I've also added at the very bottom the 5 parts of the novel and their names. It's insignificant information in a way, but some might find it interesting to know that structural things like dividing into parts is planned out like this.
Notes:
14 boys, 10 girls, oldest 25 (male), youngest 13
(female)
Characters:
·
Wrinlett
Leeve
·
Khol
(name) (Fork/Knife/Orvin/Gerry/Purzhy/Jurd/Kim/Maggie)
·
Lorsem
(Lor) Brith
·
Jaeval
(Jae) Brith
·
Karla
Deern
·
Tiasi
Jay
·
Yawmer
(High Cleric)
Academy Subjects - Instructors:
·
Language
- Yawmer
·
Anatomy
- Jhia
·
Worship
- Teff
·
Biology
- Warsothet
·
Healing
and Hymns - Leorlai
·
Apothecarial
Arts - Briwr
Academy Buildings
·
Cathedral
(Chapel of Admission/Chapel of Induction/Main Chapel/Basement Levels/Administratorium)
·
Clericum
·
Dormitory
(Mess Hall/Common Room/Study Hall/Dorm Floor/Bathroom/Practice Room)
·
Lecture
Halls
·
Medicum
·
Library
·
Apothecarium
·
Apothercarial
Gardens
Nations/Peoples/Capitol/God/Magic/Arcanists/Art
·
Ægien/Argin/Ægis/Protector/Healing/Priests+Paladins+Inqisitors/Healing
·
Tence/Tencish/Pilor/Former/Elements/Mages+Elementalists/Conjuring
·
Cardis/Cardish/Sandsedge/Maker/Construction/Enchanters/Enchantry
·
Verdis/Verdish/Alchus/Impeller/Energy/Sorcerers/Sorcery
·
Heivar/Heivalar/Godtree/Nurturer/Life/Shamans/Alteration
·
Chronis/Chronists/Drift/Watcher/Time/Chronists/Chronistry
Saints
·
Pice
(Alive.)
·
Nomi
(Alive. Paladin.)
·
Kiyfall
(Dead)
·
Requi
(Dead)
·
Cliwth
(Dead. First Inquisitor.)
·
Obitus
(Dead. First Paladin.)
·
Vaia
(Dead. First Priest after the Binding.)
1 Year as students
5 Years in a Clericum OR 3 Years Paladin training OR
Inquisitor apprenticeship
After Clericum may live outside Clerica and even stop
working as a healer, most stay on. May also pursue Paladinship or Inquisitorial
training, though these are subject to recruitment. May pursue Administratorium
positions subject to availability.
After 20 years serving in Clerica, may found a
Clericum and preside over it as Chaplain.
Lord Cleric (1) - High Cleric (3) - Head Cleric (each
capital) - Chaplain (other Clerica) - Priest
Order Father/Mother (Krayw Gror) (1) - Paladin -
Initiate (Priest)
Lord Inquisitor (Jekker Promaire) - Inquisitor -
Apprentice (Priest)
Characters:
Wrinlett Leeve:
18, black hair, green eyes, average height. Conman, with
traits of psychopathy and narcissism. Born to traders, mother (Gloria) died by
drowning, father (Tijun) killed 3 weeks later by a highwayman. Lived for 12
years on the streets of Aegis, met Khol within a month. No magical ability, but
has bluffed his way into the Academy.
Lorsem Brith:
17, sandy blonde hair, brown eyes, taller than Wrin,
well-built but a little lacking from his years on the streets. Student, having
lived two years on the streets saving to travel to Aegis for admissions. Thrown
out at 15 by his father when he was given the Gift, mother died when Lorsem was
3. Honest and upstanding, but emotional and not above anger. Confident, but not
in the presence of Jaeval.
Jaeval Brith:
Lorsem's twin brother, but a little more muscular and
well-fed. Left his father at 17 when the Gift was given to him, but left with
his father's blessing. Received word during his journey to Aegis of his
father's passing. The 'confident' twin, who is naturally more outgoing.
Prodigal in terms of healing ability, and admitted a day late because of this.
Karla Deern:
17, brown hair that falls in curls, blue eyes, short, curvy.
Born to merchants of medium wealth in Aegis. Given the Gift and can already
heal broken bones. Pleasant enough, but secretive and hides a great intellect
and confidence behind an outward 'girlish naivety'.
Tiasi Jay:
19, pale blonde hair cut short, brown eyes, Wrin's height,
thin. Born to a prostitute mother in Aegis. Mostly independent from a young
age, worked in taverns and began to learn arts of brewing. Clever, but a little
arrogant and aloof. Kind-hearted and not unlikable, if a little reserved and
judgemental.
The six gods created the world, the product of all
their talents
The Shaper, God of the elements, gave the world pieces
of substance
The Maker, God of construction, bound these things
together
The Nurturer, God of nature, gave the world biological
creations
The Impeller, God of energy, gave these creations life
The Protector, God of vitality, gave living things the
ability to heal and mend
The Watcher, God of time, gave the world the only
thing he could; the ability to die
And so the world was. As time went by, men began to
favour one God over all others, and began to group themselves with those who
were like-minded. The Gods rewarded their followers with a further gift: the
gift of magic.
Each God gave their followers a form of magic. The
Shaper gave her followers command over the elements, the Maker gave his
followers the ability to bind objects together, the Nurturer gave his followers
the ability to shape the plants and wildlife, the Impeller gave her followers
the ability to transfer energy, the Protector gave his followers the ability to
heal, and the Watcher gave its followers the ability to control the flow of
time. For a while, things were good this way. But all the Gods knew the truth;
That this would be short-lived. They had made men too powerful, and so they
began to hurt the world. First it was small things, new lakes made to support
settlements, giant walls to keep their lands safe. Then the most powerful began
to disrupt the lives of thousands, creating constructs of war, turning cities
to stone that crumbled at the wind. Then a powerful Chronist stopped time
itself.
His intentions were good. He gathered the Gods and
brought them out of their growing denial. The world could not continue this
way, and the powers of men had to be curbed. But the Gods saw the danger of
such a powerful Chronist, and soon they struck him down.
Still, his words worked, and the Gods agreed to limit
the magic in the world. Each God must select the men who would wield their
magic, and each must lock it in an art of casting that would take time to
learn. The world was repaired as best as could be done, and the passage of time
was restored. In among this, though, the Watcher fled the world. No-one has
seen or heard of them since. No-one even remembers what they looked or sounded
like. With them, the Chronists disappeared.
So that's the mythos, and it leaves me with a lot of
freedoms and just as many limitations. The net effect is that I have a world
with magic, practiced my Arcanists, divided into 6 distinct systems. These
systems are roughly as follows:
The Shaper's magic is practiced by Mages, and a Mage
will learn one element at a time with only the most powerful ever learning more
than 3, let alone all of them. They are able to use these elements at their
will.
The Maker's magic is practiced by Enchanters, and they
can bind objects in various ways through the use of glyphs and sigils inscribed
onto objects. They are able to construct things like unbreakable buildings.
The Nurturer's magic is practiced by Shamans, and they
can alter the biology of new lifeforms. They are able to do things like grow
fruit trees that are harvested year-round.
The Impeller's magic is practiced by Sorcerers, and
they are able to transfer energy from one thing to another, or create and
destroy energy through the use of complicated diagrams imbued with magic. They
would be able to take the heat from a fire and boil a body of water.
The Protector's magic is practiced by Priests, and
they are able to heal lifeforms through the use of Hymns. They would be able to
heal a cut, cure a cancer and prolong a life, but the Hymns get more
complicated as the healed becomes older.
The Watcher's magic is practiced by Chronists. No-one
knows what they are able to do, and no-one knows how.
Protector:
System - Hymns (Healing).
Rules - Sung in a magical
language, with different Hymns for different ailments and subtle differences
depending on area injured, severity, etc. Grammatically complex language.
Penalties/Limitations - Time. The older a
patient or the more complex the illness, the more complex and long the Hymn.
Maker:
System - Glyphs and Sigils
(Enchantry).
Rules
-
Each must be inscribed onto a certain material and written with absolute
accuracy in order to imbue the object with the intended property.
Penalties/Limitations - Material
availability. If a certain Glyph or Sigil requires a rare material then its use
will be limited. Also due to the accuracy required in writing Glyphs and Sigils
it may take time for more complex constructions.
Impeller:
System - Alchemical
Diagrams (Sorcery).
Rules
-
Through the use of these diagrams Sorcerers may transfer energy in complex
ways, using commands similar to programming logic.
Penalties/Limitations - Despite perfect
transfer, inequivalent exchange is still impossible and energy may not be
created or destroyed.
Nurturer:
System - Imbued Intention
(Alteration).
Rules
-
By imbuing a seed or sapling with intentions of eventual properties and use, a
Shaman may produce genetically altered plants to serve a variety of purposes.
Penalties/Limitations - Time. Even though
the growing process may be accelerated, it still takes some time for a plant to
grow, meaning the results of the magic are far from immediate.
Shaper:
System - Channelling
(Conjuring).
Rules
-
A practiser of the magic can call up the element they have control over and
produce it with some effort. Often in the form of literally 'shooting'
ice/fire/water/what have you from their hands or perhaps an object.
Alternatively, a chosen person may become one with the element, forgoing the
ability to wield it and instead becoming a living manifestation of that
element. These people live on Vane, and have a largely separate society.
Penalties/Limitations - Largely
God-imposed. The Shaper will only select someone absolutely capable of wielding
the massive power, leaving the number of magic-users incredibly small.
Chronist:
System - Travelling
(Chronistry).
Rules
-
A Chronist may only move a certain distance through time with the help of one
or more other Chronists. The further travelled, the more people required.
Penalties/Limitations - Manpower and
Equivalent Exchange of Time. For every second moved forward, and area around
the Chronist is moved equally back in time, and vice versa. The more Chronists
used, the smaller the affected area, however this creates a manpower
limitation.
PART 1 - THE BLESSED
PART 2 - THE DISCIPLED
PART 3 - THE RELINQUISHED
PART 4 - THE CONCEALED
PART 5 - THE ASCENDED
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