Lair Leader MC Name: ninjayyz
Lair Leader Character Name: Jude
Lair Name: Leyhall
Primary Lair Color: Purple
Lair Members: ninjayyz, exoh31, FluffyHorror, StingyParrot, Ewdrawings, Nestro_Miner, FadedQuartz, Castelleo, RedResult, Rigorous, Aftrballini, Pallodium, knghtArtoria, JerryTheNoob, 1eoo, AirEvocation, Ambitious_24, FrostyGopneeq, Halfirate, McSteve5k, Pathologist, _AzureLexi, acronius_, sam33497 + probably many more to come following ongoing events and conflict
Proposed Lair Locations:
Preference #1: Umbravale / Azure Forest* (tile_azure_woods_1)
* Note: I have talked to @Xergarok, who has also made a lair app with this location as their top preference. We are in agreement that we think we could co-exist quite well within the same general space should these applications be accepted, especially given the differences in types of builds we would possess. To start, we think it reasonable and logical that the IRP relation between the two lairs being a half-spoken, half-unspoken agreement to silently regard each other from our respective yards and make an effort to leave one another alone, given some similarities of groups acting as scholars and researchers that are apt to be shunned by the wider world. Of course, this would be subject to change depending on IRP events and developments, which we expect would happen naturally. The main thing I wish to stress here is that we have talked a bit and think that on an OOC level it could work and make for interesting RP, and Xergarok can confirm that he would be ok with having our lairs share a tile.
Preference #2: Alpine Southwest (tile_alpine_southwest_2)
Preference #3: Palm Island (tile_palm_island_1)
Lair Lore and History
The history of voidal magic, over the last few centuries, is a contentious one, steeped especially in both the actions of mages, and cultural views and understandings of the magics they practice.
Culturally, there is a common understanding amongst many of the denizens of descendantkind; voidal mages tap into the Void, and bring energies from it into the world. The Void is some unknowable non-existence of chaos, energy, and entropy, where the rules found in reality do not apply - an exact opposite to the structured, organized, living existence they inhabit. Their magic is often destructive in nature, and their usual creations - things such as obelisks and tears - not only have a propensity to warp the environment, but invite calamity to the world at large and all the realms that exist upon it. Additionally, mages are often poorly suited for belonging in the cultures of the world. Many value strength and martial prowess, as armored guardsmen make up the lion’s share of their military forces, and are held in high esteem.; for most mages, such is something they are incapable of wielding, as the influence of the Void on their bodies saps away their strength. Thus, a voidal mage is less often seen as some valuable, contributing member to society, but often a foolish, power-craving individual who is tolerated at best (though in plenty of places they are not tolerated at all).
Historically, the roots for the current state of voidal magi goes back centuries, though recent history certainly serves to inform this position more than much of the ancient past. Arguably, the stage for the contemporary view of voidal magic was set about one hundred years ago. In the wake of the war which saw the League of Veletz defeated and effectively dissolved, on the orders of leaders of the Grand Covenant, the city of Winburgh was razed in a maelstrom of voidal flame. While to the victors it was a joyous sight to see the city rendered into ruins, it was a horrid thing to those of the Middelan Diaspora, who watched a city they had once called home reduced to nothing. While it certainly helped in leaving them a taste of disdain for the victorious foes - a sentiment which would ferment and bubble for decades, eventually leading to plenty of its own developments in the world - it also had another effect. Mages were the ones who had torched their city with little care or second thought. Mages could not be trusted with such power. While this was neither as direct nor potent a hate as was held for the protectors of the geopolitical status quo, it still served as a general sentiment by many for years to come.
Despite the misgivings of some, especially after the so-called ‘Glassing of Winburgh’, the Independent Academy-State of Hohkmat found success. It had existed prior to the Aevos Coalition War, and by virtue of being on the victorious side, had remained. There, those who practiced or held interest in voidal magics were free to pursue a path towards learning, teaching, and interfacing with their fellow magi. It was not without issues, of course - as infighting and scheming was built into the institution’s culture, by design - but it still attracted people and maintained an orderly body.
This lasted for some time, until the days of the Robertine Crusade - part of the overall movement in geopolitics which began with the Luraki invasion of Vikela and, many decades later, culminated in the War of Crown and Crozier. Amidst this lengthy era of conflict, a figure purporting to be an Aengul by the name of Raguel made his presence known amongst the realms of descendantkind. In accordance with his direction - and sometimes by his own hand - numerous realms were brought to ruin, either through governmental maneuvering to seize control of lands that had once stood opposed, or through conquest by amassed forces. One such realm was Hohkmat - following its evacuation, it was set upon by flames and magma, left in ruins not unlike Winburgh decades prior.
In the wake of Hohkmat’s destruction, the largest centralized group of voidal mages was scattered throughout the continent. Over the coming decades, there were attempts by some to reform groups. Oftentimes these were smaller guilds or similar types of organizations, existing within some greater realm with permission. They were generally smaller in scale and scope, a means by which a safe and stable existence could be secured, at the cost of greater experimentation and utilization of magics. Centralization was a tall order for any who sought it, and such a thing would prove difficult for many to accomplish to any significant degree, especially without direct governmental support. It seemed that, for the foreseeable future, this would be how voidal mages existed - scattered and divided into smaller groups, eking out an existence of stagnance and safety. They were able to be mages, they were able to practice magic, but it generally did not go beyond that, nor was there any indication that such would change for a long time to come.
A change appeared to come, however, with the formation of the Empire of Man. Following the War of Crown and Crozier, a new world order had been established, with a single body serving as its undisputed head, and all others acting under it. This Empire, formed by both descendants of the Middelan Diaspora and even some youths who had been alive to see Winburgh engulfed in the flames of magi, held little love for voidal mages, many still citing the capital’s destruction as a clear reason for distrust. Despite this, it was generally recognized that voidal magic was something that would be impossible to stamp out, so a decision was made. Voidal mages would be organized into one body, under the government of the Empire. And thus, the Imperial College of Magic was formed. A governing body over mages, of mages, with the backing of the dominant power on the continent. A cautious arrangement, which plenty of Inperials either only accepted begrudgingly or outright scoffed at, but an arrangement all the same. Though somewhat slow to start, and with an abundance of caution to not cause issues in trying to exert their influence over mages of the Empire’s semi-autonomous realms, there was still progress. Many magi were drawn into cooperation under one group, with clearance to do as deemed necessary for management of voidal practices under their demesne - a demesne that seemed poised to grow to encompass magic users of other realms, with Imperial backing. After decades of dispersal, there appeared to be a chance of consolidation within the Empire.
Then, a mage of the Imperial College attempted to assassinate the Emperor.
In the wake of this attempt on the Emperor’s life - which came dangerously close to succeeding - the governmental response was swift. On the same eve of the attempt, as the Emperor was still recovering from his wounds, it was decreed via Imperial Proclamation that the presence of voidal magi was no longer to be permitted within the Imperial Crownlands, on threat of death. The Imperial College was dissolved shortly thereafter, and the magi gathered were once more scattered to the wind, left to once more seek a new place to continue their existence.
Once more, though, a number of the mages once involved with the College, along with others who hold interest in an area which is under the domain of mages, rather than governments who distrust them, seek to relocate to a land in which they may better study and practice their magic in peace, both for their own sake and those of others who are not fans of them. There is much unsettled land in the western half of Azuras, and plenty of locales which would make for an adequate institution to continue their practices in, in relative safety. The further one delves, though, the more one may see that this is no regular place of learning and light experimentation, as most mage groups would have limited themselves to when operating under the wing of a realm. In labs and test chambers, research is done that blurs the line between genius and insanity, as wielders of magic seek to see what they can truly accomplish when they act without restraint. There is even rumor that, despite the official stance of the Imperium on voidal magi, some of these projects still have some degree of Imperial backing…
Forum Posts pertinent to this history:
(Some) Lore pieces relevant to this Lair:
Lair Build and Infrastructure:
75x75
The lair will have a minimal amount of occupied space on the surface of the world, and therefore require very little in the way of alterations to the very nice terrain already present; a small clearing with some tents and/or highly simple buildings, like a campsite or quaint village, if anything at all. The majority of the build will be underground, consisting of a labyrinth of hallways and rooms which stretch deeper and deeper into the earth. These rooms will vary from lounges, living areas, and other amenities common to areas in which people frequent and live, to the more unexpected - imposing, unsettling laboratories, and sealable chambers intended for experimentation. The deeper one manages to delve, the more esoteric and secretive the things they are apt to see and discover.
Think SCP Secret Lab or The Cabin in the Woods, but magic and medieval ☺
See below for some examples of what the build / its components may look like.
Why can this group not fulfill their roleplay niche in an existing settlement or nation?:
In order to achieve things of note - great creation or acts of an arcane nature - voidal mages require the ability to take risks. BIG risks. Voidal tears, circling rituals, and similar. All of which are needed to provide the sufficient energy and mana. And all of which are prone, if not guaranteed, to cause massive disasters if and when something inevitably goes wrong. As a result, mages within nations tend to hold themselves back, both for irp and OOC reasons. IRP, if they do any of these things and get caught, they are liable to death, expulsion, magic being forbidden, etc. OOCly, they know that many such larger things are apt to require OOC consent in order for anything interesting to be done with them (unless I can nuke a place by hiding a tear well enough for long enough, in which case, perhaps this point is moot).
This is further reinforced with the current outlook on voidal magi in many places within the server’s world. The acting dominant power outright bans them from its central lands due to recent events, and plenty of other places look upon such individuals with no fondness whatsoever, some even banning them as well.
Without an ability to reliably and consistently take such risks, mages in existing settlements and nations will remain somewhat gimped, condemned to forever being just people with magic who exist and use it sometimes, rather than individuals and groups who do things of note with it. Mages and wizards can exist within nations, but it is rare or difficult for them to do mage and wizard things.
How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?:
In order to pursue these grander ventures and heightened risks - striving to do big and new things, rather than just remain stagnant as people in nations who happen to use magic - it seems natural irply and almost necessary OOCly for them to congregate elsewhere, outside the organized realms and kingdoms of descendants. In such an environment voidal mages, and any other who are interested in pushing the magic in any direction, will be better able to pursue these new, novel paths which they may otherwise be unable or unwilling to when subject to the whims of the non-voidal community in which their character lives.
It is a firm belief of both myself and a number of others that voidal magic, for all its flaws and history, is one of the magics with the most potential to do interesting things on the server, narratively and otherwise, capable of impacting the wider world and generating a lot of interesting developments if given the chance and done right. It is thus our hope that this may enable better pursuit of such interesting things, and help to create narratives surrounding such, both for those directly involved with the magic and those elsewhere who see and must reckon with any effects which come of it.
Shoutout and thanks to @Xergarok for letting me use the formatting he used for his own lair app.