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The Academy of Magic

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Britain
Captain

PostPosted: Sat Nov 11, 2006 4:03 pm


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Welcome to the Academy of Magic.

I'm sure you have many questions. I am Tamorah, Archmage and Lord Master of all Mages- that rather impressive title means that I'm here to make sure everything goes smoothly for the students of the Academy, protect the troublemakers from themselves, and guide those who aren't certain where they're really going in life. If you have any questions at all, please don't hesitate to let me know!



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The Academy is a conglomeration of domed buildings and tall spires, overlooking the sea and slightly set apart from the rest of Amoena. Slightly means VERY slightly- casual outsiders are not allowed within the walls without special permission, but the mages are close enough that periodically a class or experiment will get out of hand and affect the people in the city. For example, one might see an entire street of shopkeepers suddenly gain purple and yellow hair...or a few blocks will have to be evacuated and Healers called while a poisonous gas dissippates from one section. Much as the mages try to avoid inflicting their spells on the unwary, it's generally advised that living in Amoena is done at one's own risk.

 
PostPosted: Sat Nov 11, 2006 4:05 pm


The Laws of Magery

1. Mages are responsible for their own actions. As there are good and bad people, there are good and bad magics; if a mage uses magic to control or hurt another person, they are subject to punishment by the laws they have broken. Magic for idle cruelty is completely unacceptable.

2. The Schools of Death and Blood magic are considered Dark Magicks, and forbidden for any to learn except those of Archmage rank. To experiment in these Schools without another Archmage to keep close guard (or without being the proper rank) is considered suicidal and a threat to others. If caught, such mages risk having their magic locked away completely.

3. Mages are expected to stand together, despite their differences, to protect Amoena should it become necessary. Also true is that mages are taught to look out for one another; word spreads very fast, if one mage sits back and allows another to be attacked.

4. No mage shall corrupt an apprentice in education, mind, or emotions. Apprentices are the future, and must be protected at all costs.

5. All mages must register with the Academy. The Academy will provide room and board to any mage who requests it, in exchange for their services in whatever the Academy needs (teaching, carrying messages, enforcing rules, other general tasks). The Academy will always shelter it's mages from anything, including the law, unless Archmage Tamorah decides you've earned your punishment.  

Britain
Captain


Britain
Captain

PostPosted: Sat Nov 11, 2006 4:06 pm


The Quest Board


Child ---> Teen Mini-Quests
All Apprentice Mages must complete these mini-quests before progressing to Journeyman (Mage rank).

  • Time to get equipped! Find 3 pictures of items you think you might need in your classes, and list why. (Remember, this is not Harry Potter.) (3 GP)

  • Mages have to know how to read and write! Post 1-3 paragraphs about your ease/difficulty/enthusiasm/irritation when it comes to reading and writing. (3 GP)

  • Find your specialties! Write 2-3 paragraphs for each specialty, saying how you found them, if a teacher helped you, what happened, etc. (Pick 3 schools max- be specific! Water magic? Giving people good dreams? Changing fabric from pale pink to dark red? You have LOTS of room to be creative; PM Britain for assistance. Note: All of these have potential to become great magics, but ALL start off very small and hard to control.) (7 GP)

  • You've played with fire, and you got burned. One of your playful experiments got out of hand, burning out your magic for a period of a few days and leaving you weak. Was anyone else hurt? Were YOU hurt, or was it something as harmless as flowers blooming all over the city? Write 3-5 paragraphs about what happened. (12 GP)

  • First successful experiment with specialty (pick one to be strongest, use this one) (5 GP)

  • Overcome your weak school (3 GP)

  • You need to learn to ride, how else will you get around Isolde? However, you must EARN a horse from the Guild. Mage apprentices get their horses through charitable works, helping at the Academy, or assisting specific teachers. What have you been doing to earn your hooves? Roll a 6-sided die in this Quest-post. (1-2 Mule, 3-4 Normal Horse, 5-6 Fine Horse [prettier/more stamina]). Please note all mules/horses provided by the Guild are good travel animals, so there are no drawbacks to any of these- only little bonuses for hard work. Adjust your quest response accordingly. (5 GP)

  • Riding Lessons! Write out 1-3 paragraphs on how your first day learning to ride went. Please remember this is a large animal you're riding, not necessarily inclined to be controlled, and you are GOING to be sore. (5 GP) Prerequisite: Horse Mini Quest

  • Mages don't really have familiars; they can, however, have items that help them focus. Do you have something makes magic easier when you concentrate on it? If not, how do you feel about the other apprentices who are so fortunate? (2 GP)

  • The final test. Write out 2-3 paragraphs in letter or essay form telling the Archmage WHY you think they should allow you to move on in your studies. Be creative, or be serious- either will give you equal chance. (5 GP)




*Note: You are permitted to do these quests with other people, as long as you let us know. You must transfer the RP into your journal with the mini-quest quoted above it so we know what mini-quest the RP goes to.  
PostPosted: Sat Nov 11, 2006 4:08 pm


The Mage List

  • Ambrose




 

Britain
Captain


Britain
Captain

PostPosted: Sat Nov 11, 2006 4:09 pm


The Schools of Magic
Every Mage student will have certain Schools of Magic that come easier than others; they are considered to 'specialize' in those Schools. However, all students are expected to learn something of each School before they leave as a Journeyman, EXCEPT the last four- see those Schools for details.

  • Time
  • Creation
    The most basic of all magics- the forming of something from nothing.
  • Destruction
    The opposite of Creation; somehow dismantling an existing form. Destruction is not necessarily 'bad.'
  • Elemental
    Earth, Fire, Wind, Water, Earth, and anything in between.
  • Action
    Movement of self, others, or objects in various ways.
  • Mind
    Magicks that affect the way one thinks, or allow communication through the mind without other assistance.
  • Body
    The closest thing to healing in the Mage schools. Not quite the same thing; tends to take longer and be far more taxing on the user.
  • Soul
    Emotions and the bonds that connect each person to the earth, each other, and other such fragile connections.
  • Light
    The bending of pure luminescence. Can also influence such things as youth, energy, and focus- thus works well with Soul, Body, and Mind.
  • Music
    Straightforward. Magicks that use sound to carry spell effects.
  • Death [Restricted]
    Spells that cause the ending of life in some way or form. As with Destruction, there are ways this can be used well- but not many, and only in very specific and careful ways. Anyone found studying this magic is subject to harsh punishment.
  • Blood [Restricted]
    The use of blood to carry spell effects. As Death, it can be used well, but is highly dangerous. Anyone found studying this magic is subject to harsh punishment.
  • Ether [Restricted]
    The ability to manipulate the threads of magic themselves. Extremely dangerous, but also very hard to reach; only a handful of mages can actually touch this type of magic. Restricted by nature as much as the Mage Academy. Anyone found practising this magic will be studied with great curiosity.
  • Fae [Restricted]
    The magic of the Faerie; only they can use it. Mages keep a very wide distance.

 
PostPosted: Sat Nov 11, 2006 4:11 pm


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Britain
Captain


Britain
Captain

PostPosted: Sat Nov 11, 2006 4:16 pm


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Amoena :: City of Mages

 
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