Mining salt in Shastra is an arduous task. Salt must be dug out by hand with non-magical tools. It cannot be flooded with water to make brine for extraction by evaporation. The water will ruin the magical properties and flavors of the salt. Magic tools or even nearby magic items have a corrupting effect on black salt and a destructive effect on Mother-of-Salt.

Shastran Artificers (Oon Zerosh) are in high demand. They are renown throughout the world due to their extensive experience building effective, yet non-magical drills. These muscle-powered drills are similar to Archimedes screws normally used to pump water. The salt is hard, yet brittle; the drills are designed to allow most of the broken pieces to be gathered into carts. Drills range in size from the lever-powered tunnel borers to the personal hand drills operating by turning a crank.

As the miners dig deeper into the mine, some are tasked with reinforcing the tunnels with arches. Shastran Alchemists (Enzarosh) have developed a thick paste that interacts with the salt to create a substance they call concrete. The paste has a simple formula, lime, manufactured rock sand (meo loisha) or volcanic ash, and a bit of water. When the paste is applied to the walls of the tunnel, it transforms into a concrete arch to keep the tunnel from collapsing.

Working in the salt mine is dangerous without protective equipment. The three biggest dangers are dehydration, hypothermia, and inhalation of the salt. To protect from dehydration, miners cover all skin with a thick cloth garment and gloves. This also prevents hypothermia from the unnaturally cold tunnels. To prevent inhalation of the salt, Shastran Alchemists have developed a type of electrum called Gretuer Mona that makes the salt inert. A mask made of Gretuer Mona covers the nose and mouth of the miner. From time to time, an inert bright pink dust gathers on the mask and the miners merely wipe it off with their gloves.

Other Hazards of Salt Mining

The five salts react strongly to the presence of magic and spellcasters (Inzarosh) except for Salt Mages and Psions. The five salts become volatile and either activate random magical effects or detonate magical items and spellcasters. They doesn't affect the fey or fey creatures unless they use magic or cast spells. If the salt activates random magic, much of the precious salt is lost.

To protect the salt, security around the mine entrances is tight and the penalties severe. Guards line a perimeter around mine openings far enough away that magic will not trigger the salt. Visitors are questioned and sent away peacefully. Those that resist face nullification or worse.

Shastran alchemists originally developed Gretuer Mona to non-magically detect the presence of magic or persons that employ magic. Sprinkled on suspected magical items or spellcasters, it turns into a fine, brightly-colored pink dust in the presence of magic. The electrum alloy doesn't discriminate between divine or arcane spellcasters.

Those that do no consent to the test will discover that one or two psionic guards are stationed at every post. The guards will cover the area with Gretuer Mona to nullify any magic items and disrupt spells. Then they will attempt to force feed an elixir made with the electrum alloy to all trespassers. The elixir will temporarily nullify the ability to cast spells or commune with deities or patrons. It is extremely painful to spellcasters through intense headaches and a burning sensation. Sorcerers will writhe in intense pain from the transformation of their blood into dust. All others will have stomach pains, but no other harmful effects.

The elixir can last anywhere between two hours to forty days depending on the amount swallowed and the constitution of the victim. (This had horrific effects in the last war 30 years ago). The guards are punitive by order of the king. They will continue to force feed elixir until trespassers are unconscious or dead. For those they do not employ magic, either the psions will drive them away or the guards will cut them down. The five salts are the primary income for the Shastran kingdom, so no quarter is given to any potential threat.

Any unauthorized Salt Mage that approaches a salt mine suffers a fate worse that nullification. They are poisoned by their own salt, doomed to become a brightly colored zombie that vomits blue and red salt or a Dessicate (darnyawu), a Salt Mage lich whose magic is fueled by their body.

In short, don't mess with the guards of a salt mine. Since you cannot use spells or magic items to combat them, they will mess you up in ways worse than death.

Shastranusian Words

  • Cran Manucho - A brightly colored zombie that vomits bright red and blue salt created by posioning a salt mage with their own salt.
  • Danu Poa - Literally the Hollow Person. This is the name for those that use psionic powers.
  • Darnyawu - The Salt Mage lich created by poisoning a salt mage with their own salt.
  • Enzarosh - Shastran Alchemists. They are known for developing concrete, electrum alloys, and the nullification elixir. They are also employed to refine raw salt into its five component salts.
  • Flanya Vi Priru - Mother-of-Salt, the source of the Five Salts.
  • Gretuer Mona - An electrum alloy made of gold, silver, and a bit of platinum. The Shastran Alchemists alone know the formula. It can detect the presence of magic or magical items.
  • Inzarosh - A generic term in Shastran for any creature that can cast spells.
  • Meo Loisha - Manufactured rock sand. Shastran Alchemists and Artificers worked together to create this cheaper substitute for volcanic ash, a critical component in making concrete. Meo Loisha has to be very fine, almost like dust to active the salt in the mines.
  • Oon Zerosh - Shastran Artificers. They are renown for the creation of non-magical and non-clockwork machinery used to dig in the salt mines. They also worked with alchemists to develop a material used in making concrete.

Take It Back to ’89

I was texting to a friend of mine about their 5e game, but he interrupted himself to mention going old school. I immediately thought about B/X and thought about re-reading my old Blue Box at home. My friend remarked that his group would really like to run an older game, so I texted, "B/X, Rules Cyclopedia, or AD&D?"

He replied, "Second Edition."

I was taken aback a bit. That's when it dawned on me that I am old and he is not. AD&D came out before he was born, but was still around when he was a kid. I quickly moved on asking him who would run it. He said he has the books so he is learning it and then there was a pause. I waited a bit and then I made a fateful decision. I felt myself typing the question, "Would you like me to run it?"

Keep in mind that I have never really run 2e rules-as-written. My Edition was an unholy mishmash of systems, rules, and Jolt Cola infused madness. (Note, If you read the link, know that I don't use anything ACKS related anymore. I've replaced it with Old School Essentials.) Why did I just offer to run 2e, and 2e rules-as-written? I was dumbfounded by my brains' inability to stop my fingers from asking that questions. I eagerly awaited a response that said thanks for the offer but that the group will take care of it, would you like to play with us?

He replied that it would be awesome if I ran it. The full gravity of my hubris landed on my shoulders. I gently placed my phone on my desk and asked out loud, "what have I done?"

I sent a link to my Session Zero document to get a feel for what the group wanted to run. I found my backup of the 2e Rules on CD I found years ago at the thrift store and went to work. To paraphrase the Wu, I thought to myself, "Let's take it back to eighty-nine."

More texts followed with his desired character using the Myrmidon kit. When I saw that he rolled 18 for Strength, I had to explain the STR stat in 2e with 18 and percentages for Fighters. He rolled a 64. With that corrected, I then had to look up the kit. I found an Excel character sheet that calculated kits correctly, so I then turned that into a character sheet. I began to get excited about running it.

I started making a DM screen and offered to run Lost Caverns of Tsojcanth. Now I am awaiting confirmation from the rest of the group.

Meanwhile, I am piecing together For Gold & Glory with my other digital books. I am tempted to say "CAN I HAVE ONLY 80 POTENTIAL MODIFIERS PLEASE" and resurrect my ill-fated 2e clone. Alas, they want the original, so that will not work. So far, settings do not need to be canon. This means, of course, that I will simply need to create an actual three-ring binder for the creatures, kits, and locations.

A Different Order

I posted about a verb-noun magic system on Twitter and this was the response.

When someone with an encyclopedic knowledge of Ars Magica asks about an idea and invites you to submit it, you need to write it down. This idea lives in a spreadsheet now, but will live here when I am finished with this post.

Magic in a Different Language

The main idea began as Ars Magica spells in a different language. If you're new to it, Ars Magica uses Latin for fifty types of spells, five verbs called Actions, and ten nouns called Forms. Combine an Action and a Form to generate a sentence that begins a spell for one of the types of spells.

One of the Actions is Creo or I create and one of the forms is Terram, a term that encompasses soil, stone, or minerals. If a Magi wishes to generate an earthen wall, they would cast a Creo Terram spell to do it.

My original idea was to use Ancient Greek, Sanskrit, or Amharic, but I realized that my disuse of Greek and my lack of knowledge of the other two languages would devolve any development of this idea into discussions of grammar and vocabulary. With some reluctance, I decided to use Vulgar to generate a language for me.

Birth of Haduren

I purchased a license for Vulgar, so after setting some basic parameters, I had a dictionary of 4000 generated words. Since I only want a naming language, I didn't most of the grammar, but I had enough to make basic sentences. This led to translating the Actions and Forms directly providing me with the following:

EnglishLatinHaduren
I createCreoGo je'awa
I perceiveIntellegoGo jecebi
I transformMutoGo jewesi
I destroyPerdoGo jegipi
I controlRegoGo jedilo
The Five Actions in Latin and Haduren

I used a bit of the grammar that was generated producing a je- prefix to mark present tense. The word for I, as a doer of an action is translated to go. I translated the Forms, but the little bit of grammar allowed me to distinguish between a definite object and an indefinite one. In other words, between some earth (any earth will do) and that earth (this specific bit of earth right here). So my I create earth types of spells change from Creo Terram to Go je'awa niboje (I create some earth/soil/minerals) or Go je'awa wuboje (I create that specific earth/soil/minerals).

And Now for Something Completely Different

In some ways, it's enough to have Ars Magica in a different language than Latin. That said, I wanted something different that evokes a different sense. To prevent scope creep, I set three goals:

  • Remain simple to translate
  • Add new spellcasting options, if possible
  • Change the grammar
  • Move away from just copying Ars Magica's four by five system

The first step was to make a slight change to the grammar to evoke a different feeling. Instead of I create, magic is plural, i.e. We create. Looking at my grammar, the 1st person plural is fi pronounced like the English word fee.

EnglishHaduren
We createFi je'awa
We perceiveFi jecebi
We transformFi jewesi
We destroyFi jegipi
We controlFi jedilo
The Five Actions in Haduren (final)

The next step was to change the grammar of a spell from We Create Earth to We Earth Create. In other words, to change the word order from Subject-Verb-Object to Subject-Object-Verb. Going back to my examples from earlier, I create some earth/soil/minerals becomes Fi niboje je'awa (We some-earth create).

The next idea provided an adverb to describe the means of casting a spell. I imagined that most spells would be cast by using magical energy, so the only real change in the spells would be adding a word that was used with most spells. Consulting my generated list of words, magic is dogu. A word for by means of or more simply 'with' is ni. This makes my We create some earth/soil/minerals by means of magical energy to Fi nidogu niboje je'awa (We by means of magical energy create some earth/soil/minerals). It sounds like a lot, but all this really does is make every spell begin with Fi ni-.

This begs the question, "What other means can be used to cast a spell?"

I thought about this in RPG terms, so I thought of name magic and magic that drains life points. This opens the door to different types of mages based on their source of magic. Looking through my vocabulary, I settled on ni'uso (by means of blood) and ni'saki (by means of a name). Putting this all together, I made the following spells:

Finidogunisegeje'wesi
Wewith magicsome matterenhance
Fini'usowucamoje'cebi
Wewith bloodthat one spiritcommunicate with
Goni’sakiSeredatamwusisije’dilo
Iwith nametrue name of a nearby riverthat one bodycontrol
Sample spells with all the elements of Haduren

You may have noticed that the truename spell changed back to I Control instead of We Control. This was done for flavor. I wanted to make truename magic rare, even a bit scary. In game, I decided that the spell caster is not working with the force of magic or with their life force for truename magic. The mage is on their own using forbidden knowledge.

The Fini spend blood and mystic energy, but the Goni voice the unknowable to impoverish the gods.

Ancient proverb

Using this System

I originally created this system for 5e and my homebrew OSR game. I'll include ideas for those two in a later post. The original tweet was in reference to Ars Magica, so I'll talk about that first. Before I start, though, it's important to note that I own the 4th edition book, follow The Ironbound Tome, and read wikis/forums. As such, my knowledge of Ars Magica is very incomplete.

Ars Magica Uses

In researching this post, I found that there are three official books that cover alternate magic in the world of Mythical Europe: Ancient Magic, Hedge Magic, and Rival Magic. In Ritual Magic, the Amazons have an alternate system for creating spells. Instead of Techniques and Forms, it uses Vowels and Consonants. Here is a sketch of a similar idea.

Commutative Tradition (Jihine)

There are two Magi of Ex Miscellanea that practice the Commutative tradition of magic. They call themselves Jihine (jee-HEE-nay) and claim to have learned their tradition east of Persia along the Silk Road. Rumors have spread of their connection to Suleiman. Explanation of their tradition has been compared to Taoist talismans leading to conjectures of ties to Cathay or possibly the kingdom of Prester John. Aside from tales of encountering sahir, very little is known about their tradition in the Hermetic Order. Their charms, however, are prized by all Magi not only due to their unique magical properties, but their exquisite craftsmanship. Jihine openly share about their processes for making charms/talismans as well as their research.

Jihine outside of the Order of Hermes find a way to ingratiate themselves to whatever order is in power where they live. There are Jihine in every land and fae region, though never in large numbers. Their mindset tends towards research and scholarly pursuits. They produce many treatises and charms that comes from a desire to learn and to help others. Jihine share a common belief that magic is performed with the energies that fuel spells and charms seeing themselves as a catalyst more than a controller of magic. They are careful to write in the languages where they live, using their own language solely for casting spells.

Jihine magic begins on a Path, uses a Voice to direct magic using Icons that represent areas in all creation.

Jihine Paths

Jihine choose one of three paths to begin their magical training: ICE (EE-say), DOGU (DOH-goo), or SAKI (SAH-kee). ICE translates to Ink, DOGU to magic or viz, and SAKI translates to words or names. Jihine will eventually learn something about the other three paths. The Path of USO or blood, is known to all Jihine, even as apprentices. More on that later.

The Path of Ink is devoted to creating charms and treatises. Their charms are long thin scroll written in an unknown language that provide protection and luck. The Treatises focus on topic of their local order and rarely about their own practices.

The Path of Magic is devoted to using magical energy to cast and research spells. Most Jihine start here to aid them in their career as a Magi. Like Magi is other orders, this path uses Viz to fuel spells and magical items.

The Path of Words or Names is rare, even for seasoned Jihine. It departs of the core belief that spells and charms invite the cooperation of magical energies. The Path of Names changes focus from the energy to the Magi themself and allows control of objects, creatures, or beings. This path is believed by some to be connected to Cain and the use of the language of Adam, though Jihine insist that is not true.

The Path of Blood is a magic of last resort. The Magi offers their own soul to fuel a spell. It allows for powerful magics, but cost great injury to the Magi, an often death. Jihine use this path only when someone is in immediate and grave danger.

Jihine Icons

Icons represent elements of creation. They are used in Jihine to determine the type of magical effect. They are:

  • Dolphin - WESU (WAY-soo): Represents the sea, all the creatures of the sea, and liquids.
  • Dragon - AJU (AH-yoo): Represents the sky, objects and creatures in the sky, flight, and gases.
  • Fox - BAFO (BAH-foh): Represents the ground, metals, all the creatures and things that live above the ground, and domestication.
  • Tree - SUDU (SOO-doo): Represent plants, creatures that live above the ground, and wood.
  • Star - PAFI (PAH-fee): Represents objects above the sky, the souls of living things, and the mind.

Jihine Voices

Jihine forces direct energy to generate magical effects. The source of the energy is determined by the path the Magi is using. The voices are:

  • Push - BAKI (BAH-kee): The push voice directs energy toward another creature or object.
  • Pull - DIBE (DEE-bay): The pull voice uses energy to pull from another creature or object. Whatever is pulled is then directed elsewhere or dissipates into nothingness.
  • Bind - FAJO (FAH-yoh): The bind voice uses magical energy to bind a target to a person, place, thing, or effect.
  • Admix - HITE (HEE-tay): The admix voice uses magical energy to combine one or more things or qualities.

Epilogue

There's more to do, like generating spells as well as better defining new/forbidden Virtues and Flaws. Their one trait that I enjoy is that Jihine do not tend to keep secrets, instead choosing to find connections in all things.That said, the Jihine are not meant to be the unknowable exotic tradition. Lacking a definitive and history allows you to fill in the blanks. You could place them amongst the Scottish Druids, emphasizing the tree icon, consider them disapora from Persia, or tie them to Cathay per Issue #11 of Hermes Portal. The goal was to leave them open ended enough to customize. I originally wanted to place them in the Khazar region, but it didn't feel like a good fit. Let me know if you want to me create a homeland for them and I'll make a PDF with that kind of detail.

One Last Thing

To better explain the Path of Blood, the most common spell is an emergency flight back to home base (or as far away as possible). This spell is named A Desperate Exit from Harm. When I create the spell list, this would be categorized as Aju Dibe (Push Dragon Energy). In the language of the Jihine, it is Fini Uso Wu'aju Jedibe Notepa (We-By Means of Blood-Dragon Energy-Push-Home).

It took me over a year, but I finally got the barest of bones out on the blog.

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