Post by Master William on Jan 10, 2011 23:25:25 GMT -5
The Archmages of the Ciara Trista Rebellion are an advanced sect of sorcerors and summoners who have been accepted into the ranks of rebels. They are healers, precognitives, strategists, warriors and sailors, and are often of the Domain Water, thought they come from a variety of others as well. Not all the people of the land can wield the mysterious powers of magic however, so the Rebellion constantly scouts the lands in secret, seeking young apprentices, that may eventually become part of the Archmage Caste.
*insert some history here, founder, why they founded it, etc.*
Each Archmage has a specific Domain of expertise. Led by the Domain Masters, these Domains are founded according to a specific element or style of magic. Domain Masters generally have power over all the subdomains of the magic Domain, while the other Archmages must choose one of the subdomains involved in that specific element. Listed below are the Domains (Domain of ______) and subdomains (1. - _____) with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
(There is four subdomains within the Domain of Healing. Specialists within this Domain hold the power to create healing remedies made from herbs and plants that help cure disease or sanitize open wounds. Or they may choose to be a surgeon healer, mending wounds, organs, and bones with healing magic, taking hours of their time to give new life to an injured person. Or they may choose to look more into the psyche of a person, healing their mental wounds, past or present. The fourth subdomain is death reversal, and no member of the Rebellion has ever been able to even perform it. That's why this subdomain is dominated by the shaman only.)
Current Domain Master: None
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
(There are five subdomains within the Domain of Earth. Specialists within this Domain hold the power to summon and control animals, control and grow plants, or manipulate the earth itself, moving rocks and dirt, commanding them to do their bidding. Or, they choose to master in the art of tracking and reading the signs of the earth, listening to nature and the wind around them for clues. The fifth subdomain is transformation, and this is limited at the discretion of the domain masters.)
Current Domain Master: None
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
(There are only two subdomains within the Domain of Fire. Specialists within this Domain hold the power to manipulate, control and even create or destroy Fire with just a thought. Or, they may hold the power to change the temperature of an area, say to stop a hail of ice needles, or perhaps even someone's body temperature, making them boil in pain.)
Current Domain Master: None
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
(There are only two subdomains within the Domain of Water. Specialists within this Domain may hold the power to manipulate, control and even create or destroy Water, or they may be able to change the temperature of an area, say to calm a roaring flame or perhaps even someone's body temperature, making their blood freeze in their veins.)
Current Domain Master: None.
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
(There are three subdomains for the Domain of Air and Electricity. Specialists within this Domain may wish to caste a horrible storm onto their foes, making the air rage like an ocean, or simply make the clouds part for a sunny day on the beach. They may wish to change the particles in the air from oxygen to ozone, a deadly change, or create a current to light someone's home. Either way, the Domain of Air and Electricity has a variety of spells within the three subdomain.)
Current Domain Master: None.
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
(There are five subdomains within the Domain of Necromancy/Black Magic. Specialists within this Domain hold the power to summon spirits of the dead to aid, protect or fight along side them in battle. Or, they may wish to put a terrible curse on an opponent, or perhaps summon an imp demon to aid in a quest. Perhaps a suspect isn't being very revealing, so a little mind control is necessary. Or maybe they're in a hurry all the time. There's lots of variety in this Domain!)
Current Domain Master: None.
Displayed below are the slight differences in the Archmage Caste that differ from other Castes:
Weapon
Since the Archmages are a Caste of magic and energy channeling, Archmages have no proficiency with any weapons of medium or heavy weight. They are allowed one light weapon. All other normal rules apply.
Clothing
The Archmages must wear traditional sorcery robes of their Caste. They are generally long and flowing, but on the battlefield can be less adhering. The colours and patterns of the robes are up to you, though they must be approved. A hat or cap is not required, but is allowed if you wish. Also, Archmages do not have any proficiency with any armor (though Domain Masters may have learned how to channel their energies around it, allowing them to use armour, not not very heavy kinds).
All other rules are the same.
*insert some history here, founder, why they founded it, etc.*
Each Archmage has a specific Domain of expertise. Led by the Domain Masters, these Domains are founded according to a specific element or style of magic. Domain Masters generally have power over all the subdomains of the magic Domain, while the other Archmages must choose one of the subdomains involved in that specific element. Listed below are the Domains (Domain of ______) and subdomains (1. - _____) with explanations:
Domain of Healing:
1. Healing Alchemy
2. Physical Health (Healing Touch)
3. Psychological Health (Psychic Touch)
4. Death reversal (shaman only, not player controlled)
(There is four subdomains within the Domain of Healing. Specialists within this Domain hold the power to create healing remedies made from herbs and plants that help cure disease or sanitize open wounds. Or they may choose to be a surgeon healer, mending wounds, organs, and bones with healing magic, taking hours of their time to give new life to an injured person. Or they may choose to look more into the psyche of a person, healing their mental wounds, past or present. The fourth subdomain is death reversal, and no member of the Rebellion has ever been able to even perform it. That's why this subdomain is dominated by the shaman only.)
Current Domain Master: None
Domain of Earth:
1. Tame Animals
2. Summon Plants
3. Control Earth and Stone
4. Tracking and Earth Sign Interpretation
5. Transformation (limited)
(There are five subdomains within the Domain of Earth. Specialists within this Domain hold the power to summon and control animals, control and grow plants, or manipulate the earth itself, moving rocks and dirt, commanding them to do their bidding. Or, they choose to master in the art of tracking and reading the signs of the earth, listening to nature and the wind around them for clues. The fifth subdomain is transformation, and this is limited at the discretion of the domain masters.)
Current Domain Master: None
Domain of Fire:
1. Temperature Control (Heat)
2. Shape Flame
(There are only two subdomains within the Domain of Fire. Specialists within this Domain hold the power to manipulate, control and even create or destroy Fire with just a thought. Or, they may hold the power to change the temperature of an area, say to stop a hail of ice needles, or perhaps even someone's body temperature, making them boil in pain.)
Current Domain Master: None
Domain of Water:
1. Temperature Control (Cold)
2. Control Water
(There are only two subdomains within the Domain of Water. Specialists within this Domain may hold the power to manipulate, control and even create or destroy Water, or they may be able to change the temperature of an area, say to calm a roaring flame or perhaps even someone's body temperature, making their blood freeze in their veins.)
Current Domain Master: None.
Domain of Air and Electricity:
1. Weather Aspects
2. Air Particles
3. Creating Electricity and Currents
(There are three subdomains for the Domain of Air and Electricity. Specialists within this Domain may wish to caste a horrible storm onto their foes, making the air rage like an ocean, or simply make the clouds part for a sunny day on the beach. They may wish to change the particles in the air from oxygen to ozone, a deadly change, or create a current to light someone's home. Either way, the Domain of Air and Electricity has a variety of spells within the three subdomain.)
Current Domain Master: None.
Domain of Necromancy/Black Magic:
1. Raise Undead and Spirits
2. Curses
3. Banish/Summon Demons
4. Mind Deception
5. Teleportation
(There are five subdomains within the Domain of Necromancy/Black Magic. Specialists within this Domain hold the power to summon spirits of the dead to aid, protect or fight along side them in battle. Or, they may wish to put a terrible curse on an opponent, or perhaps summon an imp demon to aid in a quest. Perhaps a suspect isn't being very revealing, so a little mind control is necessary. Or maybe they're in a hurry all the time. There's lots of variety in this Domain!)
Current Domain Master: None.
Displayed below are the slight differences in the Archmage Caste that differ from other Castes:
Weapon
Since the Archmages are a Caste of magic and energy channeling, Archmages have no proficiency with any weapons of medium or heavy weight. They are allowed one light weapon. All other normal rules apply.
Clothing
The Archmages must wear traditional sorcery robes of their Caste. They are generally long and flowing, but on the battlefield can be less adhering. The colours and patterns of the robes are up to you, though they must be approved. A hat or cap is not required, but is allowed if you wish. Also, Archmages do not have any proficiency with any armor (though Domain Masters may have learned how to channel their energies around it, allowing them to use armour, not not very heavy kinds).
All other rules are the same.