Hidden 6 yrs ago 5 yrs ago Post by TaliPaendrag
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The Mage Guild of Alsijan


Background of the Guild and Nation

Many centuries ago, the land that is currently owned by the nation of Alsijan consisted largely of small towns and villages that pledged allegiance to local mage lords to form small nations. Unfortunately, these mage lords were often scheming against one another to accumulate territory and wealth, which often involved drafting their subjects to fight in protracted wars. As the number of wars increased, the people pledged to the mage lords began to become more and more disillusioned with the status quo. Eventually, the peasants in several of the larger nations were able to stage rebellions and install their own leader, merging their territories into one larger nation called Alsijan.

Most of the remaining mage lords were relatively unconcerned with the development of a new nation that was often larger than their own. After all, the new nation wasn’t lead by a mage, so they felt that it wouldn’t be difficult to crush them in due time. This attitude changed fairly quickly, however, as the new nation repelled multiple attempts to do just that, adding to their territory all the while. As it turned out, training their people to fight against their enemy mage lords meant that they had provided their people with the ability to fight back. Eventually, the remaining mage lords gathered together and, after much debate, decided to surrender and allow their territory to be added to the larger nation.

Decades after the Consolidation of Alsijan, the mage lords realized that the ability to utilize magic was becoming more and more common among the people. Knowing just how poorly magic could be used in the hands of an inexperienced mage, they set out to establish the Guild of Alsijan, an organization dedicated to the education of young mages regardless of race or social status. To fund the organization, the newly-formed guild offered the services of their mages to the populace at large. This typically involved enchanting items, banishing curses or hauntings, or hunting monstrous creatures that attacked villages.

Unfortunately, not every mage has a desire to use their magic for noble intentions. As new mages were trained to use their magic, crimes committed by mages became more and more common. Seeing as how the typical guards were incapable of dealing with magical crimes, the king of Alsijan commissioned the Guild to serve as a sort of policing organization for mages within the nation. This commission was to be a permanent job of sorts and provided the Guild with the authority to arrest and try mages that were accused of committing crimes.

Over time, the Guild continued to grow and eventually managed to establish small guildhalls in other nations, allowing them to take in a greater number of jobs and educate a far larger number of young mages. These other guildhalls are primarily just outposts, however, where jobs can be taken and where people can apply to join. All new recruits are sent to the central hall in the capital of Alsijan where they can be trained by some of the best mages in the world while taking on supervised jobs that help them obtain experience safely.


The City of Alsijan

One of the largest cities in the world, the city of Alsijan is the capital of Alsijan and is a sprawling port city with a wonderful tropical climate. Being so close to the water, the city makes use of a sprawling network of canals to improve the ability for people and goods to get to where they need to go. The buildings in the city tend to be made pale or white stone, often gleaming the bright sunlight, and are usually capped by brilliantly colored tiles. Balconies are also a common sight on most buildings, usually with ornately designed and brightly colored balustrades to provide a semblance of privacy to those on the balcony.

The city is largely arranged into a number of districts that help make it easier to navigate, though districts do overlap a little bit. The most prominent district is the Port district, which is, unsurprisingly, the district containing the port itself. Due to the constant influx of merchants and their cargo, the Port district is also home to sprawling marketplaces where street vendors and nearby shops proudly display their wares. There are a number of taverns and cheap inns in the area that cater primarily to the sailors disembarking as well.

The Garden district is the largest district by far and covers most of the west side of the city (i.e. inland). The Garden district consists largely of housing for the city’s citizens, but it also boasts the greatest numbers of inns, which are often attached to said residences. The name for the Garden district arises from the rooftop gardens that are very popular among the people. This, coupled with the canals cutting through the city, can make the district appear like a large, ornamental garden when viewed from above.

The Palace district is the district that houses the nobles and the government itself, as well as a number of financial institutions. It isn’t particularly large, but it does house the King’s palace, which sticks out a little bit above the city. A lot of the buildings in this district are also notably taller and more ornate than the buildings in the surrounding districts, which provides the district with a noticeable air of affluence.

The Artisan’s district is the district that houses the largest number of craftsmen and skilled laborers, which includes everything from blacksmiths to cobblers to tailors. This also means that the Artisan’s district easily contains the largest number of permanent shops where the owners take requests and provide services to their customers. Because of their proximity to the Port district, stall owners and street vendors often send apprentices to the shops to obtain goods that the visiting merchants seem to be interested in, which further bolsters the vibrant trade of the region.

The Guild district is a small district nestled near the Port and Artisan districts. This district, as its name implies, houses the headquarters of the various guilds in the city, chief among them being the Guild of Alsijan. The Guildhall itself towers among the other buildings around it, easily approaching the height and splendor of the various palaces in the Palace district, which makes it rather easy to find.


The Guild of Alsijan

The Layout of the Guildhall

The property of the Guild of Alsijan consists of a sprawling group of buildings in the Guild district and the ornate, spacious building that dominates them while sitting among them. Several of these buildings serve as dormitories and dining halls for the newer initiates of the Guild itself. Each dormitory can house approximately one hundred students, with groupings of ten sharing a single common room. These small groupings are commonly referred to as Houses and serve as the primary social unit for initiates until they become full-fledged members. As such, students from the same House take all the same classes together and usually get sent on jobs together. Each dormitory also contains a dining hall where students are able to obtain fresh, hot meals throughout the day.

The primary building of the Guild houses the Guild leaders and other full-fledged members. These rooms are on the upper floors of the grand building and are much, much larger and better furnished than those of the younger initiates. The lower floors contain the majority of the classrooms and the library, a grand collection of written material, both magical and mundane, from around the world that the Guild’s members have collected over the centuries. The ground floor contains most of the administrative aspects of the Guild, especially those involving the acceptance of jobs and the registration of new members. The basement is generally off-limits to novices and outsiders, as it contains things that can be very dangerous in the hands of the inexperienced or untrained.

Many of the other buildings in the area have some purpose that helps the Guild function, often by helping the novice initiates. For example, a couple of the buildings contain a number of libraries or studios where new initiates can practice their crafts, both mundane and magical, or experiment with their magic. One of the buildings even serves as a bank where members of the Guild can store their belongings or exchange letters of credit for money. There are also a number of stalls where vendors from outside of the Guild can offer their goods or services to Guild members. All in all, the Guild’s property almost seems like a smaller version of the surrounding city.

The Structure and Rules of the Guild

Ranks of the Mage’s Guild:
  • Novice
  • Adept
  • Master


Titles within the Guild:
  • Archmage - the president of the council that runs the Guild; lifetime appointment
  • Councilor - title bestowed upon all members sitting on the council that administers the guild
  • Minister - title of the members of the guild that run the day to day affairs like filing and making reports
  • Headmaster - title of the councilor elected to oversee the academic institution within the Guild
  • Magister - title granted to all members of the Guild that maintain an active teaching role


Rules for the Novices of the Guild:
  • Novices are not to engage in the use of magic within the dormitories unless cleared by their supervisors
  • Duels between novices are strictly forbidden unless cleared and supervised by a Master of the Guild
  • Novices are not to leave the city without obtaining permission from the Guild. They are, however, free to explore the city in their free time
  • Novices are to keep their quarters in the dormitories clean and tidy
  • Novices should defer to members of the Guild that outrank them whenever possible
  • Barring the cases of injury or illness, Novices are to attend all of the classes that the Guild administration assigns to them
  • Unless excused by the proper channels, Novices are expected to perform their weekly chores dutifully
  • Novices should never attack another person, whether using magic or other means, unless they are defending themselves or others
  • Novices are expected to wear their uniforms at all times (with the exception of when they are asleep)


Rules for the Adepts of the Guild:
  • Duels between adepts are strictly forbidden unless cleared and supervised by a Master of the Guild
  • Adepts are not to leave the city without obtaining permission from the Guild. They are, however, free to explore the city in their free time
  • Adepts should defer to members of the Guild that outrank them whenever possible
  • Adepts should never attack another person, whether using magic or other means, unless they are defending themselves or others
  • Adepts are expected to be diligent in their studies despite their more independent nature
  • Adepts are expected to wear their uniforms whenever they are on Guild property


The First Year Classes

Core Classes:
  • Fundamentals of Magic
  • Magical Ethics

Elective Classes:
  • Languages:
    • Dwarven
    • Elvish
    • Gnomish
    • Orcish
  • Battle Skills:
    • Martial Combat
    • Magical Combat
    • Tactics and Strategy
  • Arts and Music:
    • Fundamentals of Art
    • Fundamentals of Music
    • Blending Magic and the Arts
    • Various Disciplines (painting, sculpting, singing, etc)
  • Magecrafts:
    • Alchemy
    • Infusion
    • Artifice
  • Miscellaneous:
    • History (various specific subjects)
    • Philosophy and Rhetoric
    • Diplomatic Skills


The House of Meadowmist

~Under Construction~
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Hidden 6 yrs ago 6 yrs ago Post by TaliPaendrag
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Schools of Magic


Evocation:
Evocation magic is performed by using mana to call forth the natural forces of the world and manipulate them. Due to the rather volatile nature of these elemental energies, this magic lends itself more to offensive applications rather than defensive or supportive ones. The current understanding among scholars is that the natural world consists of four distinct elemental energies: fire, water, earth, and air. Evokers usually have a talent for manipulating a particular element, while struggling with the opposite element. More experienced Evokers are able to combine the elements they can control together to produce new “elements,” like combining fire and air together in order to generate lightning. Master Evokers, that is, those that have achieved a mastery over each element, are even able to influence the weather around them, although doing so can have far-reaching consequences.

Illusion:
Illusion magic is performed by giving shape and structure to mana in order to trick and deceive other people. Perhaps somewhat interestingly, the fact that illusions are really constructs of mana means that they function independent of people to observe them. In other words, an illusion of an attacking bear will affect anyone who enters the area of the illusion and will stop affecting anyone that leaves its area. Regardless, because mana is inherently non-physical, these constructions are simply illusions and can do no physical harm to people by themselves. While lacking in offensive capabilities, Illusionists make up for it by having access to a number of stealth and supportive capabilities, like rendering something invisible or creating distractions.

Enchantment:
Enchantment magic is performed by weaving mana into threads that are able to enter the minds of others and subtly manipulate their mental state, which includes their thoughts and emotions. Particularly skillful or talented Enchanters can even set up connections with the minds of others that allow them to hear their thoughts or transmit their own. It is important to note, however, that one’s resistance to Enchantment magic depends upon the strength of their will. As such, Enchanters often have difficulties manipulating the minds of other mages, particularly if they are also Enchanters. Unfortunately for Enchanters, most people also tend to view them rather suspiciously and think of Enchantment magic as being some sort of evil magic, which can make it difficult for them to use their abilities in public or advertise their affinity for the school.

Divination:
Divination magic is the magic associated with obtaining information or understanding and is thus often considered a more scholarly magic than some of the other schools. Some mages with particularly strong affinities for Divination magic have the gift of clairvoyance and are able to see bits and pieces of the future in fits of uncontrollable magic. These visions are vague at best, as the future is never really set in stone, but most people agree that some warning of what might happen is better than no warning at all. Regardless, even those Diviners who are not clairvoyant are able to scry on far away locations, detect and understand magic used around them, and find particular people or objects, to name a few of their more commonly used abilities.

Conjuration:
Conjuration magic allows the magi to summon beings or objects to them, so long as these objects are bonded to the Conjurer before time. These bonds require rituals to form, and differ depending on what is being bonded to the Conjurer. For creatures, it requires a contract to be formed between the two parties stating what is expected of both parties and the like. Objects are much, much simpler, and merely require a mark of ownership be placed on the object during the ritual. These rituals tend to vary based on what is being bonded, though they typically involve something associated with the bondee, like ashes for a phoenix. Even mundane objects and creatures can be powerful with a Conjurer, receiving benefits, like increased durability or strength, from the bond itself. It is also worth noting that Conjuration magic is also the magic of apportation, or moving from one place to another without physically crossing the space in between, which is how bonded objects or creatures are summoned in the first place. As such, experienced Conjurers are also able to teleport, though it can be quite an exhausting endeavor depending on the distance one wants to travel.

Animancy:
Animantic magic is the magic of using mana to manipulate the aether, a sort of energy that is associated with life and light. Perhaps unsurprisingly, this means that Animancers are the healers among the mages, able to use their magic to heal virtually any disease or illness. Though healing is the most well-known ability of Animancers, they are also able to utilize the radiant properties of aether to purify and bless objects or places, turn undead, or channel light to attack. Particularly talented and experienced Animancers are also able to animate objects for a variety of purposes. Such animated entities are known as golems, and their functionality depends pretty heavily on the form they had upon being animated and how intricate the animancer wants them to be. As such, it requires a lot more effort and time to create more complicated golems. Also worth noting is the fact that many Animancers have an affinity for animals, and other people to a lesser extent. This is probably due to the radiant aura of most Animancers, but animals nonetheless find themselves attracted to and almost comfortable in the presence of an Animancer.

Necromancy:
Necromantic magic is the magic of using mana to manipulate the nether, a sort of energy that is associated with death and shadow. This means that Necromancers have the ability to raise and create undead, with the limit on how many entities a Necromancer can control being determined by the strength and experience of the Necromancer and the intelligence or complexity of the undead being controlled. More intelligent or complex undead can take quite a lot longer to raise and control properly, but their increased flexibility usually offsets the initial investment. Additionally, Necromancers are able to utilize the nether to wither enemies by eroding their life force, manipulate shadows and darkness, and even curse people or places. Necromancers also tend to find themselves being magnets for spirits and other forms of the wandering dead. This can sometimes be inconvenient, but most spirits are benign and just lonely, so it’s not really a dangerous trait. Needless to say, the association of Necromancy with the disturbing of the dead means that the school of magic doesn’t sit particularly well with a lot of the common folk. In fact, many nations have laws that forbid the practice of Necromancy due to the prevailing notion that it is an evil magic. This can make it rather difficult for Necromancers of a guild to perform missions in such areas due to possible backlash.

Alteration:
Alteration is, put quite simply, the magic of change. An Alterist is able to use their magic to adjust or manipulate the intrinsic characteristics of the objects around them or their own body to achieve pretty spectacular results, even if they aren’t all that flashy. For example, an Alterist can use their magic to make their clothes as hard as steel while making the sword of an enemy fragile or flexible to render it useless. Some Alterists specialize in using their magic to shapeshift, changing all or some of their body to give them the tools needed for a particular situation. It is also worth mentioning that, unless otherwise specified, the changes an Alterist chooses to make to an object, including their own body, are permanent. Of course, that doesn’t meant that another Alterist couldn’t undo changes that were made by a different Alterist.

Sanguination:
Sanguination is possibly better known as blood magic, although that term does carry a number of inaccurate associations among the common folk, foremost among them that Sanguination is a type of evil magic. One of its primary applications is the creation of blood runes or sigils that channel mana to particular purposes. Often, these runes are used to bind others, block things like scrying, or communicate over vast distances. Some more war-like Sanguinaires also use these runes to increase their strength or durability in battle by painting them on their skin or armor. Sanguinaires also have the ability to freely manipulate blood, though it is virtually impossible to significantly manipulate the blood in another person’s body. To clarify, a Sanguinaire can easily manipulate the blood in their body, but not others. This means that Sanguinaires can do things like change their blood flow to keep from bleeding out or the spread of poison, make constructs of blood, or even puppeteer themselves. Sanguinaires also have the ability to drain the energy of other people or animals in order to replenish themselves. While this can be done at a distance, it is a rather ineffective method compared to consuming the blood of another.

Abjuration:
Abjuration is the school of magic that is dedicated to virtually all defensive forms of magic, namely wards, barriers, and counterspells. Wards are constructs of mana that are used to alert the Abjurer who cast them whenever they are triggered. For example, a common usage of a ward is the notification that a trespasser is near. They are also often used to subvert or protect against indirect magic such as scrying. Barriers, however, are constructs of mana that are meant to block offensive uses of magic or weapons. In the case of magical attacks, wards can also be used to absorb the mana used in the attack, ultimately making the ward last longer or replenish the Abjurer’s energy. Clever Abjurers can also use barriers offensively, though it usually uses substantial amounts of mana to do so. Finally, counterspells are a trickier form of Abjuration magic where the Abjurer unravels or slices through the mana that constitutes the enemy spell. Properly timed counters can even cause some backlash to the other caster. Unfortunately, it requires quick reflexes and notable precision to consistently counter another person’s spells and attempting to do so while maintaining a barrier is virtually impossible. As such, counterspells leave the Abjurer particularly vulnerable and so are not used very commonly in small duels or fights.

Magic Crafts

Artifice:
Artifice is the name for the study and crafting magical items The most common magical items crafted by Artificers are focuses for mana such as wands, staves, or crystal orbs. These are very useful items for mages, particularly novices, as they allow for the user to channel more efficiently, although the extent depends upon the school of magic being used and the materials used in the item’s construction. Artificers are also able to create items that use mana in some way, most notably the creation of light for buildings. The field is still relatively new, so the actual limits of the craft have yet to be properly explored, but the potential does have quite a few mages interested.

Infusion:
Infusion is the process by which mundane objects are imbued with mana and become magical. The imbuing of mundane items with magical properties requires the use of mana stones, which are simply crystallizations of mana. These stones are often created by taking a gem of some sort and channeling mana through it for prolonged periods of time. To imbue the item, the mana from the stone is channeled into the item and directed in order to achieve a particular result. Once the process is started, it cannot be stopped until the infusion is finished. If it is, the resulting effect can be rather unpredictable. At best, the infused will do nothing and remain mundane. At worst, the item will explode in a surge of mana that damages the surrounding workshop quite heavily while potentially killing the crafter.

Alchemy:
Alchemy is the crafting of potions and tonics from the parts of plants and animals that have potent effects. Considering the incredibly diversity of plant and animal life, it shouldn’t be too surprising that Alchemists are able to brew potions and mixtures that have a wide variety of effects as well. Some of these potions are able to mimic the effects of magic altogether, like making someone invisible or making a weapon burst into flames when applied to it, while others simply boost the energy or provide a level of sustenance to help healing along. Of course, not all mixtures have such benign purposes. Alchemists are also able to use their knowledge to create deadly and cunning poisons to be slipped into a drink or applied to a weapon.

Races



















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Hidden 6 yrs ago 5 yrs ago Post by TaliPaendrag
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Character Sheet


Feel free to post your characters here in the OOC for review, but don't put them in the CS tab until I've approved them. :D

Actual Character Skeleton:
[hider=Character’s Name]
[center][img][/img] *Put your picture here*[/center]
[center][h2]*Put the character’s name here*[/h2][/center]
[center][i]*Feel free to put a quote here, either about or by your character*[/i][/center]
[/hr] *Remove the slash here*

[b][u]Nicknames:[/u][/b]
[b][u]Race:[/u][/b]
[b][u]Gender:[/u][/b]
[b][u]Age:[/u][/b] *New students are typically in the 16-20 year old range*
[b][u]Appearance:[/u][/b] *Self-explanatory. Make sure to note any differences from your picture*

[b][u]Personality:[/u][/b] *Describe how your character tends to think and behave. What kind of a person are they? Try to write at least one paragraph.*

[b][u]Biography:[/u][/b] *What are the events that made your character who they are? How did they come to the guild? Try to write at least two paragraphs.*

[b][u]Affinities:[/u][/b] *Choose up to 2 schools for your character to have an affinity for*
[b][u]Craft:[/u][/b] *Choose one magic craft your character would like to learn, or has some skill with*
[b][u]Magic:[/u][/b] *This is essentially for describing your character’s “powers.” How do they use their magic? What kinds of tactics do they prefer? Do they prefer using one school over another?*
[b][u]Skills:[/u][/b] *This is for describing your character’s more mundane skills. Things like knowing how to wield a particular weapon, knot-tying, cooking, etc. go here.*

[b][u]Other:[/u][/b] *This is for anything that doesn’t fit the other sections*
[/hider]


Current Classes
(Add this to your character sheet/post somewhere!)
[list]
[*]Class 1
[*]Class 2
[*]Class 3
[/list]
Hidden 6 yrs ago Post by CaptainMarvel
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CaptainMarvel Spectrumized

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Will get started on my CS!
Hidden 6 yrs ago 6 yrs ago Post by Compulsive86
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Compulsive86 The obsessive

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@TaliPaendrag Here's my character! I hope having no picture is ok.


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Hidden 6 yrs ago Post by OrkytheOrc
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OrkytheOrc That Orc Guy

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I might've gone a little overboard with the biography
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Hidden 6 yrs ago Post by CaptainMarvel
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Hidden 6 yrs ago Post by Moyai
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A magic focused RP is just what I was looking for. I am interested, and will try to get a profile done soon, once I get home and have more time to read up on the details and decide what will be the focus of my CS.
Hidden 6 yrs ago Post by Shard
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I am almost completely done with my character. Just the history section left. The.., dreaded history section.
Hidden 6 yrs ago 2 yrs ago Post by Shard
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Hidden 6 yrs ago Post by TaliPaendrag
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@Compulsive86 This all looks pretty good. :D Feel free to move Hiasahi to the character tab.

@OrkytheOrc Looks pretty good to me. Go ahead and move him to the character tab.

@CaptainMarvel Thalia seems like a well-written character. :3 Go ahead and move your cs to the character tab when you get a chance.

@Shard Your character looks good. Feel free to post him in the character tab.

I'm excited to see how everyone's characters are coming along! I can't wait to see how they all mesh together once we get started!

I didn't quite expect the Enuri to be as popular as they appear to be however, so I think that I'm going to cap the number of Enuri characters to what we have now plus my character. Also, for the same reason I'm going to reject necromancers until we get some characters with other affinities in the mix.

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Hidden 6 yrs ago Post by Moyai
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Hidden 6 yrs ago Post by Lurking Shadow
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Lurking Shadow Yithian Archivist

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Well, this took me a bit longer as I was doing some research on snakes but I finally finished. Somehow it still ended up Herbert West-y as I was writing it so I think I got that cheeky reference in.


Hidden 6 yrs ago Post by Sedjwick
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@TaliPaendrag Could I have my character be half moon elf/half enuri? I assume hybrids are okay since we have a half orc, but I don't know how you'd feel with a half enuri since there are already so many of them.
Hidden 6 yrs ago Post by Shard
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@TaliPaendrag Can Willow have a doggo?
Hidden 6 yrs ago Post by Stitches
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First RP back after a difficult time IRL. Please be gentle!
Hidden 6 yrs ago Post by Avant
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Avant

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@TaliPaendrag Hello, I would like to audition for the role of group Dwarf.


Hidden 6 yrs ago Post by TaliPaendrag
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@Moyai Rahele sounds like a good character to me. Go ahead and move your cs to the character tab.

@Lurking Shadow S'Hra checks out. Go ahead and put him in the character tab.

@Stitches Tiana's good to be moved over to the character tab.

@Avant You've got it. :D Go ahead and put Brandon's cs in the character tab.




@Sedjwick Hybrids are fine, but I'm going to have to veto the half-Enuri thing. As you said, we already have a lot of them for a race that keeps to itself.

@Shard I'm going to have to say no, at least for now. I feel that that might cause a bit too much overlap with Captain Marvel's character. Plus, having too many characters having animal companions without having an affinity for Conjuration makes it seem rather pointless.
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Hidden 6 yrs ago Post by Shard
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Considering writing a relationship chart for Willow, how he views all the others. Might be fun.

Could be good to discuss the relationships between characters, too, and who lives with whom in the dorms.

Finally, I'd recommend a Discord chat for players to just hang out.
Hidden 6 yrs ago Post by Moyai
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Moyai

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Considering writing a relationship chart for Willow, how he views all the others. Might be fun.

Could be good to discuss the relationships between characters, too, and who lives with whom in the dorms.

Finally, I'd recommend a Discord chat for players to just hang out.


Do they know each other on day one?
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