Upon Ardan's surface 10% of the world's population are capable of using magic which has existed for all known time. These users enter into magician's guilds to improve their skills and gain access to requests, jobs exclusively requiring the skills of a magician. One guild has begun to shine after over a century of struggle. A new Guild Master intends to lead the guild to glory and riches; for all their names to go down in history as paragons of magic. This guild goes by the name of Vale Craft.
Obviously there's a fair few rules and also background regarding Ardan as a world. Geographically it is one large landmass dotted with lakes. No countries as such exist although regional differences obviously do; semi-independent city-statehood is probably a more apt description of Ardan with one government overlooking the entire world (as it is known).
The time period would be high medieval (without gunpowder as a use in canonry or smaller firearms). Obviously the existence of magic allows its use in creations such as blimps/generic air ships and to some extent as an energy source in vehicles (although the latter would be very experimental and not widely used at all). It would be best to say that the culture has expanded to high medieval but in terms of tecnology time is stuck on early medieval due to magic's existence as an energy source (therefore there not being so much a need for advances in technology).
Magic is not a new institution - it's quite commonplace and the safeguards against mages are strong enough that the populace don't feel threatened by mages at large. Of course, a mage on a rampage is something to be afraid of but it's only rogue mages (those in rogue guilds or those who refuse to join guilds and cannot control their own power) who are truly feared/demonised. A governmental organisation (the Guardians) is effectively a police force made up of mages specialising in the destruction or containment of rogue mages. They are also used to keep guilds in check under both common law and mage law.
There are, of course, going to be non-magic users who try and specialise in the hunting down of mages (and those groups who explicitly hate mages as a whole, as religious groups and extreme atheists do not necessarily get on well in the world today). You are right in saying they are not common but they will exist and there will of course be clashes. The guild I have in mind will not be the foremost but it will certainly be one that is known.
Lastly, the world will of course be changing as time passes. There will be new inventions, political and cultural shifts etc. My idea is for this to not so be a time of turbulence but at the very least a time of reform and change, both magical and physical.
Magic is drawn from one's own body. I suppose it could be called mana. Conjuring of course takes more energy than use of existing elements and magicians will have one area of expertise where that particular school of magic uses less mana also. Mana can also be store in items but degrades over time. The type of magic would be limited to one expertise/discipline. Anyone can use any type of magic, in theory, but generally speaking only one specific type could be used effectively (e.g. someone capable of producing and controlling flames at will would be poor at other types of magic but still able to use them at a very basic level). Also obviously no god-modding. I'd accept virtually any type of magic as long as it was sensible and had sufficient limits to it.
Magic would generally begin to show itself in a person around the age of 7 or so. The end of puberty (circa 21 but obviously varies) would be nearing the point where magic might destroy the mage if they did not possess an emblem (an emblem allows them to control and utilise their magic).
Those who do not wish to be mages (but have magic) can seal their magic off by taking a drug regularly which destroys their mana pool over time (thereby keeping it under control) or by wearing jewelry made of a metal (actually an alloy of several metals) termed generally as 'Sealite' which has a similar effect to the drug (without addiction issues).
Guilds are also a requirement for mages. Upon entering a guild a mage has the guild's emblem grafted onto them through a ritual by the Guild Master. Possession of an emblem allows a mage to control their magic (without this emblem a mage cannot control their magic and it will eventually destroy them). Depending upon their power/ability the colour of the guild emblem will change as they progress to show their rank. Offices such as Guild Quartermaster or Librarian are a separate hierarchy; the colour of the emblem is simply to show raw magical potential and is governed by the Guild Master and the top ranked guild members.
Characters should be either new members of the guild (just joined) or those seeking to join the guild. PM me if you have any questions/suggestions for your character.
Thorough explanations can be found in the interest check here.
Name: Alexis Conrad
Description: Wavy blonde hair reaches to her waist, tied into a single ponytail. Her piercing blue eyes are calm and determined but also exude an innate warmness, welcoming those who approach her with goodwill. Alexis is a short girl, barely five foot one inch tall. This, along with her skinny frame, seems to be at odds with her battle skills.
Preferring to wear simple, easy to move in clothing of calm coloured material; Alexis is a girl who could easily be overlooked.
History/Biography: Alexis' entire family was slaughtered in a raid by a rival village as the result of a blood feud. Protected and saved by her aunt, she grew up within a whirlwind of escalating skirmishes and battles between the two rival villages. Losing all her family and many of her friends as a child showed her the chaos and strife of conflict. Leaving her village, no longer able to stand the bloodshed, she placed herself under the tutelage of a monk. Unwilling to use a weapon, except a quarterstaff, Alexis learned the ways of unarmed and non-lethal combat as well as the monks' peaceful and calm attitude to the world. Skilled in immobilising and incapacitating her opponents, Alexis is well on her way to perfecting the art of unarmed and non-lethal battle skills. Signs that her magical prowess was beginning to reach dangerous levels the monks instructed Alexis to seek out a guild which chimed well with their righteous ideals.
Eventually she found Vale Craft. After spending a week in the guild she decided to join. So far she has yet to form a team with anyone.
Personality: Quiet and thoughtful, Alexis exudes a tranquility which is reflected in her carefully chosen words. With little to say, the few times she chooses to speak are well worth listening to.
Weapon type: bare hands, any weapons from disarmed or defeated enemies.
Magic ability/discipline/element: Body enhancing magic (body hardening, strengthening, flexibility etc etc).
Anything else: Black Insignia (lowest rank)
Robotic Dracon: Connor De'Sin
Card Captor: Jason Lee Scott and Mina Rose
Silverpoint 345: Mesophil Kasratu
Dragonydas880: Amelia Yehart
Dubwarlock: River Brodeur
ViridianHue: Juliette Delacroix
chaostempest: Kiev Draginua
AzaelaLane: Azaela Lane
Invizzion: Elia Kuroma