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[§] The Magickal Scriptures

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Der Pestdoktor
Captain

PostPosted: Sat Nov 21, 2009 12:56 am


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THE MAGICKAL SCRIPTURES
MAP - MEMBERS - HISTORY & UPDATES - ABOUT
(more to come)


...last updated January 25, 2013.
PostPosted: Tue Jul 13, 2010 7:43 pm


HEADQUARTERS
THE NORTHERN BASES & AN IMPENETRABLE STRONGHOLD.




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MAIN HEADQUARTERS ➤ ANICA
THE NORTHERN BASES & AN IMPENETRABLE STRONGHOLD.


With centuries of conquer and command in their long history, the mages have found their home to be that in the Northern region; nearly all of their fortresses, buildings, and castles have been taken under the wing of the Fellowship for their own benefactor, either through battle or simple finding. With an iron grip over Shyregoed, the mages enjoy a large array of buildings of which are secured by their own members. Located in the midst of the harsh, frigid weather, all of their castles don thick walls of securely placed stone, however cold and meager in appearance as they may be in their exterior. Once one gets through the rough walls of the Fellowship castles, they will find an interior brightly lit with warm candlelight, extravagantly decorated with rich purple banners, gold and silver trim, as well as artifacts from numerous cultures of centuries past. The Fellowship's main castle is located within the center of Shyregoed, isolated from any of the cities around the cold region and surrounded by thick forests. While secure with heavy stone and decorated with fancy artifacts as always, the base attracts a high concentration of ice and thick barriers of snow, making it a difficult headquarters to find. During conflicts, blizzards in the surrounding area are common, raised by Anican mages to further protect their sanctuary. The Fellowship's secondary establishment is much further into the mountains are the Northern Bases of which are often watched over by the Fellowship Adviser and many oracles. Every region of Panymium has at least two mage establishments within its borders, making it a far reaching faction indeed.

Der Pestdoktor
Captain


Der Pestdoktor
Captain

PostPosted: Fri Jan 25, 2013 10:53 am


MEMBERS
ACHIEVE BALANCE.

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NPC CHARACTERS

Lady Benedikta Waldgrave
deceased grand magus

Lady Sanguine
iii.virgin blood

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THE APPRENTICES

Sage Estratus & Sloane
Grand Magus ; iii.sword

Lord Yizhaq bin Saleh & Hayat
Seer ; iii.gryfalcon

Danylrein Galdenin & Nella
Mage ; ii.lantern

Halwyn Deverill & Lucina
Mage ; ii.oak tree

Rosana Sparrowfell & ???
Mage ; ii.quill pen

Theodore Lucas & Ophelia
Augur ; ii.ring

Chauhn Clemmings & Clurie
Augur ; iii.ashes

Jin-Ho Kyon & Blaithe
Augur ; ii.paintbrush

Audrey Hatch & Peder
Augur ; ii.wolf's tail

Darius Goodfellow & Cyril
Augur ; ii.dagger

Maiya Enslin & ???
--- ; ii.hatchet

Kyros Leonora & ???
--- ; i.rosary

Cuthbert Thoreau & ???
--- ; i. map

Baron Flanagan & ???
--- ; i. icicle

_____________________________________________

HIERARCHY

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GRAND MAGUS

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ADVISER

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ORACLE

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SEER

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MAGE

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AUGUR

LADY BENEDIKTA WALDGRAVE ; DECEASED LEADER
With wrinkles that lined every tiny detail of her face and a look of displeasure planted permanently on the lines of crow's feet to the side of her eyes, Lady Waldgrave was a short, stout figure. Her thin, frail white hair was long and streamed across her face in thick tendrils; her ears infamously big and moth-bitten at the sides, and as white as the rest of her old self is. Covered with numerous layers of old, worn clothes, Lady Waldgrave fancied many eccentric and natural elements to her style of clothing, oftentimes enchanted with magic to add more spice. She nearly always wore a pointed straw hat, whose bottom was lined with a roof that shadowed a good portion of her face. This was the image she left to those who did not know, did not see what she had become.

Like the other heads, Lady Waldgrave's history is buried in secrecy and hidden to the general public-- it's only known that the century-old woman was raised in highly magical roots, and that her father was the one who had ruled over the Fellowship before her. Over the past 117 years, Lady Waldgrave quickly grew to be known as one of the most influential and most powerful mages in the continent, rivaling power to that of the kings' and queens'. Though Lady Waldgrave is no longer with us, her presence lingers and haunts the Fellowship in the form of the plagued Blood Lady, Sanguine, created from her sin and betrayal.


LADY SAGE ESTRATUS ; THE NEW GRAND MAGUS
The current, newly appointed Grand Magus has been met with mixed feelings, rumors, and much debate. Lady Sage Estratus served under Grand Magus Waldgrave for many years as an apprentice, eventually earning the title of Fellowship Adviser. For some time she was stationed at the Northern Bases, out of Anica and away from Lady Waldgrave, and so she could not have predicted what was to transpire. In years past, Lady Estratus thought of Grand Magus Waldgrave as not only a leader and teacher but an extension of family. This opinion has been turned on its head following Lady Waldgrave's apparent betrayal and death, her loyalties instead turning to the Shyregoedian royal family.

Though she is barely thirty, Lady Estratus manages to retain an imposing figure even when compared to the ancient Lady Waldgrave. Dark hair frames her pale face and amber eyes keep a calm but piercing watch over her land and her people. She is rarely seen in public without the presence of another, a large Infitialis knight named Sir Sloane, better known as Estratus' Sword, whose exploits in battle have been called monstrous. Lady Estratus carries with her a stoic demeanor well suited to a position of leadership, but for now it is uncertain if she is best for the position of Grand Magus and if she will be able to make up for the mistakes made by her predecessor. Now seated upon Anica's throne, Grand Magus Estratus is tasked with a great many things; she must renew old ties with factions, strengthen the Fellowship's bond with the royal families of Panymium, and reach out to all those who look to the mages for answers.


SIR SLOANE, ESTRATUS’ SWORD ; PLAGUE KNIGHT OF THE FELLOWSHIP
One of the earliest examples of the living Plague, Sloane was born a Servos in 1401 following the death of Lady Estratus’ father and resulting riots in her home which caused the new pair to flee. Prior to this, he was a well crafted sword made by Sage’s uncle, Vanir Estratus, who helped in turning Maycove to a more militaristic direction while still retaining its roots in the Fellowship. Very few know of Sir Sloane’s origins as a Servos, as he is now considered a fearsome Infitialis by those who do not know him or have seen him on the battlefield. The events which lead up to this distinct shift are ones the Grand Magus herself would rather forget but it is difficult to do so when reminders continuously creep back. Estratus’ Sword is a loyal knight to the Grand Magus and a dutiful servant to his faction, an intimidating and authoritative presence to many mages, and a marked ally to the Imperial Guard’s Plague General. Though he does command some amount of respect, rare enough for any Plague to have in the Fellowship, the majority fear him.
PostPosted: Fri Jan 25, 2013 11:02 am


HISTORY
AS OLD AS THE HUMAN RACE.


For centuries, long before the founding of Panymium under a single flag, the Fellowship gathered as a collective of nomadic magic-users across the world, hailing under the power of the Aether. The foundations of Panymium's history lay among families of great and powerful sorcerers who ruled the country with both benevolence and an iron fist. Their leadership was one steeped in myth, tradition, and faith. Magic was the driving force of all things for as long as anyone can remember and the Fellowship had always been closely aligned with the Panymese church, making their presence nigh inescapable. As such, it was no surprise that when a new religion began rising to power, especially one that disagreed so pointedly with Panyma's teachings, the Fellowship and its mages did not look upon it favorably. A rivalry formed, one firmly adhered to by Grand Magus Waldgrave. Not long after, a new form of "modern magic" started to become popular and established itself within the Panymese government through numerous technological advancements.

Over the years, the status of the mages and the Fellowship as a whole became less favored. In the presence of science, magic was unnecessary and with nearing salvation preached by a new church with attractive ideals, many left Panyma and the mages behind. Still, the Fellowship of Mages had been the leading party for countless generations and provided the bedrock for Panymium itself, which left most people trusting or indifferent towards those affiliated in the presence of these new groups. It was only during the uprising of the Black Death that their title was widely questioned. With a disease confounding scientists across the nation that was taking thousands of lives everyday, many citizens accused the Mages of casting a spell among the Panymese. Desperate to prove their innocence, the Grand Magus, Benedikta Waldgrave, and Dean of the Council, Doctor Kirkaldy, forged an alliance and so the Fellowship officially began opposing the disease and assisting the scientists in their search for a cure. In recent years, these rumors have waned but the suspicion still lies unspoken among many of the lower class. Opinion of the Fellowship is tainted from many believing the mages feel entitled to the country, their own misunderstandings of magic, and even its opinions of Obscuvanism.




MOST RECENT UPDATES



March 15th, 1411. - Grand Magus Benedicta Waldgrave's death*

Der Pestdoktor
Captain


Der Pestdoktor
Captain

PostPosted: Fri Jan 25, 2013 11:05 am


ABOUT
PROTECT OUR FUTURES.


VIEW ON PLAGUES
When Plagues first rose to the public eye, the Fellowship rebuked them wholly as unnatural, disgusting, and a blight on their country. It didn't take long for nobles of all factions to become interested in Excitos as exotic shoulder pets, even those within the Fellowship, which lead to their opinion softening but most strictly for those of the Neutral and Lawful alignments. When Plagues of human shape and strange power arose, these preferences of alignment strengthened and those of Chaotic persuasion were looked on as pariahs. Servos and Locos are especially coveted by the Fellowship as a "natural" remedy for the disease, especially until the scientists find a medicinal cure. Since then, opinion on Plagues has been largely mixed and, in particular, there is a divide between whether the Fellowship would prefer the Plagues gone once a cure is found or if they believe they have earned the right to survive.


TYPE OF ALLIANCE
Since Panymium dawned as a civilization, the Fellowship has been a constant presence which was fueled by magic, lead by nobility, and worked to blend civil order with religious beliefs. Largely, they will accept anyone who plans to earn their keep and give back to the community for the opportunities it provides them. In recent years, the Fellowship's influence has weakened and they are working to connect back to their roots as well as reach out to their peasantry. This has been made difficult as of late, for lower class opinions of the Fellowship are that they care little for them or, in some cases, are working against them. Many are bitter, outside and in, about the current standing of mages in society but they are working tirelessly to right past wrongs and do what they feel is best for the nation and its people.


LIFESTYLE
Hard work and discipline are the cornerstones of mage society. They are avid scholars, artisans, and masons who enjoy using their special powers to benefit the community. The Fellowship aspires not to use their powers in miserly ways, and so it will only help with things they feel are necessary such as food and shelter, security, health, and other resources are at the forefront of its thoughts. Most of its members consist of religious people affiliated with the Church of Panyma, especially those living in their cold mountain home, but they approve of most legal lifestyles and will not turn away those who wish to join with innocent intentions. Many members of the Fellowship do not actually practice magic, either through choice or difficulty learning the art; this does not make them any less a member and the Fellowship has numerous opportunities for those who do not use magic as well. Above all, their main wish is to Do No Harm. So long as you are not actively or willfully hurting others, the natural order, or the Fellowship itself, you would be looked upon favorably.


FACTION GOALS
Above all, the Fellowship wants the world and its people to flow naturally, as Panyma intended, and believe in letting nature take its course. However, as they are not solely a religious sect, this faction is unafraid to act in times of need and will offer necessary pushes. Individuals who join the Fellowship, rather than being born into it, often do so with the intent to better themselves, something for which the Fellowship of Mages provides an excellent environment for doing so to those both magically inclined and not. They are very much against not having a balance, preferring not to tip the scales too far in either direction, and so could be considered a more neutral party among the other factions The Fellowship appreciates the Council for its knowledge and advances in the medical and scientific fields, especially with their work currently relating to the plague, but alternatively the mages are vehemently against the House for contradicting their core belief structure, converting countless magic users, and their penchant for disruption. As well, The Fellowship is currently on uncertain terms with both the Guard and the Empire itself. Generally they believe there is a way of getting rid of the Black Plague but are certain the answers lie within the creatures derived from it; if they can learn to understand and utilize the Plagues, they may be able to save their people.


COMMUNITY
Large, widespread, and yet their beliefs, while not always the same, are not radically different. The mages accept all kinds, from all corners, as long as they do no harm. As they have been directly threatened by the House, violently at times, they believe Obscuvanism falls into the harmful category and should thus be turned away. Not all mages are great at what they do, most need some sort of medium to work properly, whether that be spoken spells, potions, using staffs or wands, but they put little emphasis on how well you do in the main community; it’s the nobles that have a higher standard for power and adaptability than anyone else. Most nobles try to be on the level with their community, but this is not always possible and some get very wrapped up in their own world. They’re only human, despite the otherworldly powers they possess. While in the past mages were always looked upon favorably, with recent changes to the political climate those of the Fellowship are finding that they often need to tread carefully and work to save face. There are many who believe the Fellowship is crumbling (and many who believe it should do so) but the Fellowship takes care of its own and is steadfast in keeping itself functioning. Fellowship nobles are particularly close knit, especially those in Shyregoed, and look to the Grand Magus for guidance with the hope of positively influencing key decisions. Though the lower class does not have this luxury, nor will they ever likely see the face of their leader in these turbulent times, there is a sense of family in the more traditional circles.


TRADITIONS
As the oldest faction and one of the founders of Panymium, the Fellowship of Mages has a rich history riddled with myths and superstition. One may find many of the elder mages to follow these closely, and tradition itself is an exceptionally important part of the Fellowship as a whole, but it is not unusual for younger minds to grow bored with such things even if they were born into the faction. This has ushered some inner turmoil between traditionalist mages who treat magic as a way of life and those who see it as a means to an end. It is common practice to take very good care of their staffs in particular, as it is believed if a mage's staff breaks, their Aperture will close slightly and decrease their magical abilities. Also, a mage's staff is always hand crafted by them and them alone; because of this, it isn't unusual to see a mage with the same staff for decades at a time before a new one is crafted. For the most part, mages will not turn away food but since their rivalry with the House began they have cut down considerably on their consumption of birds. Mage clothing is always made of beautiful, natural fabrics and dyed an assortment of vibrant colors which they believe are charmed by Profugus itself. With mages having once ruled the land, some colors are reserved specifically for royals, such as bright red and purple, while blues and oranges are reserved for the lords and ladies. Wearing mainly black or white depicts a neutral status within the mages and those who keep to it are usually not spoken to until they speak first to denote an "invisible" feeling as though the wearer is a ghost. While this is typically reserved for those in grieving, it should be noted that the current Grand Magus, Lady Sage Estratus, has been clothed in monochrome for several years and many older mages assume this to be arrogance due to her age.


BELIEFS
The Fellowship at large has always had a strong bond with the Church of Panyma and relies heavily on its teachings to shape their own beliefs. On general principle, it considers other religions heretical but does not actively oppose them save but one -- Obscuvanism. Since Waldgrave's spiral into insanity, the Fellowship's political connections to the church have weakened but its presence is still an important and formidable part of the Fellowship's establishment. Alongside this, the Council of Sciences is an ally that mages of the Fellowship have worked closely with for a few years now. In fact, there is a building in Thorn, Auvinus, completely devoted to the marriage of science and magic which the two factions use in harmony to further their knowledge and goals.

Food and feasting are an important part of mage culture, something that they believe crosses all borders because everyone needs it to live. Whenever there are large meetings to be had, especially involving mage nobles, it is typically done over a meal. Just as well, one can expect the people of Shyregoed to suggest food if people are feeling under the weather or emotionally vulnerable. Common staples of mage and Shyregoedian diets include hot foods, both in temperature and flavor, stus of meats and herbs when available, and use a great deal of seasoning to flavor their food. Though normal Shyregoedian citizens do not have frequent access to high quality meats, fruits, or vegetables, thanks to their magic the Fellowship is able to keep small green houses in their buildings and make sure their livestock are healthier than the rest of the snowy province. As stated, birds tend to be avoided in recent years, and so the more typical meats come from rabbits, deer, and sheep. Pigs are generally avoided for reasons of cleanliness. Alcohol as well, particularly mead and ale, is frequently used in feasting compared to normal meals as they are intended to be a time of merriment. Shyregoedians mages are known to get quite rowdy during these times. Though wine is quite rare, especially up North, it is rumored that Anica has its own private wine cellar and there are many who covet the well aged bottles.

Just as not all members of the Fellowship actively practice magic or are even aware of how to access it, not all mages are exclusive to the Fellowship. When first joining at the rank of Augur, Fellowship mages may outsource their work and even themselves to other factions, the Council in particular, and many who choose to do so do not return. There are also those who have managed to tap into their magical abilities with no affiliation or assistance from the Fellowship at all, which is a point of some contention with the Fellowship mages who believe their abilities are going to waste. This belief is mostly directed at those with magical proficiency who have converted to Obscuvanism or cultists who have studied the magical arts. Just as the Fellowship covets the Lawfully aligned Plagues for their power to cure the Black Death, the House has gained a large amount of Neutral Plagues and even their leader gave rise to an intensely powerful Quietus which is something that frustrates the Fellowship to no end. It truly feels as though their powers are being turned against them.

It is believed that all mages draw their power from what they call The Aether, a world which they believe is parallel to their own that houses the spirits of the deceased and all of the energies of the world. When one uses too much magic, they are drawing too much Aether and are then temporarily cut off from its resources which makes the mage very ill, both physically and mentally. Symptoms consist of short term dementia [auditory and visual hallucinations, delusions, depression, sleep deprivation and phantom pain] as well as breaking out into a cold sweat, migraines, vomiting, aching joints and lethargy. These symptoms disappear after a few days of rest and not using magic. The Aether as mages describe it is a mystical realm parallel to their own which houses life, death, and power in all forms. It is drawn upon when spell casting and is accessible through meditation. Mages are tied the strongest to The Aether but they are not the only ones able to access it -- though, mages are the only ones capable of drawing power from it. It holds raw power from the elements, spirits of the dead, anything that was and ever will be. Everything there is tangible, from time and fate to ideas and even your own sins. Religious groups unaffiliated with the mages would likely consider The Aether a blasphemous place, possibly “Hell” but the mages consider it an entirely neutral area, perhaps even where Panyma herself resides.

Of interest is that mages believe the magic they wield is far too powerful to house inside their body. Instead, every human is born with a certain sized Aperture within their body that acts as the gateway between their world and The Aether, which is where they draw their power. The aperture is invisible to the eyes and can only be sensed, but may be any size and placed anywhere on the body (most commonly on or around the hands). It is not unusual for certain drawbacks to occur depending on where the aperture is located; for instance, one's hands may tingle if their aperture is on their palms or, in the unfortunate case of Danylrein Galdenin, temporarily lose their sight if their aperture is in their eyes. Due to finding their own power quite daunting, those with larger or more strangely located apertures are apt to keep a familiar, an animal companion through which they may house some of their power when spell casting. This allows them to either use more power or have more control without drawing too much resources from The Aether. This practice is referred to as Familiarism and is also a field of study within the Fellowship. A mage's familiar is typically an animal that associates with them in some way, but are most commonly feline or canine. It is worthy of note that Plagues draw power differently than humans, as they have no aperture themselves, but the bond shared between Grimms and their Plagues seems able to follow the same purpose as an animal. This means Plagues may also serve as a familiar, however the exact process is currently under investigation and is not fully understood.
PostPosted: Tue Jul 02, 2013 9:28 pm


FACILITIES
SECTS, ORGANIZATIONS, AND SERVICES.


this is a wip please be patient
below are highly professional notes


APPRENTICESHIPS
Those looking to increase their rank in the Fellowship and gain a better understanding of their abilities must seek out apprenticeship. An Augur may not become a Mage in name until their apprenticeship begins and most of their time is spent effectively interning until they find a suitable mentor. The first task of any magical student is finding the location of their aperture and making a staff. While not all magic users wield staffs, some preferring wands or other items, it is a matter of tradition and also serves as a focus for their abilities to channel in a more controlled fashion. A mage must always make their own staff, ensuring its connection to their aperture. First studies include offensive and defensive magic, an introduction to the classical elements. Some mages may only attune to a single element, while others may dabble. The point of the apprenticeship, outside of magical tutelage, is to find a field of study to specialize in. Once apprenticeship is complete, Mages are then free to pursue their field of interest and aspire toward Seer rank. Only Seers and Oracles may officially take on apprentices such that it counts toward a rank increase once completed. The process of each apprenticeship is wholly unique to the mentor and experiences may differ wildly.


TUTORING
For those who are not so lucky to yet find a mentor, are not of high enough standing with the Fellowship to warrant private tutoring, or are not affiliated with the Fellowship but desire a higher magical understanding, group lessons are provided at each Fellowship hub. It runs on a community mindset of "pay what you can and work off the rest", allowing even the poorest to participate. The starting lessons are essentially the same as with apprenticeships and private tutoring, first concentrating on the discovery of one's aperture, the task of making their staff, and the study of elemental magic, but group lessons are far less focused on the individual and more on the broad picture. A true mage needs their individuality to flourish, as magic works and feels different for everyone.

Lessons and courses on Magical Theory are also provided by Trisica University, where many Augurs study in order to pick up the slack on their lessons until they are able to find apprenticeship.


RANKS
Compared to other ranking systems with many branches, the Fellowship of Mages has a very straight forward system. Each rank is placed on a ladder, one with more power than the next, but each is also considered its own unique population within the Fellowship with its own benefits. The most populous rank is that of the Mage, accounting for over 50% of the Fellowship's members. It is at this rank those who are born into the Fellowship by previous alignment with their family begin. Below this and the second most populated rank is the Augur, which is a general admission stage where one must work to earn their keep in their respective Fellowship stronghold (if they are requesting room and board) and observe the various functions and specialties while searching for an apprenticeship. Undergoing this apprenticeship is what allows Augurs to be considered Mages. Many Augurs act as a bridge to the other factions, particularly the Council, and choose to study at Trisica. Once a Mage has completed their apprenticeship, they may either stay at their current rank or seek out higher tasks. The road to becoming a Seer, a soldier of the Grand Magus and one who may officially take on apprentices, is beset with missions to prove one's worth and loyalty. The highest rank achievable within the Fellowship is that of the Oracle. Oracles account for the smallest population within their faction, barring the Fellowship's Adviser and Grand Magus, but they are found at all corners of Panymium. Each Fellowship hub is headed by an Oracle and many surround the Grand Magus to offer guidance. If a Seer is the Grand Magus' soldier then Oracles are her generals.



HEADQUARTERS
ANICA
Shyregoed
Grand Magus Sage Estratus & Adviser Sanne Machaera
The largest assortment of Oracles in one location.
Nestled at the center of Shyregoed, hidden in the dense Everweld forest and surrounded by magical blizzards that deter unwanted visitors, lies Anica. The ancient castle is as large as a town itself with a near endless amount of space and larger than life architecture. Its outer walls are encased in ice. As it is the heart of the Fellowship, it has the highest concentration of mages within. Augurs are tasked exclusively with caring for, cleaning, and otherwise tending to the castle's upkeep while they seek apprenticeship. Those who are not as magically inclined, or more accurately not interested with the responsibility foisted upon them at the higher ranks, instead work as guardsmen to protect and defend the castle and the people who live there. The interior is vast and sometimes lonely due to its size. It carries a large collection of ancient and magical artifacts, intricate statues, and other items of interest.

COLWE
Shyregoed
Queen Valhalla of House Machaera
Oracle(s?) or Seers?
all the princes and princesses died except one and the queen has a thing for butterflies

MAYCOVE
Shyregoed
Oracle buhhhhh....
Captain Fenris Lange (w/ Wolf Plague Farrell)
Due to the castle's closeness to Mishkan's Gateweld forest and it standing in Shyregoed's lower region, home to numerous wolf packs, the Fellowship castle in its territory has been nicknamed The Den. It is surrounded by a military occupied commonwealth village which, in turn, is barricaded safely by wooden walls and gates to keep out the elements and wild animals. Many people keep dogs and allow them to walk about unleashed, only adding to its notoriety as a "den of wolves". Maycove is run in partnership between the Fellowship and Imperial Guard as an agreement by Shyregoed's royal council. As it was originally a village which then gained military occupancy and later achieved Fellowship presence the two bases are separate buildings but built close by. Imperial soldiers are trained in offensive and defensive magic and Fellowship mages are taught the use of practical weaponry.

FREYKEEP
Shyregoed
Oracle Eir Dahl
Seer Gavin Carsis
Of all the Fellowship hubs in Shyregoed, perhaps even Panymium, Freykeep is the most down to earth. Its people are humble, its dwellings quaint, and it holds an eclectic mix of people and magics thanks to its status as a merchant and trade town. A lot of Freykeep's traffic comes from Imisus, as it is so close to the border and, compared to the elaborate castles and noble disposition of most other Fellowship strongholds, Freykeep has a decidedly country feel. Both its Oracle and Seer are pleasant folk who work diligently to ensure their people are cared for. Freykeep holds no particular specialty and caters to all studies of magic, its group tutoring programs being some of the best in Shyregoed.

NORTHERN BASES
Shyregoed
Oracle Mandus Rowe
Seer Carac Fendrel
Hidden behind the vast mountain range of Shyregoed's Northmark lie a series of castles which interconnect to form a wall. The old structures were once military outposts to defend Shyregoed against attacks from its only port, Stillcrest. In recent years, its defense has instead turned directly towards the Obscuvan threat which is practically its neighbor just outside the Northmark, The Annex. The Northern Bases are very utilitarian and now function as something of a haven for members of the Fellowship or its allies if they have nowhere else to go in Shyregoed. Many of its members are Augurs and it has a high population of stunteds, which in turn has lead to a great many becoming sympathetic towards Plagues. The Bases are not a particularly cozy establishment but its people are humble.

KNOTWOOD
Mishkan
Oracle Filmore Mereworth
Seer Abantes Levasseur
One of the most traditional and proud Fellowship congregations still in effect. Its structure is fortified with wood from Gateweld and it prefers the use of lumber or stone to anything metal if it can be helped. Most of its assembled members lean toward the natural arts, Apothecary and Elemental magic, so most who come to their doors often seek the same specialty. While they are kind to many, Knotwoods higher ranks especially are very critical and look upon others with much scrutiny. Racism against Plagues is rampant and it is not uncommon for the discovery of a single stunted to become a mad dash to clean out the entire castle. Grimms are judged harshly and their opinion of Grand Magus Estratus is extremely low, made worse by the fact Knotwood's leading Oracle was an old friend of Lady Waldgrave's.

IRONVALE
Mishkan
Oracle Shea Ayleth
Seers Albus & Reeve Lark
Surrounded by branches of the Arcana River lies Ironvale, its presence punctuating the top of The Silents, a range of wooded mountains. The scenery around Ironvale is beautiful and it is not uncommon to find mages training outdoors across their grounds rather than stuck inside. Members of the Fellowship within Ironvale are considered by Knotwood to be lazy. This is mostly due to the fact that its people can be quite rowdy and are well known for their parties which often draw long into the night. What Knotwood chooses to ignore is that Ironvale's mages celebrate just as hard as they train and are extremely passionate about their magic. On the contrary, Ironvale believes the mages at Knotwood are stuffy and don't know how to fully enjoy life. Their opinions of Plagues are mixed but it is a safer atmosphere for Grimms than Knotwood.

IGNIS
Helios
Oracle Hadrian Gaunt
Seer Yilena Zeise
more fellowship, panymesian, and patriotism than your body has room for

VERITAS
Helios
Oracle Krea Sorun
Seers Lethold Berinon
Nestled at the edge of the region, toward Imisus, Veritas' Fellowship housing is in the poorer, dirtier section of the city. Its building isn't particularly large and can become cramped easily but they function as a safe haven for travelers who are without a place to stay. Oracle Sorun is a large proponent of charity work and is noted to be of humble origins herself. What sets Veritas' hub apart from the others is that the building and its practices are very similar to what one would expect to find in a church. Ornate stained glass windows filter the halls a rainbow of colors and the architecture is eye catching in the dreary locale. Traditions of the Fellowship are practiced frequently, as well as Panymesian masses. Many mages here are also clergy in the Panymese church and are very devout in their beliefs.

DORWICK
Imisus
Oracle
Seers
idfk yet

EDGECREST
Imisus
Oracle
Seers
idek man

THORN
Auvinus
Oracle
Doctor
Seer Arcana Selwyn
one day the fellowship and the council had a baby and it was a conjoined twin
talk to kota

ESTOR
Auvinus
Oracle Sibyl Hawthorne
Seer Drake Wykeham
Due to its placement in Auvinus, where Obscuvanism is so common and it is surrounded on all sides by the House, Estor has adopted some unconventional practices. This stronghold is extremely wary of new admittance, especially following the House's infiltration of various Fellowship strongholds up North. To counteract this, anyone hoping to join as an Augur, or even come to their facility, must pass a series of rigorous and sometimes outlandish tasks. Many would call Estor paranoid but they prefer to think of themselves as prepared. Once their trust has been earned they're quite the friendly bunch and very eager to teach and give shelter. As long as they know you are trustworthy, they care little if you are Plague or Grimm.



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OWNER-MADE SECTS AND ORGANIZATIONS
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Der Pestdoktor
Captain


Der Pestdoktor
Captain

PostPosted: Tue Jul 02, 2013 9:30 pm


MAGIC
THE CORNERSTONE OF CIVILIZATION.


TRADITIONS OF OLD
Magic is defined as a human's capacity to affect the world around them, with their body as the primary tool. Before the Council was founded and science took hold, magic and the Fellowship brought reason and structure to not only Panymium but the entire world. Every human in Profugus is born with an invisible hole on their body which acts as a link to The Aether, an alternate plane full of limitless potential, energies, and believed to be the spiritual location of Panyma herself. As such, magic can be viewed as a gift from Panyma to humans as only humans bear these distinct apertures. Magic is distinguished into two categories, black and white, which measure whether a spell is passive or active. Active magic is typically considered offensive but this is not the only measurement; black magic includes the elements and illusions, among other things. Passive magic is often associated with healing or strengthening, but also involves divination and even familiarism. Many mages are taught early in their studies to meditate in order to access The Aether and begin tapping into their magical potential. All starting mages are expected to learn the location of their aperture, accessing one's magic from it, and the importance of control when utilizing magic.

THE AETHER
An endlessly expansive alternate realm. While Panymese beliefs do intersect within Fellowship traditions, in its purest form the concepts of heaven and hell do not exist for Fellowship mages -- at least as far as separate realms go. Heaven, Hell, Purgatory, anything pertaining to the spirit or soul is preserved within The Aether. It is a realm of limitless potential and power where it is believed their god, Panyma, exists. The Aether is the source of every human's magic given to them as a blessing by Panyma who has marked each of them with a special conduit, their aperture. When meditating, it is The Aether that is tapped and many mages may experience their mind entering this place. It is a realm so strange and powerful that to physically exist there, if one were not a god, they would be ripped asunder but there is no way for humans to access it outside of their spirits. The Aether's appearance is something none can agree upon and each person's navigation of it, if successfully tapped, differ vastly.

APERTURES
An area of the body where Magic concentrates, which is unique to all humans. Only one aperture exists on each individual human, though there are many common locations for them to be found and an aperture may come in all shapes and sizes. Despite this, they are completely invisible and may only be sensed. If one were to picture an aperture through its energy it would appear as a solid white hole of light. Aperture size, shape, and location may affect a person's magical specialty, aptitude, or abilities but it also may not. There have also been cases of humans where their aperture's traits have affected their own or cause strange power fluctuations that result in backlash; an example of this would be the Grimm Danylrein Galdenin who becomes temporarily blind after using magic. If a person's aperture is damaged or altered, through various means, this may become disorienting or debilitating depending on the severity. By Fellowship understanding, the aperture is a mark that connects their minds and bodies to The Aether and, by extension, Panyma. This particular belief may differ between religions but the aperture is always considered the gateway through which a human generates their magic, by taking energy directly from The Aether.



SPECIALITIES & FIELDS
Magic is constantly flowing and presenting itself in unique ways; because of this, there is no true measurement of magic and the specialties are not the only known studies, they are just the most well known and easily applied. If your abilities do not quite fall in line with these areas of study, do not fret. We allow creativity in magic and encourage players to expand upon our existing categories, as well as make new ones. However, all new magic must be approved by staff before it can be utilized.

OFFENSIVE MAGIC
The combative use of active magic, primarily focused on the four traditional elements.

The study of offensive magic encompasses an understanding, first, of the classical elements; earth, wind, water, and fire. Elemental offense is black magic in its purest form and is used as an introduction to magical training by members of the Fellowship. Though many who are new to understanding magic may have you believe these elements are conjured from nothing by mages, the process of utilizing the elements involves manipulating the world around them. To summon fire, the air is sparked. To create a whirlwind, the air is stirred. Rocks and wood answer only to the mage's call. Water is pulled and collected from the moisture in the air or surrounding sources. Each element has an offensive and defensive augmentation, their true natures being strictly neutral, and they all affect the world as well as each other in unique ways. Common aperture locations for elemental magic are the hands and feet.

DEFENSIVE MAGIC
The non-combative use of active magic, primarily focused on the four traditional elements.

The study of defensive magic encompasses an understanding, first, of the classical elements; earth, wind, water, and fire. Elemental defense is black magic in its purest form and is used as an introduction to magical training by members of the Fellowship. Though many who are new to understanding magic may have you believe these elements are conjured from nothing by mages, the process of utilizing the elements involves manipulating the world around them. To summon fire, the air is sparked. To create a whirlwind, the air is stirred. Rocks and wood answer only to the mage's call. Water is pulled and collected from the moisture in the air or surrounding sources. Each element has an offensive and defensive augmentation, their true natures being strictly neutral, and they all affect the world as well as each other in unique ways. Common aperture locations for elemental magic are the hands and feet.

DIVINATION
The training of one's Aperture to be highly sensitive to The Aether and human senses to interpret the mind, spirit, and earth.

A wide reaching and far more abstract form of white magic than most mages are used to, it is looked at with a skeptical eye because it is based far more on the intangible than any other practice. It has many branching fields of study, though opinions on them are all very mixed. Fortune telling and astrology are some of the more widely known practices which are taken less seriously. Scrying, empathy, and premonitions are common abilities of diviners and, for many, sleep and dreams find their way to meditation and The Aether on their own. Precognitive or lucid dreams are not uncommon, though often they retain abstractions that are difficult to analyze. Telepathy is a rare but useful skill which allows the imposing of surface thoughts onto another; it allows for mental communication between two practitioners but the act of "mind reading" is impossible. Thoughts and memories cannot be altered permanently, though they may be confounded through the art of hypnotism. Divination is a terribly tricky art, considered wishy-washy and untrustworthy in most circles, though overall it is not considered a taboo practice. Common aperture locations for diviners include the head and neck.

FAMILIARISM
The ability to impose one's Aperture onto non-human creatures in order to share their various traits and senses.

A familiarist is a mage with an affinity for animals. They are often far more empathetic towards animals than humans, as they share a closer bond with less sapient creatures. The art of familiarism involves strengthening the bond between man and beast, often for mutual benefit. A familiar is an animal companion that has been attuned to a particular mage and has had their aperture imposed upon them, which creates a strong mental link between the two parties and they become sensitive to one another's needs and feelings. It is not uncommon for mages who are not trained or adept in this art to seek out specialty famliarists in order for them to act as a medium in readying the animal for attunement. Certain perks of having a familiar include augmenting one's magic, offering boosts of power or control, lessening the effects of Aether sickness, and even borrowing the senses of their familiar. As the bond between familiar and mage is strong, adverse effects are common if either one should be damaged or meet their end. Upon the mage's death, it is not uncommon for the familiar to go into physical shock and, depending on their size and strength, simply drop dead. A mage is unlikely to perish along with their familiar but physical pain is shared and a psychological trauma is common. The Fellowship is still studying the process of how a Plague may act as a familiar without the presence or use of an aperture but the running theory is that it involves the pre-established bond between them and their grimm. Common aperture locations for familiarists include the arms and torso.

ARTIFICING
The ability to impose one's Aperture onto non-living object in order to enhance their various traits and properties.

An ancient and rarely used practice, artificing is a difficult magic to learn that very few have mastered. Its uses are many and its affects widely sought after; there are many who would pay a high price for the work of an artificer. Two types of artifice exist, permanent and temporary. Most commonly through the use of runes, artificing involves imposing one's aperture onto non-living or inorganic materials to alter and enhance their properties. Temporary artifice is most commonly practiced, as it is the easier of the two as well as posing no lasting danger to the caster. The burden placed upon an artificer is high as the artificed item must be reimbued with magic to retain its unique properties. These enhanced properties may not stack, so each artifice may only retain one special trait and attempting to add another will merely override the previous. Permanent artifice is an intimidating subject even within the Fellowship. As artifice involves imposing one's aperture, permanent artifice claims a small piece of the caster's aperture, magic, and energy within itself never to be released even if that item is destroyed. If damage should befall a permanent artifice, that piece of the mage is damaged or destroyed with it, the effects of which can be psychologically, spiritually, and magically disturbing. Common aperture locations for artificers are the head and torso.

APOTHECARY
Practical knowledge and application of herbal remedies to mix various medicines and poisons for the body and Aperture.

The old medicine of the Fellowship, apothecary deals in herbal remedies, supplements, enhancements, poisons, and symptom management. Apothecary study begins with herbalism, the understanding of native flora and its effects. It is not uncommon for apothecaries to have large gardens with a wide variety of plants. Most apothecaries tout naturalism and are critical of the Council's development of modern medicine, both because they feel it overrides their usefulness and the fact that scientists in less advanced areas of Panymium often go to them in order to resupply. Potions and poultices are an important part of apothecary, brewed with all natural ingredients. Magic in the traditional sense has less to do with apothecary than any other specialty but it may be utilized in order to boost the effects of any given concoction. An apothecary who dabbles in the healing arts, for instance, may strengthen their pain reliever so that it actually shortens recovery time of injuries. Though apothecary is a time honored practice, the advent of the Council's medicine is a threat to its continued popularity. Many small or traveling apothecaries are out of work compared to their more prolific brethren despite their alternative uses. Common aperture locations for apothecaries are the chest and back.

HEALING ARTS
The study of the body to understand the effects of wounds in order to expedite or augment various natural recoveries.

Practictioners of the healing arts undergo more strict training than most other magical fields due to their direct dealings with the human body. Healing magic involves the repairing and recovery of internal and external injuries or wounds. It cannot fix maladies or illness and only those who have a deep understanding of biological anatomy are officially sanctioned by the Fellowship as healers. Most training involves the use of raw meat or dead animals, though human cadavers are also widely sought after for similar purposes. Due to their prevalence in the Council, many healers attend Trisica to study and may do autopsy work. The act of repairing flesh, bone, and sinew is highly sensitive; one must have intrinsic knowledge of veins, arteries, nerves, and marrow to properly heal. Healing magic itself does not remove the wound so much as isolate it and speed up its natural healing process. Blood flow may be slowed and clotting encouraged in order to keep death at bay for more serious injuries. Scars will always be present after injuries have been healed but the healer's skill level may make them less noticeable. Further injury or accidental death are serious concerns for healing malpractice and it is not uncommon for inexperienced healers to only patch up surface wounds and leave someone to bleed internally. Common aperture locations for healers include the neck and spine.

ALCHEMY
The study and manipulation of various materials, minerals, and metals, using one's body as the primary tool.

Precursor to the Council's science, alchemy is the bridge between magic and science that connects the factions and the materials of the world. There are magical and non-magical applications for alchemy, though it is most common to utilize both together for the best results. Non-magical alchemy involves the study of chemistry at its forefront. Alchemists aspire to understand how the elements and materials of the world interact with and affect one another, their greatest goals including the discovery of a panacea that may cure all diseases, a source of perpetual energy, and the creation of the philosopher's stone. Magical alchemy is a physical practice which greatly enhances the study as it allows mages to manipulate even the harshest materials with their bare hands. Metals are the most common work of magical alchemists as their magic allows them to bend it without the use of a forge or tools. All materials may be manipulated this way and higher level alchemists may even have a mild resistance to corrosive chemicals. Many alchemists utilize their skills for other ventures, such as the Estratus family who excelled as blacksmiths and forged hand crafted weapons for the country and the Emperor's Guard. Common aperture locations for alchemists are the arms and legs.



OTHER PRACTICES
There exist other types of magic in this world that cannot be so easily categorized or are not as widely known. Some magical practices are also considered taboo or have been rendered illegal in practice by Panymese law. Teleportation is a widely used though difficult white magic art which may be studied as a specialty like any other, though it is highly regulated not just by the Fellowship but the entire Panymese government. Animation is the art of manipulating inorganic matter akin to what we know as telekinesis and is another form of black magic. Illusions are a pure form of black magic which may be presented as simple mirages or audio/visual/tactile hallucinations. While Artificing itself is a venerated and sought after practice, Permanent Artifice is a taboo practice and is not recommended due to the inherent dangers involved. As a general rule, all plague magic is considered taboo by the Fellowship unless it overlaps into illegal restrictions. Necromancy, the art of reanimating the dead, has been outlawed under penalty of death which the Fellowship enforces with utmost prejudice. Bodily or mental possession of humans (and animals, to a lesser degree), as well as magic dealing with the manipulation of blood, are also illegal with harsh punishments.

Illegal magics are not to be used by anyone. If you are not sure your magic may be taboo or illegal, please consult staff.

PLAGUE MAGIC
Though they mock and twist the human form, Plagues are not human. This is widely apparent for various reasons but, from a Fellowship stand point, the most obvious factor would be their lack of an aperture. Animals naturally lack apertures but can acquire a shared portion of a human's through Familiarism. Plagues, while they can act as a familiar to humans in a similar way, can not have an aperture placed upon them. With their lacking of an aperture, this means that the magical abilities a plague develops naturally come from a very different place than it does for humans. If human magic was a blessing from Panyma then surely a Plague's magic is the opposite. One very troubling detail about Plagues that is not widely known, even by high ranking members of the Fellowship, is that Plagues are able to mimic and utilize the magic of humans despite their lack of an aperture. Plagues may study and practice the same sorts of abilities as their human counterparts on top of their naturally aligned magics.
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