magic & the supernatural
occult origins
Though strange and uncommon to the world at large, Magic and the unignorable existence of all things “supernatural” are not new concepts to the land of Eden.
Before the Bloodmoon rose, folk magic and ritual were a relatively normal part of everyday life, integrated into the very fabric of society. It wasn't uncommon for Edenities to make and use talismans, wards, and other forms of various protection magic. But “big”, obvious magic was uncommon and even considered rude or dangerous.
The call of Eden reached the ears of people across the world. Magical practices in the region vary greatly as the original Founders came from different cultures across the globe, then integrated and began to share with one another, with the exception of strict closed practices. Such knowledge was respected without question.
Magic in the modern era
Daily life in the Eden of old worked in tandem with low levels of the extramundane and was much more centered around communal connection. Ceremonies were held often for various purposes. Social practices within Eden served as a stark contrast to the ever modernizing, industrial outside world. While we may initially think that an emphasis on communal connection and living in tandem with nature equates to technophobia, Eden was not adverse to technology, and often reaped its benefits.
From the railroads across the state to the electric tram lines in St Denis, the shared desire for communal prosperity drove both innovation and trade. Money certainly came and went in and out of Eden, as did its people for many years while upholding The Pact. But no one ever really asked where these Edenites came from or where they got their wealth, as if their minds somehow simply deemed it unimportant; a small detail lost in the weeds or carefully and perhaps intentionally plucked from consciousness…
the pact
Eden was an isolated, near utopian state sealed off from the rest of the country through a ritual conducted by Eden’s Founders known only as “The Pact”. The Pact was fueled by belief and strict adherence to complete, devoted silence about Eden’s existence. Some say that The Pact was more than just a closing of the gates–it sealed them, locking something deep within Eden away.
But as time stretched on, knowledge of the particulars around the ritual faded, and the membrane between Eden and the rest of the world weakened. Memory failsafes embedded in the magic broke, resulting in a slow but steady loosening of the lips, til whispers of Eden contorted into a shout.
Indulgence
While the extramundane is not outlawed or policed by any one group or creed, there are many reasons to keep one’s true nature close to the chest. Belief is power, and in the rule of magnetism… like attracts like.
Since the rise of the first Bloodmoon, it is not uncommon for flagrant and frequent indulgence of the supernatural to be met with consequences of a similar nature; an often violent reflection of their own behavior. Some even hypothesize that the more one seems to rely on their gifts or stretch their curse to it’s limits, the more they go mad and otherwise tear their bodies apart.
Hunters and harvesters alike scour the countryside to satisfy their own vices, whether in search of reagents only obtained through the flesh of certain Aspects, or to quell the bloodlust in service of their own beliefs. They serve as a dark reminder that no one, regardless of capability, is ever truly safe.
Nonmechanical magic
“Non-mechanical magic” refers to any spellwork that is not supported by gameplay mechanics. This is generally any form of magic that is primarily roleplay, described through /mes and details.
Aspects do not have to be Soul or Psyche in order to perform feats of magic. Magic can be entirely roleplay based but must follow the same general “rules” as mechanical magic:
Energy cannot come from nowhere
Manipulating it always takes its toll
Overindulgence comes with consequences, both internal and external, and can eventually drive someone mad
Especially for magic that is potentially harmful, you must ALWAYS get OOC consent from the other party before performing spells. Non-mechanical magic that could compel someone against their will is prohibited outside of lore approved short term story arcs.
interpersonal practice
Magic does not have to be a solitary practice. Working with deities and specific energies turns magic into a relational endeavour, a habit based in building an ongoing relationship–appeal to your gods, earn their favor, nurture the source of your power. Pray it helps keep you sane.
Philosophy of magic
The First Matter
At the dawn of existence, all material was one. All consciousness, all minerals and elements, all potential shared the same essence, the same body, the same matter. In Arcane Academia, this idea is known as the “Prima Materia”; that there exists a primordial substance through which all things were created. It is thought that because all things once shared the same existence, a latent connection still exists between all things. Feats of magic are performed by manipulating this connection and appealing to this energy, for better or worse.
Visualization and Personification
The human mind has its limits. To attempt to master magic breeds its own kind of insanity. It challenges the boundaries of the psyche, asking practitioners to fathom the unfathomable–to look into the face of all existence and possibility and choose what to pluck from it. Therein lies rhyme and reason for ritual: to serve as a safety net, a framework. Magic in the world of Eden RP is risky and vexing. Tools such as ritualistic procedure, visualization, and the personification of energy in various forms like deity worship are necessary to keep practitioners from going mad too soon.
The schools of magic
Necromancy
Divination
Enchantment
The art of divining through death and the manipulation of life force either to heal or harm. In the world of Eden RP, necromancy covers everything from putting the dead to rest to healing a broken limb. It is the connection and conduction of life itself. Necromancy is equally dangerous as it is useful and is the most taboo of the arcane arts. But as dangerous as it can be, no one can deny its usefulness and necessity, especially after Eden’s collapse.
To see is to know and knowing is a very powerful tool, indeed. Divination magic is the act of peeling back and piercing through the veil, to behold the dancing lines of arcana manifest in order to gain insight or guidance through extraordinary means. Divination magic refers to everything from reading someone's energy to locating a lost object. Divination magic is not a convenient excuse to meta game. Magical effects like long distance telepathy and clairvoyance, for example, are not acceptable within our setting.
Abjuration
Abjuration magic covers a wide array of spellwork but is typically used for the purpose of protection–sealing and breaking wards, creating shields, and otherwise manipulating kinetic force. But make no mistake, abjuration magic is not all preventative or reactionary to other forces. It can be equally destructive, too, as gravitational and telekinetic spells are also considered abjuration.
The extraordinary enhancement of physical objections and creations. While what may immediately come to mind when one thinks of enchantment magic may be things like potions and magically enhanced weapons, enchantment can also be on one’s body. The underlying current of enchantment magic is improvement of specific qualities of a creation: food that's been created with spellwork to restore more hunger and thirst, guns inlaid with runes that keep it cleaner, longer, and so on.
Evocation
Evocation magic is likely what comes to mind when one thinks of classic spellwork: the manifestation of fire, spontaneous plant growth and so on. It pertains to raw natural elements: water, air, earth, fire. Evocation magic is often destructive and used offensively, beseeching the very forces of nature to bend to one's will.

