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~~ INTRODUCTION ~~
The Khiranseth Magi Academy was established long ago, in an attempt to control the outbreak of wild mages. These young children were beholden to magical powers beyond their comprehension, and often, they would lash out violently when they were frightened, or angered. People simply weren't equipped to deal with these magical manifestations, and such children were often subjected to 'witch hunts'.
The Magi Academy was started by The Circle of Spellcasters, more commonly known as The Circle, the Guardians of the world of Khir Khira. The goal of the Academy is to instruct wild mages, and to seek them out throughout the vastness of the universe, and other dimensions. They are to teach if at all possible, contain if necessary (ie. trap in a pocket dimension) and, if all else fails... destroy.
Students at the Academy are put through intense study and training,
and allowed little to no contact with the outside world. Their needs are,
however, well taken care of.
Magic surrounds the world of Khir Khira. The energy exists metaphysically, manifested as several layers of different forms of power. These layers are referred to as 'Spheres' of magic. Only those trained can tap into this magic, and only those trained in tapping a specific 'Sphere' may access it.
Students at the Academy must participate in a mandatory 3 schools of study, but may partake of more, if desired. Schools of study include:
1. Energy and Matter: Energy is part of everything. It is what we are, and what surrounds us. Energy is more invisible than matter, often unable to be viewed with the naked eye. Matter is the more physical aspect of things. The two are interlinked perfectly. One cannot change matter without changing its energy, and one cannot change energy without changing its matter. Spells of this nature include attack spells, such as 'Energy Blast', 'Energy Arc', and 'Polymorph'. It includes such defensive magic such as 'Energy Shield', 'Barrier', and 'Energy Adjustment (healing)'.
2. Elemental Magic: Elemental magic concentrates on the elements which surround us. Fire, Earth, Air, and Water. Students who study this field usually specialize in one element, as Elements tend to oppose each other. Attack spells in this field include (Fire): 'Fire Blast', 'Fire Orb', and 'Dancing Flames'. (Earth): 'Earthquake', 'Rock Storm', and 'Ground Spikes'. (Air): 'Air Blast', 'Gale', and 'Tornado'. (Water): 'Freeze', 'Hail Storm', and 'Water Blast'. Defensive spells include: (Fire): 'Fire Wall', and 'Fire Protection'. (Earth): 'Earth Wall', and 'Earthen Globe'. (Air): 'Levitate', and 'Wind Barrier'. (Water): 'Wall of Water', and 'Ice Wall'.
3. Light Magic: Light magic is a powerful force that relies on purity, and good. It opposes darkness, and those who are evil cannot hope to master it. Do not confuse this type of magic with clerical or holy magic, for that type of magic comes from an entirely different source. Such offensive spells include: 'Light Beam', 'Early Dawn', and 'Sun Ray'. Defensive spells include: 'Create Light' and 'Glare'.
4. Dark Magic: Dark magic is the opposite of light magic. Unlike light magic, however, people who are good, or have been good can use it.. but will find themselves giving in to the ease of it, and growing more dark in nature as their alignment twists. Such offensive spells include: 'Dark Chill', 'Blast of Darkness', and 'Draining Darkness'. Defensive spells include: 'Wall of Darkness'.
5. Life Magic: Life magic concentrates on healing, resurrecting, and protecting. This category has few offensive spells, but does have a couple, such as: 'LifeForce Blast', and 'Purifying Explosion'. Defensive spells, of which there are many, include: 'Heal', 'Cure Poison', and 'Resurrection'.
6. Death Magic: Death magic is the opposite of life magic, and has few defensive spells, but many offensive. This sphere of magic relies heavily upon the use of rituals and magical foci. Those who toy with death magic are often very dark in appearance, themselves. Offensive include: 'Death Field', 'Wall of Death', and 'Death Cloud'. Defensive include: 'Life Drain'.
7. Clairvoyant Magic: Clairvoyant Magic allows the caster to see things he would not normally see by concentrating on the flow of energies through the universe. This category has no offensive spells, and includes such spells as: 'Scrying', 'Dowsing', and 'Mana Sight'.
8. Necromantic Magic: Necromantic magic is magic dealing with the dead, and undead, summoning skeletons. This should not be confused with Death magic. Unlike that category, necromantic magic seeks not to dispense death but to bring animation from it. This sphere of magic is also very ritualistic in nature. There are various ways these spells can be used. A few spells are: 'Summon Undead', 'Seance', and 'Unravel Past'.
9. Transportation Spells: Defensive mostly in nature, this area deals mostly in getting from place to place. Such spells include: 'Teleportation', 'Open Portal', and 'Vortex'.
10. Casting Basics: This school of the Academy teaches all the basics
that a student requiring instruction must know. This is a mandatory course.
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The Circle of Spellcasters are the Guardians and protectors of Khir Khira. They dwell in a pocket dimension, known as 'The Circle Realm'. From there, they watch over the world of Khir Khira and its inhabitants, directing them, and protecting them from harm. Khir Khira has no Heaven, and no Hell. When a person dies, their soul is committed to the Well of Eternity for either a life of bliss or a life of agony and personal suffering. Though it is similar to 'Heaven' and 'Hell', The Circle passes no judgment upon the people of the realm. People weave their own fate and hence weave their own path in the afterlife. Those who lived well and just will often find themselves in a peaceful garden. Though just as easily, they could have been concealing an emotional torment that would in turn launch them into the plague of eternal suffering of their own design. On the other side of the coin, a vicious murderer who lived life in utter contentment may find himself in his own personal garden of eden when his end finally comes.
The existence of the Circle is no secret to the populace of the world. People know that it exists, and there are those who can claim dealings with members of the ethereal organization. Though there are no 'Gods' per say, in the realm, the Circle is revered as divine and temples have been constructed in worship of some of the more recognized members. The temples often embody the nature of the patron member. The Temple of Rannis, for example, emphasizes womanizing, drinking to excess, and enjoying life to its fullest. The Temple of Charit would focus more upon studying and wholeness of mind.
The Circle possesses a powerful magical artifact, first created by 1st Circle member Kalandor; The Crystal of Kendora. This artifact is central to their organization, as it is how Circle members gain power as they go up ranks. The Crystal literally modifies their energies, increasing their total potential.
The Circle is made up of 10 ranks, or Circles; 10th being the lowest new initiates, and 1st being the highest -- the leaders and decision makers. The path to gaining rank is arduous, and few make it past the 8th Circle. As one goes up ranks, there is an increased chance of gaining immortality through the Crystal.
Circle members above 7th Circle are often called upon to teach at the Magi Academy in Khiranseth for a time. This counts greatly towards determining their suitability for gaining rank.
While the Circle maintains Guardianship over Khir Khira, they will help
others wherever they can, no matter where they exist.
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New Initiates to The Circle must recite the following upon being offered membership to the Circle:
~ "I swear to protect the world of Khir Khira, and all those who dwell there, from now until the day that I cease to exist."
~ "I swear to uphold the teaching of The Circle, and to teach others from my own knowledge."
~ "I swear to locate wild mages, wherever they might be, teaching them, if at all possible, and guiding them to the Magi Academy, containing if necessary, and destroying only as a last resort."
~ "I swear to follow the decisions made by council elders, and to always abide by the orders of my superiors, provided that they don't go against the 1st Circle, themselves."
~ "I swear to always us my powers for good, and never for evil. To find champions within humanity, helping them to reach greatness."
~ "I swear to remember my oath, always, until the day that I cease to
exist, and to abide by its very letter and spirit."
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~~ BASICS on MANA and LIFE FORCE ~~
Mana surrounds most people. Whether or not a person possesses a mana aura dictates whether or not that person can become a mage. A mana aura is smaller or larger for each individual, depending on their maximum potential at the time. Mana is like a muscle.. the more it is used, the more it grows. When casting spells, mana is what is used first, from a trained mage.
Lifeforce is what we are. It is different for everyone, and is a specific
signature. It is greater or lesser for different people, depending on how
they treat their body, or on how often they cast spells. It too, is like
a muscle. Life force is diminished by such things as being cut, bruised,
or having bones broken. It, like mana, recharges over time. But, unlike
mana, if our lifeforce is completely depleted, then we die.
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This page written by Rannis (Ranarak Tarandis)
© Daniel R Lix 1997 ~ E-mail Rannis
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Web Page Design ~ E-mail Wenndolyne
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