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==How Does It Work?== You're probably wondering just how this oversized petri-dish actually functions. On the one hand, it removes breeding populations from immediate dangers, but on the other hand, how does it preserve the cultures from changing or being wiped out once they're settled in the Hollow World proper? Well, that was something that Ka realized he had to address relatively early into the project, and he and his allies came up with a magical solution: the '''Spell of Preservation'''. This deity-tier working permeates the entirety of the Hollow World, and has several notable effects: *''Paralyzing Burrowers:'' One of the two main functions of the Spell of Preservation is that it traps the Burrowers - horrific aberrant monstrosities that almost destroyed the denizens of the Hollow World - in stasis, keeping them from doing anything ever again. *''Preserving Individual Cultures:'' The other main function of the Spell of Preservation is to inculcate a subtle but potent bias for one's own individual culture in the minds of all denizens of the Hollow World. No matter what you do, an individual from a given culture will ''always'' preserve that culture's traits, and will ''only'' pass on that culture. Cultural assimilation and extermination is effectively impossible, because you can never make a wide-scale change to the cultural traits of a given society. You can, for example, enslave a tribe of neanderthals and force them to serve you, but they will never stop using their Stone Age tools and will always secretly pass on only their original culture to their children. This aspect of the Spell isn't 100% perfect; some natives of exceptionally strong will choose to forsake their original culture, but these are rarities and will never be common enough to promote a wide-scale cultural shift. *The Spell of Preservation also has two magical side-effects. **Firstly, it forms a natural drain on the ambient magical energies; mages and clerics who studied above the Hollow World are unaffected, but the lowered magical background makes it comparatively harder for people to be born with the knack for magic (which mechanically manifests as needing a higher base [[Intelligence]] or [[Wisdom]] to qualify for spellcasting classes); this means that spellcasters are much less common and usually much lower-powered than they tend to be on the surface. **Secondly, the Spell negates all mortal-level attempts at using certain magics, predominantly those that involve messing around with the [[planes]] (conjuration, certain divination spells, teleportation) or that involve controlling minds (most Enchantment and Illusion spells). That said, the Spell of Preservation does have a few limitations... *''Cultures are NOT 100% Static'': Whilst the general trappings of a culture won't change, specific aspects ''of'' that culture can and will change. For example, when the Azcans first arrived in the Hollow World, human sacrifice was the ''exception'' to their religious customs rather than the rule, but their own patron Immortal has coaxed them into making human sacrifice the norm. *''New Cultures Can Still Develop'': The Spell of Preservation only cares that there is a stable breeding population adhering to the "template" set when a race is added to the Hollow World. So long as this "core" culture remains intact, new sub-cultures can still splinter away from the old one. *''New Life Can Still Be Made'': The creation of new species or even sapient races does not directly endanger the existence of old races and cultures. As such, the Spell of Preservation doesn't interfere with such efforts.
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