Info on tourmaline's world
Feb. 1st, 2012 06:30 pmMageling: A young mage, pre-journeymanship, generally between the ages of 8 and 18. Sometimes used as a derogatory term for someone who 'did not complete their journeyman ship properly/missed the whole point of it'.
Late Boomer: An untrained mage found after the age of 18.
Changeling: The most polite way Tour has for a general call of 'mixed heritage' usually mixed human/nonhuman, or mixed nonhuman species, as odd as they are. This includes demi-gods or the offspring of demigods.
Mage: the middle area of magic users, able to use naturally occuring forces and sources of magic to create intended effects with some measure of their own magic power. Not able to change mountains on their own generally, but as a group of like-element or complimentary element mages will do some things to great effect. Can be any religion, mostly dieist (some of them have gods interested in them, some of them have spirits who find their company enjoyable, so it's hard to disprove gods when they occaissionally show up for nachos and poker). Can be good, bad or neutral. Slightly longer or shorter lifespan than a standard human, depending on the training/use of their abilities. Mage talent can be found running in family lines, but it also can be found occuring in random individuals... Human mages are currently the most common kind, but considering there's 6 billion humans and a few million tops of the other species... Well. The odds are the same no matter what kind of limbs you're born with.
Wizard: If mages use a single candle for their powersource, wizards are like the hearts of volcanos or fusion reactors. They make their own magical energy and lots of it, what swag they use isn't to bring power to them generally so much as mold the power flowing from them into a certain shape or force. These guys, when of higher powers can actually create things out of raw matter. We're talking creatures, living furniture/buildings, endless buffets of snacks... Three well-known varieties. White(generally nice, some bad/cruel ones, usually towards the healing/amping area, been low population for a few centuries), Black/dark(the ones who have no qualms about killing someone/thing for parts for an event. Not all bad, but the really nasty ones are the ones who make the news) and Greys/neutrals(inbetween, some healing amping, some darker magic, not as common as either). The strongest mages could be considered weaker wizards. Wizards have a lifespan roughly four to five times the human average, but a drawback in this is that they have a very low birthrate, paired with a small population. One doesn't have to be BORN into one of these to become a wizard of any type, and it's generally considered in good taste to educate any young ones found in a sort of mentor/student event. Same odds for various species, if much smaller odds than mages.
Shamans: divine/genetic magic component. Generally ancestor/diety/element based. Highly uncommon, bordering on rare in recent days, though an upswing has started since the 1960's.
Journeymanship: You remember the entire reason Kiki the Witch left home? To spend a year away from home and hone her skills. Well a journeymanship is a cross between that and a walk-about. Magelings save away for this like some people save for college, and the earliest age they do this at is at 16. Some pick out routes and places they want to go to, but they do this knowing that there won't be any guarantee that they'll get to those places. Sadly, some also miss the entire point of this exercise and make trips so rigorously planned and safety netted that they often retard their own abilities. Sadly, trips like these are becoming more and more common, especially with the parents.
Hunters: A trained job, these guys are the bogeymen that magic sapients warn their children about. Any species, any age, any gender, just a ruthlessness about killing someone for parts to sell on the black market. Knowledgeable about given forms of magic prey, most tend to prey on muses, since their species has so MANY highly useable parts. Also a tendency to take on names and themes of prevelent folkstories, fairytales, and characters from classic/popular children's fiction. Titles can be passed down master to apprentice, there's only one Red Riding Hood at any one time, but there's been at least 18 different Red Riding Hoods during the past 200 years. Hard but not impossible to kill one-on-one. Sadly, only the most insane/talented are solo acts, and they tend to hunt in packs with established territories with rivalries between clans.
Late Boomer: An untrained mage found after the age of 18.
Changeling: The most polite way Tour has for a general call of 'mixed heritage' usually mixed human/nonhuman, or mixed nonhuman species, as odd as they are. This includes demi-gods or the offspring of demigods.
Mage: the middle area of magic users, able to use naturally occuring forces and sources of magic to create intended effects with some measure of their own magic power. Not able to change mountains on their own generally, but as a group of like-element or complimentary element mages will do some things to great effect. Can be any religion, mostly dieist (some of them have gods interested in them, some of them have spirits who find their company enjoyable, so it's hard to disprove gods when they occaissionally show up for nachos and poker). Can be good, bad or neutral. Slightly longer or shorter lifespan than a standard human, depending on the training/use of their abilities. Mage talent can be found running in family lines, but it also can be found occuring in random individuals... Human mages are currently the most common kind, but considering there's 6 billion humans and a few million tops of the other species... Well. The odds are the same no matter what kind of limbs you're born with.
Wizard: If mages use a single candle for their powersource, wizards are like the hearts of volcanos or fusion reactors. They make their own magical energy and lots of it, what swag they use isn't to bring power to them generally so much as mold the power flowing from them into a certain shape or force. These guys, when of higher powers can actually create things out of raw matter. We're talking creatures, living furniture/buildings, endless buffets of snacks... Three well-known varieties. White(generally nice, some bad/cruel ones, usually towards the healing/amping area, been low population for a few centuries), Black/dark(the ones who have no qualms about killing someone/thing for parts for an event. Not all bad, but the really nasty ones are the ones who make the news) and Greys/neutrals(inbetween, some healing amping, some darker magic, not as common as either). The strongest mages could be considered weaker wizards. Wizards have a lifespan roughly four to five times the human average, but a drawback in this is that they have a very low birthrate, paired with a small population. One doesn't have to be BORN into one of these to become a wizard of any type, and it's generally considered in good taste to educate any young ones found in a sort of mentor/student event. Same odds for various species, if much smaller odds than mages.
Shamans: divine/genetic magic component. Generally ancestor/diety/element based. Highly uncommon, bordering on rare in recent days, though an upswing has started since the 1960's.
Journeymanship: You remember the entire reason Kiki the Witch left home? To spend a year away from home and hone her skills. Well a journeymanship is a cross between that and a walk-about. Magelings save away for this like some people save for college, and the earliest age they do this at is at 16. Some pick out routes and places they want to go to, but they do this knowing that there won't be any guarantee that they'll get to those places. Sadly, some also miss the entire point of this exercise and make trips so rigorously planned and safety netted that they often retard their own abilities. Sadly, trips like these are becoming more and more common, especially with the parents.
Hunters: A trained job, these guys are the bogeymen that magic sapients warn their children about. Any species, any age, any gender, just a ruthlessness about killing someone for parts to sell on the black market. Knowledgeable about given forms of magic prey, most tend to prey on muses, since their species has so MANY highly useable parts. Also a tendency to take on names and themes of prevelent folkstories, fairytales, and characters from classic/popular children's fiction. Titles can be passed down master to apprentice, there's only one Red Riding Hood at any one time, but there's been at least 18 different Red Riding Hoods during the past 200 years. Hard but not impossible to kill one-on-one. Sadly, only the most insane/talented are solo acts, and they tend to hunt in packs with established territories with rivalries between clans.