[Athamar: Quests from Lorana] Games of High Sorcery

sneakyonfoota

flightless bird
Game of High Sorcery; also rendered: Game, Sorcerer's Game, Sorcery Game, Ludus Arcanum


An archaic rite that may be invoked by mages to resolve disputes, or otherwise bring about a forced resolution to disputes at great risk and potentially great personal cost. As the name implies, the rite is a codified contest, overseen by a High Magister of Arcanum and a tribunal of arch-magi.


A Game may be any kind of competition, and often makes use of proxies: champions for either side. It may take the form of a quest, a mundane game, the accomplishment of a particular task before a certain time--whatever the challenger issues, no matter how esoteric or ordinary it may be.


Due to the nature of Games, they are definitely not employed for mere recreation (although some masochistic or gambling mages may employ them for such ends).


The process goes:

• a challenge is issued; it is accepted or rejected--proper conduct requires the challenge to be made in person, though through correspondence has been done

• if accepted, the terms of the Game are agreed upon by both parties, along with the stakes

• the invocation of the rite immediately comes to the attention of the High Magister Council, whereupon a Mediator (also known as an "Executor") is dispatched to the location to officiate and proceed with required formalities. The Mediator's word is law, and it is by his or her pronouncement that the Game is resolved.

• Games may be extravagantly complex or mundanely simple--this does not change their stakes, but usually reflects them

• upon the success of either party, the Mediator is summoned and the terms of the Game are duly processed: the stakes are collected and distributed, all agreements come into force



The rite is so old that it is considered to be archaic--a throwback to a less responsible, more flagrant epoch of magic--even a joke; that is, until it is invoked. When a challenge to a Game is made, it is conducted with the utmost seriousness and solemn ceremony. The price is usually grave, and if not, it is devastating to lose in other ways--loss of standing, reputation, property, loved ones, legacies...


It is an unforgivable insult to decline a game (for the most part), and with that said, it is not uncommon for one to simply delay in accepting or declining for many years--in fact, it would be wise, as to put one's affairs in order in the event of loss.


An elevated form of a Game is called a "Schism", a Game whose stakes would rock the very foundation of Arcanum, often resulting in a paradigm shift. A Schism is said to only occur by the consent of the Gods themselves. A Schism precludes war.


Other:

• it is more common for proxies (also called "pieces" or "pawns") to be recruited by either side than it is for the challenged and challenger to confront each other directly

• given the gravity involved with the invocation of a Game, to frivolously challenge a fellow magus invites severe consequences--it is to the discretion of the Mediator to decide whether or not a challenge is legitimate (and thus worth the time and effort of the Council)--if two important magi are involved with a Game, the Game may be postponed at the discretion of Council until a time that they decide is prudent
 

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