The history of the continent, Eternalias, has been steeped in magic as far back as can be remembered, though it hasn't always been a pleasant history. For a large part of it, people and beings of magic were hunted down like criminals for possessing a gift, no different from intelligence or strength in an objective light. Men have never truly been an objective species, however, so it shouldn't be too surprising to see their acts of violence towards the few with the gift for harnessing the ambient energy around them, or inside of them, to perform amazing feats. Despite their best efforts, they failed, and the number of individuals with the gift grew greater and greater until they were numerous enough to throw off the oppression by their peers, establishing a shaky peace with those without the gift. The peace was not to last. Only a quarter of a century into the peace, contentions bubbled forth and overcome both sides, engaging them in a war that reshaped the world, both physically and intangibly.
After the war, called the Rebirthing by some, magically energy existed ambiently all over the world, the internal energy of the mages scattered over the course of the war. This increase in ambient energy seemed to alter the way that magic worked. Now, more people were being born with the talent to tap into the energy in themselves and in their environment, though they had trouble doing the things that they were able to do before. While magic was originally universal, it appeared the the war had... stratified it into various groups, later christened "schools." Learning from their mistakes, both sides of the conflict agreed to work together, establishing a much, much sturdier peace than had existed before the war. That's not to say that discrimination stopped completely. It was still several decades before mages began ruling several of their own kingdoms in the method they preferred: democratic assemblies that allowed them to debate exhaustively. Several more decades occurred before they managed to establish an actual school to teach mages how to use their abilities, guiding them towards magic they considered "benign" and away from the magic that they considered "malign."
Now, there are numerous countries ruled by mages on the vast continent of Eternalias and numerous schools that teach magic to the inclined. These schools meet semiannually on matters that involve magic as a whole, discussing possible changes to teaching and ideology. The most common issue among the councils in the present day has been the issue of the "malign" magicks. Despite teaching the contrary, most of the members of the respective councils knew that some students really were born with an affinity to the dark magicks. As of yet, the only school to abolish the two categories has been the College of Preicana, a mage's guild, one of the grandest schools for teaching magic in existence. It's located the kingdom of Preicana, from which it draws its name. It's also relatively unique because of the fact that Preicana is run by a King and his nobles, none of whom are mages. They get along fine, however, by offering the government free magical services, such as potions, weapons, and armor. It's a nice system they have, though relations are a tad strained with the college declaring that magic is neutral in nature, with no distinction as to good or evil.
It's this world that you live in, and this college that you have been chosen to attend, whether you applied or were chosen specifically by the school for some internal quality that you held. How will you choose to impact history?
The way the most guilds work is fairly simple: they teach their members how to use their powers for the good of society while still making money off the services that the guild performs. The College of Preicana is really no different when it comes right down to it. They do have a few differences in how they handle things, however. For instance, most guilds separate their members into classes based on which schools of magic that they have an affinity for and go about teaching them that way. The College selects new members, whether by application or otherwise, every so often, lumping the group together as novices in their guild, which gives them all a better understanding of magic as a whole rather than just their own speciality. Groups of novices become referred to as a Family, sleeping in the same room, working together, both in class and out on jobs, and usually progressing together. While a lot of other guilds are critical of their methods, the College is the shining example of a guild, which does say something for their unique ideas.
As expected of a mage's guild, the library is the largest room in the whole complex, containing hundreds of thousands of books and, surprisingly, works of art. Members can select books from the library at any time after they are officially initiated, though they do have a due date. Novices usually don't have much time to read books from the library with all the books that they get from the classes they take, however. The second largest room is the mess hall, which is large enough to accommodate around two hundred and fifty people easily. Three wonderful meals are provided for the members of the College daily, paid for by the work that the members do for the guild. Apart from those two, other rooms include the practice rooms, the classrooms, and the dorm rooms for the members.
On the continent of Eternalias exist many strange and fantastic creatures: dragons, phoenixes, unicorns, thunderbirds, chimera, etc. Very few of these beings are classified as sentient by the majority of individuals due to a number of contributing factors. The beings that are classified as sentient are humans, elves (wood, sun, and moon), dwarves, fairies, orcs, and gnomes. Dragons have been known to seduce women and have children, though they exhibit very few of the traits of dragons. Despite vehement denial, most mages accept that demons exist as well and should be classified as sentient. It's also important to note that, despite common stereotypes, no race is inclined to be more or less magical than any other, though certain affinities are certainly more common in other races than some. For example, dwarves tend to have an affinity for Articification, while humans are more likely to be affinity-less. As for the inter-racial relations, most of the groups get along well enough, though there are some rather sharp contentions, like that between the sun and moon elves. The one group of individuals that is stigmatized almost universally, however, is that of the hybrids by the pure-bloods. Most people just sweep it under the rug, but it is a serious problem in some parts of the continent.
(Feel free to ask me about a particular race you may want to use.
Magic is defined as the exercise of willpower on the world around the mage. It is any number of supernatural effects that a practitioner can produce merely by directing their internal energy and willing their desires to be made manifest. Every mage has an affinity with a school of magic, though no mage has ever been born with an affinity for any of the darker magicks, at least according to authorities on the matter. This school of magic is the easiest for them to learn, which isn't to say that they will be quick learners or even that they have great magical potential. It's merely a fact of the world. The affinity a mage has is not limiting however; it is more than possible for a mage to branch out and learn additional schools of magic. They'll just never be as skilled as someone with that affinity. Of course, this quest for knowledge takes most of the mage's life, even with increased longevity due to magic. It's not easy to master one school of magic, let alone all of them. The few that do master all of the schools of magic is referred to as an Archmage, while those that master more than one are referred to as High Wizards of a certain degree, which is how many schools they have mastered. Though a long journey, it certainly is full of adventure and a lot to look forward too!
Conjuration deals primarily with summoning objects or beings to the Conjurer, with the stipulation that the objects/beings be "bonded" to the Conjurer beforehand. The end-result of "bonding" is different for creatures and objects. Creatures require a contract, while objects require a mark, both of which are formed through a ritual in which the bond is forged. The ritual itself actually differs from Conjurer to Conjurer and object/creature to object/creature. For example, a Conjurer may choose to use a circle based on triangles for their ritual, or salt instead of chalk. Those extraneous details don't really matter. However, some objects require a material that would have been used to make the object, or something that represents the object, like iron dust for a sword. Creatures require parts of them instead, like a feather from a bird. Rituals do require precision, especially as the bondee becomes something more magical and unique. They also take a long time to set up and make sure everything is ready, though the summoning itself actually happens relatively instantly. In order to do the summoning, however, the true name of the object or being must be spoken aloud. This is often revealed to the Conjurer during the ritual. The bondee also receives some benefits as well, such as increased durability.
Invocation concerns itself with calling forth the energy in the world around them and manipulating it. Invocation is rather unique, however, in that each Invoker has an affinity with a certain 'element' of the world: Fire, Water, Earth, Air, Lightning, and Wood. While rare, some Invokers do have slight skill with one or two other areas of Invocation, though it will never be as good as their primary affinity. Invocation also has a specific source of energy: the Invoker. They fuel their magic with their own internal reserves of energy. In a way, all magic draws upon the mana of the user, but Invocation also saps the physical energy as well. While it's not possible to cause death by overburdening oneself with a spell, they can definitely render themselves unconscious. Going that far puts a large strain on the body that takes a long time to recover from, however. It's also not uncommon for an Invoker to have an animal companion that matches their element, though the companion gains no benefits from the companionship, unlike Conjuration.
Alteration is the magic of transmutation. It works on changing the nature and properties of things, such as sharpening steel or strengthening simple robes. Alteration can also be used to reduce things as well, dulling blades or weakening armor. It is also considered one of the most versatile of all magicks, allowing the Alterist to walk on water, create sources of light, transmute matter, or move objects without touching them, to name a few applications. By far the most prominent ability that Alterists have in their arsenal, however, is the ability to change their own shape into that of ferocious beasts. Typically, this is limited to one or two different forms for a full-body transformation, though Alterists are easily able to transform individual parts of their body, such as arms or legs, into a vast number of different shapes, like claws or blades.
Abjuration is the field of protective magicks, or magic that is designed specifically to defend oneself or others, like wards or healing magic. Healing magic is actually fueled in two different ways, giving the Abjurer a choice in the matter depending on the situation at hand. They can heal the target by using the target's own energy as fuel for the magic, thus increasing the time for recovery while making it easier on the Abjurer. Or, they can heal the target by using their own internal energy as fuel, speeding the process up dramatically, at the cost of taking more out of themselves. Wards are an altogether different category. The most common ward is merely a sheet of magical energy used to repel attacks, but wards can be set up with far greater complexity and a number of special attributes, such as an alarm. These more complex wards require some preparation time and aren't advised for combat situations.
Memoration is the magic of the mind and focuses on illusions and telepathy because of that. Memors are actually one of the most distrusted mages due to their close association with stealth and subterfuge. It's not without good reason however, as Memors can use their magic to make themselves invisible, charm others, glean information from the mind, or manipulate emotions to an extent. Surprisingly enough, animals are completely immune to the magic of Memors, their instincts overriding the effects that the magic lays on the mind. Needless to say, this makes them a relatively popular defense among nobles against Memor mages. Other mages also resist Memoration due to their natural willpower. Simple Memoration is easy to cast and can be done almost instantaneously, while more powerful magic requires a little bit of time depending on the complexity of the illusion.
Divination focuses on searching out the truth through magical means above all else and involve a number of spells that can be used to obtain information, like scrying. They can also discern magical enchantments, text, or traps and barriers with far greater ease than most others would using their magic. Memoration has the hardest time against Diviners because of the nature of their magic as well, which allows them to dismiss or resist illusions with relative ease. Mages with an affinity for Divination also tend to possess some form of prophetic ability, which can lead to disaster if used improperly or without wisdom. While apparently relatively weak, Divination actually has quite a lot of potential due to the natural ability of Diviners to notice things that can lead them to victory, such as a gap in an opponent's stance or a weak spot in a wall.
Articification deals with creating and enchanting magical items, imbuing them with potent and useful magical effects, which can be used by anyone. The effects that a Artificer wishes to put on an item are quite varied and require different materials depending on the effect. These specifics can prove quite deadly to those who don't heed them, foolishly charing in without thinking. Improper preparation can actually lead to quite devastating explosions or backlashes of magic with the potential to curse the Artificer. The one item that each enchantment requires is mana stones. These stones are uncommon naturally, though not overly rare. Though a skilled Artificer can craft stones of their own by channeling their magical energy through it over several days, these stones very rarely match up to a natural stone. It's not unheard of, however.
Venecation deals with potion-making, extracting the magical properties of plants and other magical materials for extraordinary effects. Because of its nature, Venecation is actually one of the only magicks that can mimic the other schools, through things like potions of healing or fire, which explode upon breaking. While they aren't nearly as effective as actually being able to do the magic, they are able to be used by everyone. The most common potions, apart from health tonics and the like, are potions that make life easier in some direct way, like bolstering strength so lifting heavy things isn't an issue or something along those lines. It's also worth mentioning that potions require a portion of the mana of the Venecer when they make the potions, which means that the Venecer can augment the potion before using it to bolster its strength by pouring more of their energy into it.
Malefication is the school of magic based on curses, hexes, etc. *While dark at first glance, it is actually one of the most benign of the dark schools of magic, and has been used by some countries under mage control to punish criminals, particularly magic ones, or obtain information from dangerous criminals. *The process for obtaining permission for torture are quite lengthy in order to control it better, but curses are regularly handed down by judges at trials to criminals, often with the purpose of preventing the crime from occurring again. *Of the abilities a Maleficer has at their disposal, none is more heinous than the use of voodoo, though it doesn't actually see much use due to its relative complexity. Malefication has actually been moved into the benign category by law in several mage states with evidence that it can also be used to bless others rather than curse them. With curses already much more widely used than implied by the name, most people considered it only a matter of time.
Obitation is the school of death magic and involves everything one might expect of such a school, like Necromancy. That doesn't mean that Obiters have access to only Necromancy however. That would be a mistake. Obiters actually have access to several abilities that are related to death, such as instilling fear into others, freezing others, or killing them outright. Particularly powerful Obiters usually become liches to further increase their power and their desire for immortality. This magic is considered dark magic due to the fact that the magic itself violates the sanctity of life. Judges of such things may be willing to overlook the use of the magic if the target was particularly heinous, like a mage in the process of becoming a lich, but it's quite rare.
Pravation is a school of magic based on dominating the mind and soul of another sentient being in order to control them. Sometimes this takes place as possession, where the mind of the Pravator inhabits the body of the victim and cuts of their mind from control, but puppeteering is the most common form of Pravation. Due to the fact that it violates the sanctity of the soul and the free will of the victim, it is regarded as the second foulest school of magic that the dark arts has to offer. Experienced practitioners can wield even more frightening abilities, such as dividing their attention among various animals in order to use them as spies and servants. There is always a risk in the art of Pravation, however, as the part of the mind the practitioner sends out can become trapped within the victim if the victim regains control.
Sanguination is the school of magic that involves blood as a medium through which to cast spells. It is rather unique in that it is the only branch of magic that can mimic every other form of magic, although obviously to a much weaker extent. The power of the mimicry can actually be increased by using the blood of one that had an affinity with that magic, though it still won't be as powerful as the original. There also exists a number of abilities under a category of pure blood magic that involves such things as siphoning blood, thus repairing one's own injuries or using blood as a weapon. Clearly, in the case of this magic, the blood of the user is more powerful than the blood of others, though siphoning blood works in the opposite way.
Skeleton and Profiles:
Mathias Hauxeyas (Lucius Cypher)
Oria Melis (Hallowed MInd)
Ruby Kerris (TaroAndSelia)
Nora and Danielle Fields (Adam Langley)
Miz'ri A'Daragon (TaliPaendrag)
Saelion Felthoryl (TaliPaendrag)
Edonil Talan (LuciferNemesis)
[B]Race:[/B] (See "Races" above)
[B]Affinity:[/B] (See "Magic" above)
[B]Personality:[/B] (Just give us a grasp of who your character is)
[B]History:[/B] (You're a teenager, so you shouldn't have too awful much here. Feel free to withdraw information to keep secrets ^.^)
[B]Appearance:[/B] (Either a picture or a detailed description is okay. If you're like me and can't find a great picture, feel free to use both.)