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[✗] The Mage’s Guild [Lair]

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Wonderland_Boy

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Lair Leader MC Name: Wonderland_Boy

 

Lair Leader Character Name: Henrik Fiske Amador

 

Lair Name: The Mage’s Guild

Primary Lair Color: Blue #195182

 

Wonderland_Boy [Henrik Fiske Amador]

Direswift [Midas Acal’turri]

Simonitorp [Simon Obediah-Daystar]

McSteve5k [Aganar]

Tantuni445 [Aether El Khairi]

Buhru [Father Salazar]

FadedQuartz [Rhaelin]

Arianthe22 [Dianthe]

JoshGaming [Dormdal]

Zindran [Laerean]

Z3m0s [Kalgrimmor]

MrSyth [Silvos]

StingyParrot[Sereven]
 

Proposed Lair Locations (Highlight/draw at least three on the map):

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1:tile_azure_woods_1
2:tile_tranquil_6
3: Tile_Crimson_Valley_1

Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum):

The Mages Guild was an ancient order of amalgamated arcane magic practitioners whose initial goal was to maintain balance and order within the realm through the medium of the arcane. While this ideal and the Guild itself was later reiterated and reformed as the Guild passed into various hands of administration, the core philosophy of education and equity remained a common affair within the Guild’s dealings. While it experienced its Golden Age and height of power during Aegis, it remains as a beacon of knowledge and hope for all magi throughout the many realms.

Origin

According to the writings of the Arcane Mage, the Mages Guild was originally established by the will of Mage Roland, or Ram’ir depending on the source, who brought together sects of powerful and wise magi during the age of the four brothers to keep a harmonious evenness between mortals, divine, and nixian. Some speculate that Mage Roland was nothing more than a pseudo name adopted by founders of the first Mages Guild to add romance and fable to the Guild’s origins.

An original structure of the Guild included three overseeing Archmages who made up a High Council and acted as chief administrators of the Guild. Below the High Council was a larger sect of Guild Masters who occupied various Guild Halls throughout the realm of Aegis. These teachers and masters of the arcane apprenticed an array of various adept magi and initiates who worked and lived within the Guild Halls.

Regardless, the Guild must have passed through several dignitaries as many centuries passed until the Guild came under the administration of the Arcane Mage who led the Guild through the war on the Undead.

The Mages Guild was an ancient order of amalgamated arcane magic practitioners whose initial goal was to maintain balance and order within the realm through the medium of the arcane. While this ideal and the Guild itself was later reiterated and reformed as the Guild passed into various hands of administration, the core philosophy of education and equity remained a common affair within the Guild’s dealings. While it experienced its Golden Age and height of power during Aegis, it remains as a beacon of knowledge and hope for all magi throughout the many realms.

Aegis

1300 - 1349

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The ancient and enigmatic Mage Tower of Aegis

During the Arcane Mage’s regime the Guild saw much prosperity. In its burgeoning years the Arcane Mage raised an ancient Mage Tower to the North of Winterfell which would serve as the center of the Guild’s power whilst in Aegis. The tower was rumored to contain copious amounts of secret avenues and ploys, some of which the very members of the Guild were not aware of. The Tower was also said to contain an expansive archive which the Arcane Mage took much pride in as well as a teleportation room which allowed members of the Guild to travel to primary locations on the continent at the flick of a wrist.

 

Though having only a small pool of Magi within its divisions, the Guild managed to receive patronage from all four descendent races, an unheard of notion in more modern eras. Such Noteworthy Mages as Cataris, Bell, Ogland, Kilgrim, and Everard were common amongst the occult circles of the day. Archmage Bell and Guild Masters Ogland and Cataris played significant roles in the Undead wars of the North, even having a Guild Hall constructed in Snowy Fields as a sign of solidarity and for runic research.

Unfortunately, many of the old guild members did eventually succumb to the Undead through treachery or murder. Archmage Hwalder, the first betrayer and supposed stalwart associate of the Arcane Mage, was discovered to be Undead spy and swiftly ejected by the High Council. Archmage Everard and Guild Master Cataris were absorbed by the Undead hierarchy when they had passed and rotted. Cataris, having been disbanded from the Guild during an unwarranted heist of an Undead Keep and the releasing of Guild secrets to the public, proceeded to commit suicide. Finally, Archmage Bell was murdered during a visitation with the Undead. According to Bell’s Final Journal this was an attempt at relieving herself from the torcherous hassling of the Undead.

After a brief period of stagnation the Guild eventually passed into the hands of Guild Master Ogland and his apprentice, Ambros, who were granted the title of Archmage by the Arcane Mage. Under their governance the Guild expanded considerably. Though losing patronage from the orcs the two took on numerous apprentices, trained to become a second generation of magi that would lead the Guild in the future.

While the Guild experienced various expansions including new Guild Halls, most of the “new” Guild was centralized around the Laurelin Guild Hall, a gift from the High Prince Native. The mage Guild Master Rilath, a disturbed soul, would eventually lead to the foundation of Shade Magic as a result of Archmage Ambros trapping the dark magi’s faculties within a crystal, the first of the Shade Gems.

Prolonged afflictions from the, now lich, Cataris would result in sundry skirmishes on into the continent of Asulon.

Asulon

1351 - 1424

Upon the Guild’s arrival to the new continent a tower was thusly claimed in the name of the Guild. Said tower was one noted by the Arcane Mage in his Arcane Journal depicting his preemptive journey to the new land. The tower became known as Bellus Turris, standing as a lone spire amidst a barren sea. While, initially, the Guild received patronage from the fractured human kingdoms of Renatus and Salvus and Guild Halls within their respective capitals in addition to a Hall within the Mali’aheral’s capital, Haelun’or, the High Council found that such divergence from a centralized site led to much inactivity amidst the members of the Guild. After the prolonged discord with the twice dead Cataris and various schemes against Archmage Ambros’s regency following a so called “vision” in which Ambros saw a chosen one who would strike down Cataris, the High Council promptly decreed that all Guild Halls were to be disbanded on account of the recent inactivity.

Soon after Archmage Ambros issued the Guild into an era of reform, a period in which many began to question Ambros’s ability to lead along with his sanity as he permeated the Guild through numerous, seemingly frivolous reconstructions including proclaiming himself the sovereign and sole Archmage of the Guild as well as establishing a High Council consisting of thirteen High Mages beneath him.

Ambros’s disconcerting reign came to an end when an unstable Node (perhaps the first discovered of its kind) erupted beneath Bellus Turris, properly destroying it, while Archmage Ambros, High Mage Salamandra, and an apprentice named Saeldur were quarrelling within. Salamandra and Saeldur, who escaped, presumed Ambros was dead following his insistence to name Saeldur the new Archmage of the Guild on the basis that Saeldur had in fact murdered him, verifying the belief that Ambros had indeed gone mad.

Regardless of Ambros’s final wishes, the remaining members of the Guild constructed a new tower within the kingdom of Urguan and later on the island nation of Holm. By popular vote Dante, Salamandra, and Laurina were named the new Archmages of the Guild, rightly returning the Guild to its old hierarchical state of three Archmages.

For a period of time the Guild saw prolonged stability until Ambros appeared, having survived the explosion, and was accordingly given power over the Guild once more. In a final reform Ambros established a new hierarchy consisting of one Archmage, a second in command known as Master Wizard, an archivists known as the Archanix, followed by masters and apprentices.

However, by some untold means the Guild began to lose influence over the distribution of magical knowledge within the realm. There were many “rogue mages” who began learning magic by their own hand, perhaps due to the various esoteric texts found throughout the ancient land of Asulon. Opposing orders of magic came to power such as the Arcane Delvers which the Guild saw as an immediate threat.

Anthos

1424 - 1455

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Wyverwyn Hold

 

The Mages Guild harkened in the continent of Anthos by establishing a college known as Wyverwyn Hold which sat precariously atop a mountain on the fringes of the kingdom of Urguan. No longer would the Guild serve as a preserver of equity, as it had in the past, but a bastion of learning and research. Wyverwyn Hold was praised for its beauty and mystery, which lay beneath.

While other arcane orders began liberal recruitment and teaching of magic, the ever conservative Guild kept a stringent recruitment process which led many to believe the Guild was becoming too elitist for such a magically progressive time.

Following near inactivity from the standing Mages Guild administration, the Guild was left inoperative for a period except for the distant overseeing of Blundermore in their absence. Ambros, however, abruptly returned to lead a small expedition of magi into the ruins beneath the Hold known as the Hollows, an eldritch and nixian plane in which the Void bled into the physical realm causing all manner of absurd chaos. Ambros, perhaps in his inert madness, had been studying the Hollows for some time prior to reappearing. By bringing the small expedition he had hoped the magi would have joined him to somehow gain inhumane powers at the expense of their sanity. Still possessing some clarity, Blundermore rightly opposed such proposals leading to a duel between the two magi. The company of magi escaped the sinister Hollows while Ambros faded into obscurity.

Crumena Ilwindior had studied the ways of the old Guild and heard many tales of its presence in Aegis from Elindor. With a vision to revitalize this memory he seized authority over the guild and thrust it once again into the public eye. Many previously uninitiated mages, teachers, and even administrative heads joined its ranks and membership grew faster than ever before. The Guild was reorganized to contain, once more, three Archmages which became known as the Triumvirate, followed by the Archanix, Guild Masters, Mages and Apprentices. Various embassies were established in major regions of the realm and novitiate scholars flocked to the Guild, including a large mass of necromancers, shades, and other unsavory sorts which the Guild soon became renowned for harboring.

Within the halls of Wyvern Hold were collected magical artifacts that, though often useless, carried great significance. Security became a major issue as many invaders came to steal away these rarities. Most notable was the reclaiming of the Kel'Varrak by Dwarven nobles who wished to possess the stone that traps minds as a signet of their power, though they had no use for it.

Athera

1468 - 1513

Rather fittingly the new home for The Mages Guild was within a remarkable underground structure beneath Rasmot's Pooper. Members of the guild flushed themselves down the floating porta potty to gain access to the classrooms, lecture halls, offices, and expansive library in the refurbished previous dwelling of Rasmot. Crumena continued to lead in one of the positions of Arch Mage, and as the other two positions were having difficulty remaining filled without an untimely disappearance or death, Elindor oversaw that the members of the Triumvirate practice and uphold the traditions of the Guild.

The return of the Undead created many uncertainties for the Mages Guild as it found itself once more at the forefront of a War with Iblees. Archmage Bell returned and was swiftly granted her previous title, and Ogland likewise returned to take up residence within Rasmot's halls.

Though still battling with the complexities of harboring dark mages and their occasional rogue outbursts, the Mages Guild was once again in a position of influence and the premium educator of arcane magic. Until the Undead receded back and the implications of the war lost severity, resulting in the Mages Guild to once again slip back into some obscurity as just another magic college.

Axios - Atlas

1656 - 1705

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The Grand Spire

 

In the year 1656, 16th of the First Seed, the Archmage Haadi Mubdee reformed the Mages Guild with the help of Archmage Dovicilus, constructing a guild hall upon an island in great seclusion. Not long after numbers had begun rising within the guild, the third seat to complete the Triumvirate was decided, none other than a dwarf was deemed worthy, Archmage Kalviin, better known as The Golden Dwarf. Soon convincing Archmage Haadi and Dovicilus to move the guild's main hall to within The Dominion's Upper District to better help with its activity, the dwarf constructed what came to be known as The Grand Spire, a terribly dull building. He did what he could under tight building laws, constructing a tower mimicking that of others within the dull elven district. It was within this time of construction that both Archmage Haadi and Archmage Dovicilus were lost, a harsh blow towards the guild’s stability, connections and power at that time, leaving them vulnerable. The Golden Dwarf carried on nonetheless, in time coming to refill the seats quickly with Archmage Crumena, and Archmage Eliza, wasting no further time as together they began spearheading the guild once more into the largest state it had ever seen.

Running through multiple district senators the Mages Guild endured through multiple attempts to cripple the guild under the lead of Archmage Kalviin. After some time the dwarf would relieve Archmage Crumena from his guild duties as other work took up the majority of his time. Within a few stone days the third seat was filled by the ever spontaneous Archmage Avalos. Numbers continued to rise well into the sixties as did the library begin to overflow with knowledge, a remarkably bountiful period for the Guild despite the great forces that attempted to dampen their abilities. As always the watchful eyes of the druidic movement within the dominion continued to breath down the neck of the guild, standing strong there was little movement from either party as the peace was kept for as long as could be expected. 

 

Arcas

1720 - 1786

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Domus Somnum

 

The guild started off quickly within Arcas, via invitation from Ithrendas Regis to home the guild within the new founded city of Llyria by none other than himself. This was however short lived as the city having boasted of it’s magical prowess had become inundated by the wrong crowds, dark mages openly walking the streets that had infiltrated the guard force, giving Llyria quite the bad look which prompted the other many nations of the realm to rally against Llyria, crushing it’s forces and decimating the city not longer after it’s creation. There was little time for much of anything to be done within its time in Llyria, though it continued to be run as best it could be by Archmage Kalgrimmor (Previously Archmage Kalviin). The guild was unfortunately forced to disband upon the desolation of Llyria as there had been no prior plans of leaving, therefore there had been nowhere to retreat to. For many long years would the guilds activity stagnate as Kalgrimmor sought to arrange land within Urguan, using his many connections to secure a place within the mountains after some time. 

So it was that Domus Somnum was created, the magnificent work of the combined efforts of both Kalgrimmor and the newly returning Archmage Ambros, one of the prior leaders of the guild in ancient times. The guild would go on to thrive within the Dwarven Mountains of Urguan within the realm of Arcas, not taking to the numbers it once held within Atlas, but rather focusing more on the quality of it’s time spent, ensuring what few were taken, flourished into bright young magi. Along with many great young wizards nourished and nurtured within this time, there also came an abundance of magical literature and magical creation that the guild would go on to cherish and utilize for many centuries to come.

 


 

Spoiler

Server lore relevant to lair app:

 

 

Lair Build and Infrastructure (photos required, give dimensions):

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Above ground it’s a 30x30 tower though the underground area contains rooms and numerous expansions so it’ll be using a 60x70 area, possibly more depending on the needs

 

 

Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.):

The Mage’s Guild has had numerous towers in the past, both vassals and lairs serving a variety of purposes. Until recently, throughout Aevos and the early days of Azuras, the Guild was stationed within the Horde. This arrangement came to an end when the Rex Torosh’Mak tore the heart from Archmage Ipsimmus after bringing his army to the tower’s doorstep upon having received news from the empire about illegal activities ocurring within the guild, severing the ties between the Guild and the Horde. Nevertheless, following these events, the number of mages seeking a place of study, one where the denominations of darkspawn magics such as hemomancy, voidal practices, and mysticism are not applied, thus straying for a normal scholar’s path, has increased. This is a field of study that none of the current nations of Azuras approve of, thus giving rise to a new era for the Mage’s Guild.

[For OOC context: This guild has no affiliation to Veilward/Leyhall as that was another project involving the imperial college of magic]

 

Edit: Asides from the reasons mentioned before, a number of the leadership members and normal ones are considered darkspawn, dark mages or banished from certain places, the very summarized list is as follows:

Henrik Fiske Amador:
Outed Blood mage banned on Kurai-Kuni, Horde, Empire, Idunia and Urguan as well as a followed of Azdromoth
SimonitoRp:
Mystic and former dark mage who’s currently being hunted down
Tantuni445:
Demon and Voidal mage 

Buhru:

Outed Vampire,Mystic and Blood mage

Justmemorgan:

Former NL of Haelu'nor, currently banned for the high elven settlement, empire, Horde, urguan, empire, idunia,Kurai-Kuni

Edit: Additionally, upon talking with Xergarok we came to the conclusion that both our lairs would be able to co-exist at the same time due to both groups studying and defending the practice of certain 'forbidden' arts

 

How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?:

With the establishment of a lair, it will allow us not only to focus on magic and related projects and creations, something that has been a primary focus of the Guild’s members for at least a few years now, also, hopefully, bring a number of positive changes to the server’s magical community as a whole. It will provide a place where mages can work, collaborate, and connect with one another more easily.

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voidal tear in 3... 2... 1...

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Open a voidal tear and kill everyone twin

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The Arcas build was gorgeous. Do that one again!

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Magic lair go brrrrrrrr
 

Spoiler

(I do wanna open a tear ngl)

 

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51 minutes ago, Stag said:

The Arcas build was gorgeous. Do that one again!

Sadly, I don't have the cords or files for it T-T

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1 hour ago, Wonderland_Boy said:

Sadly, I don't have the cords or files for it T-T


Did the build survive til map end? I’d like to check out the museum and see if I can find it. 

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Prithee, accepteth this lair so we may esconde and act in secrecy- cast our spells and maketh the strongest castors!

 

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If I had any magic group exist in the umbravale. I’d agree with it has to be the Mages guild.

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Umbravale settler #1000

 

the existence of court mages/bene larp/big hat society speaks moreso imo that mages do exist as vassals and don’t need a lair.

 

Equally, the mages guild frankly has been immensely sleepy I don’t think this would revive them

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14 hours ago, Wonderland_Boy said:

StingyParrot[Sereven]

 

Where is Big Hat Society #4….

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Guys no nation is welcoming in voidal mages, please let their be a lair.

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Im gonna be very open about this, that build ain’t it and the majority of people I’ve talked to agree on that

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how is this in lore sect

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