It's probably best, for this project, to view magic as a type of technology. Wizards threw fireballs and summoned extraplanar entities, but they also created information networks, transportation systems, and audio visual programs using magic. However, after time, they took it too far, and much of it was lost. Imagine if something happened here in our world, and most everyone who knew how to build and fix cars, for instance, was gone. You'd use your car for a bit until it broke down, then maybe find a way to fix it, but a lot of problems would eventually be beyond your ability to fix; if the transmission broke you'd have a real problem, so you'd end up walking where you wanted to go.

This is what happened, the apocalypse. Eventually the magic that powered the world was mostly lost and forgotten, and those who lived are the ones who didn't trust it to begin with, so now magic is a bit taboo. Things eventually come around full circle, and there are those who, after the truth of what happened was lost, want to begin anew using magic just as it was and study it, but most are content to stay away from it knowing old tales and indoctrined with distrust.

Since we're using the NWN2 toolset to create this and what's available to a player is heavily influenced by FR right down to the deities and races, we'll be tracking inconsistencies and fixing them by priority here.

Deities, the Divine, and Religion



Non-metal items are common. Metal items are very rare, including swords, and armor. Magic items are almost unheard of, of both divine and arcane. Healing is primarily through healing kits.

Arcane Magic and the Mirror

Wizards and magic in general are very rare. Sorcerors and bards even more so; since magic was more of a "thinking man's" pursuit as science is, sorcerors and bards who cast magic innately weren't really encouraged or trusted; for a while after the apocalypse they were chased down and killed on sight. Few survived by carefully keeping their powers a secret. But over time, as the true nature of the apocalypse was forgotten, so was the hatred for magic of all casting classes.

Warlocks, however, are generally relegated to cultists. Demons and such don't play a role in this story at all, however those who get their power from them over other more respected sources wouldn't be treated kindly, but not outright despised.

The power of the mirror, and much of the technology in this setting, comes from another plane. Long ago the wizards discovered a plane, a place between places, vast and unexplored but a source for vast magical power, almost like a battery. After some slight experimention, they discovered this plane had a large network built into it, a highway system for lack of a better term, that could be used to transfer, well, anything at high speeds along it. By tapping into this network and creating exit nodes through the use of mirrors, they could transfer things from one point to another. They first used it to transport objects; these objects would reach where they needed to go with a high success rate, but some times be lost for unknown reasons. Early iterations had a much lower success rate, but as they improved the network the success rate rised, although some of the initial experiments were never found. Eventually they began to use this network for more purposes, transferring audio and visual representations and duplicating them (like TV and radio broadcasts where many mirrors receive the same messages, and phone calls), moving on to people.

The void is vast, however. Outside of the confines of the network, it's mostly unexplored. What could lurk in there, and where it could lead, is a total mystery, one which some of the wizards obsessed over; if they found this small network and gained vast magical power from it, and the void is essentially unlimited in size, it follows to them that there is vast magical power waiting to be found.

Their final experiment, however, lead to disasterous results. They made mirror.


Gold is useless to these people as a currency. As such, everyone uses a barter system to trade goods.

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