Mages

## **Introduction**

Mages are beings within the Veil that study clan magic e.g light, Life, Water, Wind, Leaf, Fire, or Stone and cannot study more than one depending on the species they are e.g Hippogriffs can learn magic because of their believes and species.

Note: Just because an NPC e.g Argoras is in a clan doesn't mean they studied magic. Some species can be born with magical abilities

### **Education**

Some mages choose to study their abilities at the Castle in a class that's primarily meant for the clan they follow/are in. These classrooms each has a statue of the totem god/Deity that represents the clan they're in.

(Requirements: must be in a clan to access a classroom)

### **Initiation**

Players can join a clan by finding the associated elemental keystone, which are hidden among the Veil, and bringing it to the dragon statue at Abbuglock Town Center.

Clicking on the statue while holding a keystone will prompt a message asking if you want to permanently join [the clan] under the service of [name]. If you click again you will be entered into the clan. This is PERMANENT and will apply to ALL characters.

> You cannot join multiple clans.[2] (Creating multiple accounts to bypass this is against the rules[3] and you will be banned from the game if discovered.)
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Note that players with clans can still pick up keystones.

## **List of mages/students**

* Veridan(Leaf Mage)
* Lunim(Wind student)
* Miram(Life Mage(Official lore character)

## **Passages**

### **Warm Winter Welcomes**

> "Welcome, Mages! We, the Council, are proud to announce the opening of our new landmass to the public! We hope that you received the announcement signs well, and did not feel threatened from the mottos. If you did, please reconsider being scared, as it creates more paperwork for us next event we hold.
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> Moving on, we have provided a luxurious space for you all to dwell in!
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> You may find yourself excited at the list of accommodations we have made in order to make it feel more like your past home. The locations include such things as a demon field, a large gaping gash in the earth leading to the V O I D, and a quaint and charming bakery.
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> However, although we are proud of our work and pride ourselves on the inclusion of the demon field, please refrain from talking to or interacting with any creatures that you may find on our new home. This includes things such as wheat demons, strange deer, or moving shadows. If you do see one, keep your head down and avoid the area completely. The new map should be devoid of all natural life except for us, Citizens!"
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### **Verdant Winds**

> Greetings, mages! Jessa has blessed us right on the equinox with the warm weather we have been craving. We have high hopes that you will mind the weeds as they spring up where ever they can; unfortunately, that is the way of the wild Verdant. (And to thwart her will would be to thwart our lives, as you know.)
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> Recently we have noticed some of you have been fraternizing with a certain mage whose father was exiled from the Council for his decisions. We suggest that you report any strange stories he may tell- the NDA we had his father sign still has 2478 years before it expires. If you do receive any advice, remember to take it with a grain of calcium - those who have been exiled from the Council have their reasons and lies!
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> We are also recommending to those of you that wish to collect everything you can from straying away from raiding gravesites for bones and other riches. There is nothing wrong with the graves. Do not disturb the graves.
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> Always remember to keep your coffers stocked with enough Iiarberry Juice and Armor of the Drachenlieche as you can hold.
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> This has been your lovely Council, wishing you the best in these times.
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### **Lost Fields :: Addendum**

> Hello, mages! We hope that this letter reaches you well on these fine spring days. As many of you have noticed, our containment of the Lost Fields has found itself waning thin, and a few unlikely habitants have weaseled their way back into the area.
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> We suggest that for your upmost safety, you avoid this area at all costs- both day and night -until we can properly contain this anomaly. For your best safety, we suggest remaining indoors during the cold nights to avoid any possible malevolent actions, both demonblood and magehand alike.
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> Unfortunately, we have found the need to further raising alarm about disturbing the bones in the fields. Every strike these demons make is a further chance at them creating more powerful and dangerous side effects.
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> These effects include, but are not limited to:
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> Phantom Forms
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> Inkbile Staining
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> Spontaneous Combustion
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> Location Shifting
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> - and many more wonderful prizes!
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> Again, for the love of the Seven, please stop taking the bones. They are not what they seem.
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> This has been your lovely Council, yet again.
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### **Miram**

> Miram, a young life mage, feels a whisper on the wind tempting him, drawing him from his study.
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> It fills his mind like static, getting stronger the further he wanders down the ancient halls.
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> He traces his right paw against the stone wall as he walks further, his claws interlocking with the etched runes that have lain there for centuries.
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> His left paw is kept firmly on his forehead, the static droning into an overwhelming migraine, making it hard to see.
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> He slinks his way close to the wall, his grasp passing past stone, wood, brass, stone, wood, brass, until a worn doorknob brings the writhing melody to a pause.
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> As he turns the knob, the sound turns into a mechanical whine, a wild creaking crescendo.
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> The latch clicks and the door slowly drifts open, the knob gliding gently out of his grasp and freeing itself into the aether. Finally, silence.
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## **Sources**

https://derguns.town/lore#history

1. ↑ https://derguns.town/lore#warm-winter-welcomes
2. ↑ https://derguns.town/lore#verdant
3. ↑ https://derguns.town/lore#lost-fields
4. ↑ https://derguns.town/lore#deeply-wandering