Mages
Basic Information
Anatomy
They are essentially human physically.
Biological Traits
The magic running through their bodies gives a lifespan of approximately 3-times that of the average human.
Additional Information
Social Structure
Mages' social structure is based on experience and age; the older and more practiced a Mage is, the more respected they are.
Geographic Origin and Distribution
They are found all over the world, with the same average distribution as the rest of humanity, just with a smaller total population.
Average Intelligence
They are no more intelligent than other people, though they usually have better access to education and knowledge as it is necessary to practice magic.
Perception and Sensory Capabilities
They are able to sense magic to a certain extent; the more powerful the spell or magic signature, the easier it is for them to "feel" it. They can train this sense to the point of being able to pick out another Mage in a crowd with no visual cues.
Civilization and Culture
Major Organizations
Colleges of Magic, Mages' Guild, The Abyss, Mage Hunters
Common Dress Code
Traditionally, Mages wear layered clothing reminiscent of robes that cover their whole bodies (minus the head). This is mainly for practical use, and as such, the design hasn't changed much throughout history.
The coverage provides protection from spills and spell backlash and the layers allow for easy removal in case of an accident. The coverage also has the bonus effect of covering a Mage's runic tattoos, allowing any prepped spells, enchantments, and wards to remain unknown to enemy Mages.
The extravagance of a Mage's dress-garb directly correlates to the "rank" of a Mage; the more ornate the stitchwork and appearance, the higher ranked the Mage is. Most Mages (the ones who don't care more about appearances and rank than doing their jobs) don't bother to wear their "dress robes" outside of formal events, content to wear less-layered and restricting garb on the daily.
Common Customs, Traditions and Rituals
Apprenticeships: A tradition that dates back to the first Mages and the origins of magic, it is customary for Mages to learn from experienced ones with established practices. Even in a college, where magical education is handled by multiple "master" Mages, there comes a point where students must venture out and get practical experience if they want to be successful.
Garb-stiching: A tradition followed mainly by Magecrafters, garb-stitching is the practice of stitching wards and enchantments into clothing using runes. This serves as a way for Mages to protect themselves from wayward magic while experimenting - or in battle - as well as a way for students to learn composition and spacing before they do their tattoos.
Runic Tattoos: In addition to their clothing, many Mages tattoo wards and spells on their skin for ease of access. Magecrafters often do their own tattoos as portable wards and other such useful spells that usually require circles and/or rituals. Casters usually design their tattoos, but have the actual inking done by a Magecrafter. Their spells are a combination of high-level spells that need runes to channel the magic and the ones that they use the most often.
Note that runic tattoos are not actual tattoos; they are not inked into the skin with needles and pigment. The ink is a special mix of several ingredients designed to channel and direct magic as well as permanently stain the skin. The process involves a magical conduit (stylus) and a Magecrafter with a specialty in runes.
Common Taboos
Void Magic: Doing anything with Void magic is considered taboo by both the Mage's guild and the colleges. This is due to the danger of such endeavors as well as the incident that resulted in the first breach and the fall of the Creator.
History
Mages are people who are born with the ability to use magic. They have existed since the Dawn Era when the Creator taught the first Spellweavers how to construct spells so the average Mage could cast them. They spread with the rest of humanity throughout Fahkaugr from Arrijion, creating new spells to help with exploration and protection.
The next generation of Mages learned from the first generation, and then passed on their knowledge to the next one, and so on until it became tradition for young Mages to apprentice under experienced ones. The founding of the Mage colleges led to a second education option for young Mages, so long as they could get in. The three Mage types (Caster, Magecrafter, and Spellweaver) were also formalized during this time.
After the fall of the Creator, Mages became a valuable commodity; a well-trained Caster was worth a contingent of soldiers and an invested Magecrafter could decrease troop loss by a decent margin. All the kingdoms had their own Mages dedicated to helping their kingdom stay ahead of the others, whether through waging war or advancing magical technology.
The Mages' Guild was founded within the first decade of the First Age, the first organization to offer Mages magic-related occupations that weren't inherently military-focused. The Mage, that is, the Mage who was a member of The Party (see Tale of the First King) was a strong supporter of the effort and the guild probably would not have received funding and approval had it not been for him.
Since then, research and advancement in magic and magical technologies have been the main focus of both the colleges and guild. This is most obvious with Magecrafters, whose wards, enchantments, and runes are most useful for improving living conditions and protecting the people from various threats. Casters are still heavily pulled towards more combat-oriented careers, but they are also heavily involved in spell development and medicine.
Historical Figures
More to be added
The Mage (Tale of the First King), The Mad King
Lifespan
190 years
Average Physique
Mages are usually less physically fit than most people in their social class due to the lack of physical labor involved in their daily lives.
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