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A Narrative on the Levels of Magika

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-Katie-Loo-Hoo-
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PostPosted: Sun Jun 18, 2017 4:44 pm
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PostPosted: Sun Jun 18, 2017 5:03 pm
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The Arcanists are the oldest performers of magic that the world has ever known. Their domain holds the oldest cities and displays of architecture which also holds the complete collection of knowledge in the Central Athenaeum. However, the Arcanists themselves are far more interesting than their accomplishments. Arcanists are immortal creatures that are born with the appearance of a dragon. However, separate from actual dragons, Arcanists maintain their magical abilities into their humanoid forms, whereas dragons will lose their magic.

Arcanists’ magic is the purest form of magic, being almost entirely elemental. They represent pure Arcana that was gifted to them by the Creator of Reix. While these creatures now are above conducting violence on mortals, once it was not so peaceful. The Arcanists were said to have nearly exterminated mundane beings and other magical creatures alike. The world was saved from their wrath by magic being bestowed upon the victims in order to fight back against the Arcanists.

The Arcanists’ greatest weakness is, in fact, their greatest strength. One can only injure an Arcanist with magic and one can only kill an Arcanist in their humanoid form with a mundane or magical weapon after injuring them in draconic form with magic. However, it is still, despite those new advantages, extremely difficult to kill an Arcanist. Fortunately for mortal kind, the Arcanists did not take kindly to being injured in general and eventually stopped their attacks, returning to their domain.

After a few centuries, the Arcanists took pity on mortal kind and began to teach them how to properly handle magic, even going as far as to show mundane beings how to harness the power of runes to be able to protect themselves from magical beings. After that time, the Arcanists became more a source of protection rather than fear. Now, almost all magical discrepancies are managed by Arcanists.

To slightly separate themselves from mortal kind, Arcanists mainly stay within their individual domain in the Sanctuary of Arcana that resides in and around Nehavi Lake. The Central Athenaeum, which is maintained by dragons and Arcanists, was built in the direct center of Nehavi Lake. Some Arcanists live in houses that surrounded the Athenaeum, but the majority live with the dragons in the GrΓ‘r Mountains to the North. Few mortals are allowed to freely roam the Sanctuary of Arcana, though some are given special permissions to learn and explore.

What Arcanists actually are and how they truly differ from dragons still remains a mystery. The two major differences briefly mentioned previously, is how they can maintain their magic in humanoid form and how difficult it is to kill them. However, there are other, more subtle differences in the two races. Yes, Arcanists and Dragons are two separate races that coexist very peacefully with each other. It is easiest, when comparing the two races, to explain exactly what dragons are first.

Dragons are a magical reptilian race that can use primary elemental magic in their draconic form, but they do not maintain their magical abilities when they transform into humanoid forms. Now, Dragons also have slightly different appearances from Arcanists. Dragon scales have less magical resistance and have higher resistance to mundane weapons but are completely vulnerable against magical weapons. Dragons have four legs, an elongated tail, and generally, have two wings. More commonly, dragon scales stay to darker tones with some iridescent shine to them. Some dragons have varied fur or hair that also accompanies their scales. When Dragons transform into a humanoid form, their skin tone matches their underbelly, their hair matches their scales and/or fur, and their eyes remain the same color. Humanoid Dragons are taller than mundane beings and are more renowned for being graceful than most other creatures, though dragons prefer to stay in their draconic forms.

Arcanists are thought to have been mutated from dragons through nature and have been given the ability to maintain their magic into their humanoid forms. In draconic appearance, Arcanists have four legs, two wings, and an elongated tail with wingtips at the end. They also tend to have lighter colors with an iridescent and holographic shine to their scales. Arcanists have been known to have fur, but it is an extremely rare trait among them. They differ far more from dragons in their humanoid forms. When Arcanists transform, the only trait that always remains the same is their skin tone which closely resembles the color of their draconic underbelly. All other traits are under the complete control of the Arcanists. For that reason, Arcanists are also considered to be a type of shapeshifter. However, they can’t completely change their shape, just their general appearances. Most commonly, Arcanists take pride in their draconic appearance and don’t stray from it very often. Along with their skin tone, the most common trait to remain unchanged is their eye color which also tends to be brighter than dragons’.

Beyond their appearance, the most fascinating trait of Arcanists is their complete immortality. Contrary to popular belief, dragons are not immortal. They age extremely slow compared to mortal beings but are not immortal. Arcanists, however, are. Among this natural ability, Arcanists also have extreme resistance to mundane weapons and even the majority of magical weapons. They can only be injured by weapons when they were weakened by magical attacks previously.

Despite the Arcanists’ ability to survive and thrive, there is a surprisingly low number of them. There are truly only fifty or so Arcanists known to reside is Reix. The Arcanists have given no real reason for their low population other than the fact that an Arcanist has not been discovered or born in several centuries. The youngest Arcanist is still old enough to remember the Nehavi Lake Floods that nearly destroyed the Athenaeum seven hundred years ago.

There are three ways for a new Arcanist to come to be. The first is when two known Arcanists have a child, this is a predicted Arcanist but is very rare. The second is for an ancient Arcanist brood and create a cloned Arcanist. Now, this new Arcanist is not exactly a clone, but a younger continuation. When an Arcanist is so aged that they no longer desire to be in the world, they will begin to brood an egg. Brooding takes approximately fifteen years, and in those years the living Arcanist begins to pass their knowledge down to their β€œchild”. The egg will hatch shortly after the brooding stage and the old Arcanist will die. The young Arcanist will then act like a predicted Arcanist child, like a baby. However, a cloned Arcanist takes less time to mature, only around five to six months compared to approximately six years for a predicted Arcanist. After this time they will be fully functional and will continue to grow until they die. Cloned Arcanists are more common because the new child will already have all the past knowledge of their parent, which Arcanists deem more useful than an Arcanist child who needs to be taught everything.

Now the rarest and most surprising out of all Arcanists births is a Discovered Arcanist. This is where a supposed dragon discovers that they truly are an Arcanist and not a dragon. There may, in fact, be more Arcanists than we know because some dragons have not tested this ability yet. However, it is doubtful that among the dragon population that there are undiscovered Arcanists because they are so rare. This surprise Arcanist is created from the regular mutation that allowed them to be created in the first place, separate from dragons. It was first thought that discovered arcanists were created when a dragon and an arcanist mated, but this theory was quickly disproven because all such couplings result in a dragon child.

It is important to note when interacting with an Arcanist, to remember that they deserve your respect and cooperation. They are logical creatures and will most likely come to the best conclusion, you should trust their judgment, and if you disagree make sure to make it clear without disrespecting the creature. They may not use violence often, but it is not an option they have taken completely out of commission.

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PostPosted: Sun Jun 18, 2017 8:37 pm
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Necromancy is a type of mortal mage specialty. Necromancers dedicate all of their magical power to communicate and raise the dead. When Necromancy was discovered, it was during a war in the Second Era where there were many fatalities on both sides. Necromancers found a way to call the very basic mechanical part of the brain back to life for a short period of time to be able to control the dead to aid the living. After the war, Necromancers took their abilities a step further and began to be able to communicate with the souls of the dead.

Along the way of Necromancy development, there was a fork between Necromancers. Many believe that Necromancy is a sacred art and should never be misused. These Necromancers are highly respected and many individuals go to Necromancers to speak to deceased loved ones for several reasons. Leaders also commonly employ Necromancers to be able to utilize their fallen soldiers or to move the deceased for easy burials. While these mages are not being privately employed, many Necromancers study their art or tend to graveyards and cemeteries while not being called out to duty.

The other side of Necromancy is far viler. Dark Necromancers, those who have strayed from the rightful tradition of Necromancy, are expert grave robbers. They steal bodies, sometimes actually killing their victim to utilize their body, to use them for their own gain. Many Dark Necromancers are highly persecuted and are one of the most hated specialty mages.

Whichever type of Necromancy they practice, these mages will be affected by their choice of magical practice and will never be able to return to an elemental mage after their transformation. A Necromancer is determined by a deep iridescent purple glow that comes to their eyes whenever they practice magic. While Necromancers have great difficulty using any other type of magic, they can do very brief and basic elemental spells (like lighting a fire of filling a cup of water), however they cannot complete any type of healing magic for it has major conflicts with their Necromancy.

If a Necromancer has tainted themselves by misusing their abilities, they will begin to have dark marks that follow their veins. Usually, this is best displayed on the neck and the underside of both arms along with the backs of their hands. This is a giveaway trait of a Dark Necromancer, and if seen they can be apprehended immediately. Due to this risk, many Dark Necromancers cover these vulnerable areas with scarves and sleeves to keep from notice.

All Necromancers utilize a nomadic lifestyle unless they have pledged themselves to a particular cemetery for care. The best place to find a Necromancer is where death is plentiful. If there is a war, most likely there will be a Necromancer to control the dead. If there is a plague, there will be a Necromancer to put the victims to rest. If the world is at peace, search gravesites and the cemeteries of villages to see if they are tending to the buried. Necromancers are solitary creatures that find uneasiness around the living.

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PostPosted: Sun Jun 18, 2017 8:39 pm
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Apothecary Magika is another type of specialty magic that has been harnessed by mortal beings. Instead of harnessing their magical abilities to specialize in elemental magic, they focus their minds on being able to distinguish the natural world around them. After years of training and study, Apothecaries become masters of herb and body. There are two specialties that an Apothecary can choose once they master their abilities.

A Medicinal Apothecary understands every plant, tonic, toxin, and salve. Upon looking at an ailment or injury an Apothecary can make an educated decision on how to best treat their patients. Medicinal Apothecaries are highest in demand in villages and holds because of their ability to contain and destroy diseases that would kill thousands of citizens if unleashed. These types of Apothecaries are also known for having the ability to create legendary potions. Some will alter personalities, give one certain powers, and even allow a mundane being experience magika. Though these types of gifts have been deemed questionable in the Apothecary community.

Surgical Apothecaries are masters of the body. Using their magika, these kinds of Apothecaries can view inside of the body without making a cut, they can see the issue and deem it necessary for either medicine or surgery. If surgery is necessary, these Apothecaries enchant their blades so that blood is never wasted. However, this type of surgery is very taxing on an Apothecary’s mind and they can only sustain their ability to see into the body for short periods of time. Due to this, more and more Surgical Apothecaries are being trained to help kindle the growing need for treatments.

Apothecaries of all types are either found in villages near abundant resources or under employment of lords and villages. Typically at least one trained apothecary can be found in every human village with their own shop for their wares. More are called upon during times of sickness and war as there are more needs for surgery and medicine.

The largest Apothecary Village can be found in the Topeka Swamp to the Southeast. This village is open for potential apothecary apprentices and patients alike. Other villages are scattered, but are not as easily found or well known. All Apothecaries belong to a tight-knit community and are training in reclusive villages that keep the arts hidden well. Their fear is that if the deepest secrets of Apothecary magic is revealed, it will be abused by the world of evil. In the apothecary’s history, it was once said that it was the Arcanists that trained Apothecaries to be able to heal their own wounds and cure disease so that they would not need to call upon the immortals so often. Even now, Apothecary villages praise the Arcanists for sharing their knowledge and have deep respect for the creatures.

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PostPosted: Sun Jun 18, 2017 8:41 pm
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The Pyromancer is the ultimate example of what is the result when evil taints magic. Pyromancers were once regular elemental mages, gifted with wondrous abilities. However, it was once said that Mundane Beings were never supposed to have magic, and thus there are always matters of consequences. Pyromancers have become mad with their own abilities and no longer recognize themselves or anything around them. Their goals? There are none. They simply do not understand the world anymore and they're only ability is to destroy. We know very little of them, and there is no way to help them but to kill them.

The thought is that since magic was a gift to mundane beings and not inherently meant for them, that sometimes an elemental mage is tainted by it and slowly they lose their minds. Sadly, there are moments in a Pyromancer’s life where they catch glimpses of their old life, small pieces of what it meant to be human. That may or may not compel a Pyromancer to end their life or find someone or something that can aid them in doing so. However, there are some lucid Pyromancers, rare as they are. These individuals are truly evil and wicked. They are conscious of what they do and find no harm in it.

Pyromancers are so powerful that it takes only one of them to kill an Arcanist, rather easily too. They can summon flames and flaming weapons from the air around them, heating their surroundings to the point the air itself combusts. Pyromancers are immune to fire or heated attacks which are commonly the most powerful as weapons, therefore are hard to kill. A creature that Pyromancers find difficult to kill are dragons since many have immunity to fire as well.

Pyromancers are not subtle creatures, they typically have no tactics in their blind attacks. Though, Lucid Pyromancers may have more than what is normal, being able to use surprise as a weapon as well. However, even when they are not attacking, a Pyromancer is easily found. Once the transformation from elemental age is complete, Pyromancer’s eyes will darken to a near black or gray color and their veins will glow red or orange constantly. These mages are also nomadic in nature and will not stay in one place for very long since their madness compels them to move constantly and destroy.

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PostPosted: Sun Jun 18, 2017 8:46 pm
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Magicians are a magical race separate from mundane beings. While they may appear, speak, and act similar to humans or regular mages they are an ancient race who have resided in Reix for as long as the Arcanists. Magicians are masters of illusion at their core but many also have the ability to manipulate elemental magic with great skill. Unlike mundane beings, they were not gifted magic but were created with it as an ability and therefore are not under the risk of being tainted.

That being said, Magicians are not saints. In fact, many are criminals. Thanks to their magical abilities, magicians have been conning others for centuries. Easily they can claim to be rune sellers, apothecaries, necromancers, and even Arcanists by using shape-shifting illusion magic. Beyond that, they use teasing parlor tricks to entertain the masses. Card tricks, eating fire or swords, and fortune telling are among their greatest tricks.

Some Magicians have even made careers out of their easy abilities. Kings and powerful lords may employ magicians as their jesters to entertain their families or their court meetings. Other rich individuals pay magicians to entertain at parties. However, the majority of magicians either con their money or are street performers. If Magicians can’t find work doing tricks, some turn to becoming bards and assassins. While many of their tricks have little harm, there are some Magicians that are so skilled in their tricks that they can bankrupt a kingdom with their heists. Due to this, most magicians have to masquerade themselves as people who are less likely to pickpocket you. This is easy because nothing in their appearance gives them away.

Magicians are purely nomadic and rarely do you see more than one traveling together unless they have created a Magician’s Band. A Magician’s Band is where several magicians and mages travel together to create bigger shows of entertainment for a greater profit which they split amongst the members. These groups are rare because, by nature, Magicians are greedy and are cheapskates and prefer to work and gain alone.

Do not settle yourself believing that Magicians are harmless. They are as dangerous as Pyromancers and are nearly as powerful. However, slaughtering villages don’t turn a profit so there is no real need to openly fear them. Just be cautious of your coin purse.

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PostPosted: Sun Jun 18, 2017 8:47 pm
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Therianists, like Magicians, are a magical race separate from Mundane Beings. However, their abilities are far less hideable and much more bizarre. There are three main types of Therianist, but their fundamental talent is their connection with animals and like-minded creatures. Unlike Magicians, Therianists do not have the added ability of being able to control elemental magic. Although, they do have the ability to craft powerful runes and wield them with little difficulty.

The first type of Therianist is the most mild, they are Summoning Therianists. These creatures create strong bonds with the animals that surround them and are able to summon their bonded animals on demand for help or aid. Summoning Therianists typically travel in families that have approximately five to twelve members in their ranks. Some Summoning Therianists may have the added ability of transfigurations but it is an extremely rare added talent.

The second kind of Therianist is a Transfiguring Therianist. They have the talent of transforming their body into the shape of a specific object or animal. Though the ability of transforming into an animal is more specifically referred to as Animorphing and they are called Animorphing Therianists; these special Therianists typically travel alongside their chosen animals as well as in packs. There is no illusion in their transformations, as they have completed shifted to become the object of their wish. Transforming into a moving object is far easier because the Therianist can relieve the tension that is created with each transformation. Each transformation has a time limit, and the more complicated it is, the shorter the limit. A Transfiguring Therianist is not normally compelled to transform and each transformation is completely voluntary. These types of Therianists are the best rune masters and wielders and commonly are the greatest teachers for rune mages. Transfiguring Therianists live with large packs of nearly twenty-five individuals in each pack.

The last type of Therianist is a Metamorphosing Therianist. They have only the Animorphing talent but are completely restricted by it. They must transform at certain times, but those times do vary, however the transformation is forced and not always voluntary. It can be at least once a day, an hour, a month, etc… Due to the uncertainty of their consciousness during a transformed state, these types of Therianists are the most feared and are usually prohibited from entering villages and cities. Typically, these Therianists live within their chosen animal group or in solitary. It is rare to find a Metamorphosing Therianist pack but it is known to occur.

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PostPosted: Sun Jun 18, 2017 8:48 pm
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Rune Mages are a type of Mundane Being separate from elemental mages in that they cannot control elemental magika without a rune scroll to assist them. Any mundane being can be a rune mage but the talent comes easier to some over others. A few mundane beings excel in rune magicka while others may struggle for their entire lives. Rune Magicka was first taught to mundane beings by Therianists with the talent and it grew from there. Now there are entire colleges dedicated to teaching this art.

Rune Mages are used as warriors, enchanters, and talented servants. Though they can also function as normal humans with mundane occupations with the use of runes as an added ability to assist them. There is nothing more special to them than that. Especially talented Rune Mages are at times invited to the Central Athenaeum to learn more of their talents and can even be taught elemental magic and more runes by Arcanists. Though this is a rare occurrence. Rune Mages are very common and are easy to find if you require their assistance. There is a common competition between Rune Mages and Elemental Mages for which specialty is superior.

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PostPosted: Sun Jun 18, 2017 8:50 pm
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Mundane Beings make up the majority of the population and are called such for their lack of magical abilities. Although about one-fifth of the population is considered Elemental Mages which are the most basic of magicka controllers but are still considered mundane. Typically their magicka comes into a mage at around the age of nine or ten, but it can vary from person to person. Once a child comes into their magic, their family can send them to a school that will teach them to wield it safely or can hire a teacher to come to their home. Both cost little money and are managed by the Arcanists to promote the safe wielding of magicka.

While Mundane Beings normally lack magic and becoming a mage is rare, some have the ability to craft runes and therefore can train to become Rune Mages. Though most humans are happy to wield mundane weapons which can do just as much damage as a spell. If a human is lucky, they may come upon a magical weapon which only they can wield since there is no magicka to conflict with the weapon’s.

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