So, you're a magic wielding noble in a fantasy world!?

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Original creation fantasy verse quest where you're a noble. Perhaps a powerful and influential one, perhaps weak and impoverished.

Intended to follow a different mindset to many quests which embody socialist collective principles.

In this, you are instead one of the lucky nobility. (relatively lucky at least)

I invite you to attempt to roleplay a noble character. What that means can be up to you. Whether you attempt to embody the principles of chivalry and aim to fulfill the (at least theoretically) role of defending the realm. Or whether you seek to enrich yourself and play politics through winning glory in wars of conquest. Or simply attempt to engage in betrayal to backstab your way to the top.

The choice on how to roleplay is yours.
Noblesse Oblige

BoSPaladin

The Paladin
The kingdom of light- Luminaire. Was not quite the largest nation upon the continent, at least by landmass, that particular honour belonged to the Nomad tribes of the great savannahs of the southlands. Luminaire was however the most prestigious, and among the most long lasting. The only organised nations to last longer being the elven forest kin of the Deepwoods.

Raegia is a large continent, divided into many squabbling nations, kingdoms, and city states. It contains a wealth of people and all manner of animals and strange creatures. Violence war and death are commonplace. It is a place filled with magic, almost everyone has some magic, to help with everyday tasks, or as their trade, some have little talent or power or for whatever reason don't choose to develop it. Everyone has some magic, but like any skill it requires dedication and practice, so true mages are rare. Rare, and powerful.

A nation without mages is a nation that is a plaything for the great powers of the continent. Many nations are ruled by mages outright, and even those not, its nobility are wise to employ court mages and utilise spellweavers in their armies.

If there is one thing that the feuding enemies can agree on? It is that wars are won by magic. A lesson Luminaire knows all too well.

Almost four centuries ago Luminaire was recovering from invasion, and its greatest Archmage performed a ritual, the farmers, common craftsmen and levied peasants had suffered greatly in the war. And so a pact was formed built upon loyalty. Each and every citizen of Luminaire would pledge their loyalty to the mage who would be their champion. And from each, a small spark of magic would be given to her in tribute. For most their petty magic being slightly weaker was no great trial, and well worth the protection they received from their guardian.

As part of the pact the Archmage swore that her people would never need to fear war ever again, and set herself to a campaign of conquest, retaking stolen lands and expanding the nations borders until she had crushed all those who had previously harmed her people. To some she extended mercy as they in turn swore loyalty to her and became the first of her noble subjects. Thus was the Kingdom of Luminaire formed.

In the centuries since then Luminaire has often acted as an expansionist power, in its formative years the queens most often led its royal armies personally, but as it grew larger and more populous the ritual pact that strengthened the queens magic had a portion of that strength shared out to trusted lieutenants who likewise swore loyalty.

Those lieutenants most often coming from the royal family or high nobility, or were innate mages with their abilities strengthened by the bonds of loyalty, love, and trust.

You are one such noble. One of the landholding elite who lives at the edges of Luminaire protecting its borders... and expanding them. And unfortunately for you, the old Queen has passed away, peacefully in her sleep according to the official letter inviting you to the new Queens Coronation to swear your loyalty. According to rumour it was assassins. And according to gossip, well, the Old Queen had never married and had a great many suitors, despite the crown princess being groomed as her heir.

Still, the exact why's matter not to you. You live in a dangerous region, and have never met the new Monarch face to face. Until you have and she bestows her blessing upon you the bond is strictly one way. It grants power to her, not to you. And you need as much magical might as you can get, here in your home Duchy.

Choose one.

[X]GreenGrain Vale.
Extensive lands and a large populace. It is a relatively peaceful duchy, great grasslands for herds of horses, plentiful farms, and rivers winding throughout it makes this a fertile region which supplies much of the rest of the kingdom with foodstuffs. You've actually been at peace with the neighbouring nation of Gillia for many years. The old Queen only led a single campaign, near the start of her reign, to force the mountain clans of the Ironpit mountains to cease their attacks, and bring them into the empire through annexation. And so it was that with the Gillians being peaceful and with few mages trade between your duchy and their nation prospered. But with a new Queen comes to potential to expand your holdings, one way or another.
+Food Exporter, breadbasket of the kingdom.
+Plentiful horses and mounted warriors
+wealthy
-Reliant upon trade with other Luminaire Duchies to supply advanced armour to your knights and elite soldiery.
-Few Mages in your duchy, they prefer other duchies with more work.
[X]IronPit Mountains.
A relatively recent addition to the empire. Your clan were warriors who disdained the petty raiding of your rival clans. You were hunters, warriors, and mercenaries. Until the foolishness of your cousins saw the worst offenders forts turned to molten stone by the Mage-Queens power. Clans like yours however, instead were brought under her rule through diplomacy. And in the decades since then your clan has served well as mercenaries. Mostly fulfilling simple tasks hunting monsters, or providing security in other parts of the kingdom. Garrison work may not bring much glory and honour, but it provides steady pay for clan and kin. And the mountain folk of the kingdom are well respected as tough and hardy warriors. Any foes who wish to strike at the kingdoms interior must first fight their way through the mountain passes you defend.
+Mineral rich.
+Defensive positions
+Experienced Mercenaries.
+You still know the Old Way magics of Druidry.
-Old Way magics are distrusted by many in the Kingdom.
-Mountain clansfolk are seen as uncultured and savage by many.
-Many enemies along the border. A risk, but also an opportunity.
-Beasts and monsters still roam the wild places in the mountains.
-[X]Pellas
Formerly a small city state that negotiated unification with the kingdom of Luminaire. Nestled upon the eastern coastline Pellas was once something of a nexus of trade. A collective of mages that worked together to advance the sciences in all areas of magical study. Known as a centre of knowledge for training mages artificers and enchanters made it their home. Until eventually the borders of the expanding kingdom of light reached it and the cities ruling council of mages negotiated for peaceful integration with the kingdom. They had hoped to be able to simply supply the expansionist kingdom with weapons and mages, and to keep their autonomy. It worked, for a time. The kingdom sent mages to learn every lesson Pellas' guids would teach. And many weapons and trinkets were purchased by the kingdom. But these mages did not stay to settle in the city, instead returning to their homes. Their loyalty to the kingdom. Now every year 'true mages' were born less often, and with less power.
Every mage who graduates the university attains the honorary title of 'lord'. But as the kingdom grew and its landed nobility were simply gifted power by their queen, respect for trained mages dwindled.
+High magical knowledge
+High Reserves of 'natural' magical power.
+Vast libraries of knowledge
-Limited in numbers
-Those bastard Royals and Luminaren nobility are cheating.
-Large numbers of impoverished 'noble' mages.
 
So the Queen is still receiving magic from the peasants via the old ritual? And the taxed magic power is redistributed by the Queen to the nobles?

Are there non-magical nobility, or non-noble magical lieutenants? Are all nobility expected to be mages or are there court mages that can help if someone without talent inherits? Or is the job by appointment only without any family inheritance?
 
So... what can magic do in this setting? How powerful is it?

very fantasy kitchen sink. Alchemists creating horrors using Not!genetic engineering which leans closer to science. Elves tossing sparkles and sunbeams into cauldrons and creating love potions. Various flavours of dragons are flying (or swimming, or burrowing) around.

Luminaire, the kingdom of light. Didn't get that the name by accident. First queen was predominately a light mage, and the grand ritual means every queen after her, and any loyal subject who the queen loans power out to, it leans towards manifesting itself as light magic. Often glowing barriers, or flashes or beams of light used instinctually with a thought.

Almost everyone has at least 'some' basic magic. lightning a small fire, warming a cup of tea. often someone develops their own small trick which can be as varied as reading the thoughts of your pets to healing minor injuries to stunning someone with a blast of lightning. But having more than half a dozen small spells is rare, and most people often don't know more than the basic three in luminaire. That is, boiling water, creating a small witchlight to see at night, and channeling a small amount of magic into an object or person to power an enchantment or will them power for a spell.

The title of 'mage' however. refers to those with an actual understanding of magic, who can shape and create more spells, based upon more than simple instinct.

mages are arranged into tiers. You've got your basic hedge mages. Think a village witch or healer, largely self taught or with spells taught by a family member. They'll have at least one spell for self protection, even if they can only use it in emergencies, such as a fireball spell that leaves them drained for the rest of the day.

Beyond that is a mage. There's no standard here since every mage is different, but this is where you get recognised as the classical mage. Able to cast multiple combat spells per day, and earn money as mercenaries. Even at this low level, they're Eagerly snapped up by armies as they can often protect small groups of allies from hostile magic, and combat enemy mages.

Above that is Mage Knights. to most, they appear to be unstoppable forces of destruction. They may or may not specialise in long range spellcasting. But they're powerful enough to be noted, many become famous folk heroes, and almost all are accorded some sort of minor noble status.

More powerful are battlemages. As the name implies, they have a heavy focus on combat. And just one can decide the course of a battle. Smaller countries are lucky to have just one of these. To reach this ranking you need to have a vast wealth of knowledge and be among some of the most powerful mages on the continent.

The last two mage titles are honorifics. Warmage. And Archmage. One Can sway the course of wars. The other, it's no exaggeration to say that Archmages change the course of history. The First queen of Luminaire, for example, turned a small kingdom of farmers with a talent for sun spells into the continental great power.

the world lives and runs on magic. Everyone has some. Those with a lot rule the world. Powerful magic bloodlines rule as royalty or nobility, in other nations councils of mages rule. Almost everyone has a court mage or some mages in their army. And an army without magical protection is practically helpless. Mages are the artillery, tanks and sometimes even airforce of the military. Enchantments exist, great and small. From stoves with a fire spell that you either channel magic into or use some other source of power. To winter clothes enspelled to keep the wearer warm.

Animals and even plants are magical. Lizards with regenerative tails and limbs to size-changing wolves to dragons or griffons.

If you can imagine it, chances are, someone, somewhere can do it. Or if no-one can, that's only because no-one has figured out how to do so yet. The world is... largely operating on standard medieval tech level with some magi-tech.

Various kinds of necromancy exist. A lot of the more powerful applications of death magic are banned in most countries. But the practice persists as it's often seen as a quick (if dangerous) route to power.

So the Queen is still receiving magic from the peasants via the old ritual? And the taxed magic power is redistributed by the Queen to the nobles?

Are there non-magical nobility, or non-noble magical lieutenants? Are all nobility expected to be mages or are there court mages that can help if someone without talent inherits? Or is the job by appointment only without any family inheritance?

So long as they're loyal to the queen yes. Technically the Princess hasn't been crowned yet, but yes, she receives power as the queen already.

Redistributed to the nobles if/when they pledge their loyalty to her, some kept for herself. Those who join the royal army, even if previously magically weak, often see a small increase to their power. One thing to note is the queen isn't in complete control of where she sends the power. She can't decide to send a specific amount to a specific person. A problem with it being ritual magic working by emotions such as loyalty and trust, is it operates mostly on her sub-conscious. Influenced slightly by her waking mind, so she can choose to gift a small amount of power to someone she appoints as a general or such. But there are limits and safeties built into the spell. As a rule of thumb, she can't make anyone stronger than herself, and this is a spell that operates on emotion. Not logic.

Yes. Rarely. Non-magical nobility in other kingdoms almost always employ a mage of their own, and frequently nobles lacking magic attempt to marry mages into the family. This is less a concern in Luminaire as those nobles without enough strength to be classed as mages can be empowered by the bond.

Non-noble magical lieutenants. Yes. A number of the royal bodyguard have or develop magic and are trusted to carry out her will.

Generally yes in Luminaire, the nobility are expected to be mages. But also yes, sometimes a noble without any magic is allowed to inherit the lordship of a house. At least if any magic wielding family members don't contest it. It's customary for a non-mage noble to step down in favour of younger magical siblings, and the crown can enforce such in emergencies. But there are some families which prefer not to put their eggs in one basket, and send a younger mage to represent the family in times of war, while the non-mage house head handles the family estates and such.

The queen can appoint and strip noble titles or military ranks or governerships. But generally doesn't do that without good reason.
 
Any questions. Let me know and I'll answer them if I can.
So what are some of the laws about magic in the kingdom? For instance things like love potions, necromancy, magically created monsters, demonology and diabolism and other such stuff that are either immoral or would traditionally be considered dark magic.

[X]Pellas
 
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So what are some of the laws about magic in the kingdom? For instance things like love potions, necromancy, magically created monsters, demonology and diabolism and other such stuff that are either immoral or would traditionally be considered dark magic.

Pretty loose. For a start it's noblemages making the laws in their own duchies and county's and they have obvious reasons not to limit their own power.

But, since Luminaire's nobility is built on the principles of loyalty to the crown and protecting the common people, the peasantry in Luminaire are safer than in many places.

One important distinction is between testing or studying magic, and actually using it.

You can brew up as many love potions as you like. So long as you don't use them to harm unwilling victims. Licenses exist for the export of magical weapons to other kingdoms. So long as it has crown approval.

Monsters are one of the more tightly controlled aspects of alchemy. If an experiment gets into the wild and starts creating harm, depending on the scale. It could see the mage fined, lose land and titles, or even be executed depending on the exact specifics.

Most of the restrictions apply to visiting mages. Wanderers and diplomats from other nations. Stricter than restrictions on Luminaires nobles. But again primarily concerned with *harm*. So long as no citizens of the kingdom are hurt you're generally fine.

There is a blanket ban on 'necromancy and unnatural magics' before studying such you need to seek out the approval of the queen. In theory you can obtain permission to practice it. But that's unlikely.

In other nations mages often treat their subjects as test subjects or effectively as ingredients for rituals.

Overall. The laws are permissive. Very few magic types are outright banned. Do what you want, right up until a normal fire spell goes wild burning down a tavern and killing a dozen people and you face the full weight of the law.
 
Voting
Alright. Vote closed. Pellas wins, time to nail down exactly what kind of mage you are.

Adhoc vote count started by BoSPaladin on May 24, 2023 at 11:29 AM, finished with 21 posts and 16 votes.
 
The People of Pellas
[X]Pellas

Magic, real magic was a dying art you mused bitterly, years of training and practice, and immense study to properly learn to control your powers and beyond that, actually understand it. Most everyone had some small tricks for modern convenience, but it was only those powerfully gifted, from strong magical bloodlines who invested hard work and effort who could truly claim the title of Magus.

The oathsworn of the Kingdom of light had at first been an interesting curiosity. Petty lordlings with simple battle magics, used with the casual ease that a common cook might heat a pot. And the stories of their queen? Mere rumour your forebears had scoffed.

In a perfect world you would have truly trained these unnatural magi with their oathsworn powers. Or parlayed the training of mages into positions of prestige and influence at court.

Except, as it had turned out, the oath was no petty wild magic, but a powerful Ritual. One that granted their queen all the power of an Archmage and allowed her to simply bestow power upon any petty noble with a sword who swore to serve her. Worse, true mages, those born with exceptional power and talent and who'd honed it through years of learning found their own powers dulled. Fireballs more weaker than they ought be, and spellcraft more tiring.

Mages had grown fewer in number, and weaker. And it seemed practically any levied peasant nowaday could focus magic into a dangerous spell. Hardly the equal to a mage. But in numbers common soldiers pooling their powers could match and overwhelm their foes. And the high nobles of the crowns inner circle used their increased power to challenge entire batteries of mages.

All of which meant that Pellas was a city in decline. Among the mages it was oft whispered that the Old Queen was a fat whore content to sit on her solitary conquest and preen at the admiration sent her way by stupid peasants and inbred fools playing with swords.

With the ascension of a new Queen however, the Kingdom looks set to expand once more. But before she can do anything emissaries from throughout her realm have been called to witness her coronation and pledge their loyalty to her. And so, after many arguments, the ruling council of Hellas comprised of its oldest and wisest mages, decided upon sending you.

Choose one.

[X]The new Graduate.
Having just completed your studies you're a mage in full. And, even if only by technicality a noble. That is, that by tradition Pellas induction into the kingdom gained the agreement that any mage would earn the honorary title of Lord or Lady. And that is you, a lord. You even own land, through working hard in your apprenticeship your master paid off the debts from your parents farm, and arranged things so that the ownership fell into your name. A ranch keeping a pair of goats and several small fields of wheat and grain. It's not much, but you at least finished your schooling without becoming indebted to a sponsor, and are far better than the majority of mages forced to find some sort of craft. Still, being a young mage you have certain obligations to your superiors. Thus it was chosen that you should represent the city and swear loyalty on the councils behalf. A rare honour for a mage such as yourself to be entrusted with. If things go well, you mayhaps even find work in the capital, saving you from returning to your families farm or from having to compete with the squabbling mages and craftsmen of Pellas who jealously guard the secrets of their livelihoods.

[X]The Teacher.
Once again, the politicking of the council has fucked you over. You're to swear loyalty to the new Queen, on behalf of the entire city. An experienced mage, fully paid up guildmember, former adventurer, and mentor to over a dozen apprentices now respected mages in their own right. The argument is that none of the council members can be spared from their duties or experiments. And so with this terms class being smaller than usual (they get smaller every year you swear) you are the lucky faculty member chosen to swear loyalty. You're no fool, this is an insult to the crown, but a calculated one. Though it also perhaps spells opportunity. Until and unless the council meet with her Royal Radiance and gain her approval their loyalty, slim as it is, only weakens them and strengthens her. Should she bless you... well. More power oft helps with climbing the slippery slopes of university and city politics. Apart from your teaching tenure which is significant, you are silent partner in several businesses and have students aplenty that owe you favours. Taking one or two to the capital for your own protection wouldn't go amiss, and would prove a useful learning opportunity for your most talented apprentices.

[X]The Council-member.
Powerful. Wise. Learned. None can question your credentials as a battlemage. Nor the quality of your artifice. Of late the council has fallen into something of a Rut and has attempted to cleave true to their vision of exporting weaponry, potions and magical items to the kingdom at large. The queen after all, has had little need of natural battlemages. She upset the natural order of the world, and most mages have been relegated to the role of tinkerers, or a curiosity compared to their aberrant nobles, most of whom know magic only as a weapon to be wielded. And so the council has decided that a reminder is in order, of what exactly true mages can accomplish if given the chance. As the youngest of the council, perhaps inevitably the task fell to you. Your fellows invoked seniority, and calling a vote on the matter in protest (your own experiments were delicate too!) saw them designate you as Pellas representative unanimously. Or, at least unanimously not counting your own vote. Though the official records show that you accepted the task with grace and dignity. Regardless of the murky politics, to pledge Loyalty to the Crown falls to you.


And that raises the question does it not? Every citizen swears loyalty. But just how loyal are you?

Choose one

[X]Fulfilling the terms as written.
Pellas swore loyalty in exchange for protection. They shall pay taxes and tithes that are due to the crown but for the most part have always been left to handle their own affairs. This is a simple legal formality to acknowledge that you have no plans to depose the queen. Then you can return to what is important.
++ Power
[X]Loyalty to the Throne.
People swear loyalty to the ruling Magisters and receive protection in return. A noble sentiment, it is of course a mages duty to guide, teach and protect their charges. Luminaire has been a shield for your city, and so you in turn owe her loyalty, and respect the monarchy for their defence of the realm and in ruling justly.
++++ Power
[X]Religious Adoration.
The first Queen, Founder of Luminaire, is nothing less than a blessed saint, and her descendents are noble, pure and brave. You truly believe that the crown has the interests of the people at heart, and as a mage are sworn to honour and obey your Queen, the most powerful mage in the entire country. A not uncommon view in most of the kingdom, but an opinion that is best kept quiet in Hellas, lest it be used against you. (cannot be picked with Council-member)
+++++++ Power
[X]Jealousy
You will swear the oath of loyalty only because you have to. The Monarchy has more power than you, for now. So you shall obey. But through one means or another you mean to see yourself or your descendants upon the throne. It is useful that commoners pledge power to their betters, but in truth it is mages that should rule. Real mages. Not princesses skating by on an ancient ritual and casting magic blindly without the faintest idea what they're doing.
+ Power? Maybe?

OOC: Voting is by plan for simplicities sake. Votes not in a plan will be disregarded.

Another thing to consider. Is that choosing your loyalty, is your honestly held opinion of the crown, and how much you truly intend to serve her. this can change over the course of the quest. But if you choose maximum loyalty to the Queen, you will behave as such in character and requests from her will not be optional.

On the other hand, choosing jealousy, will mean that largely, you will be bitter about the status of True mages.

I only mention the relative power boosts for the sake of completion. This has far more to do with roleplay and your character motivations. If you want to roleplay the main character thinking the idea of a warrior mage queen protecting the people as a magical girl is wonderful and self sacrificing of her and having him believe that she should be worshipped as a borderline holy figure that's when you pick Religious Adoration. Not because you're looking for an easy power boost.
 
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[X] The Young Loyalist
-[X]The new Graduate.
-[X]Loyalty to the Throne.

Never trust anyone in power, however there is a difference between trust and practicality by working within these rules we shall have the mages shine once more.
 
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