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Mage:
The classic spellcaster and dustari wizard, a Mage is a member of the Order and a disciple of the arcane ways of magic. A mage may progress and become any number of specialized types of mage, or simply become a great and powerful mage of great influence.
Duties:
A mage must, when ready, take on apprentices and ensure they are trained in the arcane ways, until they are ready to be tested. They should not test the apprentice themselves for their true test, but be there to observe the results, and make recommendations should the apprentice not succeed.
Benefits:
The mages are a very well respected group within Dustari.
Dereliction:
Failing an apprentice through poor information, or other such acts unfitting a mage.
Apprentice Mage:
Simply, an apprentice is a neophyte wishing to join the Order of Mages. Still in training they study under a mage until it is time to be tested.
Duties:
Must study and at times, perform small tasks for their master and the mages. Generally, these are not selfish tasks, but charitable work done to benefit the Order or Dustari as a whole, such as gathering scrolls for inscription of spells.
Benefits:
The attentive training of a Mage. Use of the Mage Only areas of the Tower. (when complete)
Dereliction:
Failing to train or attempt to train, for extended periods of time. An apprentice may loose their status if they do not attempt to make the leap to Mage within a reasonable amount of time.
Dark Mage:
A mage that finds his power in the darkness, his spellcraft is often dark as is his heart. Not so much evil as cold, he rarely is a sociable sort, unless it is with his own kind or people of his priorities. It is rumored he moves more swiftly in shadow than he does in day's light.
Duties:
Through his demonstrations of raw power of darkness, to convert those worthy to the his ways. To train fitting apprentices.
Benefits:
Use of the Catacombs below the Tower, where only the dark mages and necromancers tread. (when complete)
Earth/Fire/Ice/Air/Water/Lightening Mage:
Elementalist mages of a specific branch often gain exceeding power within its realm. When a superb degree of mastery is achieved, they my become Master Earth/Fire/Ice/Air/Water Mages.
Duties:
To effectively RP and use the magic in tune with their chosen specialization, often using attuned talismans and other items. Train
apprentices of the same elemental order.
Dereliction:
To wantonly use spells of opposition and essentially ruining any RP value to their specialization
Earth/Fire/Ice/Air/Water/Lightening Apprentice Mage:
Like apprentices of mages, but to the elementalists above.
Red Mage:
A Red Mage strives to achieve an unusual degree of neutrality. By being as uninvolved in the world as possible, these mages believe that only by being completely unbiased and unaffected by the world, can one work the magic that opens portals to worlds beyond this one. By removing the veil of mortal concerns, one finds immortality. Or so, the belief of this Order goes.
Duties:
Seek the path, train those whom also seek it, as in teaching one learns the most.
Benefits:
Immortality (well we'll see)
Dereliction:
This rank has some limitations on how you can RP it, failing to play it well, getting worked up over every small event, would constitute that the rank is not right for the person.
Apprentice Red Mage:
An apprentice of a Red Mage, seeking the same path.
Sorcerer & Sorceress:
Whereas Mages seek practical power from their skills, these wizards tend towards illusion and influence as means to effect the world around them. It is the art of using less mana to achieve the effects sought. Still, Sorcerers and Sorceresses are no stranger to the same circles of magic that mages are known for.
Duties:
Training apprentices that seek to become Sorcerers, and maintain a distinct air appropriate to the title.
Benefits:
Use of mage areas of the wizard tower, when completed.
White Mage:
A white mage is much like a cleric in the clergy, using magic instead of prayer. Often worshiping brigid and rarely using weapons, magic is far more widely used.
Duties:
Disagree with any dark mages that try to sway young followers towards the Lost Path and safeguard those in need of protection and aid.
Benefit:
Access to the White Hall in the Wizardry Tower (when complete), immense respect.
Derelictions:
Any type of petty behavior towards another, especially a weaker person. Allowing the needy to suffer, assuming the needy has not done anything to warrant indifference (don't have to heal a scammer in need, for instance)
Necromancer:
The darkest of all the mages, this line seeks power and ultimate immortality through the secrets of the undead. They have the most in common with the dark mages and the warlocks, though are by far the most frightening of all in the Order. Along their path, they often master the ways of fear simply by the nature of their work.
Duties:
Must continually probe for new powers to be found in the undead arts. RP the character traits to the hilt.
Benefits:
Scares the bajeebus out of people in general, access to the restrictive Catacombs below the tower (when complete).
Dereliction:
Handing out flowers while skipping and jumping comes to mind.
Warlock:
Convinced the source of power comes from the realms below, these mages specialize in demonic spellcaft and summoning. While some may be good in nature, they often have stoic natures and become rather distant when reminded of their work. Much of their magic is not suitable, safety wise, for combat, but a strong summoner can truly be a master of a field of battle.
Duties:
Training mages and apprentices, as with all the mage ranks.
Benefits:
An aura of awe and respect, with a touch of fear.
Bard:
Limit: 1
The Bard, despite their rather 'spoony' reputation, is considered the best artist Dustari. He is a master of many secrets, and is
often a great historian. Because of this, the Bard is said to have a collection of Lore Songs of times long ago, even from the Old
Lands. The bard should be able to sing, write, and play various implements of musical splendor with great ability. While not officially a member of the Courts, most of the Kings unofficially entitle the Bard as Low Courtsmen, though the Bard is often too
busy entertaining and wandering the wilds to enter balls and galas.
Duties:
Overseeing the Artistic side of Dustari, and teaching the past through songs and poems of lore.
Benefits:
Considered a noble, usually provided a stipend by the Nobility.
Abdication:
Constant inactivity or severe misbehavior
Minstrel:
The Minstrels are a less rounded group than the Bard, and of lesser infamy. However, that is not to say their talent at song and music is any less. They are dedicated to entertaining and soothing Dustari, as the kingdom is known for turbulence in it's own self-sustaining way. The best of their fold earn the nickname "Soulsoothers", for their music often has an almost magical quality that seems to touch the spirits of even the fiercest warrior and angriest heart.
Duties:
Entertaining Dustari, soothing the dying, aiding the Bard.
Benefits:
Usually given preferential treatment in situations (think like rockstars...unplugged. Very, very, very unplugged.)
Abdication:
Constant inactivity or severe misbehavior
Jester:
The Jesters are the merriest lot in all of Dustari, because all the world's a game to them. While they may sometimes perform in Comedies, they are usually found in the employ of a noble to entertain himself and his people. Jesters re often trained in a very small amount of rudimentary magic, just enough to fool and amuse with illusions and deceptions. They often serve as makeshift fortune tellers, using cards, dice, and other implements to see into the near, near future.
Duties:
Entertaining their lord, performing for Dustari, making the kingdom a happy place.
Benefits:
Given preferential treatment, receive a small salary or commission from their lord.
Abdication:
Bad behavior, inactivity, lord's discretion (Busted back to a citizen)
Performer:
The most base of all Dustari's artists, the Performer's skills can be as concentrated or varied as they wish. It is considered the equivalent of a citizen who has the hobby of entertaining. At this rank, they are strictly amateur.
Duties:
None, really.
Benefits:
None, really.
Abdication:
Bad behavior, inactivity
Cardinal:
Limit: 1
The Cardinal is the supreme leader of Dustari’s religion. It is he who blesses and ordains the Priests and Priestesses, and is responsible for overseeing all of the Holy Order, which also oversees the Paladins and those Knights who wish to become members of the Paladinhood to a degree. While he may or may not be directly involved in the day-to-day ceremonies of the Kingdom, the Cardinal is considered a High member of the Nobility and advises the king on matters of religion.
Benefits:
Considered a member of the High Court Ability to Excommunicate members from the Church (Royalty Exempted)
Duties:
Advising the King and Queen
Overseeing all the affairs of the Church
Anointing Paladins and Priests
Performing Ceremonies on Holy Days
Dereliction:
Attempting to Excommunicate the Royal Family, Abandoning
the post, allowing the Church to sink into a state of depression
Abandonment of Post:
Dereliction |