The Grand Circle of Mages
“Arcane. It is the quintessential expression of Order in the universe. It requires a… certain arrogance to claim to wield such a power, after all it is we who weave the tangled skeins of reality into more fitting machinations.
Elegant. Precise. Cold. It is not for the feint of heart nor the ignorant of mind. Too many have been lost to those infinite mysteries… or brought to ruin by them. You will go far if only you know the proper path forward… and the Grand Circle can show you the way.”
Focus:
OOC
RP: Heavy
PvP/PvE: Casual
Social: Low-Mid
The < Grand Circle of Mages> is a role play guild focused on the idea of upholding established lore while developing fanon to better support RP in the community as a whole. Founded on the concepts of character development, collaborative writing and giving our members a unique story-driven environment.
It is important to note that the Grand Circle draws much of their inspiration from sources like Warcraft 3 and D&D, while still adhering to the current state of lore. We feel that magic should feel weighty, powerful and sometimes even dangerous. It is our stance that magic should be meaningful and that not every problem is going to solved by it. We attempt to input elements of realism into our RP where it makes sense to do so and fosters creative expression.
IC
Since the First Hundred learned their craft under the watchful eye of their Thalassian mentors, magic has always carved the path of the peoples of the Eastern Kingdoms and that of Ancient Kalimdor before that. In the years since, the study of the arcane has transitioned from folklore whispered in awed tones to an acceptable study of the science and laws that govern the universe. Still, there will always be those who are ignorant to the infinite mysteries of magic who will be sceptical or even hostile to its practitioners.
In over two thousand years it is natural for like minds to form any number of fraternities or ‘circles’ in order to discuss their craft and the finer points of magical practice. While the Stromic outpost of Dalaran was beginning its transition from a trading centre to a magical magocracy, other such groups found their roots in all kingdoms. Some would pledge their assistance to nobles and kings, while others chose seclusion and freedom to study their arts. In time, all kingdoms would fall save for that of the Kingdom of Azeroth (Stormwind) with whom the refugees of fallen kingdoms, nations and circles would eventually join; adding their combined knowledge, might and intellect to the collective and new Grand Circle.
Themes
Arcane/Magic/Order
Academic/Scholarly/ Cultured
Diplomatic/Consular/Community-Orientated
Battle Magic/Defence/Grand Alliance
Science/Historical/Relic/Antiquities
Divisions
The Grand Circle inner structure is designed in order to support personalised choice, development and character progression. There are five divisions to choose from and you are able to choose any number of them, your involvement and interest in each determines your progression through each; with characters rewarded with responsibility, recognition and trust within the Circle.
Office of Orderly Affairs
The Office of Orderly Affairs handles the academic and scholarly aspects of the Grand Circle, ensuring that the standard of excellence for education, magical practice and proper respect for the Laws of Magic are upheld.
• Organizes and monitors Teachers/Apprentices
• Promotes Magical/Arcane Education – Public (events) and Circle.
• Ensures that the standards of the Grand Circle are upheld throughout all divisions
• Oversees the needs of Archmagi, works with the Eight to categorize spells.
• Ensures the Four Laws are being upheld within the Circle and issues reports for violations.
The Athenaeum
The Athenaeum is dedicated to the study of relics, arts and sciences, often dealing with all manner of natural phenomena and objects of power. It is the Athenaeum that often sends research teams to study the magical properties of the world or to recover objects of influence to ensure they do not fall into the wrong hands.
• Maintains, studies and protects all manner of relics, artefacts and items of power.
• Manages the Great Library of the Circle (zealously ensures tome-return)
• Collects information regarding the scientific, magical and natural aspects of the world.
• Plans expeditions to secure or study items of power, rare-plants and significant places of power on Azeroth and beyond.
• Works with local authorities to gain permissions to study natural phenomena.
The Office of Magical Defence
The Office of Magical Defence handles the more combat and militaristic aspects of the Grand Circle, diligently working to ensure its safety as well as to mobilise during times of war or crisis.
• Oversees the ongoing training of the Grand Circle’s Battle Mage/War Mage Corp.
• Maintains the security detail of the Grand Circle.
• Organizes the Knights of Arkhana (honour guard) during times of dire need.
• Mobilizes forces to meet the needs of the Grand Alliance during times of war, conflict, or crisis.
• Deals with threats to the Grand Alliance, both magical and mundane.
The Grand Consulate
The Grand Consulate are the official and foremost representatives of the Grand Circle, both in the public eye, the courts of politics and even within the Grand Circle itself.
• Handles the diplomatic affairs of the Grand Circle with foreign or outside parties/powers.
• Ensures the public relations of the Grand Circle are kept to a high standard.
• Cultivates a positive public image through attending and hosting events/demonstrations/parties/galas
• Helps get new aspirants acquainted with the Grand Circle, answering questions and showing them the ropes.
• Organises resource management during times of crisis, meet with foreign groups to ensure aid is given where possible.
• Reports on matters of politics.
Opt-In Progression Systems
In order to support players who wish to involve themselves in (semi) long-term character progression, Grand Circle provides a number of opt-in systems of progression for characters to gain IC proficiency, titles and recognition. These are - of course- optional and are handled in a way that encourages creativity and collaborative RP.
The Table of Eight
To hold a seat at the Table of Eight is to be recognised as a quintessential master in a single School of Magic. Their knowledge of the intricacies of their chosen field is so complete that they are placed among seven other Masters in order to discuss and debate the finer points of their art. Each School is preceded over by a single master at a time, who must continue to defend their Seat at the Table against any and all rivals who might challenge their skill. Those who have lost their Seat may attempt to regain it again after a month has passed.
The purpose of the Table of Eight is to ensure a point of reference and counsel over such matters, the continued revitalisation of age old ideas and to further the field of arcane study as a whole. Each School of Magic is represented, however the Seat that presides over Necromancy is purposely left unfilled due to the insidious and unfavourable nature of the magic itself.
Progression:
Time: 2-3 months+
Difficulty: Medium-High
The Archmage Trials
At the pinnacle of arcane excellence, the Archmagi of the Grand Circle have defined themselves as keen spellcrafters without peer. The masters of their craft, ones does not trifle with an archmagus and it is often they who are called upon to lend their intellect to nations, leaders and in defence against greater evils that threaten the world.
But, the heights of the Grand Circle are not open to just anybody, for the powers of the arcane are not for idle hands nor careless minds. Only those who are able to demonstrate significant mastery and skill can be granted such lofty titles. An archmagus must show definite proficiency in the intermediator basics of five schools of arcane and mastery in at least two before they can be recognised as an Archmage of the Grand Circle.
Progression:
Time: 4-6 months+
Difficulty: High
The Apprentice’s Path / A Mentor’s Wisdom
While often seen by some as the bottom rung on the ladder of hierarchy, it is the apprentice mage that represents the future of the magical craft. It is a mutual agreement between mentor and apprentice as old as arcane has been practiced and handed down. When not acting in their dutiful - or begrudging - assistance to their teacher, they are often locked in study or lecture in order to pass their examination to be declared as a journeyman in the arts.
Progression:
Time: 2-6 months+
Difficulty: Low-Medium
After completing each ‘lesson’, the mentor and apprentice will complete a short report (IC and OOC) in order to record and demonstrate how it was achieved, the results and any concerns or notes. It will be submitted to the Office of Orderly Affairs for review.
Contact
GM
Andisarth Dor’lossath
Toon: Andisarth
Calista Orlaith
Toon: Calista
Officers
Celeenia Shadowmoon
Toon: Celeenia
Preferred Method of Contact: In game
Edyna So’roveth
Toon: Edyna
Preferred Method of Contact: In game