Building your new character? Start here!
There are many different ways to create your character, but you don't have to follow these guidelines! These are just a couple of idea that you can run off. Remember to talk to me for help with character development!
Clerics: Clerics with your new deities, you can choose from some of the new gods:
The Raven Queen (Lawful Neutral): Now ascended, the church of the Raven Queen grows to full power. The Raven Queen commands over the Life, Grave, and Death domains. Do not fear death, and do not prevent life, tragedy must be balanced.
Yyras'ta (Chaotic Evil): For the worlds must become ocean, there must be waves of chaos, for the waves of peace to arrive. Even if it means billions must die. Yyras'ta commands over Arcane, Tempest, Order domains.
Bellatah (Lawful Good) : For all warriors who fight to protect the ones who can't, this is the Goddess of Warriors way. She commands over War, Light and Twilight domains.
Taal'siir (Chaotic Neutral): To protect those who used their avarice for good. Those who want to enjoy their life, without making another life suffer. Know that all things inevitably fade to dust. He commands over Trickery, Grave and Peace Domains
Mekhane (Neutral) : The Machine Goddess of the Holy Foundation, Mekhane commands over the man and machine of the Multiverse; a guardian of the greater good, no matter the cost. Often split into her different "aspects", she influences a grand array of faculties, but is in her prime when mentally unified with her "sisters". Her different aspects command over different domains. Fuxi commands over War and Death Domains. Hakhama commands over Order and Forge Domains. Europa commands over Life and Peace Domains. Cybele commands over Twilight and Knowledge Domain.
While unified, Mekhane commands over a Light Domain.
The Void Maiden: While the Lady of Fate is now separated, and can not affect fortune's few, many still pray to her as a deity, knowing she still has some influence in the realms. She commands over Arcana, Tempest and Nature domains.
The Arch Kell: Considered the god of the Eliksni, residing in the feywilds. His main goals are causing mischief amongst the people, never doing any real harm. The Archkell will always take care of his children. He commands over Trickery, Moon, Arcane and Light Domains.
Other gods are still avaliable from the Forgotten Realms, please read the changes with gods before this however! https://www.worldanvil.com/w/kingdom-of-albion-ichfresa/a/the-changes-with-gods-article
Druids: Druids have three main coves in Toril that can be found, however if you want to world build with me, I am open to doing so with you. Please note that these coves SPECIALISE in the teachings of certain circles but are not mutually exclusive.
Emerald Cove: Along the Emerald Coast, a sunken piece of land lies, with Silvanus being their protector, as Archdruid Kagha, now redeemed as their teacher. They teach the circles of Moon, Wildfire, Spore and Land.
Bower Cove: Near the centre of Albion, along the edges of Bower Lake, lies a cove dedicated to The Void Maiden, Archdruid Shaleza as their teacher believes in void and nature being intertwined. The cove teaches the circles of Void, Dreams and Stars
Kuulen Opal Cove: Along the frozen lands and coast of Quivira, a cove of mainly water elementals teaches many different races that wish to learn natures way. They teach some of the more obscure circles and some of the more standard ones too. They teach the circles of Shepard, Blighted, Wildfire and Land.
Bards: There are many places to practice ones performance, magical or not. Here are some examples of the places your bard may have learnt their experties:
Brightwall Academy: The pride of academic intellect in Albion, and possibly all of Toril, if only it was not rivaled by the Academy of Netherwinter, the students here are adorned in a royal red and gold cloth, as is the flag of Albion. Mainly focusing on the arcane elements of performance and soul. They focus on the colleges of Creation, Valor and Glamour Balduran University for Advanced Science: Known for their light blue, orange and yellow accents, the Balduran University is home to a very small class of bards. While mainly focusing on science, this university is open to all, and some Bards here are known for the more grunginess of the smog and industrial era only just becoming cleared up, writing songs about this. They specialise in the colleges of Whispers, Tragedy and Swords
Netherwinter Academy: Wearing a dark blue and silver, the bards here are passionate about history, writing very to the detail songs and dities. They focus on the colleges of Lore, Eloquence, Spirits and Valor
Morninglow Academy: Their uniform is a pale purple with fine pale gold cloth, located in Daggerford, the people here are very hopeful and experimental, after the recreation of their city. As such the bards are quite experimental with their music and arts. They specialise in the colleges of Creation, Glamour and Eloquence.
Imperial College: Located in Karatin, within the Shou-Long Empire, sporting a jade green and white uniform. While very traditional, and reluctant to move on, their bards are very much the same, focusing on some of the older colleges, of which being Spirits, Lore and Valor.
Monks:Many different types of monks exist all around Toril and they all specialise in their own abilities.
Way of the Cobalt Soul: Driven by the pursuit of knowledge because of The Founder, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Toril. People from all lands come to the libraries to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study. The Monks of the Cobalt Soul have a presence in Albion, Neverwinter, Baldur's Gate, The Town Hardbuckler, Asbravn and Quivira.
Way of The Sun Soul: In Oakfield, a temple dedicated to Lathander stands, with beautiful marble, torches of bright flame dedicated to the Morninglord. While many think these people to be a bunch of weaklings, just praying to Lathander for a better crop yield it is much more than that. The Monks of the Sun Soul have had to train themselves, guide themselves and become stronger everyday. Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
The best way to keep their strength up is to carry a large vase full of water, approximatly 5 foot tall in length, blessed by the morninglords light. These monks are known for their strenght.
Way of The Shadow: Used now by The Raven's Flock, these monks are usually shadar kai, or other followers of The Raven Queen. They lurk in shadow, gathering information, before deciding whether or not you're too dangerous to be kept alive. This group of Raven Queen followers are often referred to as "Shadowdancers" for how they are able to slip between different shadows through their ki. Rumours have begun to spread that if you see one, you stay in the light for as long as possible, lest you be caught dead, very quickly. The Shadowdancers can be found in The Shadowfell, often in Noibla, or found in The Raven's Flock, a small house, off the beaten path in Mispeak Valley.
Way of The Astral Self: While not much is known about the Tériquekerin Assembly, what is a little known rumour is that Monks of the Astral Self have been working with them as scouts and possible assasins for them. While its just a rumour... probably best to keep a good distance away from monks sporting a white and gold robe.A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
-FORMS OF YOUR ASTRAL SELF-
The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc’s soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance. When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
These Mondastic Traditions usually carry over and blend into other traditions.
Warlocks
Here are some patrons you could possibly have if you are planning to become a Warlock:
Yyras'ta: Hexblade/Great Old One/The Fathomless. As his patron you will be under order to recover the reliquries of his body, so his great formation will begin. He promises "Wonder." and a chance to become very strong, if you are willing to obey. You will be traveling the ocean.
The Returning Slayer: Great Old One/The Undying/The Undead. A remnant of Bhaal, who wishes to return to his former glory. It craves death and bloody murder in Bhaal's name. Will you heed the Dark Urge?
The Raven Queen Ascended: Hexblade/The Celestial/Great Old One. While she is now the new Lady of Loss after defeating Shar, there is still work to do after the God War. You will be serving under the Raven Queen's command, bringing the balance to life and death, for tragedy is her favourite genre.
Alsrasha, The Undying Devil: The Fiend. Watching the events that have played out in the Hells for the past 300 years, has been unforgiving to her. She has learnt the depths to power through many libraries and the greatest teachers of Hell, becoming stronger than Zariel. She now seeks a patron, to exact her power in the material plane. She can not go there due to her experiments, but seeks a way to get there. Command her unholy fire.
The Genies of the Assembly: The Genie. Trapped within the Tériquekerin Assembly, these four genies wish to be free, and will form pacts with those who will free them. Alta(Earth), Contras(Air), Detals(Fire) and Tasb(Water) are the genies you can choose from. Free them, and they will grant your wildest wishes.
The Arch Kell: The Archfey/The Celestial. Once thought a myth to you, the Arch Kell is a god considered amongst the Eliksni. Residing deep in the Feywilds, its powers are strong and known to be a careful reminder of "Be careful what you wish for." He is a source of mischief amongst the people, and wants to share this mischief amongst the material plane. Perfect for a playful character!
The Sons of Mekhane: The Celestial/Hexblade. The Sons of Mekhane are the genetic offspring of the Machine Goddess herself, dedicated to protecting and forwarding her commanding will. When Mekhane was fractured into her aspects, her sons were forced to hide themselves in the material plane, blending in with local beings and forgetting their identity until such a time when Mekhane was restored. Now reforged, her sons look for new faithful to join the ranks of Mekhane's Loyal Army, to guarentee another fracturing never happens again. Their names are:
-Amatrus -Bumaro -Elysian -Principalis -Sterling -Manarius -Romulus
Wizards: So many places to study and learn magic! Or are you self taught? Think about who your character is, how they look, what kind of wizard are they? Please note: Dunamancy Wizards are very unique and not known to the public. Few of the Holy Foundation staff know of it, and even fewer practice it. Dunamancy has been founded by The Drowisian Empire.
Brightwall Academy: While many here want to join the Tériquekerin Assembly, to become an extremly powerful caster, many also settle for the simplicity and already high academic intellect of Brightwall Academy.
Candlekeep University: Being one of the most magical cities in Toril, Candlekeep likes to brag about the multitude of different spell casters there are in their walls, and carries a certain proudness, and smugness to them. Candlekeep sticks to tradition, but is damn good at doing it.
The Tériquekerin Assembly: The Tériquekerin (Ta-rick-oo-ker-in) Assembly is a semi secret organisation of Spell Casters in Albion. They are known for being some of the finest teachers in Brightwall Academy and the inventors of Spell-Weaving. Being an initiate, you have definitly seen some shit. Some things your old teachers would rather keep secret. Did you have your memory wiped? Are you on the run? Where do you go from here? Losing such power, and wanting it back? Or do you have something they need. It is up to you.
Netherwinter Academy: Up in the north, Netherwinter's Academy is a simple, but a rather joyful academy, often having small festivals to celebrate ones skills.
Bowerstone Academy: Close to Bowerstone Castle, a small academy, not as talented as Brightwall, but still rather skillful. Rumour has it that the Tériquekerin Assembly sometimes visits here to see if there is any upcoming wizards of exceptional skill. You have grown to accustomed to the busy runnings in and out of Bowerstone. You know where to buy paper, and books for cheap, at the Fiction Burns bookshop. Perfect place for a standard wizard.
The Drowisian Empire Schools: In the Underdark, as a drow you were seen for your intellect, and were taken in to become a wizard. Wizards who are seen as extremly gifted, and dedicated to The Drider Queen, become Dunamancy Wizards. Dunamancy would involve you learning about time and gravity itself, and how to bend it to your will. Your ultimate goal is to be able to join your fellow dunamancers, to freeze time during the dead of night. You will create the first foothold on the surface for The Drowisian Empire. Or will you escape, due to the horrors of the Underdark? Did a family member become a drider? Did you disagree with what you were taught? It is your choice.
The Thaumaturgy Department: The Holy Foundation has a dedicated department focusing on magical studies, and as a result has individuals that undertake all kinds of magic, though usually gravitate to the school of Abjuration. Present in their strict department hierarchy are different Divisions, all which focus on the study and application of certain types of magic. These include
-Dunamancy Division: a small, new division on the studies of previously discovered powers on the manipulation of Time and Gravitational Force. As it is a new division, it often gets ridiculed by the bigger ones, and has access to less funding.
-Ontokinetics Division: Centred around the manipulation of Reality, Ontokinetics is primarily the study of the Void Weave, harnessing the Maiden's power for both good and bad. The Ontokinetics Division were instrumental in the creation of the Tenno.
-Division of Actuality: One of the more esoteric Divisions, Actuality focuses on magic and powers relating to existence and thought, centred much around psychic powers.
Caer Callidyrr Institute for Magic: A Bastion for magic in the United Sword Coast States, the CCIM has a large group of Wizards from all over the Union. Their mascot is Cenric Ceadda, vanquisher of the Dark-Fae, holding a Grimoire embroidered with a Circular Symbol with 3 Inward-Facing Arrows. Coincidentally, Many Foundation scientists and wizards are recruited from here.
Artificers: With the Industrial Age charging past, full steam ahead, there are plenty of places where an artificer may have learnt their ways.
Brightwall Academy: While the Tériquekerin Assembly does not look for artificers, it is a great place for people to learn to make their own machines, tools and otherwise. Many artificers who studied at Brightwall now create arcane weaponry for the Albion and United Sword Coast Alliance.
Bowerstone Academy: Artificers excel well here, being so close to the industrial life, and sometimes being taught by the head of the industrial Garth Faraday, when he's not extremely busy. The artificers in Bowerstone think of the path ahead and try to streamline our modern day, and look for the best solution possible.
The Arch Kell: Considered the god of the Eliksni, residing in the feywilds. His main goals are causing mischief amongst the people, never doing any real harm. The Archkell will always take care of his children. He commands over Trickery, Moon, Arcane and Light Domains.
Other gods are still avaliable from the Forgotten Realms, please read the changes with gods before this however! https://www.worldanvil.com/w/kingdom-of-albion-ichfresa/a/the-changes-with-gods-article
Druids: Druids have three main coves in Toril that can be found, however if you want to world build with me, I am open to doing so with you. Please note that these coves SPECIALISE in the teachings of certain circles but are not mutually exclusive.
Emerald Cove: Along the Emerald Coast, a sunken piece of land lies, with Silvanus being their protector, as Archdruid Kagha, now redeemed as their teacher. They teach the circles of Moon, Wildfire, Spore and Land.
Bower Cove: Near the centre of Albion, along the edges of Bower Lake, lies a cove dedicated to The Void Maiden, Archdruid Shaleza as their teacher believes in void and nature being intertwined. The cove teaches the circles of Void, Dreams and Stars
Kuulen Opal Cove: Along the frozen lands and coast of Quivira, a cove of mainly water elementals teaches many different races that wish to learn natures way. They teach some of the more obscure circles and some of the more standard ones too. They teach the circles of Shepard, Blighted, Wildfire and Land.
Bards: There are many places to practice ones performance, magical or not. Here are some examples of the places your bard may have learnt their experties:
Brightwall Academy: The pride of academic intellect in Albion, and possibly all of Toril, if only it was not rivaled by the Academy of Netherwinter, the students here are adorned in a royal red and gold cloth, as is the flag of Albion. Mainly focusing on the arcane elements of performance and soul. They focus on the colleges of Creation, Valor and Glamour Balduran University for Advanced Science: Known for their light blue, orange and yellow accents, the Balduran University is home to a very small class of bards. While mainly focusing on science, this university is open to all, and some Bards here are known for the more grunginess of the smog and industrial era only just becoming cleared up, writing songs about this. They specialise in the colleges of Whispers, Tragedy and Swords
Netherwinter Academy: Wearing a dark blue and silver, the bards here are passionate about history, writing very to the detail songs and dities. They focus on the colleges of Lore, Eloquence, Spirits and Valor
Morninglow Academy: Their uniform is a pale purple with fine pale gold cloth, located in Daggerford, the people here are very hopeful and experimental, after the recreation of their city. As such the bards are quite experimental with their music and arts. They specialise in the colleges of Creation, Glamour and Eloquence.
Imperial College: Located in Karatin, within the Shou-Long Empire, sporting a jade green and white uniform. While very traditional, and reluctant to move on, their bards are very much the same, focusing on some of the older colleges, of which being Spirits, Lore and Valor.
Monks:Many different types of monks exist all around Toril and they all specialise in their own abilities.
Way of the Cobalt Soul: Driven by the pursuit of knowledge because of The Founder, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Toril. People from all lands come to the libraries to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study. The Monks of the Cobalt Soul have a presence in Albion, Neverwinter, Baldur's Gate, The Town Hardbuckler, Asbravn and Quivira.
Way of The Sun Soul: In Oakfield, a temple dedicated to Lathander stands, with beautiful marble, torches of bright flame dedicated to the Morninglord. While many think these people to be a bunch of weaklings, just praying to Lathander for a better crop yield it is much more than that. The Monks of the Sun Soul have had to train themselves, guide themselves and become stronger everyday. Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
The best way to keep their strength up is to carry a large vase full of water, approximatly 5 foot tall in length, blessed by the morninglords light. These monks are known for their strenght.
Way of The Shadow: Used now by The Raven's Flock, these monks are usually shadar kai, or other followers of The Raven Queen. They lurk in shadow, gathering information, before deciding whether or not you're too dangerous to be kept alive. This group of Raven Queen followers are often referred to as "Shadowdancers" for how they are able to slip between different shadows through their ki. Rumours have begun to spread that if you see one, you stay in the light for as long as possible, lest you be caught dead, very quickly. The Shadowdancers can be found in The Shadowfell, often in Noibla, or found in The Raven's Flock, a small house, off the beaten path in Mispeak Valley.
Way of The Astral Self: While not much is known about the Tériquekerin Assembly, what is a little known rumour is that Monks of the Astral Self have been working with them as scouts and possible assasins for them. While its just a rumour... probably best to keep a good distance away from monks sporting a white and gold robe.A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
-FORMS OF YOUR ASTRAL SELF-
The astral self is a translucent embodiment of the monk’s soul. As a result, an astral self can reflect aspects of a monk’s background, ideals, flaws, and bonds, and an astral self doesn’t necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur—the strength of which the monk feels within. Similarly, an orc monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the orc’s soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance. When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
These Mondastic Traditions usually carry over and blend into other traditions.
Warlocks
Here are some patrons you could possibly have if you are planning to become a Warlock:
Yyras'ta: Hexblade/Great Old One/The Fathomless. As his patron you will be under order to recover the reliquries of his body, so his great formation will begin. He promises "Wonder." and a chance to become very strong, if you are willing to obey. You will be traveling the ocean.
The Returning Slayer: Great Old One/The Undying/The Undead. A remnant of Bhaal, who wishes to return to his former glory. It craves death and bloody murder in Bhaal's name. Will you heed the Dark Urge?
The Raven Queen Ascended: Hexblade/The Celestial/Great Old One. While she is now the new Lady of Loss after defeating Shar, there is still work to do after the God War. You will be serving under the Raven Queen's command, bringing the balance to life and death, for tragedy is her favourite genre.
Alsrasha, The Undying Devil: The Fiend. Watching the events that have played out in the Hells for the past 300 years, has been unforgiving to her. She has learnt the depths to power through many libraries and the greatest teachers of Hell, becoming stronger than Zariel. She now seeks a patron, to exact her power in the material plane. She can not go there due to her experiments, but seeks a way to get there. Command her unholy fire.
The Genies of the Assembly: The Genie. Trapped within the Tériquekerin Assembly, these four genies wish to be free, and will form pacts with those who will free them. Alta(Earth), Contras(Air), Detals(Fire) and Tasb(Water) are the genies you can choose from. Free them, and they will grant your wildest wishes.
The Arch Kell: The Archfey/The Celestial. Once thought a myth to you, the Arch Kell is a god considered amongst the Eliksni. Residing deep in the Feywilds, its powers are strong and known to be a careful reminder of "Be careful what you wish for." He is a source of mischief amongst the people, and wants to share this mischief amongst the material plane. Perfect for a playful character!
The Sons of Mekhane: The Celestial/Hexblade. The Sons of Mekhane are the genetic offspring of the Machine Goddess herself, dedicated to protecting and forwarding her commanding will. When Mekhane was fractured into her aspects, her sons were forced to hide themselves in the material plane, blending in with local beings and forgetting their identity until such a time when Mekhane was restored. Now reforged, her sons look for new faithful to join the ranks of Mekhane's Loyal Army, to guarentee another fracturing never happens again. Their names are:
-Amatrus -Bumaro -Elysian -Principalis -Sterling -Manarius -Romulus
Wizards: So many places to study and learn magic! Or are you self taught? Think about who your character is, how they look, what kind of wizard are they? Please note: Dunamancy Wizards are very unique and not known to the public. Few of the Holy Foundation staff know of it, and even fewer practice it. Dunamancy has been founded by The Drowisian Empire.
Brightwall Academy: While many here want to join the Tériquekerin Assembly, to become an extremly powerful caster, many also settle for the simplicity and already high academic intellect of Brightwall Academy.
Candlekeep University: Being one of the most magical cities in Toril, Candlekeep likes to brag about the multitude of different spell casters there are in their walls, and carries a certain proudness, and smugness to them. Candlekeep sticks to tradition, but is damn good at doing it.
The Tériquekerin Assembly: The Tériquekerin (Ta-rick-oo-ker-in) Assembly is a semi secret organisation of Spell Casters in Albion. They are known for being some of the finest teachers in Brightwall Academy and the inventors of Spell-Weaving. Being an initiate, you have definitly seen some shit. Some things your old teachers would rather keep secret. Did you have your memory wiped? Are you on the run? Where do you go from here? Losing such power, and wanting it back? Or do you have something they need. It is up to you.
Netherwinter Academy: Up in the north, Netherwinter's Academy is a simple, but a rather joyful academy, often having small festivals to celebrate ones skills.
Bowerstone Academy: Close to Bowerstone Castle, a small academy, not as talented as Brightwall, but still rather skillful. Rumour has it that the Tériquekerin Assembly sometimes visits here to see if there is any upcoming wizards of exceptional skill. You have grown to accustomed to the busy runnings in and out of Bowerstone. You know where to buy paper, and books for cheap, at the Fiction Burns bookshop. Perfect place for a standard wizard.
The Drowisian Empire Schools: In the Underdark, as a drow you were seen for your intellect, and were taken in to become a wizard. Wizards who are seen as extremly gifted, and dedicated to The Drider Queen, become Dunamancy Wizards. Dunamancy would involve you learning about time and gravity itself, and how to bend it to your will. Your ultimate goal is to be able to join your fellow dunamancers, to freeze time during the dead of night. You will create the first foothold on the surface for The Drowisian Empire. Or will you escape, due to the horrors of the Underdark? Did a family member become a drider? Did you disagree with what you were taught? It is your choice.
The Thaumaturgy Department: The Holy Foundation has a dedicated department focusing on magical studies, and as a result has individuals that undertake all kinds of magic, though usually gravitate to the school of Abjuration. Present in their strict department hierarchy are different Divisions, all which focus on the study and application of certain types of magic. These include
-Dunamancy Division: a small, new division on the studies of previously discovered powers on the manipulation of Time and Gravitational Force. As it is a new division, it often gets ridiculed by the bigger ones, and has access to less funding.
-Ontokinetics Division: Centred around the manipulation of Reality, Ontokinetics is primarily the study of the Void Weave, harnessing the Maiden's power for both good and bad. The Ontokinetics Division were instrumental in the creation of the Tenno.
-Division of Actuality: One of the more esoteric Divisions, Actuality focuses on magic and powers relating to existence and thought, centred much around psychic powers.
Caer Callidyrr Institute for Magic: A Bastion for magic in the United Sword Coast States, the CCIM has a large group of Wizards from all over the Union. Their mascot is Cenric Ceadda, vanquisher of the Dark-Fae, holding a Grimoire embroidered with a Circular Symbol with 3 Inward-Facing Arrows. Coincidentally, Many Foundation scientists and wizards are recruited from here.
Artificers: With the Industrial Age charging past, full steam ahead, there are plenty of places where an artificer may have learnt their ways.
Brightwall Academy: While the Tériquekerin Assembly does not look for artificers, it is a great place for people to learn to make their own machines, tools and otherwise. Many artificers who studied at Brightwall now create arcane weaponry for the Albion and United Sword Coast Alliance.
Bowerstone Academy: Artificers excel well here, being so close to the industrial life, and sometimes being taught by the head of the industrial Garth Faraday, when he's not extremely busy. The artificers in Bowerstone think of the path ahead and try to streamline our modern day, and look for the best solution possible.
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