Magister (Any Race) Profession in Tariek Rough Collection | World Anvil

Magister (Any Race)

Magic is feared and yet it is understood that sometimes, in some cases, turning tainted manna against those beings whom come from the Void, or are twisted and tainted by it, is the most effective weapon. To this end, despite Valerick's cultural distrust of magic, there exists licensed magisters, trained and schooled in the arts at a branch of the Collegiate of Magi.

"I don't give two fucks about their uses or how they help you, or that damn red headed whore claiming to be our empress, Cyndra Fiorabrynd the II. They all, even her, are dangerous, tainted, mutants and I will continue to petition for their complete destruction for the benefit of the Valarian people, whilst instructing my followers to continue to hunt the truth of them all, and mete out Theodora's Justice to any who so much as step a toe out of line beyond the sham that is 'licensed magicks'." Crusader General Liam Manifort's last words before he was executed violently for high treason and conspiracy to commit regicide.


Magisters, or Wizards as they are sometimes known in select regions, are the only wielders of true magick power that are legal or even allowed to exist under Valarian law. This has been ratified by every nation state as a national law. All, that is, except Kang-Chorath, for reasons that are not spoken of but well known. Magisters study and train, sometimes for decades, to learn enough and show enough control in one elemental magic to graduate. Magi generally only learn one elemental school, and their guild licenses reflect this. The major exception of course is the elves, the children of magic. They know more about magic than most humans would forget about about it in five human lifetimes. They are natural magi, oft those who choose to train in the magickal arts are competent practioners in two to three elemental magicks. There exists a legal document and doctrine that all magi learn as well, the Articles of Regulatory Arcane Governance, or the ARAG. These articles are twelve pages in length but by the gist limit magisters to being licensed, using but one field of magick (elves are granted an exception begrudgingly under this clause) and that Guild Licenses tie you to your magic field of study. 

Beyond this it also dictates that you may only use magick to defend your own life or to defend the safety and sanctity of the Valarian empire or its citizens, along with of course at behest of the nation-state governments for projects which can greatly aid the people and increase productivity. Many find themselves in such roles, advising, helping improve infrastructure and general welfare of a city. Many more join the army professionally wherever they graduated. A lot of graduates leave the Collegiate with a fair bit of debt to pay off and the military pays well for arcane firepower. They may get treated with....distant distaste by their fellows at arms for a while, but two or three engagements is normally enough flashes of power that some amongst the regiment will start to see a brother or sister in arms, not a magister. Its a good life, one of the best to some, for it gets something most of society won't offer them. A social bond.

Role: Magisters can make excellent artillery characters, providing a lot of firepower, but by no means is this their only role. They can be capable secondary information gatherers, add a little healing, even infiltration ability/talk people down, all depending on the elemental school of choice. But all get access to some powerful offensive combat magicks within their school, so their primary role would definitely be arcane firepower.

Career

Qualifications

One must graduate under the direct instruction of an Archmage of the Collegiate, and to do so takes years upon years of rigorous training, Even then, with Guild License in hand, one must be careful, and remember always that one must follow the Articles of Regulatory Arcane Governance.

Career Progression

CAREER CHARACTERISTIC ADVANCEMENT SCHEME
WS BS Str T I Ag Dex Int WP Fel
1 - - - 3 2 - 1 1 4

CAREER PATH OUTLINES:
TIER 1: Magister Apprentice: Copper-3
Skills: Channeling (Any Element), Dodge, Intuition, Language (Ziung̊), Lore (Magick), Melee (Basic), Melee (Polearm), Perception
Talents: Elemental Attunement, Petty Magick, Read/Write, Second Sight
Trappings: Grimoire, Quarterstaff

TIER 2: Magister: Silver-3
Skills: Charm, Cool, Gossip, Intimidate, Language (Battle), Language (Any)
Talents: Arcane Magick (Any Elemental Lore), Detect Artifact, Fast Hands, Sixth Sense
Trappings: Magical License, Guild Papers.

TIER 3: Archmage: Gold-1
Skills: Animal Care, Evaluate, Lore (Warfare), Ride (Horse)
Talents: Dual Wielder, Instinctive Diction, Magical Sense, Menacing
Trappings: Apprentice, Light Warhorse, Magical Item

TIER 4: First Magister: Gold-2
Skills: Language (Any), Lore (Any)
Talents: Combat Aware, Frightening, Iron Will, War Wizard
Trappings: Apprentice, Library (Magical), Workshop (Magical)

Payment & Reimbursement

Despite the persecution and prejudice that can come with being a Magister, with the right skill level and competency, one can over time and commitment, make a grand living. Over four tiers, the status of this career goes from Copper-3 to Gold-2

Other Benefits

You can practice magic and indeed exist, you have legal coverage, and even the Crusaders, whom too often seek to circumvent the rules, well you can stand up to them. With violent force or murder if needed, though you must report such an incident immediately to the closest authorities or else it will be considered a murder.

Perception

Purpose

Mostly militant though they can aid in other areas. They are also the guardians and specialists in all manner of esoteric or Void related messes.

Social Status

There is mass general distrust and distaste for magisters, even some downright disgust and hatred. Most of this is fueled by fear, totally understandable fear, but a select few also see it as a means to cause a revolt or revolution, if they poke hard enough and disappear. A chance to destabilize power structure and seize upwards, manufacturing fear to create opportunities.

Demographics

Though dwarves are by far the fewest in number, and the least likely to be magisters, they are not unheard of. In fact any species can be a magister, though the question there is, 'Does the dwarf in question, were they born Magic Resistant?" If so then they cannot ever wield magicks. But a select few are born without Magic Resistance and they can, in a small percentage of cases, use magic, Domhan being the most common for dwarves.

History

Mages have a long and storied history and mythos. Oft persecuted, the stories suggest the Primordials gifted a very select few of the first children of each species the spark of magic, to pass on, to safeguard and to protect each other as needed. They've been the target of crusades, inquisitions, mass persecution, and even mass murder for brief periods in the last thousand or so years, and likely before that as well, one would imagine. The persecution and targeting never lasts, its always a fear fed reaction. However the Collegiate of Magi, the founding of it four hundred years ago, and all the legal doctrine and documents surrounding its founding and its governing, has helped that a little bit. But the common folk are still exactly that, common, and have their superstitions and can be swayed to do crazy things. So it is always recommended a magister tread carefully, and keep their license close to hand.

Operations

Tools

Their Grimoire
Robes of office
Magic License and Guild License
Writing Supplies

Materials

Manna
Ink
Parchment

Workplace

The Collegiate first and foremost, though most who graduate eventually acquire their own home and workshop, a place to study in peace. Some merely live on the road, be it military or adventuring for profit.

Provided Services

Arcane magicks of all sorts. Some can heal, some can be stealthy, some can confuse, garner information beyond normal reach, and most can be competent allies in combat.

Dangers & Hazards

Well besides the obvious of being burned at the stake or crucified by a Crusader, or lynched by an angry lynch mob, one must concern themselves with the Void itself. Every time you touch tainted manna, the Void will try and take pieces of your soul, to corrupt you, to tug and tear at your sanity. If you falter, if the magick fails or worse, catastrophically cascades, you risk all manner of horror, as the energy simply snaps off uncontrolled, with no purpose, so it does...something. You could go deaf, you could have happen visibly happen to you or your allies, but then find out everything two kilometres south just dropped dead. You could have nothing happen. The energies could act as mischievous children and trip or otherwise cause everyone to fall down. It could tear a hole to the Void for a moment, long enough for something to step in. Or, in the worst case scenario, you trying to cast drew a Daemon to you, and you risk possession. You could even just get yanked into the Void. Discipline is key. One cannot afford to stumble.
Alternative Names
Wizard
Type
Arcane
Demand
The demand is limited as there are seven elemental schools, but so is the supply, hence the high prices they can command.
Legality
There is a very strict, tightly organized set of rules, enforced with a high threshold of force, and a low threshold for tolerance. But within that rigid and small framework absolutely its legal. But I do hope you keep all your papers together. Because "I left them in my other robes, I apologize." is you you die.

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