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Caden Law
06-02-11, 10:11 PM
This is actually in response to The International's question posed in the Muse Thread (http://www.althanas.com/world/showthread.php?22725-The-Muse-Thread&p=184736&viewfull=1#post184736). A few bajillion years ago, back during the now-concluded Raiaera FQ, I basically blew up Anebrilith and remade it into a place called Beinost. Residing within Beinost is a bona fide College Arcana, a Wizarding School. Sorta. Both were accepted by the region writer at the time and, to the best of my knowledge, incorporated into Althanas canon. The region's not been edited yet, but that shit takes forever and a day no matter who's doing it.

This is for The International and anyone else who wants to make use of Beinost and associated shrubbery (the college, the NPCs related to it, etc).

Beinost, the Beautiful City
Towards the end of the Corpse War, the Old City of Anebrilith was torn down to the last brick by an act of alchemy and necromancy the likes of which has not been seen in living memory; one that hopefully will not ever be seen again. What replaced Anebrilith was the city of Beinost, a literal ghost-town formed from the ashes, ruins, corpses, and even the willing souls of the city that came before it.

Beinost is a crescent-shaped wonder, its ends stretching out into the sea as part of an enormous harbor complex capable of docking up to fifty large ships with room to spare; even a shipyard all its own. It boasts a great wall nearly eighty feet high and thick enough to sport hallways, living quarters, and even supply stores at certain parts. Architecture closely resembles that of pre-War Eluriand with touches of Alerian and Salvic influences, assuming someone knows what they're looking for. Most of the city sports a dazzling color scheme of reds, purples, blues, and gold trim. The streets are cobblestone and brick, lined with sidewalks and enchanted lamps, and the entire city stands atop one of the most advanced sewer systems in the world -- all byproducts of how Beinost came into being. There is a certain eerie uniformity to the construction of houses and other small buildings in Beinost, but this can also be attributed to how the city was born.

The city is naturally carved into six major districts:

Law District: The center of the city. Ironically not named for one of Beinost's creators; Law is where the government resides, along with all of its bureaucracy, the city council, the police, so on and so forth. As of this writing, Law District also hosts the only bona fide Alerian embassy in Raiaera -- whether occupied or not.

Military District: Located in the southwestern section. The military district houses several barracks, training facilities, smithies, armories, and the like. Here is the second-largest concentration of Alerian and Salvic influences -- the buildings are considerably less artistic, darker, and more pragmatically designed.

Naval and Merchant Marine: Actually two districts, with the Navy to the South and the Merchant Marine to the North. These dominate the entire coastline of Beinost, filled to the brim with warehouses, harbors, a few inns, taverns, so on and so forth. The two districts are distinguished mainly by signage and construction -- the Naval District is more obviously fortified, both in the streets and on the docks. The two are separated by an as-yet-unnamed shipyard.

Market District: The largest part of the city, taking up a huge swath in both the middle, and along the wall to the North. Everything from bazaars to outdoor marketplaces to auction houses can be found here, along with a surprisingly large portion of the city's emergency food and water stores. Most of the city's artistic pursuits are also situated in the Market District, with several large theaters and concert halls scattered throughout.

Magic District: The Magic District is where foreign influences, particularly Salvic, are at their strongest. This whole area is utterly dominated by Raiaera's first, and to date only, College Arcana. Other features include a number of small, currently inactive shops, libraries, archives, and vaults, as well as between ten and thirty unoccupied towers of varying height and size.

Misc Information
Beinost is geographically enormous, but its population is incredibly small. At the time of its founding, the city only had around five thousand people living in it; almost all of them Elves or Half-Elves, with a small minority of Drow. At present, its population is likely no more than 10,000 at the most and it may or may not have recovered some of Anebrilith's Human and Dwarf minorities. Much of the city remains uninhabited and unpossessed, with the local government doing everything in their power to divy up the land fairly and without favor for any would-be robber barons looking to buy up a ton of real estate.

Culturally, Beinost has survived the War to become a much more cosmopolitan place than most of Raiaera. Owing to the heavy hand that both Drow and Humans played in creating the city and preserving Anebrilith before it, you will find a unique acceptance, tolerance, and even friendliness towards both peoples. Beinostian Elves lack the stereotypical arrogance of their kin elsewhere; they've been through too much to stay high and mighty, and they've had their fat pulled out of the fire too many times to be ungrateful about it. Drow migrants often find themselves so welcome here as to be completely disoriented by it, and it's only a matter of time before the first round of intermarrying kicks off.

Beinost is also home to one of the largest concentrations of Wanderers in Starlight anywhere in Raiaera. This is, in large part, due to the number of Wanderers who fought and died in both the defense of Anebrilith and the birth of Beinost. There are minor shrines to Starlit versions of the Raiaeran pantheon all over the city, as well as a major temple in the Military District, where most of them choose to dwell. Most of the city's native Drow also belong to the Wanderers.

Beyond all that, it might pay to remember that Beinost is a city created from the dead, albeit with their consent, for the living. 11,591 people went into its construction. There's the strong possibility that the city is at least a little haunted. For now, it'd be benevolent. If the city or any parts of it were treated improperly or subject to corruption, that would change real bloody quick. Literally. It would also pay to remember that the area around Beinost -- the farmlands and such -- still bear serious taint from the War and are in need of cleansing to this day.

The College Arcana
The dominant feature of the Magic District is a large campus built around an enormous building shaped like a domed cage and covered in Diamonic wards of both defense and containment. This is the College Arcana and its accompanying dormitories, research facilities, arcane forges, and the private towers assigned to its eventual faculty. This College is unique in Raiaera, and possibly unique throughout the world given current attitudes towards magic, as its only School of Wizardry. It is unique because the magic taught here is completely and utterly free of bardic or divine influences; there isn't a single songbook or holy text anywhere on the campus, at least not yet and possibly not ever. This owes to the fact that the school's founders consist of one Salvic Wizard and seven Elven Magi who were all, in the Wizard's words, "tonedeaf" to the rhythm of traditional bardic magic. They had the gift, they had the power, but they could not sing or play music, and so their abilities had previously gone unnoticed at best.

Following the birth of Beinost, the would-be faculty met and agreed to go their separate ways so that they could all build up their skill and knowledge bases, acquire artifacts and tomes, and generally prepare for the day when they actually would teach students how to sling spells, cast enchantments, perform transmutations and the like. The agreement was to meet again in several years time and hammer out the rest from there.

It bears mention that the College is, as of this writing, operating on a one-woman skeleton crew and its resources are a bit slim. The library has copies of a long distance teleportation spell, the magical portions of at least one Grimoire, and a handful of significant artifacts and writings donated from outside sources and wandering faculty members. It is well-funded and the living quarters are spacious, if nothing else -- an ideal place for a newly minted Wizard or a rookie Mage to start building their careers in the arcane, whether as students, researchers, or teachers.

The Faculty

Neesal Danfras: Elf. Blonde hair, blue eyes, naturally pale, average height and build. Twenty-something. Mother of Iera Law, a half-elf. The child's actual father is unknown and it's probably best that way. Neesal survived the second Siege of Anebrilith, and possibly the first, as a one-woman brothel chained up in a tavern on the docks. While she is much calmer and more at ease now, she still bears the emotional scars from that time, often manifesting as a truly fiery temper. She is a natural Pyromancer with an eye towards indirect and long-range spellcasting, but she can throw down fireballs and dragon's breath and walls of flame in a heartbeat -- she's incredibly strong for someone who came into her power so recently. Neesal is currently serving as the caretaker for the College while the rest of the faculty is away. She receives donations for the archives, keeps out squatters, and has advanced far enough to teach the basics of spellcasting and divination to beginners.
Misc Suggestions and Details: Neesal is roughly equivalent to level 2 or 3 at this point. She was the first to develop a Sorcerous voice, represented as red Times New Roman or Garamond. She probably has her own spellbook by now, which she'd use as her main casting impliment. Given what she's got access to, she probably also knows the basics of enchantment and alchemy by now too. Considering her status as the acting head of the College, anyone wanting to live, study or work there right now would have to deal with her.

Kienelas Tracen: Elf. Black hair, green eyes, naturally pale, tall but otherwise average. Half-brother to Dylver. Generally regarded as The Team Player. One of the most gifted of the founding faculty. Kienelas' magic is weak on its own, but his spells are incredibly durable and he has a natural talent for drawing in ambient energy and using it as his own -- even the power generated by other spellcasters. His fine control is a compliment to anyone he works with. Last seen heading for Corone or Akashami, or possibly both. Unlike most of the faculty, he had no particular elemental affinity to his magic -- he just worked with whatever was handy.
Misc Suggestions or Details: Kienelas would probably be level 3 by now. While his spellcasting often took on elements of fire, generic arcane, or lightning, he was not limited to them and did not seem to have a favorite element. If you want to learn how to get the most bang for your buck, he's probably your go-to guy.

Dylver Tracen: Half-Elf. Brown hair, brown eyes, naturally pale but tans easily. Tall and a bit pudgy, with a huge scar on one leg and another on his chest. Half-brother to Kienelas. Generally regarded as The Rebel. Dylver was one of the strongest of the faculty members, able to throw around spells as an amateur that had his Wizard of a mentor scratching his head in surprise. He was a natural with thermal magicks, able to move temperatures around in such a way that he could generate a tornado of fire and ice, or juggle ice to one side and fire on the other. His fine control could use some work, but his enthusiasm more than makes up for it. His last heading is unknown, but he might have gone to either Salvar or Fallien -- or both.
Misc Suggestions or Details: Dylver is probably level 4 or close to it by now; he had more tenacity and power than all the others coming right out the gate. Wherever he is, he's probably developed his spellcasting around causing massive destruction and area effects while wearing armor -- he was too injured during the Siege to have not learned the value of good protection. May also know some wicked defensive spells too. If he wears a Hat, it could believably be a turban.

Warram Cael: Elf. Black hair, blue eyes, pale, short and lithe. Wears glasses. Has the look of a natural librarian, even when wearing rags or battle armor. Warram's specialty lies in noncombative magic, particularly alchemy and runic spellwork. She's a natural at both, and probably also an excellent enchantress as well. More than any of the others, she is the most likely to have refined her power into both an art and a science. Warram is an extremely methodical person, not very good in battle, but clever and thorough when it comes to planning and preparation. She's also got a natural talent as a seamstress, able to size someone to within a tenth of an inch just by looking at them. Last seen on a quest for tomes of knowledge.
Suggestionor Misc Details: Most likely level 2 or 3 by now, but her actual repertoire of enchantments, written spells, and transmutations is probably far larger. Warram has probably amassed her own private collection, and is the most likely to have sent back books, artifacts, and the like to the College. If you want to learn any of that stuff, she'll get you started on it. She probably uses a spellbook and an ink pen, pencil, or just chalk for her spellcasting.

Quel'thas Mjoln: Elf. Brown hair, green eyes. Short but incredibly muscular. Most likely permanently tanned by now. Sports a thin goatee or beard. Quel'thas is a natural swashbuckler, and this carries through in his magic -- his spells might seem weak and flimsy, but he has speed and agility with them, and they work devestatingly well in support of his skills as a fencer. He has a natural affinity for magic that resembles ribbons, wind, or water, reflecting itself in improvised bindings, cutting spells, and poisonous energies, as well as counters to them. Of all the College Arcana's prospective faculty, Quel'thas is the best suited to combat. He was last seen boarding a ship in search of lost cities, though he'd probably settle for any seafaring spellcasters. He was also one of the youngest prospective faculty members, barely an adult, and had a short-lived relationship with a Wandering Drow Ranger named Cessae, also barely an adult. Whether or not anything remains between them is unknown.
Suggestions or Misc Details: Probably level 3 by now. Most likely earning a living as a mercenary, adventurer, pirate, privateer, or smuggler, although he was more of a young Han Solo or Indiana Jones than a swarthy cutthroat. Bit of a player. Most likely uses a rapier or duelling saber as his weapon of choice in both magic and swordplay, but he's probably gotten the hang of a dozen other swords and knives as well. Probably familiar with at least two or three styles of swordsmanship, in addition to what he picked up through trial and error; make of them what you will. If he wears a Hat, it's probably a tricorn pirate hat or even a bandana.

Nethenor Eralas: Elf. Blonde hair, blue eyes, average all around. Unofficially nicknamed Nethenor the Mad. Nethenor is a natural adept at anything that has to do with draining energy; he can perform thermal magic to the point that it can hardly be differentiated from true ice magic, and his defensive spellwork often involves absorbing incoming attacks completely. He once drained enough energy to conjure an ice pillar inside of someone. When he was starting out, he simply vented this energy harmlessly. By now, he's probably learned how to store and use it for other purposes. He is easily the most unhinged of the would-be faculty, with the craziest sense of humor, the least restraint, and one of the strongest wills. Nethenor was last seen heading for Dheathain.
Suggestions or Misc Details: Probably level 3 or 4. Nethenor's magic was typically Killer Defense in the most literal way. He might have learned true elemental ice magic by now, but this would still be different from his natural thermokinetics.

Sigel Ventre: Elf or Half-Elf. Dark red hair, dark green eyes. Pale. Average height and build. Unofficially the Scary One. Very scholarly. Sigel is an ectomancer and conjurer, which puts him one degree shy of being a natural-born necromancer. His talents most often manifest as ectoplasmic shapes or ghostly napalm, conjured up from the negative energies left behind by everything from ghosts or the environment itself. People like him have a natural lean towards the Dark Arts, and everyone remains properly paranoid of Sigel's development. Sigel remains properly paranoid of Sigel's development. He also has some talent for enchantment, which mostly involves setting things on ghost-fire and telekinetically throwing them at people. He was last seen, worryingly enough, setting out first for Akashima, then for a grand tour of the world's graveyards, haunted places, and areas of similarly ghostly activity.
Suggestions or Misc Details: Could be anywhere from 2 to 4 at this point. May or may not have taken to necromancy, but not the raise-zombies-and-cackle variety. He could easily have gotten to the point of summoning dead spirits or minor Lovecraftian entities. Whether or not he's a Bad Guy is anyone's guess. He certainly seemed to have his head and heart in the right places during the Second Siege of Anebrilith, but people change all the time...

Caden Law: PC. Prospective Archwizard/Headmaster/Whatever, but this is not set in stone and anyone with sufficient Wizard Cred could usurp him before he even takes the job.

A Little Bit About Wizardry...
The College Arcana practices a specific type of Wizardry complete with traditions and trappings handed down from the old Orders in Salvar. Most of them are optional to some extent, but I'll list the Big Ones here.

Wizard's Hat: The big thing that identifies a Wizard as a Wizard, at least in terms of recognition and credibility. Only a handful of proper Wizards go around without a Hat, and most of them are either too old to care about that nonsense or young enough that they haven't acquired one yet. Most Hats are at least slightly enchanted for durability's sake, and it isn't uncommon for them to be enchanted so that they can serve as improvised Bags of Holding either. The standard Wizard Hat is tall, pointed at the tip, and has a wide brim, but this is not absolute. Wizards recognize Hats the way normal people recognize facial features; there's a difference between a pointy mess of cloth and a proper Hat. Good luck trying to define it.

Robe, Coat, or Tunic: In addition to the Hat, most Wizards wear stylized robes, coats, or tunics. This is a much less strict requirement, but it does look better. Some Wizards go the whole nine yards and add mantles or capes to the outfit.

Grimoire: Also known as a Spellbook, Tome, or Libram, and in some cases Wizards have had Scrolls. Most often, this appears to be a thick book with well-crafted covers and bindings and a seemingly infinite number of pages. The Grimoire's owner will always be able to find the page they're looking for. Most of these items come about organically, believe it or not: A Wizard just picks one up and writes enough in it for magic to take hold on its own. If an original Grimoire is lost, then the Wizard might need to get a specially enchanted replacement.

Wizard's Voice: Another Big Thing about being a Wizard is that magic can and will seep into your voice, whether you've got Elven rhythm or not. For most, this manifests as an eerily deep voice, usually colored and in a different font from usual. A side effect of this is that Wizards can use, and clearly recognize, punctuation in spoken sentences in ways that ordinary people just plain can't. A particUlaRLY d!ckIsH WiZaRd CoUlD eVeN tAlK lIkE ThIS if he wanted to.

Sorcerous Name: This is actually a feature common to spellcasting traditions the world over, but it's usually associated with Wizardry. A Wizard gains their Sorcerous Name in any number of ways. It can be earned through an ordeal, someone can be born with it, it might be bestowed like a title, or the Wizard might name themselves. Whatever the method, the Sorcerous Name has power -- vague, undefinable power that varies from Wizard to Wizard. Some rely on their Names as insurance policies, others draw power from the concept the Names represent, and others still funnel all of their weaknesses into their Names, turning them into a secret Achilles Heel. It should be noted that these Names, while incredibly significant, are not immune to change.

Arcane Senses: A bevy of extra senses that comes with using, and knowing how to use, magic the way that Wizards do. Most of the time, these are just generic sixth and seventh senses (the ability to detect magic, a certain awareness for supernatural goings-on, the ability to see and even read things that have been turned Sideways, etc). For some people, these develop into full-blown powers, but it takes training, effort, and natural potential.

Rod, Staff, or Wand: Most Wizards rely at least partly on some kind of physical focus for casting spells. The most common are the Rod, Staff, or Wand. The variety therein is endless, but the Staff is generally considered the most prestigious while the Wand has acquired a status similar to a handgun or shortsword -- a sidearm that you do not want to be without. Scepters also tend to fall in this category, as do some maces depending on who you ask.

Dagger, Knife, or Shortsword: It isn't uncommon for Wizards to carry a dagger, knife, or shortsword as well. These may or may not be magical in nature. Plenty of time, they're just an insurance policy in case the Wizard runs into a situation where magic is out of reach and something needs a good stabbing to remind it who's boss.

What separates a Wizard from the rest?
Wizards of the College Arcana use the following generalized ranking system:

Mage: You're just coming into your power. You might know some spells. You might just be raw talent. You could even be a self-taught practitioner of considerable power. You do not have a Hat, you might not have a Name or your Voice, you probably can't read or write Sideways. Most of the faculty were Magi when they left; they're probably all Wizards by now.

Wizard: You might be an amateur or a demigod. Either way, your Voice has come in, you've got your Name, and you most likely have a Hat and a Grimoire. Your extra senses have probably developed and you can read and write Sideways. By the time people are calling you a Wizard, your magic's usually matured enough to have a defined path for growth and development, and you've got an idea for what you want to do with it. 90% of the time, you bow to no god and draw your power from the area around you, regardless of its source or consent. More often than not, you're also an academic of some kind.

Archwizard: A largely hypothetical rank for the College Arcana, though Archwizards do exist in Salvar and elsewhere. This is basically the head honcho for a group of Wizards, as determined by power, experience, and wisdom. Archwizards generally only get that title if they're important to begin with; some schmuck with three or four apprentices can't just go around calling himself Archwizard. The College Arcana supposedly has an Archwizard designated in advance, but the position is basically up for grabs, and it might not even be called that by the time the College formally opens.

This is not to say that other types of practitioners don't exist, nor is it to say that a prospective Wizard can't 'multiclass.' Several of the founders would be called by other titles completely if they didn't wear the Hat. It should also be noted that Wizards are, basically, amoral. Plenty of them are die-hard good guys, plenty of them are just plain evil, but the vast majority are less about good and evil; they're more about magic for magic's sake, and the rest doesn't matter so much. There are very few 'evil' branches of magic to a Wizard, and even fewer 'good' ones. Most Wizards inevitably dip their toes into one or the other, just to see what it's like.

Whether by the hand of another Wizard or not, murder is considered a perfectly natural cause of death for a Wizard and few are inclined to hold a grudge over it (unless the killer was just a rotten bastard to begin with).

Endnote
Insofar as Althanas is concerned: All of this is basically public domain. Beinost and the College Arcana were intended to become a part of Raiaeran canon, open to anyone who felt like doing something with it. Prior relationships and backstory are basically just there if you feel like doing something with them. The only thing I ask is that you stick to the definitions of what makes a Wizard a Wizard; don't go barding or godding the place up.

If you're curious about the Wanderers, just go look them up. I did a write-up on them ages ago and it's still basically consistent with how they are now.

The bios for the current faculty are just there in case you feel like using them. It's all just suggestion. Feel like swiping one as an NPC teacher, rival, buddy, or love interest? Go for it. Feel like killing 'em off? Go for it. Want one of the would-be teachers to come back so that your character can meet them? Go for it.

Wanna blow the place sky-fucking-high?

Go for it, you bastard.

And don't worry about the issue of people still playing in Anebrilith. Liquid Time's a bitch and her name is Denebriel.

Taskmienster
06-03-11, 06:18 AM
I'm working on the wiki for all the regions, currently on Salvar and finished with Corone... when I get to Raiaera I'll add this to the information.

T(S)oothsayer
06-03-11, 08:41 PM
I love you for what you've done here. I mean that in the most hetero way possible, of course.

Thank you Caden.

Now I've got to go get to earning my spiffy pointy-hat, a slick sorcerous name, and a voice that can degrade people with little effort.

Duffy
06-04-11, 05:35 PM
Love it Caden, though I am not playing in Anebrilith, the characters refer to it as such until they arrive, then they realise the city is dead beyond the docks and times have changed.

Strategy, ya see ;).

I need to write a Caden tribute character now...though, with less Rincewind and more NecRomance.

Hallow
06-05-11, 07:39 AM
See? Now look what you made me do...

As if I didn't have enough alts already, you just had to go there, didn't you!

The International
06-05-11, 03:10 PM
This is awesome! I love it when people start working on player created content.

Caden Law
06-07-11, 08:06 PM
...sweet. I'm influential now. Apparently. :D

Also, holy shit. Tribute characters. And NecRomance. I need brain bleach. And also that Near Psychosis thread is good readin'. Just sayin'.

Amen
06-07-11, 08:10 PM
Honestly, you've been influential for a long-ass time. I remember writing out an orc character after first reading about your future where everything goes wrong. Salome's been bouncing around in my head for YEARS but I probably never would have written her out if you hadn't said all your wizarding stuff is public domain.

I mean, how can you pass that up.

Rayse Valentino
06-08-11, 03:01 AM
I'm aware of your heavy influence of Discworld throughout everything you do, and I'm tempted to make a wizard just for the hell of it, although I don't know what I could possibly do with it. Every alt I've made just fades into obscurity because I have no plots for them. Plus I don't know whether to read Discworld first before making it, or just go with my DnD knowledge of a mage and apply your wizardly standards to it.

Margaret
06-08-11, 03:14 AM
...sweet. I'm influential now. Apparently. :D

Also, holy shit. Tribute characters. And NecRomance. I need brain bleach. And also that Near Psychosis thread is good readin'. Just sayin'.
You are very inspirational, Caden. When you do things, you don't bother to do them small.

Hallow
06-08-11, 04:51 AM
Thank you, Caden.

To hear that from you is a boon, truly it is.

I hope to develop my own style of wizard, but there's bound to be elements of you, and of course, Mr Pratchett himself (I just re-read The Colour of Magic, so it's to be expected).

I'd love for more wizards to appear, we could start a club :o. The Near Psychosis is done and submitted, so time to crack knuckles and start spreading agony aunt love over the elven kingdoms!

Lord Anglekos
06-08-11, 05:00 AM
Thank you, Caden.

To hear that from you is a boon, truly it is.

I hope to develop my own style of wizard, but there's bound to be elements of you, and of course, Mr Pratchett himself (I just re-read The Colour of Magic, so it's to be expected).

I'd love for more wizards to appear, we could start a club :o. The Near Psychosis is done and submitted, so time to crack knuckles and start spreading agony aunt love over the elven kingdoms!
I'm thinking about making a Wizard myself. God knows I read Dresden enough to be inspired by his exploits, and reading through some of Caden's solo exploits are the explosive cherries on top of that cake. I highly recommend them to anyone who hasn't read through his stuff; almost every single one of his solo works are Judge's Choice quality, and I don't see that quality degrading as I continue to read. In fact, if anything, I see it more refined.
Thanks for putting this information up, Caden. Now, to work on my Wizard.

Hallow
06-08-11, 05:38 AM
God, we'll be a gang bang short of an Unseen University before too long.

Amen
06-08-11, 07:05 AM
Well, I always did feel that for a world that features magic, Althanas was woefully short of magic-users.

The International
06-08-11, 11:09 AM
Why make a new character for this? I'm just going to earn all this crazy stuff for Vespasian... Although the wizard's hat isn't very fashionable. I'm gonna use a black fedora. Also instead of a big ass book of spells, I'm gonna use a little black book (with them digits!). That cool with you guys? lol

In all seriousness this is a very good thing for Althanas Caden. I'm glad you did it. I don't want to jinx it, but we're working on an Alchemy concept for Alerar behind the scenes here. It might work very well with College Arcana since some of the Faculty uses it a bit.

Rayse Valentino
06-08-11, 03:27 PM
Well, I always did feel that for a world that features magic, Althanas was woefully short of magic-users.

Well, there are tons of magic users, but there is usually very little rhyme or reason to it. They're either born with it, or it's unique to them in some way, and there's very little structure around it. This College Arcana thing promotes the idea that magic has structure, rules, that it is earned through a process and has a backstory. It allows people to come together instead of become isolated with their own little version of superpowers that nobody can relate to.

Caden Law
06-08-11, 07:06 PM
Well, there are tons of magic users, but there is usually very little rhyme or reason to it. They're either born with it, or it's unique to them in some way, and there's very little structure around it. This College Arcana thing promotes the idea that magic has structure, rules, that it is earned through a process and has a backstory. It allows people to come together instead of become isolated with their own little version of superpowers that nobody can relate to.Don't forget that there are plenty of other systems of magic in Althanas. Even in my own writings, Wizardry's hardly unique. IIRC, the Bladesingers and their bardic spellcraft are still out and about, even if the whole system of magic is undergoing a shift because so few of them are left and they've all had so much crosstraining. I remember hearing that Alerar has some kind of magic tradition but it's even more of a scientific process than what goes on here, more akin to Old School D&D (Reagents for everything) with a side of FMA Alchemy or something like that.

I've been tempted to do write-ups for other systems, but the only ones of any substance in my own writings tend to be Warlocks. I had one Shaman pop up. Plus the Wanderers, their system is...Lovecraftian conjuration, basically.

Lord Anglekos
06-08-11, 07:38 PM
Don't forget that there are plenty of other systems of magic in Althanas. Even in my own writings, Wizardry's hardly unique. IIRC, the Bladesingers and their bardic spellcraft are still out and about, even if the whole system of magic is undergoing a shift because so few of them are left and they've all had so much crosstraining. I remember hearing that Alerar has some kind of magic tradition but it's even more of a scientific process than what goes on here, more akin to Old School D&D (Reagents for everything) with a side of FMA Alchemy or something like that.

I've been tempted to do write-ups for other systems, but the only ones of any substance in my own writings tend to be Warlocks. I had one Shaman pop up. Plus the Wanderers, their system is...Lovecraftian conjuration, basically.
Speaking of which, I've tried to find your write-up on the Wanderers but failed. It sounds like something I'd love to get Margaret involved with though. If you could link me to it I'd really, really appreciate it Caden.

Elrundir
06-08-11, 11:18 PM
Don't forget that there are plenty of other systems of magic in Althanas. Even in my own writings, Wizardry's hardly unique. IIRC, the Bladesingers and their bardic spellcraft are still out and about, even if the whole system of magic is undergoing a shift because so few of them are left and they've all had so much crosstraining. I remember hearing that Alerar has some kind of magic tradition but it's even more of a scientific process than what goes on here, more akin to Old School D&D (Reagents for everything) with a side of FMA Alchemy or something like that.

I've been tempted to do write-ups for other systems, but the only ones of any substance in my own writings tend to be Warlocks. I had one Shaman pop up. Plus the Wanderers, their system is...Lovecraftian conjuration, basically.
Some of what you've mentioned here is forthcoming (either that, or... about to come again? And hopefully in a more digestible form?). I don't think there's any kind of timeline on it yet, but it is out there! And those who happen to be immediately interested in Raiaeran song magic or Aleraran alchemy are always welcome to ask, and we'll answer as best we can. :)

Amen
06-09-11, 12:04 AM
I've been tempted to do write-ups for other systems, but the only ones of any substance in my own writings tend to be Warlocks.

Yes plz

The International
06-09-11, 12:12 AM
Don't do a write up of Alchemy, Caden. I'm working on that right now, but I'd love to talk with you if you have any ideas.

Caden Law
06-09-11, 12:44 AM
Went looking. Found an old write-up. But it's kinda dreary and from a time where the writing was more aimed at balancing with the Death Lords than anything else. So...screw it.

The Wanderers in Starlight
The Wanderers in Starlight are the oldest, most fundamental worshippers of the Elven pantheon, dating back so far that they actually consider Drow to be Elves and include them in their ranks without prejudice. Partial Elves may become members as well, but only through great difficulty to prove their worth. Those without Elven blood need not apply. They have a low opinion of Humanity, Dwarves, and pretty much anything else that is not at least partially Elven in nature. To an outside observer, they resemble a combination of a militia movement, a radical cult, and an order of magi. While they indeed worship the same pantheon that mainstream Raiaerans pay homage to, their particular version is older, harsher, more expansive, and considerably better suited to a people who've seen their homeland decimated by plagues and armies of undeath.

Central to the Wanderers are the concept of the Path of Six Ways, the Zero Step, a doctrine of Elven supremacy, and reverence of the Star-Gods. Theirs is a complete social, military, and religious framework, not just a system of magic. Wanderers are easily distinguished from other Elven magi or military forces by the heavily stylized armor they wear, which includes grim, sometimes horrifying masks, light yet sturdy plate armor, and intricately designed cloth garments that bear the heraldry of gods, families, Paths, and groups. Their goal in war is never just to protect and preserve Elvenkind -- they actively aim to exterminate any attackers down to the last man, woman, and child, and they are utterly unapologetic about it.

In conflicts between Raiaera and Alerar, the Wanderers are often painfully split. On the one hand, they consider Drow to be brethren, and many Wanderers are from Alerar. On the other hand, the Wanderers have an obligation to protect both nations. On another still, there is a small fringe group of Wanderers who place Raiaera above Alerar, even if only by a hair's breadth. The Wanderers as a whole are generally neutral, acting in the moment and praying to their gods for guidance in the meantime.

The Path of Six Ways
The core of Starlit philosophy in action. The Sixfold Path effectively covers every single aspect of an Elf's life, breaking it down into the following categories. Note that to walk a Path is to dedicate yourself to it utterly, mastering it to such an extent that there is no further room for growth. Wanderers believe that to walk all Six Paths allows one to obtain both enlightenment and, if judged worthy by the Pantheon, godhood.

Seer: A cross between a conjuror, prophet, psychic, and warrior. Seers effectively commune with both the Dead, the Star-Gods, and other spellcasters across incredible distances. Seers are capable of pulling a strange matter out of nothing, shaping it to contain spells, to act as a conduit for prophecy or communication, and even as weapons or armor. This matter loosely resembles a more solid form of ectoplasma, but has much more versatility. Seers earned their Path's name by being able to See someone's entire life story, or just segments of it, by gazing into their eyes and casting a minor spell. Unless done with certain rituals, this goes both ways and acts as a short-term mind meld. Seers are expected to be competent with at least one kind of melee weapon, generally a spear or sword. Their magic often carries a tune and a certain musical sound to it, but lyrics are rare. The fiercest of all Seering powers, one which they share with the Faithful, is the ability to act as an avatar for the lesser Star-Gods.

Warrior: The absolute zenith of Elven martial perfection. The Path of the Warrior is utterly and completely dedicated to every possible aspect of combat, up to and including psychological warfare, negation of magic, rhetoric and propaganda, and actual battle. Warriors are expected to master at least ten weapons on this Path, and at least as many styles of fighting. While they do not actively cast spells or call upon the power of gods, Warriors are able to attain a level of enlightenment in the heat of battle, one that grants them absolute clarity and even limited ability to see seconds into the future. A skilled Warrior can read body language like an open book. Many styles of fighting also resemble dances, and to see a Warrior in action is to see some of the finest, most lethal choreography in Althanas. Although they cannot act as avatars, many a Warrior has earned the favor of the gods through valor alone, causing them to manifest random surges in physical power and mental awareness alike.

Rangers: The ancestral basis for Raiaera's modern Ranger organizations, although their Wandering forefathers would seem to be more versatile. This is the Path for communing with nature, but it is also the Path of the spymaster, the assassin, the scout, and more. Rangers may even learn to manipulate plant and animal life, although most prefer to serve as scout-snipers or spies. Almost all Rangers are expected to become expert trackers at some point, regardless of their environment. While outright magic is a rarity along this Path, use of magic items is incredibly common, as evidenced by the presence of pistol-grip wands and rifle-like staves. These weapons are murderous works of art, the equal of any mere bow or rifle. Rangers are also known for their ability to go unnoticed regardless of the environment, to mask their thoughts, and to acquire extra senses through any number of means. They are often leery of melee combat, but it is not unheard of for a Ranger to master a blade as a weapon of last resort. There are many odd stories of Rangers eating the hearts of certain predatory beasts in order to gain their strength or power, but whether these are true or not...

Bard: The ancestral tradition of most of Raiaera's artistic traditions, musical or otherwise. The Path of the Bard is often considered the most diverse, both the easiest and the most difficult. Bards are primarily musical, and in this aspect they resemble many other Elven forms of song and spellcraft. But they are also sculptors, painters, authors, poets, dancers, speakers, linguists, and more. A properly trained Bard can effectively enthrall a lesser mind with his song, or write a letter so moving as to drive a reader to suicide. While many Bards learn to fight with blade and dance, their true power lies in indirect forms of combat. Among all the more magically inclined Paths, Bards are the best at curses, at causing natural disasters, or disrupting an enemy's will to fight. They are also supreme cyphers, able to make and break codes so intricate and subtle that others don't even realize they exist. Bards are also the most likely to serve as mediators, legal representatives, ambassadors, so on and so forth. That said, those walking the Path of the Bard are the most likely to resemble traditional Bladesingers when called to battle, although any magic they wield is still considerably more geared at destruction.

Faithful: The clerics, priests, healers, summoners, and capital-P Prophets of the Wanderers in Starlight. The Faithful draw their powers directly from their connection to the Pantheon, allowing them to manifest 'fragments' of gods in battle. The vast majority of the Faithful operate in passive support roles, focusing on the morale, spiritual and physical wellbeing of their comrades. Those who enter into combat directly are the equals of Seers and Bards in destructive potential. They can directly strike the spirits of their foes, summon the servants of the Pantheon, banish demons and the undead, and unleash plagues of every kind. The Faithful are ground zero for miraculous events, and their prayers and invocations can actually alter probability. Many Faithful resemble both paladins and clerical magi in battle: they carry holy scriptures to read from, they wield relics as both weapons and focuses for eldritch power, and many are trained in at least rudimentary martial combat. The Faithful also produce some of the fiercest hand-to-hand combatants off the Path of the Warrior. At their zenith, the Faithful are also able to serve as direct avatars for the lesser gods of the Pantheon.

Forger: The Path of the worker, the engineer, the alchemist, and so much more. Forgers are tasked with production of all kinds, from farming to mining to refinement and enchantment. Many have some talent for conjuration, similar to but less arcane than Seers, and virtually all of them are gifted enchanters and alchemists. The Forger is the least likely to enter combat directly, but one of the most likely to affect its outcome from the sidelines. Forgers arm and armor all other Paths. Many also adapt their talents to serve as combat engineers, warding the defenses of their allies while sapping the fortresses of enemies. They are among the most technologically inclined of the Elves in Raiaera, constantly striving to blend technological achievements and pragmatism with magical knowledge and versatility. Forgers are also the most likely Path to be seen outside of Raiaera, as many such Wanderers venture to Alerar to learn. Their most formidable ability, however, probably lay in their ability to quickly understand how something works, all the way down to recognizing its base elements. A skilled Forger can perfectly duplicate the formula for an enchantment just by examining the original for an hour or two. A truly dangerous one can replicate such enchantments in the heat of battle.

A Note on Avatars: The supreme ability of both the Seer and the Faithful is to act as a host to one of the lesser Star-Gods of the Elven Pantheon. In all events, this is the minor physical manifestation of a being too powerful to set foot in the material world on its own. Such manifestations often form from raw magical power, with ectoplasm and spellstone coalescing into an enormous body around the prospective Wanderer. In these cases, the body is often twenty or thirty feet tall, with a form that may or may not be too horrifying or alien for a lesser mind to bear. Past manifestations were actually one of the reasons the Wanderers fell out of the mainstream of Raiaeran religion: would-be worshippers were as traumatized and disillusioned at the sight as their enemies. This is also one of the reasons why the current mainstream version of the Pantheon is so...'frilly' and 'nice.' Some truths are too horrific even for the Elves to handle. This is not always the case though, as some Star-Gods prefer to manifest in forms that are more practical or impressive than anything else.

Beyond that, the Star-God in question is usually the personal patron of the Wanderer summoning them. While both Seers and Faithful face extreme personal risk in becoming avatars, the Faithful are ever so slightly more likely to survive thanks to their connection to the divine. Whenever an avatar burns out, death is quite literally instant as the soul of the Wanderer flickers out and is either annihilated or absorbed by the departing Star-God. It takes undescribable fortitude to avoid such a fate.

Additionally, it is possible to become an avatar without generating an external body to rampage around in. Such manifestations are often easier to endure, if only because the Star-God itself puts less power and effort into appearing in the mortal plane. Such 'partial avatars' are more common among the Faithful.

Lastly: All manifestations are brief events. No mere body of flesh and blood, not even an Elven body, can contain the full might of a reckless god for long. In the history of the Wanderers, the single longest manifestation was for three days during a War of the Tap. The strongest avatar in history was also during a War of the Tap, although the identity and rank of the God and its host have been lost.

The Zero Step also known as Caesai Maer
Both the beginning and ending to all Paths. Zero Step is a complex magic ritual that effectively blocks out all the skills and most of the knowledge of any Path a Wanderer has completed, virtually erasing them from the Elf's mind while suppressing physical reflexes and muscle memory. What remains is a blank slate, able to start another Path from the beginning, unhindered by old skills. It is the freshest possible start short of a total mind wipe.

That said, Zero Step does not truly delete these things from the Elf's life. They can be recovered later on with another Zero Step, and many a Wanderer retains enough memory to teach the basics of their past Paths in an emergency. Zero Step only barely affects the mind of the recipient, opening up their ability to learn while shoving them past any prior psychological traumas. In this way, the ritual is actually therapeutic and has been used more than once to help a Wanderer overcome personal tragedy. They don't forget. It just adds enough distance to help them move on.

It should be noted that Zero Step requires around six to eight Wanderers to perform, and at least four of them should be magically-inclined to some extent. They kneel around the recipient, each one separated by chalk, ink, painted or etched lines and candles, while carrying out an incantation that sounds like both a prayer and a song. The incantations are often, but not always, tailored to the individual Wanderer.

Both philosophically and religiously, Wanderers believe that to walk all Six Paths is to prepare one for membership in the Pantheon. Although all Wanderers are expected to walk at least two or three Paths in their lifetime, it is an extremely rare talent that manages all Six. Such Elves then undergo a final Zero Step, with their fates becoming the stuff of myth and legend afterward. More than one has simply blinked out of existence. A handful have stayed around as Sojourners, an enlightened few who lead and inspire others. Currently, there are no known Sojourners -- it isn't unheard of for the Wanderers to announce their existence to outsiders only after they've died.

Known Star-Gods
The Pantheon is quite literally without number. It's the expanded Old Testament version of the Pantheon found in the works of Sighter Tnailog (http://www.althanas.com/world/member.php?78-Sighter-Tnailog). The core seven are less friendly versions of the Star-Gods he lists, known among the Wanderers less by name and more by epithet. The Wanderers consider themselves unworthy to bestow names onto their Gods, let alone to speak or write them. That particular deviation between Wanderer and Mainstream religion can be chalked up to Elven arrogance and historical revision -- both of which are established to some extent in the canon.

Unfortunately, the transition to Althanas 3.0 seems to have killed off the Easy Reference List that Sighter had written up, so the list here is incomplete in terms of information about the core seven. I'm also refraining from mentioning which Wanderer-version god corresponds to which Findelfin-version god. Note that Sighter and I do not actively collaborate, and we've indirectly butted heads more often than not, but we've also both been Region Writer for Raiaera and I'd rather not stomp on his toes too much. As I had never explicitly named the core seven in my own works, I've used epithets inspired by Yéni En Gilambion I (http://www.althanas.com/world/showthread.php?22550-Y%E9ni-En-Gilambion-I), one of Sighter's psalm projects. If they're inaccurate, consider it flavor. :P

Incidentally, examples here are just for ideas. If you can come up with better epithets, go for it.

The Core Seven
The Mother Maiden Before the Path
The Dreamer on High
The Fecund Tide of the First Day
The Star Unbirthed in Jade Clad
The Eternal Walker Between Stars
The Dancer Who Is
The Symphony of Storm and Sight

Others
It bears mention that aside from the Core Seven, the entire Starlit Pantheon consists of heroes (and villains) from Elven mythology, for better or worse. While most are said to have obtained their standing among the gods by completing the Six Paths, some ascended to godhood through ritual power or sheer individual merit and favoritism. Such events are recorded for posterity's sake, but there are so many of them that the true membership of the Pantheon is impossible to keep track of for even the most devoted Faithful. Compounding matters, many a Wandering family can make the legitimate claim that they descend from a god...or gods.

Upon ascension to godhood, the vast majority of these beings throw away their mortal names and adopt epithets that describe them in some way, shape or form. And to complicate matters further: the Wanderers claim that every single star, including our own, is a god in their Pantheon. Somewhat worryingly, none among the Faithful have ever claimed to know the name or epithet of our own sun, let alone what god it might represent.

What follows is obviously an incomplete list. Feel free to add to it in your own threads.

He Who Dances in His Name
His Divine Right Hand
Song of Wild Nights
The Burning Warden Tasked at Dawn
The Writhing Hunter
The Cannibal God
White Thorn Twisted
Seventh Day Dragon
The Primordial Engine of the East
The Traveller in the Dark
Saint Slayersong
Way of the Whistling Arrow
The Maiden of Seven Strides Unspoiled
The Hanging Spearman
Golas Thauren

Notes on Wanderer Gear and Magic

Wanderer Magic: The magic of the Wanderers is no more restrictive than any other system. In many ways, it could even be construed as being more powerful in the long run. Yes, the Paths force you to specialize. But they also force you to innovate, to do things with a given power set that you normally wouldn't think of doing. A Bard can kill with a strongly worded poem. A Warrior can read body language well enough to mimic mindreading or empathy. The same Ranger that holds conversations with potted plants could counterfeit the signature of a noble in his own bedroom, or a tree into doing his dirty work for him. The Faithful can manifest a literal Hand of God to strike their enemies, and Seers can conjure up artillery rounds from thin air. A skilled Forger could animate an army of golems or engineer a bona fide skyship. In the end, it's all up to how creative you are when confined to one of the Paths.

Starlit magic generally follows one of three themes:

Conjuration: Most commonly associated with Seers. A spell manifests first as a pebble or rock, usually brightly colored and glassy in texture. This spellstone can linger for a very, very long time if left unused. Such items are mostly one-shot wonders, but many a Seer can manifest longterm spellstones for indirect casting, such as scrying or long-distance communication.

Esoteric: Magic sans special effects. This is almost always a part of indirect spellcasting, such as that used by many Faithful and Bards. There are no great flashy bits involved; the spell is cast and its effect happens, either instantly or at a later time and date.

Enchantment: The magic used primarily by Forgers. This includes many forms of alchemic transmutation, as well as the creation of sentient or empowered weapons and armor. It can also be wielded by Bards as part of their ability to influence people.

Wanderer Gear: There is no true standard for the gear used by Wanderers in Starlight, especially not when you take into account the Sixfold Path. The closest there are to truly standard items are masks and materials.

Materials: Most Wanderer-specific materials are conjured up from nothingness by Forgers, Seers, or the Faithful. These materials often resemble brightly colored, highly polished stone with ancient Elven runes inscribed on the surface. The most common is spellstone, while the rarest is something called a Shard of Resonance. Shards are basically the spellstone equivalent of rare jewels in terms of value. Whenever a Shard changes hands, it resonates with the new owner's soul, becoming a weapon or focus ideally suited to that person. This resonance event happens only once in a lifetime, and requires the approval of the Star-Gods themselves. In the history of the Wanderers, only four non-Elves have ever had a Shard-based weapon.

Shard-based weapons, it should be noted, are equivalent to Masterwork Prevalida in most respects. Obtaining them is not easy, but it is worth the effort.

One thing that most Wanderer weapons have in common, especially blades, is the presence of a 'business end' that looks like it's been fashioned from semi-transparent molten glass. Color varies wildly, but few things are more disheartening than the sight of a Starlit blade plunging through body armor in the dead of night.

Masks: The one truly uniform feature of the Wanderers is that all of them seem to wear a mask into combat, assuming they have enough time to put one on. What makes this noteworthy is the utter lack of artwork or individuality present in these masks. Most of them bear a sour, hateful expression. Most have colored lenses over the eyes, enchanted to some minor effect or another, and grates over the mouth. The vast majority are old-fashioned steel plate. They are, more than anything else, meant to be intimidating and practical.

Miscellaneous Notes
The Wanderers in Starlight currently lack a 'face' character like the prospective faculty of the College Arcana, or the various regional NPCs. Feel free to make one up!

Wanderers typically organize into groups called enclaves. Each enclave is named and renamed for every single one of their missions, but membership rarely changes except to replace casualties or members who have Stepped away.

Most Wanderers favor a master-apprentice system, although this is not a hard rule and there are plenty of exceptions, especially during a crisis where masters are in short supply. The average time it takes for a Wanderer to completely master a Path if 300 years -- thus why so few of them make it through more than two or three Paths in a lifetime. PCs being PCs, it ain't like you've gotta stick to this.

Wanderers and Bladesingers are not buddies. They were allies of convenience during the Corpse War, but they've never really gotten along and they likely never will. The exchanges between them are rarely violent, but duels of honor and pride and plain old stupidity aren't unheard of. Wanderers get along better with Rangers, civilians, and Alerians. They tolerate other races and generally don't feel the need to belittle or insult them, but they're not exactly fond of them and many members are at least segregationist in some ways. Their attitude is a bit condescending most of the time, and they do place a higher value on Elven life than anything else. There are exceptions. During times of war or hardship, such as the Second Siege of Anebrilith, an enclave might temporarily recruit a non-Elf into its ranks. It's up to you to determine how thorough such a membership would be.

Wanderers have no true 'home city.' They can be found all over Raiaera, with the largest concentration in Beinost. There are persistent rumors of a hidden base somewhere in one of the remaining forests, but these are unsubstantiated. For the most part, Wanderers live up to their name and rarely settle down. It isn't uncommon for Wanderers to at least try and go to Alerar, if only to see the sights and study them accordingly.

And it's 1:45 AM and goddamn I'm tired.
If I missed anything or you want more about a specific Tidbit, feel free to ask and I'll either edit this post or write another. Again, this is basically public domain to Althanas; I only wrote up what I know and/or originally intended and/or have already canonized in-thread for these guys.

Caden Law
06-09-11, 12:46 PM
And since Amen asked, the Warlock write-up. Bear in mind that this is rougher due to the fact that I've only had Warlocks crop up in a handful of threads. Bear in mind that what you're getting here is nothing more than a starter set, and not even a very comprehensive one. I'm going to just stick with the format from Post #1.

A Little Bit About Warlocks
Warlocks are, in effect, the dark side to every major spellcasting tradition. Their very name derives from how the first Warlocks supposedly broke their past oaths of allegiance in order to pursue personal power and gain at all costs. More than mere spellcasters, Warlocks are conduits for powers greater than themselves; many are summoners of demons and channelers of the darkly divine, or just plain thieves of knowledge and magic. The trappings and traditions handed down from Warlock to Warlock are impossibly diverse, and no two covens or lineages will be completely alike. What follows are the Big Things that most Warlocks have in common. Consider them optional.

Paranoia: More than anything else, this is the defining trait of the Warlock. Wizards are rightfully paranoid but a seasoned Warlock is someone who sleeps with both eyes open, a knife under the pillow, wards on the bed sheets, and a contingency plan for the day after someone kills him. And they have good reason for it: Warlocks don't have friends. They might have family, they might have lovers, they might have servants, allies, whatever. In the end though, all of these are just tools at best. More often than not, a Warlock sees another person as an enemy who isn't dead yet.

Self-Preservation: As an outgrowth of the paranoia, many Warlocks develop any number of self-defense spells and enchantments aimed at keeping them alive against all odds. This even carries on into the next life: an apalling number of Warlocks not only learn how to cheat death, but how to turn it into a revolving door. If you ever run into a Lich or a vengeful spirit jumping from body to body, odds are they cut their teeth as a Warlock.

Sorcerous Name: A common feature to many spellcasting traditions, but Warlocks refine their Sorcerous Names to be much more significant than those of your average Wizard or the like. Warlocks build their protections up around a Sorcerous Name, investing power into it and making it into a thing of value as tangible as platinum or diamond. The importance of a Warlock's Name is such that they will not give it to anyone if they can help it, and many a master has effectively enslaved (or at least guaranteed protection from) his apprentices by learning their Names before they know of its importance. To know a Warlock's Name is to have the key to bypass almost all of his magic-based defenses. It should be noted that this is sometimes reversed or subverted outright: Some Warlocks lock away their birth names and choose to be known by their Sorcerous Names instead. Others throw away their first names entirely and come up with fake names instead.

Warlock's Voice: As a byproduct of using so much magic, Warlocks often gain secondary voices similar to those of other spellcasters. They can't quite perform the same auditory acrobatics as a Wizard, but a Warlock's Voice is considerably deeper, more unnatural, and much more intimidating.

Arcane Senses: Another byproduct of using so much magic is that Warlocks often gain extra senses or refinements to the ones that already exist. Most Warlocks actively seek these out one way or another, acquiring them through everything from ritually eating slain demons to grafting bits and pieces of other creatures right onto their soul. The most common choices are a 'danger sense,' allowing them to detect incoming threats, and the ability to see auras. Other examples include the power to smell souls or feel the lingering imprints of old magic. Relatively few Warlocks go for the ability to see Sideways writing or symbols, but the ones who do tend to be among the most formidable.

Robe or Tunic: Warlocks differ from many spellcasting traditions in that there is no 'standard uniform.' Many covens adopt certain trinkets or items of clothing as standard, particularly stylized robes or tunics, but the vast majority of Warlocks only wear such outfits during ceremonies or when they know they're going into a fight. Otherwise, they try to blend in and go unnoticed.

Dagger, Knife, or Shortsword: Like their Wizarding brethren, Warlocks favor the use of daggers, knives, and shortswords for many things. They key difference is that Warlocks actively use these weapons in rituals and spellcasting, where Wizards prefer wands or rods for such things. Virtually all Warlocks also know how to actually use these things in a fight, and they're not at all shy about bloody murder.

Tattoos: Many Warlocks wear the Names of the entities they enslave or sign contracts with as tattoos. These markings are almost always done in a code or language that only the Warlock is aware of. In a lifetime, most Warlocks will only bear seven of these, and thirteen is considered the limit by many. It's not unheard of for a Warlock to have more though, and there are stories of Warlocks covered from head-to-toe in the names of the things they own or have contracts with. Such magi often go the extra mile of learning how to conceal these markings.

The Little Things: Warlocks often wear rings, chains, piercings, and so on with specific spells or wards inscribed into them. The most common is the shield ring, but there are examples of Warlocks wearing braclets that turn into full body armor or slinging chains that unleash waves of fire and lightning. This extends all the way to everyday objects like coins or paper notes. Many a Warlock has dealt with a rival or an invasive watchman by bribing him with a few exploding coins.

What separates a Warlock from the rest?
Plenty. Warlocks literally come from all magical walks of life. A Warlock could be an ex-Wizard, an ex-Witch, an ex-priest, cleric, shaman, whatever; they almost always used to be something and that carries over into their new life. While there are plenty of Warlocks who have only ever been Warlocks, even they take most of their learning and influence from outside traditions. What follows are the most common traits of Warlocks as a whole, and bear in mind that there are exceptions to everything.

Covens: Whenever Warlocks gather in a group of three or to thirteen, it becomes a Coven. Covens always strive to have uneven numbers in their membership, if only so that there's always an odd man out. More often than not, Covens are strictly hierarchical: there's a charismatic (or just plain ruthless) leader who has the most experience, the most contracts, the most power, and possibly the Names of everyone else. It isn't uncommon for such Covens to resemble darkly fanatical cults, though the Warlocks involved will rarely have any devotion to their leader. Covens might never exceed thirteen members, but a single Warlock can be a part of multiple Covens.

That said, Covens rarely work together -- they view each other as rivals more often than not. The exception is when one Coven's members have enough power to organize individual Covens of their own -- each Warlock leads twelve lesser Warlocks. These are known as Grand Covens, and function more like social networks than cohesive groups. There are no known examples of a grand-Grand Coven -- each Warlock leading twelve Warlocks who each lead twelve other Warlocks -- but it isn't unlikely or impossible.

Put another way:
Coven = 3 to 13 Warlocks
Grand Coven = 13 full Covens = 169 Warlocks
???? = 13 Grand Covens = 2197 Warlocks (hypothetical)This does not include any subordinate organizations that a Coven might have (mercenary companies, cultists, slaves, spy networks, so on and so forth).

Ranking: Warlocks do not have a uniform system of rank. What follows is the most generalized system possible, and would only really apply to a Warlock tradition derived from Wizardry.

Mage: Also known as an Initiate. You're a raw talent. Odds are, you're young and stupid enough to think you know what you're getting into. You're probably at the bottom of a Coven's totem pole or you might be the sole apprentice to a master. Either way, you're probably going to be stealing most of what you learn so get good at it. You're probably either on the road all the time or working out of a secret chamber or a basement of some kind. You might have any of the things that make a Warlock, but probably not all of them. Yet.

Warlock: You've come into your power, and you might be anything from a back alley thug with some spells to the head of a vast network of spies and assassins. You could even be walking on the edge of immortality, juggling life and death like a cheap trick. Whatever you are, you've got your Voice, your Name, at least one or two extra Senses, and probably a weapon of choice. If you have a home base, it could be anything from a safehouse to your real house to a private fortress or a grand spire, stabbing into the sky like a knife. Odds are, you've got at least a few contracts down and you can summon up some nasty things -- or even just parts of nasty things -- to put the hurt on your enemies. And you do have enemies.

Grand Warlock: A largely hypothetical rank that's only been seen in action a few times -- usually after some lesser Warlock blew his Grand master's cover. You are, frankly speaking, better than everyone around you. You're at the head of a Grand Coven, or maybe even a bigger organization than that. You know things that normally break mortal minds like cheap glass, and you've got a library full of Names. Even if your minions all turned on you, you'd still have an army's worth of demons or worse to crush them like ants. And if that doesn't work, you might just roll up your sleeves and do it your damned self. Literally.

Manifestations of Power: Warlocks can throw down with direct spells and blast someone with a fireball just like their Wizarding brethren. But most of them prefer to summon servants to do their dirty work for them. Most Warlocks who do fight directly will still draw power from an outside source, such as a demon or even a god, allowing them to bypass many countermeasures designed to shut down or hinder spellcasting. Warlocks rarely use their own power for casting a spell, and it's almost always for defensive purposes. Their ability to act as direct conduits for divine power often unnerves any religious opposition they might run into -- nothing will break a man's faith faster than being burned by his own god's flames. Many Warlocks also learn how to transform themselves into manifestations of whatever entity theyd raw power from, not unlike the Avatars of Starlight. Where Avatars tend to burn up, any Warlock willing to risk such a manifestation has probably done a thorough job of ensuring their own survival.

Contracts, Deals, Bargains, Binding Words: Warlocks may have broken whatever oaths they were originally bound to, but the skilled ones don't make a habit of doing so in their new lives. A Warlock can bind and ensnare others with contracts, but it goes both ways.

Physical Prowess: Pound for pound, Warlocks are some of the most dangerous spellcasters in any given magical weight class. Even if you were to strip a Warlock of every single spell or contract at his command, he could still stab you to death in a heartbeat -- and most of them learn the finer points of streetfighting with knives at an absolute minimum.

Criminality: Warlocks almost universally tend towards the Bad Side of things. There are a handful of 'good' Warlocks, but even these tend to be good in the sense of the ends-justifying-the-means. At best, most Warlocks are just plain amoral with an eye towards circumventing anything that might get in the way of their gaining power -- including laws, other people, and fundamental concepts of right and wrong. Part of this criminality stems from the origin of the Warlocks as a whole, but plenty of it is well-deserved considering the atrocious things they'll do for power. As of this writing, the only people that are outright fond of Warlocks are the Wyrmfolk, a scattered gypsy-like draconic people originating in Dheathain but now found all over the world. The Wyrmfolk regard any Warlock as a holy person worthy of respect and at least passive servitude.

Warlocked Areas: A Warlocked area, such as a town, building, or even just a room, is the domain of one or more Warlocks.

Cydnar
06-09-11, 12:53 PM
You know I'm going to hunt you down, kill you, and eat your entrails for giving me more character ideas...you know that, don't you?

:p.

Caden Law
06-09-11, 12:58 PM
You know I'm going to hunt you down, kill you, and eat your entrails for giving me more character ideas...you know that, don't you?

:p.
...bring it. :)

Cydnar
06-09-11, 01:13 PM
Oh it's on pointy hat!

SandStorm
06-09-11, 02:29 PM
Uh oh, thanks for giving me more work to do in the lonely old RoG. Palm-to-face

Alchemist
06-09-11, 03:40 PM
My my my, this is all very exciting.

Then again, I can hardly help myself- I tend to prefer to play magic users.

Just though I would give a show of support on both a college of mages, and a great interest if there is to be a magic users club as it were.

In any case, all very awesome, and hopefully I can get my guy over there to come visit real soon.

Slayer of the Rot
06-09-11, 04:30 PM
I appreciate you re-posting the Wanderers in Starlight info; I wasn't sure where I could find it again, aside from small bits in the old defender info/rewards thread you made for the MQ. I'm intending on Dan to be fighting at least one, maybe two or three in the quest I just started, and I could not in the slightest remember all the important little details you put into them. Thanks.

Also, all the warlock stuff almost makes me want to shove some of it into Dan...certainly not make a new character, that would be stupid since my activity is already on the low side...but all of this is excellent. Awesome work.

Wanderer
06-09-11, 05:05 PM
I couldn't resist.

Cydnar
06-09-11, 05:08 PM
Oh lord...

Too many mages for my anti-magic...

Lord Anglekos
06-10-11, 12:37 AM
I love the Wanderers. I can't wait to find some excuse for Margaret to get involved with them.
The Warlocks are interesting too. About time there was some Wizarding counterparts.

Wanderer
06-10-11, 04:10 AM
I get what a Wanderer is, but what do they do? Anyone got any examples of a typical Wanderer activity? You know, whenever they're not absorbed in their own rituals.

Amoracchius
06-10-11, 04:31 AM
I get what a Wanderer is, but what do they do? Anyone got any examples of a typical Wanderer activity? You know, whenever they're not absorbed in their own rituals.
I'd imagine dealing with their Pantheon's wishes - which may vary, considering the depth of their gods. Seeing as their "star-gods" are Lovecraftian entities, I doubt they have anything but greed in mind for Althanas, which serves currently as a "gateway" in the multiverse; a sort of universal plane that encompasses so many factors that things such as Liquid Time affect it constantly. However, despite this, Althanas remains utterly Unique amongst its reflections and refractions in the multiverse; making it valuable to such entities like the Elven star-gods or my own Judges. Creature who can, by conquering Althanas, take the essence of that Uniqueness and convert it into pure power or, in the Lovecraft case, food.
That's on my end of the spectrum, anyways. In which case, I can imagine they would be doing everything they could to help speed that conquering process up. Seeing as, as Caden said, most of these Outsiders are too strong to make a physical appearance on Althanas's material plane, they use mere mortals as their pawns.
But, also as he said, this is public domain. It's up to you.

Inkfinger
06-14-11, 09:57 AM
I could see Cael becoming a Wanderer Bard, but after BEEEEEEEES I don't see the Elves welcoming him with open arms.

Rayse Valentino
06-16-11, 06:19 PM
I'm already cribbing the shit out of the College Arcana write-up and inserting canon every which way all over the place. You can't stop me! Nobody can!

Also I think the inside of the College Arcana looks like the inside of the buildings of the Kingdom of Zeal from Chrono Trigger.

Lord Anglekos
06-16-11, 06:40 PM
I'm already cribbing the shit out of the College Arcana write-up and inserting canon every which way all over the place. You can't stop me! Nobody can!

Also I think the inside of the College Arcana looks like the inside of the buildings of the Kingdom of Zeal from Chrono Trigger.
Effing love that game.

Lord Anglekos
06-18-11, 02:18 AM
Double posting.
Caden, is there anything that separates Witches from Wizards in your view, or are Witches just female versions of the Wizards? Only reason I ask is because there are no real Witches on Althanas that I know of (save Denebriel?) and Stella is thinking of making one herself. I know, I know, you said it's all public domain and whatnot, but having a small guideline is nice.
Oh, and I'm still working on that Wizard. Still.

Oliver
06-18-11, 03:05 AM
Oh? No witches huh? Really?

Lord Anglekos
06-18-11, 03:54 AM
Hey, hey, I said "to my knowledge".

Oliver
06-18-11, 04:02 AM
You have been enlightened sir.

Caden Law
06-18-11, 05:44 AM
In the system I've written and/or got floating around in my head: Female Wizards are still Wizards. Or Wizardesses, if you want to be anal retentive about it, but that particular term just isn't as common these days.

Witches differ, but not by that much. They have a shitload in common with both Shamans and Warlocks, and Druids too. They're basically more focused on longterm spellcasting (curses), alchemy (especially potions and poisons), enchantment (bolstering alchemy, among other things), certain aspects of necromancy (chatting with the dead and using spirits as servants; not necessarily raising corpses, eating souls to gain power, bodyjumping or any of that), and taming familiars (demonic or animal or hybrids; doesn't matter and more than a few have tinkered with chimaeras and werepeople). Some Witches get the hang of shapeshifting, but they aren't really battle-driven about it. Witches are more or less agnostic compared to the other 'natural' traditions of spellcasting. Any gods they run into are just sources of power, worth little consideration beyond what it takes to keep them either out of the way or use them as necessary.

You don't want to mess with a Witch because she's a helluva lot more subtle and pragmatic about getting payback than most other breeds of spellcaster. They shy away from direct confrontation and they're probably deadlier in some ways because of it.

And male Witches are a relative minority, but they're still Witches.

Elrundir
06-18-11, 06:18 AM
Podë is a witch, too! Not just that lame Denebriel. But, uh... come to think of it that was probably just a title people gave her more than anything else. So yeah.

Caden Law
06-18-11, 10:51 AM
Podë was a Forgotten One. At best, any given title is going to be a very rough, very general guideline for them. Their powers were so far off the scale that their original distinctions didn't mean much. Incidentally, here's what I know/have written of the Forgotten Ones. Most of this can be found in The Red Requiem in Cresting Summer, Mortal Intervention or Dawnbringers. Kudos to Sighter and Rayse for background bits on Xem'zund and Denebriel.

Xem'zund: Originally a glorified choir boy who unwittingly snagged one bodyjumping spell that triggered every time someone killed him. Refined it to the point of immortality, becoming a lich several times over. Eventually bodyjumped a low-end Star God and helped cripple the worship of the Raiaeran Pantheon in the old days. Mastered imitation necromancy with the sponsorship of Khal'jaren; it was all designed from the ground up to look and feel and replicate the effects of the real deal right down to a unique form of corruption, but it wasn't actual necromancy. One observer likened it to replicating all the chemical processes of a fire right down to its appearance, all without actually having fire. Perma-dead.

Saint Denebriel: Originally a Wizardess who gained power over time. Daughter and unwilling consort of Aesphestos. Ended up repeatedly murdering her own father at least four or five times, most of them before she was even born. Survived the ensuing paradoxes by sheer force of will. Played merry hell with time magic to the extent that her death was like plucking an iceberg out of the ocean -- the ripples are what produced Liquid Time as an observable effect in-game. And that's not saying anything anything about the Ethereal Sway, which were artificial spirits of enormous power constructed from the souls of followers, or her talents for mind control. She used the latter abilities to rule Salvar for centuries.

Podë: The ur-drow. All other dark elves are literally pale imitations of this one. Personal details are an inconsistent mix -- Xem'zund claimed Podë was a man, recent threads say otherwise, canon is vague. Responsible for the longest-lasting curse in the known world, which warps reality, behavior, and the physical appearance of plants and animals in the Red Forest. Stronger than Xem'zund, actual 'power ranking' unknown among the Forgotten Ones. Presumably had/has? powers close enough to the Witch model to have taken a title from it.

Aesphestos the Starkiller: The first known Wizard. First known Sorcerer. First known lots-of-things. All around badass who killed four Star-Gods during the Wars of the Tap, with the implication that he did so 'barehanded' -- without whatever powers eventually lead to him taking over most of the known world. Favored of Hromagh for a time. Father and (forced) lover of Denebriel. The other Forgotten Ones started out as mere nobles having civil wars for his entertainment. Survived repeated murders all over his personal timeline and resisted ensuing paradoxes by force of will, among other things. So powerful that the other Forgotten Ones and a large army of Thayne-sponsored Elven champions killed him several times over, tore him apart down to his core elements, killed him again, then spread his ashes all over the world to diffuse whatever was left of him. And then they killed him again and wiped away every last memory of his existence they could get their hands on over the course of several generations. They were thorough about this one. He was just plain scary enough to justify everything they did.

Elrundir
06-18-11, 01:19 PM
I was actually just being facetious. ;p I know she was a Forgotten One; I'm the one who made her. :p

Oliver
06-18-11, 04:24 PM
Whilst we're dolling out freebies, anyone is welcome to use Albion and the Coven in their writing if they wish. A description can be found in the threads The Flowers They Wither and the thread in my signature.

Rayse Valentino
06-18-11, 09:52 PM
Denebriel was also the most powerful blood mage.

I don't see any reason to distinguish warlocks and witches. Female warlocks and male witches just sounds weird. Usually, they're not gender-specific in works where only one is used. I've seen very few, if any, where both witches and warlocks are present and gender-neutral. I'm all for breaking conventions, but I don't think breaking this one is worth it.

Also, a little detail from DnD: The 3.5th edition of popular role playing game Dungeons and Dragons introduced a Warlock character class as well in the Complete Arcane, which gains its magic through a pact with a powerful and otherworldly being such as a devil, demon, or faerie, instead of the game's more traditional methods of faith, study, or innate power.

You've alluded to that in the Warlock write-up, but there's the simplification.

Also, this thread is being used for general re-write purposes (and some spam), what about Haidia?

I propose to have Haidia be akin to the Abyss in DnD Lore: One description of the Abyss presents it as a region of intense, extreme, and unforgiving climates, with layers consisting of overwhelmingly fierce desert sandstorms; explosively unstable volcanic activity, boiling lava, and molten rock; blinding, sub-zero Arctic glaciers; bottomless oceans filled with enormous leviathans; nauseatingly putrid environments saturated with disease-causing fungi; and the endless, existential void of infinite space.

We don't have to copy the 'layers' portion, but it could be a separate plane of existence connected to Althanas through various portals, with regions as described above. Sort of like the Gourmet World of Toriko, if anyone's ever read that.