All mages, from the greatest of Lord Archmages to the lowliest of Apprentice ex-Magica learn their art from one of the many magical traditions of Feanor. This page describes four of the more important traditions on Calenndor: Valanthas, the Land of Magic, Themhall, the College of Magic, the Wild Mages of Tigath, and Hedgewizardry, everyone else.
The mages of Valanthas carry on the magical traditions of Aractha, and have done so for nearly an eon. The great and ancient City of Towers was known across Feanor as a hub of magical learning until the end of the Third Age, when rampant corruption and evil helped to permanently mar the image of Valanthas, and lead to the destruction of the City in the 7th year of the Fourth Age of Calenndor. With the City gone, the mages of Valanthas were at once freed from the ideological lockdown of the ancient tradition, and chained by internal strife, as many mages vied all at once for control of the intellectual capital of Valanthas.
By the 10th year of the Fourth Age, the small settlement of Arkeen was thrust into the limelight as the new Capital of the Valanthian Magocracy. Brought about by the surviving mages of Valanthas, as well as a few mages from across the freelands of Calenndor, the Magocracy is little more than a political title. Valanthas is as chaotic as it ever was, but the new Council of Mageshas asserted enough control over the factions as to prevent the disaster that destryed the City of Towers from occuring again.
Valanthas is a roughly diamond-shaped tract of land that stretches from the Kebeyan Republic in the west to the Brandlands in the East. Across this region are arrayed many small villages and mage's towers, from the lofty spires of the College of Thaumaturgical Elementalism to the few underground floors of a prominent Earth mage's home. The forested regions of Valanthas are rife with plants and trees of many different magical varieties: evercrystal, sparkwood, bronzewood, denseoak; and the ground itself seems home to endless reagents of all kinds. To call Valanthas the 'Land of Magic' is an understatement - the land itself has been enchanted by the mages that have lived upon its hills for eons.
Valanthian mages are not taught with rigorous classes or coursework. They are apprenticed to more advanced mages who share their craft, and their wisdom. Not much has changed in this tradition since the Wizards first tread Feanor 20,000 years ago. However, the Master/Apprentice relationship can be at times volatile. Valanthians retain a lot of cultural secrecy and superiority, left over from the great ages of Aractha, and Apprentices are sometimes viewed as potential rivals. Coupled with the lack of official oversight of schools and degrees, many Valanthian apprentices are virtual slave labor for thier masters, or abused terribly.
Valanthas has three recognized ranks, though their applicablility is more a function of peer consent rather than extensive paperwork and diplomas. These ranks are: Apprentice, Journeymage, Master (Mistress) Mage, and Archmagus. Journeymage is an "in-between rank", those who are not Apprentices and not yet Masters. While it is certainly common for Apprentices to eventually gain Master status, many are sent the way of the Journeymage to go out into the world and gather magical knowledge, and some are simply given the rank to get them out of their Mentor's way. A mage is truly only conferred titles such as Master and Archmaguswhen others deem him or her worthy of it, or that mage's name is so well known that they must be powerful enough to deserve that title. This of course has caused famous blunders, such as Archmagus Ghawel, an apprentice illusionist who so impressed a travelling noble from Launcia with cheap tricks that he became world famous.
Valanthians specialize in one type of magic, usually the same
type that their master practices. This leads to a rather rigid series of feats
that a typical Valanthian mage can be found with:
Level 6: Keen Mind
Level 12: Lesser Summoner, Lesser Abjurer,
or Lesser Enchanter
Level 18: Lesser Elemental Mage
Level 24: Summoner, Abjurer,
Enchanter or Transformer
Level 30: Master Summoner, Master Abjurer,
Master Enchanter or Master Transformer
As it has for millennia, Thémhall (sometimes spelled Þénhâl) represents the height of magical learning in northwestern Pirostia. Its name is well known throughout that continent, and many aspiring mages seek to train with the mages of the grand city. Though it is practically a household name among scholars of Pirostia, Thémhall was not well known on Calenndor. Even in Valanthia, seeing a mage from Thémhall, dressed in their finery and academic garb was uncommon. The reason for this stretches back many millennia to the height of Aractha. The mages that founded Thémhall did so outside of the auspices of the ancient empire, who considered them paraiahs, and forbade contact between the mages of Calenndor and Themhall. This suited the Thémhallaners fine, as it allowed them creative freedom to work magic as they willed.
More recently, partially due to the sealing of Valanthas between 4A2 and 4A5, and the efforts of the Grandmistress (now Archmagess) Kitzibeth of Ansteorra, the Thémhallic magical tradition has reached a small renaissance on Calenndor. With the unsealing of Valanthas and the decline of its influence on the affairs of Calenndor, the traditions of Thémhall provide a much more structured environment for magical study.
Thémhall is a magical university, consisting of nearly 300 seperate 'colleges' spread about a city-sized campus of 40,000 students, faculty and staff. Each seperate college is very small, headed by a mage with the rank of Archmagus, and the few hundred students are taught by a cadre of Grandmasters and Masters. A college rarely lasts longer than the lifetime of the founding Archmagus, though there are a number of colleges who trace their roots back a millennium, and a handful that were founded at the same time as the city itself.
The city of Themhall outside of the campus, is built on and in and around the ancient, weathered mountains of the Þéhn (theehn) peninsula, from which the city derives its name. Though the city and the campus cover a wide swath of land, the mountainous terrain renders much of the area empty. Towers and bridges criss-cross the landscape, melting into the natural beauty of the setting. If one did not know better, Thémhall would look built by Elves, not Furre.
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Apprentice
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Journeymage
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Master
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Grandmaster
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Archmagus
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Level 1-11
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Level 6+
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Level 18+
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Level 24+
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Level 30+
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Thémhallic magical tradition is one of rigorous academics, compared to the apprenticeship style offered in the Valanthian tradition. Upon arriving to the city, prospective applicants are required to have studied enough magic to allow them to pass the test of apprenticeship, which usually takes place on the first of July in the Coliseum of Advancement. Applicants must answer questions of increasing difficulty while standing alone in the center of the arena area, and then demonstrate their learned magical skill. Those that pass the test are accepted as full Apprentices.
Those that do not pass, but do not wash out are given the title Apprentice Exmagica "apprentice without magic". The latter rank is not mark of dishonor so much as a way to prevent an uncontrolled magical display in the middle of lunch. The Apprentices are given pins that affix to their robes that look like the first sigil above. Apprentice ranks are gold, while the ex-Magica symbol is silver. The silver pins are enchanted to prevent the casting of any spell by the wearer unless the master keyed to the pin allows for its use. Apprentices remain so until they show that they can pass the tests of Journeyship. If they cannot pass even after many years of trying, they are promoted to Apprentice Exscholaé "apprentice without scholatic tradition", and usually expelled. This rank is a mark of extreme dishonor. Rare is the Master who will take such an Apprentice on as a student. Most end up as hedgewizards or leave magic altogether.
Journeymages (sometimes colloquially Journeyfurre/man/woman/fae/elf/etc) have demonstrated magical ability, and are treated as full members of the magical community of Thémhall. Many mages never progress beyond this state. Content to learn at their own pace, or not to seek Mastery, these mages do not have the training or the ability or the drive to do research or teach. Many long-time Journeymages simply drop out of magic altogether, and take up a different art.
The Master's (Mistress') Degree is the most important degree a serious mage can earn. The Master's degree is a symbol that this mage was mastered a particular art or branch of magic, and has succeeded in doing their own research into magic. Master Mages are not always teachers or researchers after the degree is granted, however. Many go off to various professions from archetecture to zoology. Master level is the stopping point for most mages, nearly 80% of mages do not persue higher degree work. Masters however, are allowed to take on apprentices, and form small collegiae for study.
Grandmaster (Grandmistress) is the next step above the Master's degree, though in practice it does not confer many extra privileges above Master. Grandmasters have demonstrated continuous research endeavors and have published works in their name. Most Grandmasters have many apprentices, and are city guildmasters or advisors to governmental officials. Though many see Granddmastery as merely a stepping stone to Archmagery, the path to that point is difficult, and contrary to popular belief, most grandmasters do not seek the added degree.
The Archmage (Archmagess) degree is the highest academic degree awared officially by Thémhall. Other titles, such as Lord (Lady) Archmage(ss) and Grand Archmage(ss) are granted as honorifics, not as academic degrees. Archmages have demonstrated understanding of the Codex Arcanis, as well as the deeper overriding concepts of magic. It is not an exaggeration to say that Archmages are some of the most powerful mages on Feanor. Archmages are sages to Kings and Emperors, are the headmasters of Colleges and Universities, devote lifetimes of research into the study of magic, yet keep their own counsel. Rare is the event when an Archmage will seek another to teach them something they cannot learn on their own.
Since the study of the elements is an important part of a Thémhallic
mage's training, a typical Thémhall mage takes the following feats:
Level 6: Keen Mind
Level 12: Lesser Elemental Mage
Level 18: Lesser Summoner, Lesser Abjurer,
or Lesser Enchanter
Level 24: Elemental Mage
Level 30: Master Elemental Mage
Tigath is the ancient home of the Seal Acolytes, and has been since the First Age of Calenndor. Though far overshadowed by the Seal users, the mages of Tigath have developed a type of magic that is utterly unlike anything else practiced on the continent. For millennia, the primary form of magical use in ancient Taigorr was the use of Seals, as the Magi of that empire had been cast out when the Wizards vanished. Those that did not travel north to what would become Aractha, settled in modern Tigath. For most of the Second Age, that land was a barren desert, broken from the wars between Valdor and Taigorr. It was in this harsh climate that the wild mages of Taigorr thrived. Out in the deep desert for weeks or months at a time, the Wild Mages developed an art that allowed magic to literally channel through their emotions, without the need for magical language or special somatics. This tradition has been passed down from mage to mage for thousands of years.
Wild mages, also known as rage mages, cast they spells not from books or study, but from sheer force of will and emotion. They tap directly into the primal forces of Existans and Vaccus and the six elements without even comprehending what those words mean. When they get angry, they throw a fireball, when they are calm, they sculpt from ice. Magic flows through them, and is a part of them, and it can be said that they understand magic on the same level that the Wizards did - magic as pure emotive force. Though the Wild Mages are never many in number, they make up for in style. A typical Wild Mage seems a lot like an American Indian shaman, attuned to the magical energies of the Dreaming in ways that most cannot even contemplate.
The wild mages are not part of a secretive cabal, like the Seal Acolytes. Though they have many secret initiation rites, and gatherings on holy days dedicated to the Primes, wild mages are found throughout the Clans of Tigath, and have no fear of persecution as they did in the elder days. Even so, the Seal Acolytes from Grak'thar tend to look at the wild mages with a bit of suspicion, borne mostly from tradition and a healthy bit of paranoia. Wild Mages, on the other hand, are much more tolerant of everyone, though they remain reserved, and slightly secretive.
Wild magic is the most exciting magic in its display, and the most dangerous
magic in its effectiveness. A typical wild mage takes the following feats:
Level 6: Armored Casting
Level 12: Damage Caster
Level 18: Speed Caster or Battle Caster
Level 24: Rage Caster or Speed Caster
Level 30: Fast Caster, Multicaster or
Keen Caster
Hedge magic is a catchall, and refers to those mages who are self-taught, or are taught outside the bounds of a prominent tradition. This type of magery is a bit of an enigma. To puzzle out the use of magic on your own without training is the sign of genius, as well as madness, and Hedge Mages as a group display both of these extremes prominently. Traditional mages look down upon Hedge Mages in the same sense that a professional car mechanic looks down on an self-taught grease monkey. They both fix cars, but the professional has all the right parts, and can mill his own if needs be, and the amateur cobbles together what he can find with duct tape and bailing wire.
Hedge Mages have no special look, no special distinguishing features. From a formally-dressed madmage, to a unkempt street rat who theifed a Arcane primer, Hedge Magery takes all kinds.
A Hedge Mage has no particular usual feat progression. However, they tend
to be dabblers, and have many lower level feats, broadening their focus, rather
than tying it to one specific type of spell.
Level 6: Situational Caster
Level 12: Speed Caster
Level 18: Lesser Enchanter
Level 24: Lesser Abjurer
Level 30: Multicaster