Sangrithar's Bloodline Magic Primer

In the world of Sangrithar, magic is not learned—it is inherited. It courses through bloodlines like a latent flame, known to all as the Spark. This bloodborne essence is the foundation of power, status, and survival in a world where one's ancestry determines their capabilities and their destiny.

The Spark: Inherited Power

The Spark is a genetic, soul-bound force passed through bloodlines. Only those born into Sparked families can access magic naturally. It is exclusive and finite: not all offspring inherit it -- only the Firstborn of any union, and it cannot be trained into the Unsparked. The presence of the Spark manifests in early adolescence and defines a person's magical aptitude and alignment. The new Sparkmage's power develops as a blend of his parent's aptitudes, often in creative ways. Finding new blends of bloodlines, while searching for more powerful Sparkmages is a principle endeavor of many traditional Bloodline houses.

Bloodline Orders

Sparkmages belong to one of five primary Bloodline Orders, each with a unique domain of power. These are more than magical schools—they are social castes, political factions, and cultural identities.

  • Archons: Masters of amplification and empowerment. Archons enhance the strength, speed, and spirit of others, functioning as battlefield commanders and living blessings.
  • Necros: Wielders of death and decay. They command bones, raise the dead, and manipulate life’s end to fuel necromantic arts.
  • Medicos: Channels of restoration and healing. They mend flesh, stabilize souls, and can even return the dying from the brink of death.
  • Sylvans: Guardians of nature and vitality. They draw from the wilds to shape flora, manipulate weather, and commune with life’s raw essence.
  • Mentats: Disciples of thought and perception. They read minds, alter emotions, and shape reason itself. Their power lies in control, understanding, and trust.

Many Sparkmages have skills from more than one order depending on their parentage, but they typically identify with one of the chosen orders -- sometimes identifying with a weaker order to mask abilities in their stronger discipline.

Classes of Magic

Each order’s magic is categorized into five classes, reflecting rarity, potency, and societal impact:

  • Class I: Minor, everyday magic (healing small wounds, igniting fire).
  • Class II: Skilled and specialized (combat augmentation, mind-reading).
  • Class III: Rare and powerful -- often combining bloodlines in unique ways (resurrection, memory erasure).
  • Class IV: Legendary feats (necrotic bastions, continent-wide storms). National symbols and feared individuals.
  • Class V: World-altering phenomena—known by name, recorded in history, and often tied to martyrdom or sacrifice.

The Unsparked and the Technos

Most of Sangrithar's population is Unsparked—born without magical inheritance. Long suppressed and treated as lesser, a revolutionary faction known as the Technos has risen. They pursue science over sorcery, discovering natural laws, engineering principles, and arcane workarounds. Their most feared invention is the SparkTap, a device capable of extracting the Spark from a willing mage, killing them, and infusing their power into Artifacts usable by anyone - even the Unsparked. Though rare, SparkTaps represent a profound threat to the Sparked elite, leveling the battlefield in terrifying ways.

Cultural Interweaving

Each nation and faction within Sangrithar treats the Spark differently:

  • The Indovene Confederacy cherishes bloodline purity, marrying power to power and emphasizes Achonic abilities..
  • The Emarian Moors use magic as a tool of dominion, with Yuri-enhanced soldiers sacrificing their future lineage for devastating strength.
  • Armonia reveres healing and sacrifice, rooted in the martyrdom of legendary Medico Saela Vaylen and the Pulse of Verdancy—a healing event that reshaped a continent.
  • The Namwyr Forest sees a union of Mentat and Sylvan traditions, merging logic with life in city-forests built around harmony and intellect.
  • Deep in the Eradite Wastes, Wild shapeshifters known as the Wurmari have the bloodline magic encoded directly into their DNA allowing for terrifying transformations.

Cost and Consequence

Magic in Sangrithar is not free. Every power has consequence—some known, others hidden. Necros risk madness. Mentats may lose their sense of self. Medicos face burnout and spiritual erosion. Great acts often require sacrifice: life, legacy, or lineage. The Spark is a gift and a burden, and its use is both exalted and feared.


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