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The Marchand School of Sorcery

Mage Society Notes

a part of “The Marchand School of Sorcery”, a fictional universe by Miss Echo.

Marchand is a new academy fresh out of the woodworks, with arms open to children from any and all bloodlines. However, is this school truly what it seems? (Accepting!)

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Marchand School of Sorcery”.
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Mage Society Notes

Tips: 0.00 INK Postby ianna_334 on Tue Aug 16, 2016 12:49 pm

We won't be getting too complex, but some notes about society and expected behavior will be put here for easy reference. Please clear any rules and/or customs you want to add with a GM before posting them!

This is also the place to put up a brief overview of well known or important families, as well as what they are known for. Again, please clear your post with a GM before placing it here, to avoid any confusion and avoid excessive deleting or edits!

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Re: Mage Society Notes

Tips: 0.00 INK Postby ianna_334 on Tue Aug 16, 2016 1:06 pm

In Mage society, family bloodlines and names are highly important. Because of this, when first introducing yourself, it is considered polite to pause after your name, so that the other(s) you are speaking to may place you, and recall your family.
It is also considered highly flattering and very classy if the listener recognizes your name immediately, and doesn't need the offered pause.

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Re: Mage Society Notes

Tips: 0.00 INK Postby TerrorFloof on Sat Sep 03, 2016 11:08 am

What are some of the Basics of Mage society that Every mage is taught during childhood?

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Re: Mage Society Notes

Tips: 0.00 INK Postby VitaminHeart on Sun Sep 04, 2016 5:31 am

(Got a couple of things to post that are kind of 'essential knowledge' coming up here.)

The Council

The Council of the Eight Powers, known commonly as 'The Council' is the governing body of the magical world, residing over law making, justice, conflict resolution between families, resources, and defence of the magical community. It contains prominent mages from across the globe and meets regularly to discuss important issues.

It's name stems from the fact that the eight members all represent one of the eight primaries. Only one family of each primary holds a place, making the family with the seat very influential within their primary group, and mage society.

This is re-enforced by the fact that council seats are a semi-hereditary post. Whilst a family is promoted to the role for great distinction or achievement, once the family has earned this place it will pass to their heir, and continue down a bloodline indefinitely.

In addition to this, most of the council families have great power in their own right. The council contains some of the most powerful traders, more frightening warriors, best connected, and keepers of forbidden knowledge. To provoke their collective ire is to risk very severe consequences, both formally and informally.

The exception to the hereditary nature of the eight powers is if a family steps down from their place, or is cast out of it by a unanimous vote from the other members. This was formerly very infrequent, however the war saw a number of abdications and banishments from within.

The Fox family was formerly banished from the council Seat of Earth fifteen years previously for their prominent role in the new world cult.

The Kingsley family stepped down from the Seat of Runes twelve years previous.

The current direct council family attendees at Marchand are:

-Kora Norrevinter (Norrevinters holding the Seat of Fire.)
-Larke Sterling (Sterlings holding the Seat of Water)
-Jason Avalon(Avalons holding the Seat of Trickery)

(GM note: Council positions for families are only available by GM approval, as some seats are already spoken for by notable NPCs.)
The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honour to meet you and you may call me Vit.

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Re: Mage Society Notes

Tips: 0.00 INK Postby TerrorFloof on Sun Sep 04, 2016 7:18 pm

That's really good to start with!

What are the normal Social Expectations?

Also is there is a particular viewpoint or bias to non-magical humans?

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Re: Mage Society Notes

Tips: 0.00 INK Postby ianna_334 on Fri Sep 09, 2016 10:30 pm

The bias varies family to family, depending on magics and viewpoint. As mages are integrated into the human world, this isn't going to be Harry Potter style secrecy, though humans must not know about mages. A general midpoint would be that they have their uses, but humans shouldn't be let into the secret becuase they'd abuse the mages. How your characters' families individually feel at any end of the scale is up to you, though any radicals should be cleared with a GM

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Re: Mage Society Notes

Tips: 0.00 INK Postby TerrorFloof on Sat Sep 10, 2016 10:20 pm

Okay. What about social expectations between mages?

The last name being of importance was mentioned, but I'd also assume they have their own independent culture. Which means Mage-Specific stores, events, items, things to shop for, interests, etc~

Fleshing out characters is good.

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Re: Mage Society Notes

Tips: 0.00 INK Postby ianna_334 on Sun Sep 11, 2016 9:23 pm

There's a delicacy about communication with more powerful families, especially for weaker or unallied families. For example: you want to avoid choosing a side between the Norrevinters and Sterlings in relation to their feud. Intervention can only be done in a way that isn't related to the rivalry and can't be perceived as picking one over the other (unless you have a similar status)

Allies are a big but subtle thing, with connections not being obvious until a family starts calling in their favours. Again, the more powerful a family, the larger a favour must be to become an ally. A formal favour is often later privately stated to be such, and then may be repaid or held in reserve for later. A favour of great magnitude should be acknowledged by the receiving party, while a lesser favour is brought up in private. Most allied families are close friends and will willingly help out each other. The older or more established a family is, the less chances there are of something being mistaken for a large gesture.

Family/Bloodline is a big thing among mages, and is celebrated as such. Events like the patriarch or matriarchs birthdays also pose as family reunions. With the few odd exceptions, mages know they can always count on their relatives, which is why being disinherited is a huge blow. More on special events later

Mages do have formal robes for special occasions or specific spells, often with some protective enchantments on them. Places to buy these robes are limited since they are embroidered in family colours and often feature the crest, so they have to be custom made. However, they are falling out of style in recent years. Tutoring is another big business as before Marchand, there wasn’t really a centralized schooling system

Bloodline and blood purity are different. Bloodline refers to ancestry and relatives, while blood purity is the marrying habits of a bloodline. A “pure” bloodline only marries mages of the same primary in an effort to maintain and consolidate their power. A line can be powerful without being pure, or can be pure without being too powerful, though such a thing is rare.

I hope that's enough to tide you over for a little bit? XP
Last edited by ianna_334 on Sun Sep 11, 2016 9:44 pm, edited 1 time in total.

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Re: Mage Society Notes

Tips: 0.00 INK Postby ianna_334 on Sun Sep 11, 2016 9:32 pm

Beswick

The Beswicks are a line of powerful necromancers, whose blood seems to be especially dominant, as even when they marry into different primaries, the children are all but guaranteed to be necromancers. Because of this, the line has stayed true for years, with generations of knowledge and bonded spirits stretching far back into history. They are part of the Council, and are extremely formal, with exacting standards for all members of their house. The Beswicks also tend to have three or more children, because after coming of age, the rigid rules and exacting standards lead to many of the heirs being disowned from the family.

This leads to the other Beswick legacy.

Beswick often disinherits, but they are among the first to applaud great distinction, skill, and strength in necromancy. This occasionally leads to a line of necromancers coming from a disinherited Beswick heir being acknowledged as family by the main branch. This acknowledgement, when offered, leads to a protection of sorts by the old and established family, and raises the status of the newer line. They are given several rules, though they need not follow them as strictly as the Beswicks do, and in exchange, any of their achievements are in part credited to their Beswick blood.

Moore

Moore is one such bloodline, with a colourful history that is just as well-known as their skills at their art. The original Moore ancestor was disinherited when he had children with a succubus. The succubus bore twins, one an incubus, the other a mage girl. The parents then took the child of their respective magic, and parted ways amicably. The girl grew into a lovely young woman, and soon enchanted (or, as some say, bewitched) a handsome young heir. Their children became the next generation, and so on.

It only took one marriage with a necromancer for the Beswick blood to reassert itself, and very soon, only necromancers were born into the line. Soon after, someone did something that made the Beswicks take notice, and the older family officially offered a welcome under their protection to their “long lost” relatives. The head of the Moores accepted, and the two have been linked since.

Moore is known for beauty, as if there’s still traces of that succubus ancestor in their blood. Despite their looks, they are strong necromancers who take great pride in their art. They’ve got an uncanny skill for crafting spells that get classified as forbidden, and the rumour of bewitching their chosen partners has never fully gone away.
The latest generation of Moore is especially wreathed with scandal, with the eldest eloping, the middle child’s known and public affairs, and the youngest daughter’s somewhat villainous bent. At this point, it’s just so common that no one cares.

Cremonet

Cremonet is another of those lines the Beswicks welcomed back after they had distinguished themselves as necromancers, but currently, there is only one daughter left. The Cremonet heiress unintentionally caused much trouble for the Beswicks, especially as she got entangled with the Moore line.

Desdemona was only seven when her parents died, but the Beswicks could already see that the rebellious girl would not fit into their formal and structured family. They unintentionally dug themselves into a deep hole, and found themselves stuck when Damien Moore offered his home to the child, promising to change his entire lifestyle to be a better role model. This cast the Beswicks into unfavourable light, as it was much harder for the young man to take the girl than it would have been for the main branch to do so. Desdemona, meanwhile, much preferred Dami to the Beswick patriarch, and is glad for how things turned out.

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Re: Mage Society Notes

Tips: 0.00 INK Postby TerrorFloof on Fri Sep 23, 2016 5:38 pm

Neat!

On the Topic of Special Events:
Are there any Established Holidays, Or things like Mage-Memorial Day?
(Those get created when wars happen.)

Other Special Events?

Also,

Is there social information that -doesn't- have to do with family lineage?

That was a pleasant note on social organization, is there anything on Customs and Traditions?

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Re: Mage Society Notes

Tips: 0.00 INK Postby VitaminHeart on Thu Oct 27, 2016 3:18 am

The Nørrevinter Family

Image

The Nørrevinter family stands as one of the most prominent pyromancer bloodlines, a council seat nearly since its inception, and perhaps one of the oldest unbroken European lines, with its roots traceable back to pre-roman tribes.

They are a proud, strong, and rather volatile dynasty that is rooted firmly in old norse culture. Followers of norse paganism, they firmly believes themselves to have been blessed by Odin with the blood of 'Eldjötnar' or 'fire giants' running in their family, and that this is the reason for their very impressive inherent pyromancy abilities.

While the origin of the pyromancy within the dynasty is uncertain, it's quite clear that most of the Nørrevinter power growth over the years has been down to one thing, the very tight control on marriage and childbearing within the family. The elders would only approve heirs to marry those who kept to a very restrictive set of criteria, requiring a pyromancer with a undiluted line of no other primary by a certain number of generations.

This, combined with their remote location, meant that in generations past it was not uncommon for Nørrevinter members to marry cousins, or even siblings occasionally, as a means to avoid ever diluting the 'Eldjötnar blood'.

Unsurprisingly, this eventually led to problems.

Nørrevinters in the modern era are the result of a hundred generations breeding for war, and this both gives them inherent advantages, and serious problems. They tend to be freakishly tall, very strong, and very powerful pyromancers from an early age. They are also however cursed with genetic defects that cause a large rate of birth defects and infant mortality, and also result in generally pretty short life expectancies even for those who never see combat.

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