The 4th Age of Blimnor began just after a great war. That war was a ruthless attempt by the former dwarven empire of Vorduhr to conquer the world and subject its many races. As weapons, the dwarves tore open rifts to a dangerous dimension called The Void, and from it brought strange disease, alien monsters, and even a device that could have destroyed an entire city. In the aftermath of this war, Blimnorians changed their relationship to two important concepts, that of magic and of technology.
Magic has long been a prevalent force in Blimnorian history, being a common tool used for everything from war, to industry, to healing. However, following a war fought with strange and unpredictable new magics, most societies of the world began to fear magic, and to seek to outlaw that which seemed strange, dangerous, or immoral. During an international treaty to discuss the recovery and reparations for the war, the organization called Voidwatch was given special legal rights to seek out magic-users, investigate the source and use of their powers, and if necessary arrest them. Magic is still taught and used, however institutions such as Temples, Academies, and Bard Colleges, each issue documents to their members licensing them to practice magic. Those who practice without license certainly still exist, but must be careful not to draw attention. Those convicted of particularly horrible magical crimes may be subject to death, or worse dispelled. The act of dispelling involves removing all magical aptitude from a prisoner. An unfortunate side-effect of the procedure is that some memories may be lost as well.
First discovered by sorcerous experiments of the 3rd Age, metamagic matrix is believed to be the hidden properties of magic itself made comprehensible to those who use it. While invisible to anyone beyond those who can reach it, it has been described as a tangled constellation of dots and strings that unfold, wherepon the gifted can see connections, and even adjust them before the metamagic matrix collapses. However, other celebrated magic-users dismiss this as a hallucination brought about by the mind-bending effects of invoking magic.
Magic is believed to be a property of the world itself, created by gods, but perhaps not limitless in its form or function. Some people have proposed that it is a material that takes the shape of its user's desire. Others suggest that it is a peek into the very systems that govern our universe.
Rigorous study across all the ages of Blimnor has revealed that all magic has two basic properties. The first is that of energy, where energetic magic is conspicuous, powerful, and volatile, whereas entropic magic is subtle, weak, and safe. The second property is complexity. Complex magic is intentionally fashioned toward a specific purpose, often at the exclusion of others. Simple magic instead is broad and indiscriminate. Within this school of thought, there is some contention. Some people believe that complexity and energy are part of the same spectrum. Others suggest that there is a third property that describes a morality to magic.
While the complexity of magic is not observed to change naturally without the interference of intelligent people, magic that is disused or ignored will gradually lose energy until there is only the faintest hint of magic remaining. However, there are some reports of magic that does not agree with this hypothesis. Some crystalline structures, organic plant growth, and cloud patterns have been seen to take on complex patterns that suggest intelligence. Furthermore, some magically-imbued substances when left along for long periods of time, have grown in magical potency rather than degrading.
Those who study magic insist that it is systematic and predictable. However many others, discredited as druids, sorcerers, or warlocks, insist that it is not. Indeed even the Magical Preservation Society claims to hold instances of magic that do not conform to modern theories, but they have often been accused of exhibiting hoaxes.
Magic in its most primal state is simple and without energy. In this state, it can be nearly indistinguishable from non-magic. However, it will still have a subtle effect. Examples of simple entropic magic may be a beautiful stone, or an odd tree, or a calming stream.
Magic in its most destructive state is simple in its nature, but full of energy. In this state, magic is quite conspicuous, often exhibiting a noticeable glow, distinctive noise, or discomforting aura. If disturbed it can unleash its magic suddenly and without discretion. Examples may be crystals, orbs, monoliths, or rifts.
Magic in its dormant state is complex, but without energy. In this state magic will leave curious evidence of its existence often in the form of text, runes, diagrams, or other patterns, however it is unlikely to reveal the nature of its purpose without both an infusion of magical energy and an understanding of the meaning of its patterns. Examples may be books, inscriptions, diagrams, and artifacts.
Magic in its rarest state is both complex and energetic. In this state, the presence of magic is quite obvious, however its behavior is far more specific and purposeful. This may resemble supernatural structures like floating bridges, portals, or animated objects. While less prone to destruction than simpler magic, its complexity often serves to hide that this magic is far more dangerous in its capacity to affect reality itself.
Due to the unpredictable and adverse affect that strong magic can have on delicate machines such as engines, clockwork, electricity, and radio, some areas are designated as no casting. While having any sort of magical item or ongoing magical effect are also prohibited, those can be difficult to detect or enforce. If they are detected, an individual will be asked to leave until the magical effect has been dispelled. Actively casting any sort of spell in these areas is a serious offense and may result in anything from a heavy fine to imprisonment, depending on local laws.