Mage Profession in Reason's End | World Anvil

Mage

Mages are the most common subtype of initiates, making up for majority of the supernatural world. Mages are generally considered to be the most 'stable' variant of the initiates, being the branch that has it easiest to maintain their loyalty to humanity as a whole and the cause of its survival. As a result, you can expect the national agency for the paranormal defense to be composed entirely or nearly entirely mages.   Mages are typically divided into either families or organizations. The former are easily compared to noble houses of old. They tend to have an old history, being strong thanks to their vaults and libraries filled with magical artifacts and knowlege gathered over the years. They have the advantage of having well-tested training methods, allowing them to produce numerous powerful mages without risking going demi. You can also expect them to somewhat 'vassalize' lesser houses, forming an interdependent system resembling feudalism. Maintaining an area they control and exploit it for their own income.   Organizations tend to be where lesser families come together, together with people who were completely new to the world of the initiates. Forming an organization that does similar things to families, while being differently governed. While either responding directly to the local national agency, or - in some cases - local families. There are, naturally, many cases of important families' members participating in works of local magical organizations. There is a big blurry area between those two formations.   It's generally considered normal for mages to specialize in a single Lore/Aspect of magic, to make their management of attention and magical side-effects easier. You can expect some entry-level spells of other schools to make them slightly more diverse, but the focus will be a single lore. There are also cases of mages that shun conventional magic completely, instead focusing on glyphs and weapons.
 
Note on Legal Status
Law - at least those of the non-magical world - tends to be more of a convention among them. They are nearly impossible to be prosecuted, and to begin with glyphs alone give them extreme capabilities for doing crime while avoiding responsibility. You can, however, expect most developed countries to have their own national agencies that are supposed to at least limit this sort of abuse.   However, you can expect those agencies to focus on limiting damages against the non-supernatural. You cannot expect them to try to prosecute cases of murders (and more) among the mages. The big reason for mages grouping up into organizations and families is because that offers you at least a modicum of security and the risk of retaliation in case of an attack. Other than that, you can expect no help and no law enforcement, unless you become a notable threat to the country (or target the mundanes too much), enough to warrant the national agency's action.

Career

Career Progression

There is no proper ranking of mages (althought there are regional attempts depending on the strongest spell you know). The only 'separate' part of them are the Magisters. Beneath that level, the career progression is unique to mage organization and noble families. Unless, as stated, you manage to become a magister, although at this point you stop being a mage.

Perception

Demographics

It's estimated that anywhere between 80 and 90% of the Initiates are mages.

Operations

Provided Services

Mages - from the perspective of the national governments that is - are supposed to make sure that the normal, non-magical people aren't targeted by the supernatural... too much. For as long as there are initiates (especially mages) in the area, you can expect most of the heat to be directed at them, meaning that the civilization can continue to exist.   As for their day to day tasks, it includes a wide array of services, from combat (exterminating dangerous cryptids, banishing aberrants etc.), through industry and agriculture (harvesting and processing of a variety of supernatural materials before producing useful things out of them) and ending with more conventional services.   It's also not uncommon for them to work 'mundane' jobs, as the currency of the magical and mundane worlds tends to be the same.

Dangers & Hazards

The life of mages is one fraught with dangers. They spend their lives avoiding numerous dangers, from physical (cryptids, aberrants, other humans) through sanity and corporeal damage (of aberrants/greater aberrants etc.) to the eternal risk of going demi if they amassed too much attention. Some of them turn into cultists, others go demi, many go insane or stop looking even remotely human.

Comments

Please Login in order to comment!