Orc Knight
Auror
All right, the many magics of Eld.
Eld has Guilds, Houses, Covens, Hedges, Tower Outliers, Magocracies, Mage Knighthoods. Also Liches and Seers, though most avoid the former and the latter were mostly killed off and then prophecy got broken. Anywho.
The Guilds: Among the more powerful in the world, usually a fairly large size collective that do basic duties and are spread all over Eld. The Guild of Lao and Hat Fanciers, The Hats for short, are very common. Though known for necromancy and a big part of their business model is on the basis of getting in touch with ancestors or historical figures they also do everything in between. From the Lao of Life and Fertility to Mage Tinkers and a lot of others in between. They can usually be easily found by the fact they dress very well, usually in suits or dresses and of course the fancy hats.
The Houses: These are currently four, Houses Black, White, Red and Blue. All ruled by a head witch, Liza, Baba Yaga, Silver and Glinda. The four stand as bedrock of both political and social magic. Each have armies they can throw around and several have gone to war with each other from time to time. In time Blue, Black and Red would ally together and White would continue to be a pain to everyone else. All of them have enough clout to make even the elves and greens listen to them. And Liza and Glinda all but co-rule with the rulers of their respective lands.
Covens: Your typical sort, three is standard and they keep to odd numbers. The currently most powerful coven is the Sylvan Forest coven, consisting of Maleficent, Ursula and Grimhilde of Bluebells. They have all defied their songs and stories and two rule over cities and Grimhilde hangs out at the Seven Dwarfs Inn and keeps trying to get Snow to join the coven. Covens tend to stick to themselves, meet from time to time and take care of local issues. They tend to have to be able to use multiple magics and have a sort of jack of all trades vibe. Or Master of All Trades in Maleficent's case.
Hedges: Traveling sort of low level mages, wizards, witches and other magic users. There's always a few who are shady and snake oil sorts. Most are fairly honest and usually not going to fake things. They're usually in need of food and coin, so they need to have a good rep. Many will take up apprentices and they attach themselves to villages to become the local Hedge. They wander until they find a place that has need of them and then become the local wizard.
Tower Outliers: Those like Edwin the Necromancer, or as he is nicknamed, 'Ed of the Dead'. He doesn't come out of his tower often enough to be bothered by said nickname. The Tower outliers are the sort of mage who prefers to hang out, do lots of research and experiments. Or in the old days, to cast curses and cause all sorts of trouble from. The Outliers range in power and clout. Most around just want to be left alone and sometimes go to lethal measures to be left alone. But ever are they in a tower.
Magocrocies and Mage Knights: Born of the human slave rebellions of Zukal. Ruled by the might of mages and their golem armies, alchemists, forge knights and mage knights. They are the single most powerful entity on this list, even as a broken kingdom. Once a continent and ocean spanning empire at it's peak. They also have the best University for magic and it creates even to this day a great many mages of some power. They are currently ruled by the Arch Mage Selina and the Mage Queen and King of Zukal.
Bonuses-
Liches: The life suckers of Magic and what everyone fights against. They are supreme magical powers and have been known to kill gods and elders. They started the war named after them. They don't have names so much as titles.
Seers: With the end of prophecy, they are few and far between. Not helped by the fact The Mab killed as many as she could and stuck their eyes and souls into her armor and cape and helmets so she could never be caught off guard. This worked until the paths of prophecy were cut out.
Death Priests, Reapers, Keepers of the Dead: Hallowed necromancers who deal with the rites of the dead and operate more as holy temples to the deities of death. They bring the dead to peace, fight the undead and give rites to the dead. The Liches tried to give them bad press but they live on. They are also out after The Veil Walker, the only necromancer to turn to Lich. To put it to peace. Preferably violently.
Eld has Guilds, Houses, Covens, Hedges, Tower Outliers, Magocracies, Mage Knighthoods. Also Liches and Seers, though most avoid the former and the latter were mostly killed off and then prophecy got broken. Anywho.
The Guilds: Among the more powerful in the world, usually a fairly large size collective that do basic duties and are spread all over Eld. The Guild of Lao and Hat Fanciers, The Hats for short, are very common. Though known for necromancy and a big part of their business model is on the basis of getting in touch with ancestors or historical figures they also do everything in between. From the Lao of Life and Fertility to Mage Tinkers and a lot of others in between. They can usually be easily found by the fact they dress very well, usually in suits or dresses and of course the fancy hats.
The Houses: These are currently four, Houses Black, White, Red and Blue. All ruled by a head witch, Liza, Baba Yaga, Silver and Glinda. The four stand as bedrock of both political and social magic. Each have armies they can throw around and several have gone to war with each other from time to time. In time Blue, Black and Red would ally together and White would continue to be a pain to everyone else. All of them have enough clout to make even the elves and greens listen to them. And Liza and Glinda all but co-rule with the rulers of their respective lands.
Covens: Your typical sort, three is standard and they keep to odd numbers. The currently most powerful coven is the Sylvan Forest coven, consisting of Maleficent, Ursula and Grimhilde of Bluebells. They have all defied their songs and stories and two rule over cities and Grimhilde hangs out at the Seven Dwarfs Inn and keeps trying to get Snow to join the coven. Covens tend to stick to themselves, meet from time to time and take care of local issues. They tend to have to be able to use multiple magics and have a sort of jack of all trades vibe. Or Master of All Trades in Maleficent's case.
Hedges: Traveling sort of low level mages, wizards, witches and other magic users. There's always a few who are shady and snake oil sorts. Most are fairly honest and usually not going to fake things. They're usually in need of food and coin, so they need to have a good rep. Many will take up apprentices and they attach themselves to villages to become the local Hedge. They wander until they find a place that has need of them and then become the local wizard.
Tower Outliers: Those like Edwin the Necromancer, or as he is nicknamed, 'Ed of the Dead'. He doesn't come out of his tower often enough to be bothered by said nickname. The Tower outliers are the sort of mage who prefers to hang out, do lots of research and experiments. Or in the old days, to cast curses and cause all sorts of trouble from. The Outliers range in power and clout. Most around just want to be left alone and sometimes go to lethal measures to be left alone. But ever are they in a tower.
Magocrocies and Mage Knights: Born of the human slave rebellions of Zukal. Ruled by the might of mages and their golem armies, alchemists, forge knights and mage knights. They are the single most powerful entity on this list, even as a broken kingdom. Once a continent and ocean spanning empire at it's peak. They also have the best University for magic and it creates even to this day a great many mages of some power. They are currently ruled by the Arch Mage Selina and the Mage Queen and King of Zukal.
Bonuses-
Liches: The life suckers of Magic and what everyone fights against. They are supreme magical powers and have been known to kill gods and elders. They started the war named after them. They don't have names so much as titles.
Seers: With the end of prophecy, they are few and far between. Not helped by the fact The Mab killed as many as she could and stuck their eyes and souls into her armor and cape and helmets so she could never be caught off guard. This worked until the paths of prophecy were cut out.
Death Priests, Reapers, Keepers of the Dead: Hallowed necromancers who deal with the rites of the dead and operate more as holy temples to the deities of death. They bring the dead to peace, fight the undead and give rites to the dead. The Liches tried to give them bad press but they live on. They are also out after The Veil Walker, the only necromancer to turn to Lich. To put it to peace. Preferably violently.