Monday, October 3, 2011

Drow poisoning Affair Part 2

Pionia Destiny: Welcome, Master.

Soltel'vayas (lord.hannu) nods "Master Pionia, Keri...." he pauses "I herd my student got into trouble..."

 Pionia Destiny shakes her head... "yes.. this drow... hard to control."

 Soltel'vayas (lord.hannu) "Did he harm a member of our guild?"

 Pionia Destiny: nope... he harmed two guilds.. he was out to demostrate he's so damn good.. the guard captain and the head healer... only... pokes keri... "are you awake master?" sighs

 Keriandal Ghost: you

 Pionia Destiny: please have a seat, sir sol

 Soltel'vayas (lord.hannu) "I'll refrain from deliver him punishment and let the town guard deal with the apropriate sanctioning, within reason, of course."

 Pionia Destiny: Master Kerindal was there. There's an arrest warrant on him.

 Keriandal Ghost: not me

 Pionia Destiny: I arrange for guards to wait till we question him.

 Soltel'vayas (lord.hannu) "So he was not captured yet?"

 Pionia Destiny: No, he hasn't been seen.  that give us time to manouver. Sighs.. "he's our student and we stand for our own."

 Keriandal Ghost: Greetings Faust

 Pionia Destiny looks the woman approaching the group "Greetings, M'lady"

 Soltel'vayas (lord.hannu) "This is why we need a door."

 Fauster Freiman nods " Greetings, Keri kill you later " looks at Pionia " you wanted to see me"

  Pionia Destiny stands up smiling warmly. "Yes, please, have a seat."  gesture to one of the seats in the room

(([10:29]  Pionia Destiny is Offline))

 Fauster Freiman shakes her head eyeing Hannu " I was asked to come here keep your opinons to yourself drow. I'll stand thank you"

(([10:31]  Pionia Destiny is Online))

 Soltel'vayas (lord.hannu) "I have no intention of keeping my opinions to myself, unless you moderate your tone you'll be invited to leave, with the same respect." he speaks calmlly, unemotivelly.

 Fauster Freiman looks at hannu for only a moment " so whats this all about pionia"

(([10:35]  Pionia Destiny is Offline))

 Soltel'vayas (lord.hannu) "Indeed Master Pionia, why's this... here."

 Fauster Freiman frowns " watch it drow i didnt want to come here in the first place an i dobt you can keep me here if i am inclined to go"

(([10:39]  Pionia Destiny is Online))

Soltel'vayasSoltel'vayas "You had already stayed longer than desired since you first step inside." cocks up a brow and gestures at the demoness "I assume you're here representing the guard my student, supoesedly poisoned?"

Fauster Freiman nods not sopposeidly he poisoned me an maggie the head healer. If he turns himself in ill go easy on him only three days cleaning an digging priveys

Pionia Destiny: listens to the woman quietly. nods

Fauster Freiman: it shouldnt be so hard for him drow men are used to crawling into dark holes an wollowing in shit " snikkers eyeing sol

Soltel'vayas "I don't need to hear anything else for the time behing, i'll have my student by my side soon enough i am sure." eyes Pionia "As for disciplining, after he speaks to me of the incident, i am sure we can settle a compromise that is beneficial both to the offended guilds and the tutorship of my disciple."

Pionia Destiny: he will turn himself after we have questions him . we'll let you know so he will go in peace.  As Master Sol have explained this is what we intend to do. He's a new mage in our school and we'll see he won't do that anymore.

Fauster FreimanFauster Freiman eyes pionia " he will turn himself in no matter what you say or we will take him its better he give himself up im sure akk would be happyer if he puts up a fight he's kind of hard to control.

Soltel'vayas nods "I take my words back..." he responds arshlly "If you expect to enter our guild home and offend me, you have lost your chance to even set an heavy gaze upon my student. I see now what his mistake was... keeping your tongue in your mouth."

Pionia Destiny: shakes her head. We are trying to do the best for all the guilds.

Fauster Freiman by your words you just seald his fate my men and i will arrest him on sight if he resists he dies its just that simple the law is the law guilds do not make law or judgements you wish to judge then have each head of each guild come to the tower an we will have a hearing an you can pass sentince yourselves.

Pionia Destiny: guards will behave like guards, sir Sol. I will advice some patience.

Pionia Destiny: Looks back at the Captain, I will talk to your Commander, Captain. There are laws and channels to be followed. You are not in position to have a final word on this matter.

Soltel'vayas  gestures the way to the exit "Now if you please..." he once again maintain his calm tone "oh and one thing, if it so happen that you walk by my disciple before i talk with him, and you fail to leave him keep to his track... I will have to assume you're trying to punish him out of your own will of revenge, and therefore punish you for your crimes."

Pionia Destiny: I have already contacted the healers guild and they agreed to our proposal. I am sure your commander will seek peace among guilds.

Fauster Freiman shrugs " do as you wish it matters little to me i have things to attend to so ill be going keep your snot nosed student out of my sight if you want him to live " turns on her heels heading for the portal.

Pionia Destiny: sighs.. passionates warriors.. think very quickly

Soltel'vayas he sighs and eyes Pionia "Interguild relationship... we never seem to compromise with the warriors do we?"

Pionia Destiny: ooks at her hands.. sighs deeply. This might get complicated.

Soltel'vayas "Not to us."

Pionia Destiny: Politics and passion are different things

Soltel'vayas "The gift of education prevails over the brute."

Pionia Destiny: nods at her Master Drow. Yes.. once again we walk the enlightment path.. we don't leave our passions to rush us into actions.

Soltel'vayas "I need to write the undiciplined disciple."

Pionia Destiny: sighs in frustartion.. where's that student of yours?....paces up and down. We are about to go on a war with the guards..He needs to get here before he's caught by the guards out there.

Soltel'vayas  pauses his writting "It is not of our interest to have a dispute with the guards."

Keriandal Ghost: what?

Pionia Destiny: we have to call an emergecy meeting.. that captain was really upset and passionate. she won't think straight under that condition. *she should have showed more respect to our master, though* Now, Master Sol.. what do you suggest we do with your student.. we need intro clases for new students..

Soltel'vayas  "Let me deal with this matter please, archmage. You have other afairs on your hands, and i'm sure Keirandal does as well, so, leave me incharge of this matter, i assure you it will workout in the best possible suiting way to our guild."

Pionia Destiny: well, sir I will trust your judment. We need silks gloves on this.

Keriandal Ghost: Sol knows faust probably inside out.

Pionia Destiny: we already know . she's passionate. we are reason and passion also.

Soltel'vayas  "I'll be adressing directly to her superior on this matter, there's no point debating it with her since she's clearelly on a revenge driven pursuit."

Pionia Destiny: but above all ..let's peace among guilds prevail. that's the main concern of this guild now. Balance.

Soltel'vayasSoltel'vayas rolls up a piece of scroll, passing a hand over it and hissing quietly the scroll disapears.

*a spider creeps near your hand, when you consider touching it the small creature bursts into smoke, when the cloud settled it releals a curled scroll has taken the spiders place. From the scroll, marked with the arcanum society seal you can read "Imprudent disciple, i have heard of your misfortune with interguild relashionships, it saddens me that you broke a primal rule of cohexisting with the uneducated townfolk, wish i mention... Never, ever, get caugh. Your actions have created quite a turmoil wish can only be settled with your return, i'll be expecting you very soon. Signed and sealed, Master Soltel'vayas*

Soltel'vayas "My first step is taken care of, i'm sure disciple Rik will, quite soon, present himself around these parts."

****************************************
Role Players: Keriandal Ghost, Soltel'vayas, Pionia Destiny, Fauster Freiman.

Drow Poisoning Affair

The archmage receives the new.. two poisoned peopele in the village....

Keriandal Ghost: and there is arrest warrant on drake
Pionia Destiny: drake.. who's drake?
Keriandal Ghost: the drow
Pionia Destiny: why ? what did he do?
Keriandal Ghost: rik ogoll or osmething
Pionia Destiny: our drow? Noooo.o
Keriandal Ghost: poison 2 of villagers
Pionia Destiny: oh.. that's sol's student. Of course those two together.. grrr.. i knew something like this would happen. We have to find him first.
Keriandal Ghost: i hereby make following advice. We freez his studyes until the whole mess is solved.
Pionia Destiny: of course. we can't teach him to get into more trouble.
Keriandal Ghost: yup.  So its now declared by arch mage?
Pionia Destiny: I think he's a new student ..it's perfectly normal a mage student run into mistakes like that. We can fix it.. by educating ours and villagers that one to join us. Tammy's classes were wonderful for that.
Keriandal Ghost: yup
Pionia Destiny: we need them back. We can teach it together..when do you think we can do that?
Keriandal Ghost: hmm
Pionia Destiny: we'll invite Sir Rogan and Maggie from the healers guild. Maybe Lady Killa could come. mmmmm. I will try to get a scroll from Elaine. We'll work on that. It'll be fun. smiles.
Keriandal Ghost: yup. Now why are these chairs so broad?
Pionia Destiny: now. the time.. we can offer different times.. one basic class at first.
Pionia Destiny: so you can seat next to someone else.. giggles
Keriandal Ghost: ok...
Pionia Destiny: like this.. smiles. Sits next to the vampiro.
Keriandal Ghost: hmm now i got arch mage as my right hand. *chuckles*
Pionia Destiny: and I got one great friend next to me
Keriandal Ghost: true everyone needs friends
Pionia Destiny: smiles fondly at the vampiro. Nods. we can make it work together. we need each other.. every member of this guild is like family . We'll look after them. Now, sighs.. this drow... where can we find him. I will send an owl requesting him to see us.
Keriandal Ghost: not sure. yup. the drow not been around to be seen.

The healer comes to visit us.......

Rogan Farstrider: I hope I am not interupting. Or maybe I hope I am. *chuckles*  I understand one of your students is wanted for poisoning?
Pionia Destiny: Sir, rogan. Welcome to our guild. I am deeply sorry for the inconvenience our own has caused.
Rogan Farstrider: Poisoning the Head Healer herself
Pionia Destiny: Maggie!!! Shakes her head..
Rogan Farstrider: Had he poisoned nearly any person but the head healer I would note it only because I healed them.
Pionia Destiny: oh .. stands grabbing her hands trying to control her fear and anger.
Rogan Farstrider: But poisoning the Head Healer herself. She is most popular in the village
Pionia Destiny: pace s around the room. i see.. this is serious..
Rogan Farstrider: If I may suggest great arch Mage
Pionia Destiny: looks at the darwf..yes, sir.
Rogan Farstrider: If he comes here seeking refuge, allow him rest and allow the guard to arrest him in peace here. Tell him to allow it.
Pionia Destiny: looks back at her hands pondering what she just heard.
Rogan Farstrider: He killed no one
Pionia Destiny: Yes, i will allow him to be put under arrest but not before he has had the time to meet the masters and the archmage first. Then, i will asure you he will walk with the guards and waits for his hearing in public council.
Rogan Farstrider: *looks at Keri* if he realy was the criminal. If he goes into arrest peacefully it would keep the peace between guild and village. If the guild protects him it could cause bad feelings.
Pionia Destiny: nods, we understand that, sir and we want the best of the relations among guilds and the villagers.
Keriandal Ghost: Rogan i witnessed it with my own one eye.
Pionia Destiny: I want you to understand that we feel responsible and will answer for our students
Rogan Farstrider: *smiles* I am very happy the guild has a wise leader.  Oh, the guild is not responsible for every action of every member.
Pionia Destiny: turns to keriandal.. you witnessed the whole thing?
Keriandal Ghost: yup
Rogan Farstrider: You saw him add poison to the food?

The guards came, too.....

Keriandal Ghost: greetings balthasharusur. Rogan there is not much to see.
Balatsharusur Spaartza: I be seekin Drake
Pionia Destiny: Greetings. Looks at the new comer.
Rogan Farstrider: He is not here Good Guard
Pionia Destiny: turns to rogan. Is thiss a guard? we haven't met. I am Pionia Destiny.
Balatsharusur Spaartza: Be this lady the arch mage?
Pionia Destiny: nods, The archmage.
Rogan Farstrider: Yes he is one of the guard
Pionia Destiny: bows and smiles warmly to the guard. Well met good guard.
Balatsharusur Spaartza: Aye yer ol teacher were here last even.  She were askin for ya
Pionia Destiny: looks at the guard into his eyes. My old teacher, you say?
Rogan Farstrider: I am not so sure he is good Miss Pionia
Balatsharusur Spaartza: Aye A lil Winged Elf type. Her name were Atty?
Pionia Destiny: opens her eyes, master Atty!!!
Balatsharusur Spaartza: Aye said she were a master
Pionia Destiny: smiles with bright eyes.. That's great news, sir. is she coming back? please if you see her tel her I will be waiting for her.
Balatsharusur Spaartza: Siad she'd be back agin lookin fer ya
Pionia Destiny: claps a hand.. great..
Balatsharusur Spaartza: I had ta leave but she were speaking wit the healers also. Ya might ask them
Pionia Destiny: I will,.. good man. sighs.. now, coming back to our student.
Balatsharusur Spaartza: Aye Drake we'll be findin him fer ya. That the guards swear.  Alive or dead.
Pionia Destiny: I'd like the mage to be left to come here first. we'd like to question him and then we'll allow you to come arrest him. he'll alk with you witout trouble.
Balatsharusur Spaartza: Well tha be a shame
Keriandal Ghost: pionia.. if the guards catch him first its better get him behind bars first...
Pionia Destiny: He's a member of our guild and we'll respond for him. I will summond him to our guild. We'll let you know when he's ready to walk with you.
Keriandal Ghost shrugs
Pionia Destiny: Is our Maggie alright?  turns to sir rogan.. worried eyes on her face.
Rogan Farstrider: Perhaps you should send an Owl to the Guard Commander or the captain and have an order given. If the poison was the one I came on after she had eaten it the other day she lives
Pionia Destiny: who's the guard commander?
Rogan Farstrider: Henry3863 Hird.  He is Miss Kiila's Father
Pionia Destiny: mmm.. haven't met him yet. we should call for a gathering an socialize with the others guilds, soon... sighs.
Rogan Farstrider: The Captain is Fauster Freiman
Pionia Destiny: I am sure we'll get to an understanding and leave behind this unfortunate event.
Rogan Farstrider: I am sure she would be honored to hear your request and would act swiftly
Pionia Destiny: Please, sir rogan. Make sure our dear magiie is alright. Do let me know..
Rogan Farstrider: I am sure she is but I will be sure to check
Pionia Destiny: now, who is the other victm? is he or she alive?
Keriandal Ghost: fauster
Rogan Farstrider: He was very unwise in selecting a target if he is the guilty party
Keriandal Ghost: she is alive and maggie
Rogan Farstrider: He poisoned the Guard Captain as well?
Pionia Destiny: looks at the vampire and smiles.. They are both alive , phh. That's good nodding her head.
Balatsharusur Spaartza: He did?
Pionia Destiny: Guard captain? I take that must be Fauster, then?
Balatsharusur Spaartza: Aye Captain Fausi. Now that chances thing a bit. he be a most dangerous criminal indeed.  Well he be not here, an I gave me message. So I'll be goin now
Pionia Destiny: sighs deeply once more... shaking her head. Once more I apologize I can't thnk of any reason the guard captain or our sweet maggie had wanted to hurt the student to justify such doings. safe paths, good guard.
Rogan Farstrider: There goes one who I do not trust
Pionia Destiny: looks at the gentle dwarf.. mmm why? Do you think he will try to arrest our mage.. if he does.. he has been warned we stand with our own.
Rogan Farstrider: I suspected him of crimes in Artstonia. He arrived in Crimson Twilight as a guard seeking an escaped prisoner but we found out he took a bribe from that prisoner to help him escape
Pionia Destiny: looks at keriandal. I take you will atend this meeting with the guard guild. Vampiro, I need you with us. You are an eyewitness after all.
Rogan Farstrider: Then when he caught the escaped prisoner he killed him
Rogan Farstrider: There will be a trial before the magistrate if charges are filed
Pionia Destiny: mmm. that's bad. I will warn my student, then.  Aye, charges hasn't been filed then..
Rogan Farstrider: Witnesses will be called and all the village will be allowed to hear
Pionia Destiny: I don't think maggie will filed. She's very understanding.
Rogan Farstrider: No they have ordered his arrest for questioning only
Pionia Destiny: I see... kicks the vampire gently... are you awke .. giggles
Rogan Farstrider: Perhaps if we pour holy water on his head he will wake
Pionia Destiny: that bartender position is keeping you awake for too many ours. even vampires need to rest. giggles.. holy water.. that will work.. he'll jump up to the roof..laughs
Rogan Farstrider: If you will excuse me, I wish to ask others what they know of this matter.
Pionia Destiny: aye, sir. Thanks for cming to see us.
Rogan Farstrider: Stay Safe Miss Pionia
Pionia Destiny: you too.. noble dwarf

Arch Mage and Master mage discuss the undicpline disciple.....

Keriandal Ghost: what did i miss? *pokes pionia*
Pionia Destiny: giggles
Keriandal Ghost: thats for kicking me
Pionia Destiny: i did it.. gently. Well, this student thing has grown out of proportion.. why do you think he did it? and what did you see? sits back with the vampire
Keriandal Ghost: wel... i check the stocks always in case for poison before i start my shift. and suddenly drow pops in and people start to get poisoned. few days back
Pionia Destiny: where did that happened? tavern? no particulary reason he did it?
Keriandal Ghost: no motive i could think of, nothing in common between those three
Pionia Destiny: this is so weird.. unless he's just plain evil. He could become dangerous, then. we need to keep n eye on him. I will send an owl to his teacher. Sir, sol.. we'll see to it.
Keriandal Ghost: well sol is a basket case also
Pionia Destiny: laughs nnodding. Yep. rolls her eyes. as a student he used to get the best out of me... sighs
Keriandal Ghost: what ye mean?
Pionia Destiny: gets a scrolls and reads... well, it says here... Rik often times will bite off more than he can chew. He is a bit too arrogant and will not accept the fact that someone may best him from time to time.
Pionia Destiny: maybe that explains it. he wanted to prove his as good mage as any master. silly.. arrogant drow.
Keriandal Ghost: now poisoning is not something mage does.
Pionia Destiny: of course.. he's a mentalist also.

**************************************************************************
Role Players: Keriandal Ghost,  Rogan Farstrider, Balatsharusur Spaartza and Pionia Destiny

If you are killed...

If you are killed in Port Crimson, Land of Chaos, there are three ways to serve your 8 hour dead period, the choice is yours and yours alone.

1. You can be ressurected and serve your time as a standard ghost.
2. You may be ressurected and find a Mage Necromancer to turn you into their zombie for the 8 hours. (Must be a Necromancer specialization)
3. You can be ressurected and seek out a Druid and be reincarnated as something else for your 8 hour down time

Whatever you pick play it and have fun.
Rogan's Ghost

Sunday, October 2, 2011

How to cast a spell!

Spell Casting:

•    First you must choose which spell to cast. As a sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher. To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell. If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare a specific version of the spell. Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. (If you’ve prepared multiple copies of a single spell, you can cast each copy once.) Casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven’t reached your limit.

•    Counterspells: It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane. To use a counterspell, you must select an opponent as the target of the counterspell and then correctly identify the spell to be opposed. The one exception to this is dispel magic which can be used to counter a spell without identification, however, it is not always successful in dispelling magic.

•    Caster Level: A spell’s power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell.  You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.

•    Spell Failure: If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted. Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.

Spell Components:

A spell’s components are what you must do or possess to cast it.

•    Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.

•    Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

•    Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

•    Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

Casting Time:

All spells have a certain amount of casting time required to put them into effect. The more involved or higher level the spell the longer the casting time.

Spell Range:

A spell’s range indicates how far from you it can reach. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following:

•    Personal: The spell affects only you.
•    Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
•    Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels.
•    Medium: The spell reaches as far as 100 feet + 10 feet per caster level.
•    Long: The spell reaches as far as 400 feet + 40 feet per caster level.
•    Unlimited: The spell reaches anywhere on the same plane of existence.

Aiming A Spell:

You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.

•    Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

•    Effect: Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

•    Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects.

Spell Duration:

A spell’s Duration entry tells you how long the magical energy of the spell lasts.

•    Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends.
•    Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.
•    Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
•    Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end. You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating.
•    Subjects, Effects, and Areas: If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration.
Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
•    Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge  indefinitely. If you cast another spell, the touch spell dissipates. Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
•    Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged.

Opposing Schools of Magic

The following schools of magic are in direct opposition to each other.  To practice or specialize in one of the schools is to mean you cannot practice or cast spells from the opposing school.

•    Divination and Conjuration
•    Necromancy and Illusion
•    Transmutation and Abjuration
•    Evocation and Enchantment

Casting Spells: 101

Casting Spells: "The Basics"

Verbal component 

Many spells require the caster to speak certain words, or, in the case of a bard, create music, to cast a spell. Being prevented from speaking, such as a gag, or effects that remove sounds, such as certain magical effects, makes it impossible for a caster to cast such a spell. A deafened caster may fail when casting a spell, by misspeaking, which causes the spell to be lost.

Somatic component 

Many spells require the caster to make a motion to cast the spell. If the caster is unable to make the correct motion, the spell cannot be cast. Wearing armor or using a shield interferes with the somatic components of arcane spells, creating a risk of spell failure. Bards and some other arcane classes can cast spells in light armor without this risk.

Material components 
Casting a spell often requires that the caster sacrifice some sort of material component. Often, these components are virtually worthless, but some spells, such as spells to reanimate the dead, require material components costing thousands of gold pieces. If a caster is unable to access or use the correct spell component, the spell cannot be cast.

Magical focus
Alternatively, casting a spell may require that the caster have access to a holy symbol or other special object, to focus on when casting the spell. This is mostly true for divine spells.

For those seeking further knowledge, the following link to the sacred tombs is most helpful…

Also note that Artstonia is a land based of the Celtic Mythos. As you progress to the inner ranks, much learning will be focused as to how these gods fit into the planar world we live.

http://forgottenrealms.wikia.com/wiki/Category:Magic

Friday, September 23, 2011

Role Play 101: Alignment

Alignment is fairly simple to understand.  It is the moral or ethical perspective of the character. This helps guide what your character will or will not do.  Some basic alignments for characters include.

Lawful Good: Lawful good is known as the "Saintly" or "Crusader" alignment. A lawful good character typically acts with compassion, and always with honor and a sense of duty. A lawful good nation would consist of a well-organized government that works for the benefit of its citizens. Lawful good characters include righteous knights, paladins, and most dwarves. Lawful good creatures include the noble golden dragons. Batman and Indiana Jones would be examples of Lawful Good Characters.


The lawful good alignment is one of the hardest to properly role-play, since it requires unwavering dedication and complete lack of flexibility.

Read more: How to Role Play a Lawful Good Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4509753_role-play-lawful-good-character.html#ixzz1YlkPPSPW


Neutral Good: Neutral good is known as the "Benefactor" alignment. A neutral good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A neutral good character may cooperate with lawful officials but does not feel beholden to them. A doctor that treats soldiers from both sides in a war would be considered neutral good. Zorro & Spiderman would be examples of Neutral Good Characters.


The neutral good alignment is perfect for idealist characters who want to be as good as possible, but don't want to be bothered with ethical considerations of law versus chaos.

Read more: How to Role Play a Neutral Good Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4510139_role-play-neutral-good-character.html#ixzz1YljUbout


Chaotic Good: Chaotic good is known as the "Beatific," "Rebel," or "Cynic" alignment. A chaotic good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. Most elves are chaotic good, as are some fey. Chaotic good has been the default alignment for characters who want to be good but unpredictable.

Read more: How to Play a Chaotic Good Character in Dungeons & Dragons | eHow.com http://www.ehow.com/how_4530164_play-chaotic-good-character-dungeons.html#ixzz1YlhGrdGc

Lawful Neutral:  Lawful neutral is called the "Judge" or "Disciplined" alignment. A lawful neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A lawful neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of lawful neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, a disciplined druids or a cowardly commoner.

Characters of this alignment are neutral with regard to good and evil. This does not mean that lawful neutral characters are amoral or immoral, or do not have a moral compass; but simply that their moral considerations come a distant second to what their code, tradition or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil. James Bond would be a good example of this type of character.


The lawful neutral alignment is one of the most abstract and hardest to role play effectively. If you choose the lawful neutral alignment, your character will rigidly act in accordance to a set of laws or personal code instead of by any social standard of morality.

Read more: How to Role Play a Lawful Neutral Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4510137_role-play-lawful-neutral-character.html#ixzz1YljALXNA


Neutral: Neutral alignment, also referred to as True Neutral or Neutral Neutral, is called the "Undecided" or "Nature's" alignment. This alignment represents neutral on both axes, and tends not to feel strongly towards any alignment. A farmer whose only concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgement, are of this alignment.

Some neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes. Druids frequently follow this true neutral dedication to balance. A typical druid might fight against a band of marauding gnolls, only to switch sides to save the gnoll's clan from being exterminated.  Another example of this would be, Lara Croft or Hans Solo in his early Star Wars appearances.


The middle alignment, called True Neutral, is reserved for characters who are committed to maintaining a delicate balance between all of the opposite forces in the universe. To effectively role play a true neutral character you will need to think on a grander scale than the average character.

Read more: How to Role Play a True Neutral Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4515482_role-play-true-neutral-character.html#ixzz1YlinyUZT


Chaotic Neutral: Chaotic neutral is called the "Anarchist" or "Free Spirit" alignment. A character of this alignment is an individualist who follows his or her own heart, shirks rules and traditions. They typically act out of self-interest, but do not specifically enjoy seeing others suffer. Many adventurers are of this alignment.

An unusual subset of chaotic neutral is "strongly chaotic neutral", describing a character who behaves chaotically to the point of appearing insane. Characters of this type may regularly change their appearance and attitudes for the sake of change, and intentionally disrupt organizations for the sole reason of disrupting a lawful construct.

An example of Chaotic Neutral would be Captain Jack Sparrow from Pirates of the Carribean.


Choosing the chaotic neutral alignment gives you the most freedom to role-play your character in any given situation, and can throw a serious wild card into your group's party of adventurers.

Read more: How to Role Play a Chaotic Neutral Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4510133_role-play-chaotic-neutral-character.html#ixzz1Ylln8Xj5


Lawful Evil: Lawful evil is referred to as the "Dominator" or "Diabolic" alignment. Characters of this alignment show a combination of desirable and undesirable traits: while they typically obey their superiors and keep their word (trustworthy), they care nothing for the rights and freedoms of other individuals. Examples of this alignment include tyrants, devils, honorable but undiscriminating mercenary types, and soldiers who follow the chain of command but enjoy killing for its own sake.  Some examples would be Boba Fett, The Sheriff of Nottingham or Magento from X-men.


You will need to walk a fine line between morally bankrupt and completely psychotic to effectively play a lawful evil character. These types of characters hold law and tradition in high regard, but have no qualms about causing destruction for personal gain.

Read more: How to Role Play a Lawful Evil Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4516633_role-play-lawful-evil-character.html#ixzz1YllIuZl7


Neutral Evil:  Neutral evil is called the "Malefactor" alignment. Characters of this alignment are typically selfish and have no qualms about turning on their allies-of-the-moment. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. An example would be an assassin, who has little regard for formal laws but does not needlessly kill. A villain of this alignment can be more dangerous than either lawful or chaotic evil characters, since he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent. Mystique from X-Men and Sawyer of Lost are examples of this Alignment.


The neutral evil alignment is one of the easiest play and is almost the direct opposite of the Robin Hood archetype. As a neutral evil character, you will take what you want, by force if necessary, and keep it for yourself.

Read more: How to Role Play a Neutral Evil Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4509771_role-play-neutral-evil-character.html#ixzz1YliJi0VH


Chaotic Evil: Chaotic evil is referred to as the "Destroyer" or "Demonic" alignment. Characters of this alignment tend to have little respect for rules, other peoples' lives, or anything but their own selfish desires. They typically only behave themselves out of fear of punishment. Some examples of this would include Riddick of Pitch Black. Playing a chaotic evil character can be harder than playing a good aligned character, since you are in danger more frequently and find yourself unwelcome in any town your party travels to.

Read more: How to Role Play a Chaotic Evil Character in a Dungeons and Dragons Campaign | eHow.com http://www.ehow.com/how_4509804_role-play-chaotic-evil-character.html#ixzz1YlhoVMdM


Simplified.
  • Lawful Good: Civilization and order.
  • Good: Freedom and kindness.
  • Unaligned: Having no alignment; not taking a stand.
  • Evil: Tyranny and hatred.
  • Chaotic Evil: Entropy and destruction.

Thursday, September 22, 2011

A new Student: Fluffy Torkelson

[17:40] Fluffy Torkelsonn: Greetings
[17:40] Pionia Destiny: Sorry, I didn't notice you were there.. you are as quiet as a mouse..giggles
[17:41] Fluffy Torkelsonn: that sounds about right
[17:41] Fluffy Torkelsonn: smiles
[17:44] Fluffy Torkelsonn: Did Sol talk to yuo regarding me?
[17:45] Pionia Destiny: mm. no. Haven't  talked to Master Soltel'vayas?
[17:45] Pionia Destiny: I haven't seen him today
[17:45] Fluffy Torkelsonn: Yesterday I did
[17:47] Pionia Destiny: Are you interested in joining us, nephew of lady Killa.. smiles warmly
[17:48] Fluffy Torkelsonn smiles
[17:49] Pionia Destiny: well, please.. get the crolls from the table..
[17:49] Fluffy Torkelsonn nods
[17:49] Fluffy Torkelsonn: Sol should be sending a letter soon
[17:50] Fluffy Torkelsonn: I'm sure it just got stuck in the transportation of it
[17:50] Pionia Destiny: please.. get the scrolls and work on the form.. we have there
[17:53] Fluffy Torkelsonn: I was a mage transmuter for Annwn and a mage teacher
[17:54] Pionia Destiny: mmm I see.. would you like me as your teacher?
[17:55] Fluffy Torkelsonn: I know too little about you to know.
[17:55] Pionia Destiny: Sir sol.. seems to be busy with one of his kind.. another drow..rolls her eyes* soon they will be all over..
[17:55] Fluffy Torkelsonn: so I reserve my judgment
[17:56] Pionia Destiny: well, I know too little about you. I am sure it'll be ok. I treat my students with fairness and kidness
[17:57] Pionia Destiny: I even taught that drow... sighs. It was not easy. You look like you'll be progressing really fast.
[17:57] Fluffy Torkelsonn: smiles
[17:57] Fluffy Torkelsonn: I'm a good fighter
[17:57] Fluffy Torkelsonn: as well
[17:58] Fluffy Torkelsonn: I dont just rely on magic
[17:58] Fluffy Torkelsonn: or transformation
[17:58] Pionia Destiny: great.. like a battle mage.
[17:58] Pionia Destiny: I'll be delighted to fight you, sir
[17:58] Fluffy Torkelsonn: my brother tought me a lot
[17:59] Fluffy Torkelsonn: and I even practice with kiila, but not so much anymrore
[17:59] Fluffy Torkelsonn: if u would like a practice duel id be happy
[17:59] Fluffy Torkelsonn: *happy

[17:59] Fluffy Torkelsonn: I'm even free now
[18:00] Fluffy Torkelsonn: if you would like
[18:01] Pionia Destiny: smiles.. well, as you know.. I am a little busy right now. so much to do.. working on all these scrolls to get the guild back on its track
[18:01] Fluffy TorkelsonnFluffy Torkelsonn smiles, of course, perhaps another time
[18:01] Pionia Destiny: nods,it'll be really soon..
[18:01] Pionia Destiny: now.. are you my student?
[18:02] Pionia Destiny: want to give it a try with me?
[18:02] Fluffy Torkelsonn  thinks for a moment, whispers.."why not"
[18:02] Fluffy Torkelsonn: very well
[18:02] Fluffy Torkelsonn: let's begin
[18:02] Pionia Destiny: so.. we can star right away...
[18:02] Fluffy Torkelsonn: I'm here and able
[18:03] Pionia Destiny: I will give you the scroll so you can star working on your progression...
[18:03] Fluffy Torkelsonn: why waste the time
[18:03] Pionia Destiny: smiles warmly.
[18:04] Pionia Destiny: handes her new student his first scroll
[18:04] Fluffy Torkelsonn takes it, reads it over. smiles
[18:04] Pionia Destiny: please... read it and work on it.. If you need any help just let me know.
[18:04] Fluffy Torkelsonn: nods
************
Roleplayers: Fluffy Torkelsonn, Pionia Destiny

Creeds Of Magic



Creed of Light

Passion Lives Short, for Wisdom I strive
Through Wisdom I see the Beginning
Through the Beginning, I see the End
With that Knowledge, I Touch the Weave
Through the Weave, All is Connected
Magic Shall Light My Way

The Dark Creed of Magic

Peace is a lie, there is only passion
Through Passion I gain Strength
Through Strength I gain power
Through Power I gain victory
Through Victory my chains are broken
Magic Shall Set Me Free

The Balance Creed of Magic

There can be neither peace nor passion
There's only what exits
what exist is expressed through opposition
Whithout peace there is no passion
Wihtout passion there can no be peace
Magic is all there is
Magic is.

Wednesday, September 21, 2011

Schools of Magic

Schools of Magic 

Schools of magic are categories of spells organizing by general function. Spells are created by wizards with these schools in mind, though divine spells also fall within these preset categories as well. Still, there are also plenty of spells that defy categorization within a school. Some spellcasters (especially wizards) decide to specialize in spells from a certain school. They focus more effort into these spells than any other at the expense of all spells from one or two other schools. These schools of magic have been in existence for longer than anyone cares to remember and no one seems to know who originally came up with them. They also show no signs of being abandoned.

Most schools of magic also have subschools that help define the spells with even more accuracy. The major schools of magic are as follows:-

    * Abjuration: Spells that protect the caster.
    * Conjuration: Spells that create or transport people, energy or objects.
    * Divination: Spells that allow the caster to see things that they normally wouldn't be able to.
    * Enchantment: Spells that affect the minds of other creatures.
    * Evocation: Spells that create energy out of the raw power of the Weave.
    * Illusion: Spells to fool the senses.
    * Necromancy: Spells that deal with negative energy.
    * Transmutation: Spells to enhance or change creatures and things.
Types of Magic





Divine Magic

Magic that originates from a spell-granting deity, usually through prayer, is divine in nature and is called the Power by the common folk. Clerics, druids, paladins, rangers and many prestige classes all derive their spells and spell-like abilities from a deity. A practitioner of the Power has no affinity with the Art, as their spells are planted in their minds directly by their patron deity, and they do not tap the Weave. Casting divine spells is more like an exclamation of faith that brings about a sensation appropriate to the patron deity to whom the faith was devoted




Arcane Magic

Any magic that doesn't originate from a deity is defined as arcane magic. (Note, while all magic is accessed through the Weave, which is maintained by a deity, this does not make all magic divine magic.) The use of arcane magic is referred to in day-to-day speech as the Art, and a wide variety of people (and character classes) are able to practice the Art to a smaller or larger extent, though the way in which they access the Weave can differ dramatically. Most wizards spend long years researching their art, gathering spells to their personal book, and each day they can only memorise a small fraction of these. The memory of the spell is wiped from his or her mind as it is cast. The wizard has to re-study the spell before he or she can cast it again, unless more than one casting of the spell in question was prepared. Sorcerers, also known as innanoths (for their innate mastery of the Weave) are not required to research spells. They tap the Weave in a more direct manner, but because of this, the selection of spells available to a sorcerer is more limited than that available to a wizard. Bards, assassins and many other prestige classes access the Weave to use certain magical abilities.

Ranks within the Guild




Guild Ranks

Many ranks and offices exist within the Wizard's Guild. The early ones are proficiency-based, while later ones are proficiency, teaching and politically-based.  It is important to note, that our ranking system is flexible to the needs of all students, and this document is to cover how we approach such complexity. Remember, our guild teaches all races, alignments and views; all we care about is your commitment to “The Art” of magic. As such, Ranks must be defined that allow us this freedom of paths, for not everyone wishes to be Archmage.

So, the Student Enters our Guild… They do so as Practitioner our Entry Level for all. From here, they progress in the Outer Court Ranks to  Neophyte, Practicus and finally Philosophus. It is when they reach the level of Philosophus, do they have to make a major decision in the guild, and basically what advanced path do they wish to follow going forward.

The first 4 Ranks Are called the Outer Court Ranks, and again these are for all students in our Guild. For the student to progress within the Ranks of the Outer Court, they must merely survive and pass their tests as defined in the documents at the Guild.  These ranks are for all new students who enter the guild. They are meant to educate the students on Magic, Our Guild, Crimson Chaos, and to set the path for the student going forward.

Outer Court Ranks 
-------------------
Practitioner 
Neophyte 
Practicus 
Philosophus 

When a student completes the path of Philosophus, they must commit to a path of progression through our guild. Each Path will have its own plan, but the important point is the student chooses the path they wish to traverse.
These Paths of Progression after Philosophus can be broken down into 3 Main Choices.

a)    The Path of the Teacher and Leader
b)    The Path of the One
c)    The Path of Retirement and Support

Section A: The Path of the Teacher and Leader

The Path of the Teacher and Leader is the one where we believe most of our students traverse. For this is the path that migrates you from Student, to Journeyman; Journeyman to Master and Master to Archmage. This is our most structured and defined path, and one where our senior leaders focus their attention, in most cases.  In the Guild, we have a Book Dedicated to this Progression of Teacher and Leader, with all of the information on Quests, Ranks, Skills, etc… I encourage all of you to read it, in your earl y stages to help with your decision.

In this Path, the Student becomes a Journeyman Rank after Philosophus. As a Journeyman, they are expected to focus on their school of magic expertise, learn about the advanced areas of magic, and more so, to teach the young students in the Outer Court Ranks. It is this combination of learning, teaching and leading, that trains and prepared the Journeyman to become a Master in our guild. A master at leadership, understanding and growth for the “The Art.”

Students are Encouraged to Read the Journeyman Book in the Build, to understand this path, and what it means to walk it. We believe it a challenge, but one with rewards of the ages.  Our Journeymen and Masters are held in high esteem at our guild, for they train the ways of The Art and lead where others must follow.  A Journeyman can be of any alignment, school of magic, race, etc… This is about leading, teaching and learning, not about exclusion. The “Journey” of the Journeyman, is to learn about themselves, their school of expertise, the other schools, and the ways of the world. To complete the Journey, is to be called “Master”.

Journeyman ranks
-------------------

Adeptus Minor of the Outer Circle 
Adeptus Minor of the Inner Circle 
Adeptus Major 

Master ranks

Within the Master Ranks, both student and guild grow with the power of the individual. These are dangerous ranks for both, and as such are only crossed with great sacrifice. To obtain a level in the master ranks, usually great feats (or pivotal events) have occurred. For as a Master, the Leader is now focused on the following; Journeymen Development and Progression, Matters of the Guild and Local Town, Supporting All with their Power to Lead and wield magic as needed. These are secretive Ranks, they books of progression will not be held at the Guild. The Progression through these ranks is understood and controlled by the Archmage directly. All that is known, is that Master’s lead in the Guild over Journeymen and Outer Court Ranks, they decide, they mitigate, they align and they lead. To be a Master in our Guild is a great challenge, for the Master must support all schools, all alignments and all views, in the overall support of magic.

The Master Ranks are As Follows
--------------
Adeptus Exemptus 
Xxxxxx (A secret rank, known only to the Archmage)
Magister Templi 
Magus 

Grandmaster

To be Grandmaster, is to be the only Grandmaster. This rank is not about level, it is about control and power of might. There is only one Grandmaster per guild, and the determination process is one of great secrecy for the Guild Masters. Many die trying to obtain this rank, those who become are changed forever. The grandmaster has allegiance to all and for none, for they lead the guild across the town, and the plane of existence we live.  The grandmaster is charged alone with the progression of the Master Students, they alone decide any issues between Masters’s, or where a tie breaker opinion is needed. The grandmaster sets all overall guild direction, and will also support any request of the Masters for local or regional affairs.

Grandmaster ranks
---------------------
Archmage 

Section B) The Path of the One

This path, is taken by the Philosophus who wishes to progress, but does not wish to lead others in the Guild of Magic. This is an acceptable choice of progression, and when made, will be fully supported by all in the guild. This path defines the student as one who wishes to learn, to be a member of the guild in good standing, yet to not have the burden of larger roles of team management. Mostly, this is for individuals of unique history, views, or practices. The advanced Ranks of this path are known as the Traveler Ranks, for they define the travels of one seeking knowledge and power. The Ranks of Progression in these Traveler Ranks are as follows:

Traveler Ranks
-------------------

Shaman
Sorcerer 
Witch/Warlock

Planar Ranks:

After attaining the level of Witch/Warlock, the student can progress to the Planar Ranks of the Path of the One. The Planar Ranks are similar to the Master Ranks in the teacher path, in stature, but they do not lead to the path of Grandmaster. These Ranks hold high stature in our Guild of Magic, these students are asked to lead areas of large concern, solve large magic issues and engage as a representative of our guild as needed for any situation. These mages can wield great power, yet they do not lead, teach or define our student body. These are solitary roles, but powerful none the less. The Archmage alone teaches the Planar Ranks and guides their progression.

Planar Ranks
------------------
Nomadus Exemptus
Nomadus Templi
Nomadus Magus

Section B) The Path of Retirement and Support

Often times, a student reaches the end of his Philosophus Studies, and determines they do not wish to progress in the Path of Teacher, or the Path of the One. They feel that they have learned much in the guild, built lasting alliances and now want a more sedate role in our great house. It is as this juncture, the student chooses the Path of Retirement and Support. This role basically stops the Student from further Advancement, yet maintains the student in good standing in the guild of magic. They are treated just as any normal member, and hold all privileges and benefits as such. When the student chooses this path, their title is simply, Magician.

The Path of Retirement and Support Rank

Magician

As a Magician, the student may return at any later date, and choose their Path of Progression. This act must be approved by a Master in the Guild, and when approved, the student can once again move forward.  As a Magician, the student is welcome to claim full guild membership, support us in all activities and have full guild voting rights.

SPELL CASTING

Per the ranks listed above, those within the Magic Guild will find as their experience grows so does their ability to cast spells. For those in doubt, this mean that a Practitioner may cast level one spells, a Neophyte level two spells and so forth. Questions about spells and their appropriate usuage should be directed to a Master mage.

SPECIAL TASKS

Please note, that as our guild is always evolving and responding to the demands and needs of both our students and the village, special tasks may be assigned to any student by a teacher or Master of the guild. These assigned tasks are independent of any requirements to advance with the guild.


Guild Structure 

Outer Court Ranks; 

1. All students are responsible for their own conduct to their Journeyman Teachers and all Master Rank Mages.

2. All students will show respect for all ranks higher than themselves and lend assistance to all ranks lower then themselves when requested by a Journeyman or Master.

3. No Student will assign tasks or give instruction to any other student without a specific request made by that student, that student’s Journeyman Teacher, or a Master in the guild.

4. Any Student having an issue with the proper conduct of any other student, Journeyman Teacher or Master will convey their concerns to their own teacher or a Master in the guild who will act accordingly on the accusations made.


Journeyman, Traveler & Savant Ranks;

1. All Journeyman, Traveler and Savant Ranks will be responsible for their own conduct to all Master rank members of the guild.

2. All Journeyman, Traveler & Savant Ranks will show respect for all ranks higher than themselves and lend assistance to all ranks lower then themselves when requested by a Master in the Guild.

3. No Traveler or Savant Rank will assign tasks or give instruction to any student, Journeyman, Traveler or Savant Rank without a specific request made by that person, their Journeyman Teacher or a Master rank member of the guild. *Note; this does not mean a Traveler or Savant Rank may not offer instruction when they see a need, only that they may not force themselves upon a student or Journeyman.

4. No Journeyman Teacher will assign tasks or give instruction to any student, Journeyman or Traveler Rank, not under their instruction, without a specific request made by that student, that student’s Journeyman Teacher, or a Master in the guild. *Note; this does not mean a Journeyman Teacher may not offer instruction when they see a need, only that they may not force themselves upon a student or Journeyman.

5. Any Journeyman, Traveler or Savant Rank having an issue with the proper conduct of any student, Journeyman Teacher, Traveler, Savant or Master will convey their concerns to their own teacher or a Master in the guild who will act accordingly on the accusations made.


Master Ranks; 

1. All Master Ranks are responsible for their own conduct to the Arch Mage of the guild.

2. All Master Ranks will afford all ranks the respect they have earned.

3. All Master Ranks are permitted to assign tasks or give any instruction they deem necessary to any student, Journeyman, Traveler or Savant Rank.

4. Any Master having an issue with the proper conduct of any student, Journeyman Teacher, Traveler or Savant is empowered to deal with the questionable conduct as they deem necessary and appropriate.

5. Any Master having an issue with the proper conduct of any other Master will convey their concerns to the Arch Mage of the guild who will act accordingly on the accusations made.

History of Magic within our guild

Selûne
Shar
Lord Ao created the universe. At first it was nothing but energy, with neither light nor dark, heat nor cold. Eventually the energy created two deities – Selûne (Our Lady of Silver, The Moonmaiden) and Shar ( Dark Goddess, Lady of Loss, Mistress of the Night, Nightsinger). Together they created heavens and Chauntea (Bhalla, Chantea, The Grain Goddess, The Great Mother, Jannath, Pahluruk, Yondalla), the embodiment of the world of  Toril

Chauntea
Chauntea begged for light and warmth so that she could create life on the new world, but Shar opposed this vehemently. The subsequent war between the sisters created new deities – war, murder, and destruction among them. When Selûne lit one of the nearby heavenly bodies on fire to provide the light and warmth needed, Shar became enraged, trying to extinguish light everywhere. Selûne tore the energy from her own body and flung it at Shar, where it joined with Shar's energy and passed from both of them, thus creating the goddess of magic, Mystryl. The birth of Mystryl (The Lady of Mysteries, the Muse, the Mother of All Magic, Our Lady of Spells, the Hidden One) not only brought a truce to Selûne and Shar, but created the Weave.

Mystryl
In the newly created Toril, magic abounded in everything, but in its raw state it was too dangerous for mortals to use. The Weave is a like a fabric, consisting of many threads, all woven together to create an intricate design. Spellcasting and the use of magic items pulls individual threads and reweaves them, creating a new design. Now both mortals and deities could use magic through this fabric that was both the embodiment of Mystryl and a conduit to raw magic.

Mystra
When the Phaerimm, a race dwelling under the surface of the earth, began to cast spells draining the empire of Netheril of its magic, a powerful mage named Karsus created a link to Mystryl in an attempt to steal her power, become a god and save his empire. This caused a great rift in the Weave, and Mystryl was so weakened that she sacrificed herself to save the world. Since she was the Weave, magic immediately ceased all across Toril. A new goddess of magic named Mystra (The Mother of All Magic) was born, and she was able to repair the weave in a way that such powerful spells could never be used against it again.

Mission of the Guild

The guild of magic is open to all beings that practice, study, or wish to learn The Art of Magic. The great guild is not aligned to any alignment, race, or creed when it comes to our pursuit. We support all sub-schools of magic as well as the generalist traditions.

Our magicians are involved in quests, training, and creation of magical items. We stand for the protection of the village and are here to serve as advisors for the council when it comes to the lore of the art.

For magic is what will break our chains and set us free, we are the chosen who walk in the path of enlightenment.


The Guild is a place of peace, safe and NEUTRAL ground for cooperation and learning, helping each other, sharing information and advice, and encouragement. It’s purpose is to assist mages on their path to acquire and develop their knowledge and hone their RP skills, as well as be their home, open for the adepts of magic in Crimson Chaos regardless their ranks and levels of RP experience, race, group or faction affiliations.

The Guild’s intent is to provide a place where both peaceful (non-combat inclined) and combat-oriented mages can learn, train, test and demonstrate their skills, involve in RP, prepare future RP plots and cooperate with other Guilds and groups, discuss various topics, or have fun and relax.

The Guild activities (present and planned) include: meetings and classes, trainings and sparring, ceremonies and fun events, quests, literary and art contests, duels and tournaments. That list is always open, and the members’ input and constructive creativeness are most welcome.

To apply to the Crimson Chaos Morgoth Mage Guild

To apply to the Crimson Chaos Morgoth Mage Guild you must do the following:

1) Read these pages of the Morgoth Mage Guild carefully.

2) Complete the "Morgoth Mage Guild Character Card" below or provided by the leaders and return it , along with a sample of your recent Role Play and a recent picture of your avatar to the ArchMage  Pionia Destiny or any of the Master Mages. Soltel'vayas, Keriandal Ghost or Gadget Cyberstar.

3) Then, you must meet with the Archmage so that she can get to know you a bit, explain a few of the rules of the Guild and answer any questions you may have. Finally, if you still wish to join and everything seems to be a good fit, you will be invited into the Guild.



CHARACTER CARD TO BE TURNED IN 
(copy and paste in a notecard, <your name> Crimson Chaos Morgoth Mage Guild Application form)

* Character name :

* SL official name :

* Character Age:

* Character Race:

* Character Class:

* Character Appereance:

* Character Special Powers:

* Character Flaws:

* Character Alignment:

* Reason for joining:

* History of the character: (grew up, schooling, major events, parents) try to include reason for alignment chosen

* Do you have any previous Mage experience in another sim?

* If so, what?:

* Ideas and Suggestions:

Port Crimson, Land of Chaos: History

400 long years ago the world was different. It was divided into several major kingdoms and villages. Among these were the Empire of Fayadria, Lands of Scepterd, the Kingdom of Annwn and the Village of Arstonia.  
Great magics prospered, everyone from the Empress to the humblest villager were busy and had a place in these lands.

Warriors grew skilled, Archers arrows flew swift and true, the elder gods were worshipped, men protected the last dragon egg, the Wells provided power and protection to the people, healers and mages grew in power and knowlege.

Races mixed with each other freely, drow and elf, human and dwarf, demon and vampire and races few could name. The elusive sea maid, the merrow, often joining in. It was a good though often vexing time.
Then the cataclysm came, monsterous tidal waves claimed Fayandria, Annwn lost it Taij, the life force of the land, Scepterd grew remote and the village of Arstonia was swept away in the Great War with Rome. All were never seen again in this world.

Refugees fled in many directions including a small island off the main shipping lines which they called Crimson Twilight. Unfortunately life was simply too hard and the village failed. The halfbreed drow, former princess of Annwn, lent her power, that ancient elven power of knowing, using, being one with the spirit of the land.. called the Taij, to this new land. It began to flourish and already is the home of the refugee's, their decendants and newcomers.

Welcome to Port Crimson, Land of Chaos.  Become a explorer, earn your villager status, role play, enjoy.