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Knowledge of the Arcane

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[Llew]
Captain

PostPosted: Sun Dec 10, 2006 1:26 pm




"Magic isn't something we all have. Some of us are born with it. Some of us develop it. Magic is like the races of Ranothor: so diverse and different that it is nearly impossible to term it all under the same word. It comes in many forms.... in the form of alchemy, of spells and enchantments, of invocations, of wards and shields, of artifacts, of creatures, and of simple power that has some immeasurable source, that simply manifests itself with no other explanation.

Magic is something we see but can not explain. And if you are here to study and use magic, there is one thing you must learn:

That we can never know it all."
PostPosted: Tue Aug 14, 2007 3:49 pm


The Wizards' Guild

Though the guild is called that of the wizards, it is more accurately for those who use magic of any sort. Alchemists, elementals, spellcasters, and those who use arcane powers of any sort are welcome here among the ranks of magic users. The guild is present to unite these magic users under a common set of rules to keep any rogues from taking advantage of the people, or being taken advantage of.

The guild hopes to educate those with magical inclinations on how to use their skills and powers properly, in an environment where the danger is more controlled. It also hopes to educate the majority of the population that those who use magic are not to be feared, to keep the magic users in the kingdoms safe from most persecution.

The guild also represents these magic users when it comes to finding work and keeping their skills sharply honed. Many employers come to the guild when searching for someone to perform a specific magical task, and the guild guides the appropriate magic user to them.

[Llew]
Captain


[Llew]
Captain

PostPosted: Tue Aug 14, 2007 3:50 pm


Guild Headquarters

The wizards' guild is headquartered in the wilderness, about a two day journey on horseback from the nearest towns. The distance allows the magic users to practice spells without fear of causing inadvertant harm and to allow the guild some measure of privacy when it comes to in-guild matters that outsiders should have no rights to know of.

The headquarters is almost castle-like in appearance. The central stone building, kept cool by magic, is large, surrounded by four large, round towers. The central building is roughly rectangular in shape and is many-floored, filled with offices, classrooms, supply rooms, personal quarters and various other rooms of unknown purposes. The towers are reserved mainly for offices and rooms in which to practice mildly more dangerous spells.

There is a large dome behind the main building, used for spell practice and practice battles, mainly. There are several outbuildings that contain more private quarters for higher-ranking guild members and storage facilities for more volatile artifacts, weapons, and alchemy ingredients.

Most of the major cities also have their own headquarters for the magic users in that area. The headquarters is usually a large tower with attached dome for practice matters. The tower generally holds classrooms, offices, and rooms dedicated specifically to alchemy. The specific rooms vary on the city and what the magic users in the area need in order to work.
PostPosted: Tue Aug 14, 2007 3:51 pm


Guild Members

Member Name -- Wyrm (if bonded) -- Specialty -- Rank

None as of yet...

[Llew]
Captain


[Llew]
Captain

PostPosted: Tue Aug 14, 2007 3:56 pm


Guild Ranks

Rogues
Rogue magic users are those who have just joined the guild and don't really have a specific function within it. They loosely associate themselves with the guild but don't have much to do with it, at least not yet. They are the lowest ranking members of the guild.

Apprentices
Apprentices are usually younger guild members, often just beginning their introduction to the world of magic. Not all members go through this ranking.

Journeymen
Most already-proficient magic users enter the guild at this rank. These guild members are often quite talented and practiced in their specialties, needing only time and practice in order to perfect their skills. These are the people most often sent out on minor assignments by the guild.

Masters
Masters are those who have an excellent command of their particular specialty. They are often sent out on more serious assignments or to accompany armies if they use offensive or defensive forms of combat magic. They are also the usual teachers of classes held by the guild and often are the ones specifically training apprentices.

Archmages
Archmages are very few. These have far surpassed a level of mastery in their specialty and are often proficient in other forms of magic as well. They are generally the ones leading the guild's activities in certain cities or regions. They teach classes, officiate assignments, and take care of the more serious magical needs of an area.

Guild Council
Everyone on the guild council was previously an archmage. They now exist as a body of twelve members--eleven council and one guildmaster-- to oversee the activities of the guild, such as assigning more wizards or mages of a specific specialty to a certain area if necessary, negotiating with governments, setting up new guild branches, and other such bureaucratic tasks. The guildmaster is elected from amongst the council members and serves for a period of one year. A guildmaster may serve consecutive terms if all council members are in agreement. Otherwise, a new council member is elected by a majority vote. Council members generally serve for life, until they die, retire, or are officially removed as punishment.
PostPosted: Tue Aug 14, 2007 3:58 pm


Specialties

Specialties are the specific skillsets a magic user has at their disposal. Some are born into a person, and some are developed. Most magic users are of one primary specialty and have limited skills in other areas.

Alchemy
Alchemy is also known at the art of potion-making. If it involves mixing ingredients into a liquid or solid format, it falls under this specialty. While some people are naturally more gifted at alchemy, it is a specialty more often learned than born into a person.

Mage
Mage magic is better known as elemental magic. This is magic that is generally born into a person, though it can be acquired through hard work and study... a great deal of study. Elemental magic can involve spells and invocations, as well as calling upon certain creatures of an element.

Wizardry
Wizardry is the use of spells and rituals which are learned through rigorous study and practice. It can be loosely divided into several categories: defensive, offensive, creationary, summoning, and 'other'. Creationary exercise take the most energy, as they require forming objects from the very molecules in the air and water and ground. Offensive and defensive magic is most used in combat situations. Defensive magic is also used for wards and shielding around residences. Summoning is trickier and tends to vary from spell-to-spell. Other magic is a hodge-podge of abilities and effects.

Animal-centered Magic
Magic based on animals is rarer and more limited. It usually involves mindspeaking to animals and 'borrowing' their abilities for a time: the cheetah's speed, the horse's intelligence, the hawk's good eyesight. This sort of magic is nearly always born into the person and is nigh on impossible to develop without some sort of natural inclination toward it. It is also quite risky, as the magic user tends to pick up too many animalistic traits and can become trapped in an animal's mind.

Artifact-gifted Magic
This is the most dangerous sort of magic. Some artifacts gift magical talents of sort to the user, and these gifts can be fickle at best, fatal at worst. They are the most unpredictable talents and can vary in type and power. They are to be treated with the utmost of caution.


[Llew]
Captain


[Llew]
Captain

PostPosted: Tue Aug 14, 2007 4:00 pm


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