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The Mages

Brief Faction History

The Mage  Faction is one of 9 playable Factions available your character has the option of choosing from. There is no one exact location where Mages can be found as they live all around the continent where Magic is accepted out in the open like the Coven, tribe lands, the Circle of Magi and even where it's banned in places like WhiteStone and where Adam reigns for example, living right under the kingdom's ruler nose, playing a game of risk with their own lives as those who have Magic the punishment is death. There are also equines who have never left the Circle their whole lives, and lastly, there's equines who prefer to free roam the land as they please never settling down for too long in one spot, either for safety reasons, or it's just their own personal preference. 

 

However a Mage, seems to cause great controversy in the world as to whether or not their Magic is a gift and should be embraced, or if it's evil and anyone who wields it must be destroyed and long before today's opinions on Magic existed, they existed in the same manner they do today ages ago, that's why Heka, the God of Magic created a safe haven for Mages where they cannot be harmed by those who wish to destroy them known as the Circle Of Magi. Majority of this faction ( about 80% ) can be found nestled away safe and secure between WhiteStone's territory, Emen, and the Tribe's territory, Okria. 

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The life of a Mage is often one of uncertainty, slavery, misery, and short since Mage Hunters, Knights, Slave Traders, and others who are against Magic constantly seek them out to turn their lives in shambles, a Mage is lucky if they ever set hoof out of the Circle and live. When the Circle began and Heka taught young Mages Magic there used to be a functioning style of government where Heka and the ArchMages determined the in's and out's of the Circle and how it was run to improve the lives of all, but when the God's War broke out, Heka, and the ArchMages vanished. The rank structure everyone knew, worked for a little while longer until Adam's war had unleashed, then the whole system fell apart. It's believed that Heka had died from his wounds, and the ArchMages slaughtered by Ares forces. But it is also believed in legend that there will come a time when so many ArchMages will come together and are the keys to the path of their sleeping God. 

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When the Adameic species emerged in the world, at first, their species Mages weren't hunted down and slaughtered like the Creatio have always suffered, it wasn't until Adam actually started winning his war on Terra did he turn against the Mages who even fought for him, while Creatio and Adameic have hate for each other when they came high tailing it with nowhere to go but the Circle, after argument and pleads, the Adameic species were welcomed in the Circle, provided they stay on their side of the river and do not cross it, and vice versa, PROVING that the species can co-exist with one another peacefully. 

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Being a God or Goddesses child can not save you if you have the ability of Magic, regardless that they are technically Nobility, many know that there are Mages secretly hiding within the Nobility community, the Order, and other places, leaving a lot of room for the innocent to be accused of having Magic because of the fear that Magic brings to other Factions and Nations. 

Ranks

This rank structure has existed since Heka created the Circle Of Magi to teach Mages of all ages. When Adam's war ravaged the Circle, this system quickly fell apart, while it should be followed, it's very loose in today's world as those outside of the Circle rarely ever abide by these ranks as they are their own person. Those who live in the Circle though, may not always follow this system to a T but bare in mind importances of the rank the equine they're in the presence of holds. 

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                                                                                                       Newborn

Equines aged just born to 5 years of age will be referred to as Newborns because they are entirely new in the world of Magic, knowing nothing, needing to be educated on learning to control their Magic and much more. Parents to a Newborn will know right away if their child has Magic or not since it is as raw of a state as it ever will be, it practically pours from the child, a sneeze, kick, even a laugh, may send them launched across the ground because of its unpredictability. Equines have until the age of 5 years old so show any kind of sign of possessing Magic, if they don't, it's safe to assume they may never have Magic as it does happen from time to time even with both parents able of magical ability. 

 

                                                                                                        Tranquil

A Tranquil Mage, might as well be a dead Mage, or so it's been conveyed from Mages without their Magic feel. Tranquil, do not have Magic anymore as it has been stripped away from them. This practice was discovered by Ares when Mages started being imprisoned by him and the multiple experiments he would do to them, forcing other Mages to do some questionable and unspeakable things. It is believed that only ArchMages, Gods, Goddesses possess the knowledge to take away another equines Magic, but in the walls of WhiteStone, Mages go in with Magic, and they either lose their head, or come out with their Magic gone.

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                                                                                                      Wanderer

These Mages have set out for lives beyond the Circle as it just isn't for them, or perhaps they're unwanted there. Wanderers roam the lands living in complete wilderness, keeping a keen eye out for predators, Knights, and the other dangers that exist outside the Circle, calling no place their home for too long, no job, not too many of them find themselves having families either. If your character does not live in the Circle, and live in a different Nation, that does not necessarily make them a Wanderer.

 

                                                                                                           Pupil 

Equines who have reached 5 years of age will become a Pupil, they will have the option of going to school where they will be sorted into one of two schools based on their abilities and where they go from there is up to them, some choose to go to school, others become Wanderers, some will go on to even become Masters, or they may never get a grip on their Magic, instead it will control them, these young Mages are the most susceptible to Blood Magic and Demons. Pupils will go over the basics of their Magic often being able to only control their Magic seconds at a time. Demons prey on Pupils as it's the perfect vessel for them, not too young, and just a bit stronger Magic than a newborn has, just waiting to be pulled in any direction for wrong doings

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                                                                                                      Apprentice

Apprentices have only just begun appropriate control of their Magic, learning about Demons and other studies, this is often as far as many Mages go in their training as they are trusted enough as time goes on, to be able to control their Magic at the great strength that is at and should never be underestimated. Apprentices that still remain in schooling are allowed to demonstrate Magic to other Pupil's and often spend a lot of time with Mentors, some Masters may even be willing to mentor these young Mages. Apprentices can still be wishy washy in their gift, just because they CAN control their Magic doesn't mean they'll ALWAYS be able to at any given moment because Demons still attempt at this level to tempt the young Mage into submission.

                   

                                                                                                         Mentor

*OPTIONAL RANK* Mentors teach students! Teachers are strong, fine tuned examples of what magical abilities can be with time, patience, discipline, and lots of practice, trial & error.These can be Masters, or Apprentices who have spent at least 20 years training Teachers are usually studying under a Master themselves! Each teacher may have a different way that they use the same ability you might have, and you may or may not get along with them. It would do you best to try and work your best with your Teacher though, as they are the ones that can recommend you to your Master Trials! Demons usually give up at this level constantly prodding a mind, unless they know you're one of the weaker links, then they'll constantly eat and eat away at you. 

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                                                                                                         Master

A Mage of great power and ability, who has reached the pinnacle of their Magic without being an ArchMage. Such Mages are rare and most are capable of highly dangerous magic, possessing impeccable control, a silent, crystal sharp mind filled with no distractions, constantly squeezing maximum lengths and limits always pushing just a little more each time they practice the forces that can roar from their Magic. It is said, that Masters having been around so long and knowing their ability in and out, can pick out on spot who has what it takes, and who will never make it and be consumed whole by their Magic and Demons... It is extremely rare that a Demon will even think of taunting the mind of a Master.

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                                                                                                      ArchMage

ArchMages are legendary they have moved beyond the understanding of Magic that other Mages know, using Magic on godlike levels. ArchMage status cannot be obtainable until two or more magical abilities are able to be used by the character. Magic used by these Mages is beyond comprehension to most because of the magnitude of power they harness, while not a God or Goddess, they are pretty close to it!

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Magic Abilities & Levels

                                                                                                       Elemental Magic 

                                                                                                           Pyromancer

Fire Magic, The amount of Mana you have will determine the color of your fire's flame, which determines the degree of burn damage inflicted and whether or not you can produce it on your own. If lost control of, it is possible to burn yourself, or others. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                          Hydromancer

Water Magic, water is a beautiful thing, but can also be dangerous, a Hydromancer should be just as careful as a Pyromancer, Geomancer, or Electromancer would be with their Magic. The lower the Mana XP, the weaker your water control as well as well as its stream will be, you may not be able to produce water out of thin air having to rely on an source of existing water. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                          Geomancer

Earth Magic. This is the ability to control the earthly elements. Geomancers may only be able to control one earthly element their entire lives, or only a handful of elements involving earthly make up. Geomancy is a very unique ability! The lower Mana XP you have, you may not be able to have control over various materials such as metals. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                       Electromancer 

The ability to manipulate electricity! Mana XP determines the strength and color of your lightning bolts, lower Mana xp means you may only be able to electrocute one individual instead of multiple, and the severity of your lightning may not be very high voltage, at any time to the user possessing this ability you may electrocute your own self. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l  

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                                                                                                      Dark Magic 

                                                                                                     Necromancer

Ability to animate the dead for good / evil intentions. Can be used to communicate with those already dead, can be used to summon someone to foretell a future event, or know hidden knowledge. Duration of summoning depends on mana XP. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                      Blood Magic

Blood Magic, can be a choice if the user wishes. Users of this Magic user their own blood, or others, to cast unholy powerful Magic with the influence of Demons. A Blood Mage is a force to be reckoned with. It's unclear what specifically triggers a Mage to become a Blood Mage, as there are many different reasons it happens but who you were, is no longer you, you've become someone else entirely because of working with Demons you become almost something else. Blood Mages have Magic coursing through their veins that is near the equivalent to Heka. Users of this Magic risk their sanity and weakening themselves significantly from over use of this ability. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                     ShapeShifter

Ability to transform the form of one's body. The user may need a belonging of the individual they wish to take the form of, or a visual. Shifters that are low level are subject to involuntary transformations and may transform at any given time. The higher mana xp the longer shifters can maintain their impersonating forms. Lower level Shifters may only be able to partially imitate personalities and characteristics of the individual their impersonating and may not be able to imitate exact characteristics physically of those they're impersonating such as voice, eye color, scars, hair color, etc making it extremely dangerous to try risky things. Shifters may be able to take the form of animals.

5 XP l 

25 XP l 

50 XP l 

75 XP l

100 XP l 

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                                                                                                        Conjurer

The ability to summon various creatures, demons, spirits and items through summoning. Lesser level Conjurers may require a conjuring circle. Some things can only be conjured during certain months, times, or every few years. Some conjurings may require additional ingredients and herbs, sometimes even the use of blood. The higher level the Conjurer, the more stronger and dangerous things they can conjure. 

5 XP l 

25 XP l

50 XP l 

75 XP l 

100 XP l 

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                                                                                                    Light Magic 

                                                                                                   Druidic Magic

Druids are Nature Mages, having the same capabilities of a Gemoancer, but live on a strict belief of being very peaceful, very humble, and would not use their Magic to harm another living being, unless put in a life or death situation. These Mages have a deep connection to nature, animals, and spirits.

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 
 

                                                                                                    Mind Magic 

                                                                                                       Illusionist           

The ability to manipulate the senses and surrounding environment. Users can create, shape, manipulate, causing victims to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. Some users can create complex and detailed worlds, others may be able to only alter the way they or the target are perceived. May only be able to create illusions that only affect certain senses, those with a weaker mental state are more suitable targets, individuals may be able to see right through the illusion. User may be unable to create accurate illusions, such as making things that don't exist or situations that would never happen in a million years. One common mistake is misplacing a feature on a person, or forgetting to add shadows to their forms. The higher level the user is, the stronger and more believable the illusion is.

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l

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                                                                                             Dream Manipulation

The ability to alter and enter an individual's dream. Dream Mages have the ability to alter, suppress, modify, fabricate, and influence an individual's dreams, enter, and observe. Dream Mages can only affect a sleeping subject, the higher the level the user is the more destructive they can be. For example, if they were to attack the individual in their dream, it can be strong enough to physically happen in the living world.The more mana the user has, the longer they can stay in the individual's dream. Dream Mages have a very creative imagination and mind, and in their own dreams if they dream of going through the Tranquil process, they may actually wake up Tranquil.

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                          Enchanter / Enchantress

Enchanters are known for their brewing skills, however they've given themselves a bad reputation as it's rare you'll find an Enchanter / Enchantress that is using their skills for good. They're usually known to be causing chaos through the world through their various potions, spells of love, lust, greed and other means. The higher the level of the user, the stronger and longer lasting their potions will be, if the Enchanter/Enchantress were to physically cast on chosen being the higher mana xp they have will determine the duration the subject is under enchantment. 

5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

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                                                                                                    Pain Inducer 

The ability to inflict various forms of pain by various means including physically, mentally, or emotionally. User may need to touch victim, may only be able to cause mental or emotional pain. Higher levels of Mana XP increase pain levels that the user is able to inflict. 
5 XP l 

25 XP l 

50 XP l 

75 XP l 

100 XP l 

Mage Customs & Traditions 

Marriages (Custom)-

Death (Custom)-

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Cultural Notes 

Food

  • Mages in the Circle ​​follow a diet consisting of fruits, vegetables, nuts, berries, roots, mainly consisting of an omnivore diet because of places like WhiteStone trying to starve them off they rely heavily on sneakily hidden provisions provided from the Coven and the Tribe and meats don't last too long unless it's meats that are dried like jerkies. Because of provisions from other allied nations Mages don't have a set culinary palette of specific spices, fruit spreads, what they like to eat etc. 

  • Because the Circle isn't sure the next time an abundance of food will be available to them if they don't gather it themselves they're known to eat once a day to ensure future rations are available.

Etiquette

To be determined 

Sexuality

  • Because of their ostracised status in the world Mages are not bound to traditional morals like the Divine, and the Knight Order. Like the Elven and other factions they enjoy sexual freedom to be who they want to be. Because of the fear of Magic and kingdoms like WhiteStone that outlaw it and hunt down Mages, it is discouraged in the Circle to reproduce since offspring is more than likely to possess magical abilities that will get them noticed to the eyes of those who wish to do them harm. 

Education 

  • Many Circle Mages may choose to go to one of the schools depending on one's ability to better learn to control it, they can enroll and drop the school as they please, when they find they've had enough schooling on their ability they do not have to continue if they do not wish to. 

  • Classes are taught in small clusters, usually by age instead of ability strength.

  • Magical abilities and control are stressed in all the schools, but Mages are also taught runes, alchemy, and lore of their culture and world history.

Circle Life & Outside The Circle 

  • Some Mages love the Circle for the sense of security it give them, while others think of it as a prison and can be driven mad with the thoughts that they are imprisoned in this one area. â€‹â€‹Choosing to leave the circle or stay can be a tough decision for many, and some families will go as far as disowning their own child or family member if they choose to leave, depending on the terms of which a Mage has left the circle they may be welcomed back at any time or they may be banned from ever returning depending on circumstances revolving around the individual. Those who have parted with the circle are on their own, those who live in the circle however, are provided food when there is food, clothing, shelter, education, etc. 

Religion & Spirituality 

Magic 

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