[h3] Some World Lore… [/h3] A Beastography is pending but here’s some more info about the types of Magic in this realm and more context for Mages. [hider=Your Mage Journey] Magic does not appear, it is born. Those blessed by magic enter the world with potential. It is not genetic. It is random. If power is to rear its head, it will do so from the beginning. Those who behold the power of Magic grow into their abilities. Their childhood is punctuated by magical mishaps; Accidental apparitions, unintentional spellcasting… It is dangerous. Untrained hands are societally feared and thanks to the Royal agenda in each Continent, young Mages quickly become insecure and uncertain of their power. Difficult to bare a power demonised by all around them. The Royal Guards are tasked with the management of the Magic Population. Guided, ironically, by the Royal Mage. The hunted becomes the hunter… Those who are reckless and a liability are quelled. Only the Young Blessed with subjective potential and an inherent ability to control are considered suitable Royal Mage candidates. The assessment credentials are ambiguous and shrouded in mystery; What exactly is the difference between a Young Mage destined for greatness and a Young Mage destined for the Royal Blade? Many believe the ambiguity is purposeful to generate fear. In order to be able to practice Magic somewhat freely, the Royal Guard must first deem you worthy. Then, you are conscripted by the Royal Family. Plucked from your own family home and dropped in the Royal Mage quarters. This is an extension of the castle, where both the current and previous Royal Mage hold residency. It is a lifelong commitment, to be a Royal Mage. Therefore, both the practicing Mage and Retired Mage share living quarters along with several candidates. Predecessors and future Mages live side by side on Royal Grounds, the Elders tasked with training and nurturing the future appointments. When a Mage hits 50 years old, the Royal Guard begin their recruitment. In the 7 years an Initiate is trained, taught and moulded, the Royal Mage will observe their replacements with watchful eyes and select the most promising student to take their place. But what of the unselected? What happens to the young Mages unsuccessful in their training? Some disappear. Some go into hiding. Some try their hardest to return to normal life… None permitted to practice the magic they’ve now harnessed. It is the ultimate shame to be cast aside as a failed Royal Mage. The Crown tend to favour keeping these Mages on a tight leash in the instance they’re called upon in the future. With the promise of another chance should something tragic strike the Mage in power, these failed Initiates live life on red alert, praying on their fellow students downfall. Turning 25 for the Initiate Mage means the official transfer of duties. Their predecessor stays close, for advice and guidance. But officially? They are the Royal Mage by and large. [/hider] [hider= A Royal Mage’s Job Role] A Royal Mage acts as the primary magical authority serving a monarch or government, responsible for protecting the realm and providing specialised counsel. Their duties typically blend political advice, magical defense, and research. Core Responsibilities - Advisory: Providing guidance on magical, scientific, and academic matters, often serving as a key member of the king’s council. Magical Defense & Security: Warding the castle, city, or kingdom against supernatural threats. This includes neutralizing enemy magic, dealing with monsters, or serving as General in the Royal Army. Arcane Research & Development: Maintaining, studying, and repairing magical artefacts and relics for the court. Regulatory & Oversight Duty: Overseeing other magic users in the realm, ensuring they follow laws, and preventing the misuse (or simply, preventing the use entirely) of magic. Intelligence & Divination: Using scrying or magical foresight to spy on rival nations, predict enemy actions, or investigate anomalies. [/hider] [hider=Dark Magic] Protecting the Kingdom is a heavy burden to bare. A Royal Mage might turn to dark magic to maintain order and eliminate threats. Dark Magic is largely forbidden and certainly frowned upon in every Continent. Examples of dark magic include manipulating blood to control enemies, using necromancy to question deceased foes, or sacrificing life force to enhance their power. [b]Any use of Dark Magic has consequence in this Realm.[/b] Drawing power from dark magic can cause the decline of the users health, the health of the planet, resurrect the monsters of the Realm… It is a highly dangerous line to dance. Here are some specific examples of dark magic categorised by usage: [h3]Political Manipulation and Control Mind Control[/h3] [i]Stripping subjects or foreign dignitaries of their free will to ensure loyalty or extract secrets.[/i] 1. [b]Memory Extraction/Modification[/b]: Probing the minds of suspected spies for treasonous information, often causing severe mental damage. 2. [b]Love/Obedience Potions[/b]: Using dark alchemy to make the monarch loved or to force binding marriage alliances. 3. [b]Glamour Failure/True Polymorph:[/b] Forcing an enemy into a monstrous form to discredit them. [h3]Battlefield and Strategic Destruction Haemomancy [/h3] 1. [b]Blood Magic[/b]: Controlling the blood of enemy soldiers, stopping their hearts, or using blood sacrifice to amplify defensive barrier spells. 2. [b]Necromancy/Animated Soldiers[/b]: Raising fallen enemy soldiers as undead minions to fight for the crown, or animating armour for city defence. 3.[b] Darkness Shield/Sentient Flame[/b]: Creating protective barriers that protect allies while hostile to any who oppose the crown. Warding is light magic. A shield that both protects and harms is dark magic. 4. [b]Summoning Demons/Void Beings[/b]: Binding dark entities to protect the kingdom, often requiring mortal souls as bait. [h3]Intelligence and Surveillance[/h3] 1. [b]Shadowcasting/Spying[/b]: Using shadows to observe secret meetings, or creating shadowy doppelgängers to act as bodyguards. 2. [b]Soul Recall[/b]: Forcing a recently deceased enemy to reveal secrets, trapping their spirit between realms. 3. [b]Magic Mirror (Dark Divination)[/b]: A scrying tool that uses blood sacrifice to see anywhere in the world. [h3]Personal Preservation (The "Immortal Chancellor" Trope)[/h3] 1. [b]Life Draining/Vitality Theft[/b]: Sapping the life force of commoners or political prisoners to maintain the mage's youth, strength, or to survive otherwise fatal wounds. 2. [b]Soul Splitting[/b]: Creating a soul container to ensure they can serve the royal bloodline forever. 3. [b]Magic Jar (Body Swapping)[/b]: Possessing a younger, stronger, or more politically advantageous body to retain power. [h3]Urban Control and Punishment[/h3] 1. [b]Magical Plague:[/b] Engineering diseases that only affect a certain population or district to quell rebellion. 2. [b]Mandatory Madness/Curse of Suffering[/b]: Using hexes to drive political dissidents insane. 3. [b]Silent Assassination[/b]: Using curses that make murders look like natural causes (e.g., stopping a heart from a distance). [h3]Contextual Consequences[/h3] [i]A Royal Mage using these abilities would likely deal with corruption— such as shadowy auras or strange runes appearing on their skin. Persistent use of Dark Magic has wider implications outside of the Mage themselves. The world suffers, decays and monster sightings are increased. A Mage seen to be using Dark Magic is punished by the Council of their Continent and, in more extreme cases, all Continent Councils.[/i][/hider] [hider= Light Magic] Light magic for a Royal Mage typically emphasises protection, authority, illumination, and healing. Light Magic reflects a role that serves the kingdom and protects the crown. It often functions as "order" magic, opposing chaos and darkness, and can range from subtle utility to intense, offensive power. Light Magic does not have a price nor wider consequence save for the energy of the Mage wielding it. [h3]Examples of Light Magic[/h3] - 1. [b]Aegis of Light/Light Shield[/b]: Creating barriers or shields of hard-light that can stop physical or magical attacks, often appearing as shining armour or a dome of energy. 2. [b]Aura of Radiance[/b]: A passive or active buff that protects the user and nearby allies, providing both physical protection and comfort against fear or dark magic. 3. [b]Purification/Cleansing[/b]: Removing curses, diseases, or "negative emotions" from individuals or land. [h3]Offensive and Tactical Light Magic[/h3] 1. [b]Laser Beams/Searing Rays[/b]: Concentrated beams of light used to pierce, burn, or slice through targets with extreme precision. 2. [b]Blinding Flash[/b]: Releasing a sudden, intense burst of light to disorient, blind, or stun enemies, providing a non-lethal way to take control of a room. 3. [b]Hard-Light Constructs[/b]: Creating solid, tangible weapons or tools out of light, such as a "sword of light". 4. [b]Sun Spheres/Orb of Light[/b]: Summoning glowing orbs that can be used for light or sent out as explosive, kinetic projectiles. [h3] Utility and Royal Duties[/h3] - 1. [b]True Sight/Clarity Manipulation[/b]: Removing illusions or detecting lies. 2. [b]Illusion/Holographic Projection[/b]: Creating 3D images of light to confuse enemies, create decoys, or display information during tactical briefings. 3. [b]Healing Light[/b]: Using radiant energy to heal wounds, mend broken bones, or rejuvenate tired troops. 4. [b]Light Travel/Teleportation[/b]: Moving instantly from one location to another by turning into light. This does not transcend time and is reserved exclusively for highly adept Mages. [/hider]