Wednesday, February 16, 2011

Journal Entry: The Magic of Mirr and the Mages Klan


                The next Klan I would like to talk about is the Mages Klan, but in order to do this I feel like I will also need to talk about the magic that exists in our world.  The magic of Mirr is based in the manipulation of the elements.  They make up this world and they are the basis and source of the magical power the Mages hold.  Anyone can learn to use this magic, but as with any other skill not everyone will attain the same prowess and or ability.  Some exceed and become masters at manipulating the elements, while others are never able to do even the simplest tasks with the elements.

                There are four elements that can be manipulated by Mages.  These elements are: Water, Air, Earth, and Fire.  These elements are manipulated through the use of four gems.  Each gem pertains to a certain element.  The Water Element gem is a sapphire.  The Air Element gem is a diamond.  The Earth Element gem is an emerald.  The Fire Element gem is a ruby.  Each gem’s power is based on two factors: the size of the gem and how much life force is given to activate the gem. 

In order to manipulate an element through the use of a gem it must be activated.  In order to activate a gem it must be exposed to the intended user’s blood.  When the blood is exposed to the gem it pulls on the life force of the user to activate it.  In the process the gem is attuned to that specific individual.  At this point I must give a warning; the draining of your life force must be taken seriously.  Those too naïve to understand how dangerous this is have given too much of their life force trying to create powerful gems and died.  You must know your own limits.  Whatever you give to them gem must be restored.  It is a common practice to activate a gem and then spend large amounts of time sleeping to regain what has been given to the gem.  Once a gem has been activated it cannot be given more life force or made more powerful.

As I said, a gem’s power is based on the size and amount of life force given to it.  This means that a very large gem could be less powerful than a small gem if large amounts of the user’s life force were put into the small gem when it was activated.  Some experienced Mages have been known to conceal a small gem that has been given large amounts of their life force as a precaution or emergency.

Once a gem has been activated the Mage must then master manipulation of their element.  With this comes another warning.  When a Mage manipulates an element it again takes some of their life force.  This may sound redundant, but a Mage must know their limits.  If a Mage manipulates an element beyond their capability it can kill them.  The Mages of this current age are only able to manipulate one element.  There are rumors that my people were able to not only manipulate all of the elements, but were able to do so without the gems.  I have done my best to eradicate those rumors.  Not because they are false, but because I worked very hard to make the Mages believe they were only able to manipulate one element.

Now that I have discussed the magic of this world I will discuss the Mages Klan.  As I said, I believe they are tied together.  The Mages Klan is another of the main three Klans.  Unlike the Fighters Klan, the Mages Klan is governed by four Klan Heads.  Each Klan Head represents the Mages that manipulate a specific element.  The title of a Mages Klan Head is High Mage.  As stated there is a High Mage for each element.

The Mages Klan, like all other Klans, has a rank system.  A person wishing to enter the Mages Klan begins as an Apprentice.  An Apprentice wears a white hoodless robe.  An Apprentice’s first duty is to select an element to study.  Once an apprentice has selected an element they must activate a small gem and a large gem.  The Apprentice chooses how much life force is given to each gem.  Once this has been accomplished an Apprentice must control their chosen element to advance to the rank of Sorcerer.  The element is already present when the test is administered.

In order for a Sorcerer to advance to the next rank, the rank of Wizard, he or she must summon their chosen element and control it.  This means they must manipulate it and make it do something the element does not naturally do so that the administrator of the test can verify the Sorcerer does actually control the element.  A Sorcerer must also summon an Elemental.  This is a difficult task to accomplish for the first time.  The Elementals resist being summoned and attempt to overpower any one that summons them.  Elementals are made up of one element.  Elementals can assume any shape they wish, but usually appear in a humanoid form.

                In order for a Wizard to advance to the next rank, Mage, they must summon a Titan with another Mage.  A Titan is a combination of two elements.  This is why two Mages must be present.  Each of the participants summons that half of the Titan that pertains to their element.  There are six types of Titans.  These types are: Ice (Water/Air), Mud (Water/Earth), Steam (Water/Fire), Lava (Earth/Fire), Smoke (Air/Fire), and Tornado (Air/Earth).  Titans can assume any shape like the Elementals, but because they are composed of two elements they can appear in many more ways.  Regardless of this they usually appear in humanoid form like their lesser brethren the Elementals.

                I must insert a note here.  The Elementals and Titans are not creatures of this world.  They can be summoned and controlled, but be cautious.  If one of these creatures overpowers a Mage they will likely kill him before returning to their elemental home.  The Elementals and Titans may be controlled by a Mage, but be warned that even if you summon them you are not their masters.  This is all I will say about this for now.

                In order to advance to the rank of High Mage the Mage must be able to prove they are the best at manipulating their element.  Their power must be known by the other members of the Klan and it must not be questioned.  If a Mage challenges a High Mage they must prove their skill.  How they chose to do so is up to them, but the Klan judges between the two and decides if the current High Mage holds his place or if he has been replaced.  The process sounds much simpler than it is.  These challenges can go for days at a time.  Any Mage can challenge a High Mage, but if their challenge is unsuccessful they must wait ten years to put forward another challenge.  There is also a limit of three challenges from a Mage in their life time.  This is to prevent constant challenges from less impressive Mages and to ensure the challenger is truly ready.

Klan members are allowed to contract out their services, with a portion going to the Klan.  Unlike other Klans, one of the Klan heads must approve the contract.  Because of this procedure, Mages Klan services are very expensive even for small jobs or requests.

As Mages progress through the ranks their robes change.  I have made a chart to better explain the robes and how they change.  The robes give the Mages Klan presence and respect and also help them to easily identify how advanced a member of their Klan is.

Class Level
Class Name
Robe
Water (Robe Color)
Air (Robe Color)
Earth (Robe Color)
Fire (Robe Color)
Colors At Hem
1st
Apprentice
No Hood
White
White
White
White
N/A
2nd
Sorcerer
Hooded
Green
Blue
Grey
Yellow
N/A
3rd
Wizard
Hooded
White
Grey
Brown
Orange
N/A
4th
Mage
Hooded
Blue
White
Green
Red
N/A
5th
High Mage
Hooded Black Robe
N/A
N/A
N/A
N/A
High Mage’s Element color


Note:   Robe color changes as the pupil progresses.  The 1st color goes to the hem; the 2nd color goes to the cuffs of the robe.  A Water Sorcerer would have a green robe.  A Water Wizard would have a white robe with green at the hem.  A Water Mage would have a blue robe with green at the hem and white at the cuffs.  The High Mage of Water would have a black hooded robe with a blue ring at the hem.

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