Difference between revisions of "Sickle"

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The education centre, or '''Sickle Phrontistery''' takes care of everything from basic training to support and guidance during original research on the Hypernatural Controller level, to become a full-fledged mage: a '''Diplomed Magus'''.
The education centre, or '''Sickle Phrontistery''' takes care of everything from basic training to support and guidance during original research on the Hypernatural Controller level, to become a full-fledged mage: a '''Diplomed Magus'''.


The official term for a fully trained mage, Wizard, Sorcerer or whatever term is used by people is to be a '''Diplomed Magus''' and is the rough equivalence of a Degree in modern terms. It includes a large amount of schooling from a young age in various topics besides the Arcane, more specific training during the person's teens as well as original research in late teens. The schooling is adapted to each individual but if the young mage is particularly gifted they are given additional research (an merit) for the Diploma of the Magus until graduation the year they turn 21 as the Sickle doesn't want there to be too young mages running about. The process works as follows:
The official term for a fully trained mage, Wizard, Sorcerer or whatever term is used by people is to be a Diplomed Magus and is the rough equivalence of a Degree in modern terms. It includes a large amount of schooling from a young age in various topics besides the Arcane, more specific training during the person's teens as well as original research in late teens. The schooling is adapted to each individual but if the young mage is particularly gifted they are given additional research (an merit) for the Diploma of the Magus until graduation the year they turn 21 as the Sickle doesn't want there to be too young mages running about. The process works as follows:


{{:Sickle Phrontistery}}
{{:Sickle Phrontistery}}


 
Main article: '''[[Sickle Phrontistery]]'''  
 
=== Initiation ===
All young would-be mages are Initiated in the [[Octagon]] located in [[Capitoleum]] in what is sometimes called '''Ring Training'''. They are initiated at a young age (at what time they are found to have the "spark") and are taught basic controls on the channelling abilities the child has shown but most of the focus lies in general schooling such as mathematics, history, nobility, religion, languages, etc. The focus is largely on memorisation of facts like Noble houses and historical events, but some practical exercises are also included.
 
This studying is intermingeled with hard physical labour such as cleaning pots and pans in the enormous Octagon Kitchen, emptying latrines and other tasks that would have been much easier to hire people to do. The Sickle feels that hard labour is a way to clear one's mind and to learn better and has the motto of "idle hands are evil hands".
 
At the end of each day, the children are treated with a '''Radiation Sponge''' (or "'''The Sponge'''"), absorbing excess amounts of magical energies. This is primarily done to ensure they don't activate abilities while dreaming, but the energies are also used within the Sickle for things like lamps and other low-quality magical functions.
 
Male and female children are separated into different Cohorts. Though Mentee is the official term for a young mage in training, they are usually referred to as '''Cohorts'''.
 
At the end of the Initiation, children recieves their '''Ring Training Final Grades'''.
 
==== Subjects ====
 
* Languages
** Elven
** Dwarwish
** Draconic (the magical language of the dragons)
* Mathematics
* Basic alchemy
* Religion
* History
 
 
=== Hypernatural School ===
Mostly just referred to as "School" within the Sickle, it includes the main chunk of education for the use of magic (or "hypernatural force manipulation"). The School involves successively less manual labour over the six year period but is otherwise similar to the Initiation.
 
Throughout school, students continue to be treated with a Radiation Sponge at the end of each day, unless exercises demand some channelling ability be retained over night.
 
Following this six-year period, Neophytes can attempt to get their '''Hypernatural Manipulation Diploma''' and a Hypernatural Manipulator Pin, which basically makes them a "junior mage" or Hypernatural Manipulator (HM) and enables them to work for the Sickle in the breaks and earn money. As a Hypernatural Manipulator, they leave School and join the College.
 
 
=== Hypernatural College ===
Like the School it is mostly referred to as "the College", students are now expected to take more responsibility for their training and are granted more freedom. Studying takes on more researching elements, but generally involves nothing original. A lot of time and effort are spent on references and commenting on others' works.
 
The student now also choose a bit more about what to study and joins slightly larger cohorts (if there are any at the time). This specialisation doesn't have to be related to magic, but can be things like languages, history, archeology or politics. Regardless, a significant portion of the time in College is devoted to the hypernatural.
 
The Sponge is still used on HMs, but is instead limited to roughly half of their potential. They are assisted using the device to avoid cheating.
 
HMs are also allowed to leave the Octagon unsupervised, and usually enjoy this newfound freedom immensely. Students who misbehave outside of the Octagon are severely punished, however, and absolutely no use of magic is allowed outside the Octagon.
 
HMs produce final projects in their selected and compulsory subjects, and if they are all accepted by their superiors, they receive the '''Hypernatural Controlling Diploma''' and a '''Sickle Controller Ring'''.
 
 
=== Hypernatural Research ===
 
Having finished College, an Unqualified Magus (or Hypernatural Controllers, HCs) is now able to work full-time for the Sickle and only need to donate 1/5th of their abilities to the guild. HCs are allowed to take a year or more to do work within the guild rather than continue to produce their own research but are eventually encouraged to do so.
 
The research is supported by a mentor and a HC is allowed to request help from any non-Administrator mage (but they can also help, if they want to) but are expected to complete the actual work themselves. This is the time where the becoming mage talks to different circles and starts to form an opinion of which one she wants to join upon becoming a Diplomed Magus of the Circle.
 
After finishing the research and having it Opposed by senior staff members in a hearing, the former student receives the '''Diploma of the Magus''' and the '''Sickle Magus Ring''' that is appropriate for the Circle she has choosen. For example, this may be the Circle of the Tiger and so she is then a full-fledged '''Diplomed Magus of the Circle of the Tiger'''.
 
Some researchers finish all of the educational diplomas and research before the year they turn 21. In those cases, additional research is generally added and they graduate with a more full set. The Sickle doesn't want too young people becoming mages.
 
 
=== Nobles and Hypernatural Training ===
 
The Sickle offers training for Nobles in both magical skills as well as ordinary lessons. It is a service they charge for, and many Houses choose to send their children there instead of having a mentor. Children without magical potential use an Assisting Pendant to acquire the skills, should they start showing the spark later on in life.
 
Noble children with a spark are also not treated the same as ordinary children. Recognising the importance of good standing with Houses, the Sickle allows these children to just go through the Hypernatural Manipulator School; in many cases a shorter version with just manipulation techniques. While ath the Sickle, they are, however, still subjected to hard physical labour that they are not allowed to "outsource" and they have to earn their Hypernatural Manipulation Diploma like everyone else.
 
However, after receiving their diplomas they are allowed to go home and go about their lives as long as magic is never used in a disruptive way and as long as 1/2 of their magical powers are sponged and delivered to the Sickle.
 
Should a gifted noble child choose to finish her education in the arcane, she will have to swear the oaths of allegiance; to promise to forsake blood bands for her gifted brothers and sisters if the choice ever came up.
 
The years noble children are sent to the Sickle varies, as does the duration, but usually they are sent there between the ages of seven and fourteen. Unless a child is a "late bloomer" in terms of her gift, the Sickle accepts no student over the age of 14.
 
== Sickle Characters ==
Listing important characters within the Sickle.
 
=== Octagon Staff ===
* Kitchen Matron [[Amni]] - In charge of kitchen duties as well as a lot of physical tasks





Revision as of 16:21, 7 July 2015

The Sickle is the mage guild of the Realms, monopolising the use of magic and protecting its users (killing magic users who does not want to join their ranks). It sees itself as a force for good, but is primarily an interest group for people with extraordinary abilities and a means to stay safe from hoards of people with torches and pitchforks. Most Magi of the Sickle resides in the Octagon (the main base of operations for the organisation) in the western part of Capitoleum, but they can be found elsewhere in the city as well as in other cities or strongholds around in the Realm.

Originally, the Sickle just wanted to be left alone, but its members have over time become more and more interested in personal power. The main thing keeping the Sickle from trying to conquer the world is partly its memory of the Warlock Wars but primarily it is the fact that internal struggles for power has become the primary activity for many.

Much of this is still raw notes. Never mind if you can't understand it properly!



History

See more in: general History of Hökaland

The Sickle was started among mystics, many hundreds of years ago in order to combat the Warlocks of the Black Nettle during the Warlock Wars. They assisted the Mageslayer in ridding the lands of the Warlocks and then assisted in the building of the Old Empire and it's crown jewel: Capitoleum.

During the Prosperous Times, the Sickle improved their standing and reduced the hatred of mystics that had grown to enormous proportions during the Warlock Wars, but at the same time, the Church of Rahn propagated a strong anti-mystical rhetoric. Life improved for people able to control the forces of nature with their minds, but distrust remains high. They helped to move the river Wildrun into an impressive moat, move tonnes of soil to enable important buildings to be founded on bedrock and to irrigate the local fields as well as setting up a system of magic enhancement to improve the crops themselves, making the already massive city almost self-sufficient.

In the same time frame, the guild started to organise to specialise for different tasks. Together they started hiring their own force of militia to act as body guards and separately they divided into groups they called 'Circles'. Since then, though all members are interested in a strong Sickle, there has been an internal vying for power and political intrigue.

Both for protection and their own strength, the Sickle decided to try and incorporate all users of magic into its organisation. the trade routes of the Coins helped with this goal, but more importantly they god a public relations boost with the great fire of XXXX. It was found that it was started by an 11-year old daughter of a noble family, who had undetected magic powers which randomly manifested and burned not just the girl, but the whole estate and most of the family. The fire spread to an oil storage for street lamps and almost took on catastrophic consequences from there on.

The Sickle, which was central in putting out the fire, managed to raise awareness of the dangers of uncontrolled magic as well as creating a strong sense of urgency to report magic use in non-Wizards. When they pledged to cast a powerful detection spell, it was even welcomed.

Part of the agreement also included giving the Sickle the responsibility and authority to handle magic users. It's also common knowledge that the Sickle has enchanted Capitoleum and some other major cities to detect if anyone other than Sickle uses magic.

The Sickle also gave the King a hundred fire-free street lamps to avoid further fires and pledged to continue to deliver lamps to entirely replace the oil lamps (much to the outcry of oil salesmen and lamp lighters). The catch was that the city would have to pay for magic power at a cost similar to that of the oil lamps, a deal the King gratefully accepted. This agreement has since been honoured even after the fall of the Old Kingdom and many lamp lighters got to keep their jobs; only now they refill the lamps with magically infused marbles rather than oil.

Despite many a good deed, The Sickle has never completely gained public support even in the city, and some merchants even propagate banning 'MEP' - magically enhanced produce.


Organisation

Upper Circle
Macharned (Grnd Adm) 20 The Hunter
Linda (f) 18 The Shield
Hermondend 19 The Cloud
Tomasi 16 The Hammer
Aripolis 17 The Green
Monicka (f) 19 The Tiger
Full Circle
Tamah (f) 17 The Hunter
Delantro 16 The Green
Torini 16 The Tiger
Leonerdie 15 The Shield
Minda (f) 15 The Cloud
Rogdynettro 15 The Hammer
The numbers represent DnD levels.

The Sickle is internally seen as an "upper circle" of humanity and they call peers "members of the Circle" and a person can have the title "Name, of the Circle". Its members are divided into five more specific Circles, each with its own responsibilities and authority within the Sickle. The Circles are:

  • The Circle of the Cloud - Magical research
  • The Circle of the Green - Education within and without
  • The Circle of the Hammer - Production of needed items and for income
  • The Circle of the Hunter - Seeks and destroys demon and changeling invasions
  • The Circle of the Shield - Protecting the Sickle and magic users, forcefully
  • The Circle of the Tiger - Newest circle; public relations

In charge of each Circle are two Administrators. Administrators ensure that the voices of all the members of her circle are considered in the organisation, and is also endowed with the authority to solve personal disputes among Magi. The Administrators of the six circles has a council called the Full Circle. As such, being appointed an Administrator also gives the Magus the title "of the Full Circle".

Out of the two representatives from each Circle, one is senior and one is junior. The Senior Administrator receives the title "of the full Circle" and sits in the Full Circle; a smaller council that supports the Grand Administrator in her decisions for the organisation. The Grand Administrator, in turn, is the utmost responsible person for all decisions in the entire organisation.

The Grand Administrator, as well as the Senior Administrators and Administrators are elected from within the council of the Full Circle, but magical prowess is one of the main attributes considered when making the election.

The title of Administrator is the same as that of officials in the Family Register, which can cause some confusion and a topic the Sickle doesn't really care about. They would prefer if people didn't even know what a Sickle Administrator even was.


The Cloud

Mage fanatics. All about magic power. Ignoring politics and even food, sometimes. Sometimes overly ambitious. Quite corruptive. The Hunter dislike most of their work. Shields feel this is what matters. Disrespects the Hammer and the Tiger.

The Green

Lots of University backgrounds. Knowledge and pursuit of it is the focus of the Green. Not always very pedagogical. Low on wisdom. Lots of cooperation and competition within.

The Hammer

Production. Economy. Arsenal. Likes crafting, hands-on. Practical. Both feet on the ground. Knows they are the least "popular", don't care much because they know they are essential. All the power of the Sickle comes from the accumulation of wealth/power/production. Close to the Tiger, also the Green.

The Hunter

Sort of Secretive. Has lots of racism against anything unnatural. Lots of knowledge of demonic magic and planes. Doesn't like dragons, but more realistic about them than the Shield. Several cases of "turners", so the circle is very vigilant about it.

The Shield

Extremely xenophobic. Worried about other Wizard guilds or ones forming. Some cooperation with the Hunter. Somewhat political. Looks where to put money for long-term investment in PR and power. Duelists and spoiled more than warriors.

The Tiger

Young. Open-minded, understanding of people. Lots of sorcerers. Newest Circle. Dislikes the Shield. Most in common with Greens. Friendly with the Hammer.


Allies

The Harbour Master is an allly, likely because of a lot of international trafic, a lot of open-mindedness and a counterweight to the Chamber of Commerce. The Sickle took the side of the HM when the Chamber tried to incorporate the HM into the guild system.

Artipellin is another ally. Generally open-minded. Also many sailors.


Recruitment

  • Join us or perish sort of thing
  • People willingly send off their kids as they are afraid of them
  • If not wanting to become a mage:
    • Have specific tattoos engraved that inhibits it and yearly check-ins to make sure they still work
    • Work at Sickle indefinitely, sponged every day


Sickle Phrontistery

The education centre, or Sickle Phrontistery takes care of everything from basic training to support and guidance during original research on the Hypernatural Controller level, to become a full-fledged mage: a Diplomed Magus.

The official term for a fully trained mage, Wizard, Sorcerer or whatever term is used by people is to be a Diplomed Magus and is the rough equivalence of a Degree in modern terms. It includes a large amount of schooling from a young age in various topics besides the Arcane, more specific training during the person's teens as well as original research in late teens. The schooling is adapted to each individual but if the young mage is particularly gifted they are given additional research (an merit) for the Diploma of the Magus until graduation the year they turn 21 as the Sickle doesn't want there to be too young mages running about. The process works as follows:


Normal age Schooling Title Diploma Years
21 Finished Diplomed Magus of the Circle N/A Life
18 to 21 Research Hypernatural Manipulator Diploma of the Magus 3
16 to 18 College Hypernatural Controller Hypernatural Manipulator Diploma 2
10 to 16 School Neophyte Hypernatural Controller Diploma 6
4-7 to 10 Initiation Mentee Ring Training Final Grades 3-6


Main article: Sickle Phrontistery


Economy

The Sickle has great expenses. Besides bribes to keep the Church of Rahn off their backs (a fact very few knows of), they have a large standing army that requires salaries and housing, hundreds of members of staff, a lot of building maintenance and quite high salaries to individual members. The main way to gain incomes is by selling light energy to the city of Capitoleum and a few other cities, to sell potions, charms and other items to merchants and commoners. All of these endeavours are overseen and planned by the Circle of the Hammer.


Gathering Magical Energy

There are two main ways the Sickle gathers "crude sparks" for use in the guild or to sell: Through its members and through the public. Through its members, each member has to donate a portion of daily magical powers per day. This doesn't have to be every day, but can be spread out over a month or longer time, using a Sponge and multiple Mana Cells. In return, mages recieve a handsome salary for it and other Sickle tasks.

  • Each Diplomed Magus of the Circle is bound to donate 15% of her daily magic powers per day to the Sickle, in addition to fulfilling Sickle work in general.
  • Hypernatural Controllers are not paid but required to donate 25% of their daily magical powers.
  • Hypernatural Manipulators are required to donare 50% of their daily magical powers.
  • Any other initiate will donate all of her magical powers for the day after any magical training is completed.

For the public, the Sickle needs to keep people as happy as possible, but members alone can't fulfill the needs for magical powers that the Sickle needs so methods have been developed to "sponge" up excess energy from regular people. Most people have a small magic potential that they may not be able to cast spells with, but can be of use. The Sickle tries to access this through a couple of venues, which actually helps to keep people's opinions about the guild from being overly negative. The spin on these ideas are the brain children of the Circle of the Tiger over the past 20 years or so:

Mundane Crafting

Mundane Crafting is a program where they pay anyone to do a little manual labour for the Sickle, which can be actual cleaning of items in the side kitchens or just sorting particular stones in a small dedicated Work Room. Radiation Sponges are placed in the room, which will extract a little excess energy in a painless way, though it is a bit tiring, which people expect anyway. The individuals who come and do this are paid a day's wage for just an hour or so of work.

Magical Cleansing

The Sickle also provides the "service" of cleansing people from magical auras they may have come into contact with on a daily basis. The Sickle use this as a PR tool, paying people to keep the world free of magic "pollution" and charges a small fee for merchants and Nobles. A Power Extractor is then used on the willing target to drain magical energies.


Items

Noteworthy Sickle items and some Roleplaying rules associated with them.

Assisting Pendant

The Assisting Pendant is a relatively crude magical object that can store an amount of magical powers that is roughly the same as a young or beginner arcane user. The pendant allows even individuals without an "arcane spark" or "gift" to cast spells and is used for training purposes. The pendant must be worn against the skin or held in order to work. It is also sensitive to interruptions, so other magical items can not be worn in the immediate vicinity. Its design varies from pendant to pendant, but they all include a thich metal disk that needs to touch the skin of the user.

When used, it's rough design shows as it is physcally demanding to use.

The pendant is powered by a special-made Mana Cell located inside the disk and can also absorb energy similarly to a Radiation Sponge, but only from directed energy; it can't absorb other energy. The caster simply touches the pendant and transfers a portion of her channelling powers into it.

DnD Rules

  • Counts as "neck slot" while worn or "hand slot" if held.
  • Can stores 5 lvl 0 and 3 lvl 1 spell slots worth of energy.
  • Using a spell slot to cast a spell (which has to be prepared ahead of time or manually read (see Magic)) causes 1 point of non-lethal damage (lvl 0 counts as half)
  • Suffering 4 points of nonlethal damage in this fasion will make the caster fatigued. 8 points will make the character exhausted. After receiving 8 points of nonlethal damage, the user suffers lethal damage instead.
  • Base cost: 1500gp
  • Hokaland: 6000gp


Mana Cell

A commonly used device that can hold "crude sparks" used to power a lot of other Sickle-made magical items. Generally, a Mana Cell cannot be charged without some additional item, such as a Power Extractor or a Radiation Sponge.

The Mana Cells come in different materials, but the most common one is a glass-like pebble about 2.5 cm in diameter. It is a very hard little pebble to avoid it breaking, and letting out the stored energy.

DnD Rules A Standard Mana Cell can store up to 20 levels of spells. If destroyed (HP 10, hardness 5), it will explode. In order to see how much damage to roll, first roll one D4 per 3 levels of spells stored and add 1. This is the number of D6 force damage to be rolled for a 10ft radius. The Reflex DC is 8 + the number of D6 damage dies. The next 10 feet outside of the immediate blast radius receives 10 less damage and this decreases by 10 damage per 10 feet until an area receives no damage.

  • Evasion does not negate damage completely, instead it counts as being 15 feet further away from the blast zone when calculating the half damage.
  • Improved evasion works normally.
  • Base cost: 1000gp
  • Hokaland: 4000gp

A Sponge Mana Cell can store up to 100 levels of spells. If destroyed (HP 25, hardness 7), it will explode like a Standard Mana Cell.

  • Base cost: 5000gp
  • Hokaland: 20000gp


Power Extractor

The Power Extractor is a tool mostly used by mages to extract excess energy to donate to the Sickle. It is a small, 1 foot long rod about 4 cm in diameter made of brownwood with rounded edges and a metal tip on the top side. The tip can be opened and there lies a Mana Cell which stored the power.

The rod can also extract magical energies just from touching a willing target. For very weak-willed individuals, the rod can also be used to drain life energy, but it doesn't work on most people. Storing magic in this manner is quite crude and it hurts a bit to use the device. The sensation can be likened to a powerful static electric shock that also makes the person feel tired.

Weaponised Power Extractors exist, but they are few.

DnD Rules

  • To actively imbue the Sponge with power, it just counts as a standard action spellcasting that has no other effect than making one spell slot used.
  • To extract essence from a willing non-caster, the target suffers 1 points of nonlethal damage and one spark (half a spell slot) is added to the Sponge.
  • Suffering 2 point of nonlethal damage in this fasion will make the target fatigued. 4 points will make the character exhausted. After dealing 4 points of nonlethal damage, the target suffers lethal damage instead.
  • Resisting extraction is a DC5 Will save. If a target saves against the rod, the same rod will not work on that target for 6D6 hours. Each attempt to drain power allows for a save. An unconsious target will try to resist.
  • Base cost: 1000gp
  • Hokaland: 4000gp


Radiation Sponge

Also known as just "The Sponge", is a second item crafted to gather magical energies, but this one is made to absorb it from people. The item is the shape of a gemoetric glass star, 20 cm wide, about a foot high and with a 6 cm large metal circular base. On the underside of the base is an opening to enter a Mana Cell that stores the energy absorbed. If there is no mana cell present, the item will not function.

The Sponge is activated by switching the base 90 degrees, which locks the Mana Cell slot into place, and turning it back will turning it off and unlocking the Mana Cell. While active it will absorb excess energy from sentient beings that are not excluded in a slow and more or less painless (but draining) process for several targets in a radius determined of the type of sponge. If the area is limited by stone walls, the area will adapt to the available space.

DnD

Standard Radiation Sponges affects up to 30 targets at once in a 15ft radius.

  • Drains one spark (half a spell slot) for every 10 minutes of being in the reach of the device, which is added to the Mana Cell.
  • The effect of multiple Sponges that overlap are handled separately.
  • A person can be excluded from this process by opening the upper level of the base and putting one drop of their own blood into it.
  • If the target doesn't have spell slots, the target suffers 1 point of nonlethal damage instead.
  • Targets are allowed a Will save DC20 to negate the effects. If the save failed by 5 or less, half is instead drained.
  • A Will save is allowed for every 10 minute period.
  • Suffering 3 point of nonlethal damage in this fasion will make the target fatigued. 6 points will make the character exhausted. After dealing 6 points of nonlethal damage, the target suffers lethal damage instead.
  • If the target is performing a task that takes some level of concentration, the DC increases by +5.
  • If the target is performing a physically demanding task, the DC increases by +5.
  • Base cost: 4000gp
  • Hokaland: 16000gp


Other notes

  • "The Sponge" (or "Radiation Sponge") stores the power in a Mana Cell

storing magic is quite crude and it hurts a bit to use the device (1 point of non-lethal damage), and the energy can't be used for very powerful things (higher spell slots). The energy is mainly used for powering lamps, cleaning water or helping with the enhanced farming systems outside the massive city. These in turn generates income to the guild, part of which pays your salary.

  • many mages finish at 21, some later but no diplomas are given ahead of time regardless of aptitude; they don't want too young mages running about
  • Hypernormal Rating of 15 is the equivalence of a DnD lvl 2 Wizard.

Sparks are higher entropy energy than higher spell levels. They are hard to use for powerful magic and better suited for low cost, long life spells or for powering particular items. The point here is that they are easy to accumulate and hard to use. The Assisting Pendant is relatively crude, but still quite advanced. Primarly they were made for education before people receive their powers properly, so their cost is already "paid".

The Sponge used by the Sickle on poor people. They get a copper (or something) for a little manual labour, involving sorting stones in a small room. The room's Sponge extracts one Sparks every 10 minutes and deals one point of nonlethal damage from it.

Another "service" they provide is to offer to clean people of magic residue they accumulate on a daily basis. For people with no magic ability, it deals 1 point of nonlethal damage per drain and creates 1 Spark. Pays people money for helping keeping the world free of magic pollution as part of PR campaign.



Lights, water purification, personal magic detection and other items run on Sparks. There are items that just produce them (like a permanent item), but are complicated to make and expensive / takes time. "Producing" sparks from the population is a lot more cheap.

The detectors also see usage of magical weapons (when they hit the opponent), equivalent of a cantrip spell.


It's rude to use spells near other wizards, except for necessary things; it is seen as boastful. An undisciplined youth may be schooled by the use of a much more powerful spell as response.

Using spells silently is much more accepted, seen as cheeky.



Circle of the Spirit

Circle of the Spirit once existed. Infested with Scythe and did death magic. Still some happens, but limited funds and a lot of scrutiny.

Factions nav (e)
Main Religions Peoples Kingdoms & Noble Houses (Ascendancy)

Alchemists' Guild
Capitoleum
Capitoleum Militia
Chamber of Commerce
Chamber of Shadows
Court of Houses
Court of Justice
Family Register
Governors
Harbour Master
Shadow Chamber
Sickle
Wyny War Academy

Church of Rahn
Orthodox Church
True Faith
Elven Religion
Dwarven Religion
Halfling Religion
Dragon Cults
Hawk Cults

Dragons
Dwarves
Elves
Halflings
Hawks
Humans
Ratels
Midrealmers
Northrealmers
Southrealmers

Governors


Artipellin
Edmyr
Haldean
Menthell
Wyny


Supporter


Asmeagan
Hwett
Nihthelm
Selwen *

Opposition


Goldhelm
Pineshield
Vasj
Wyrd


Supporter


Eagle-Eye
Farlun
Selwen *
Brave **
Tally **

Sovereigns


Oakshield
Amory
Barbaran
Farrin
Farris
Framarr
Marke
Morfans

Anacia City States


Mistofor


More


Chivalric orders
Gods
Magic users
Mercenary bands
Northern tribes

Other: Tall