Wizard or Witch
Wizards and witches look identical to humans in every way, only they age much slower. They are born magic users and some of the most powerful creatures to ever walk Askeron.
Average Lifespan: 300 years Omnivore Pregnancy
History
One of the oldest existing races in Askeron and arguably one of the most influential, wizards and witches have been around for as long as anyone can remember. Some even say that they are here to guide the world to stability and others claim destruction. A full detailed history of them is foggy and confusing. They currently make up 5.75% of the humanoid population on Askeron.
Culture
Magic Upbringing
Wizards and witches possess the skill of mind and body, focusing their powers through their fingers, wands and staffs. All wizards/witches are born with the ability to wield magic. It almost always starts out very flimsy and it takes a great amount of time/effort to ever properly control and understand their hidden power. While all wizards and witches are capable of magic, the majority of them (39%) never learn more than two or three abilities. 31% of them never learn more than one ability and 17% know 4+ abilities. There is a shocking 13% who either don't know they're wizards/witches or they've never learned to use their magic. Wizards and witches are also scored on their proficiency, given a number that indicates the skill level in a specific ability: 1 - Novice 2 - Beginner 3 - Intermediate 4 - Advanced 5 - Master It's important to understand that one ability may come easily to one individual and be exceptionally difficult for another. |
Most Populated Kingdoms:
Odonata, Zethea, Uploria, Ordana, Valhan, Fuwei, Coredor, Algar, Endensaw, Itholia (Darker shades on the map indicate higher population counts)
Wizards/Witches make up 5.75% of the humanoid population on Askeron |
Magic Classifications
Wizards and witches have a wide range of magical capabilities that are categorized into six separate classes. It is highly recommended to pick one class to specialize in. Generally, when one attempts to learn various abilities of differing classes it is not only more difficult but causes one to be less likely to perfect those abilities. Classes are a set of abilities that support the same idea or goal, and to have an expertise in one area of study is to concentrate solely on it. Most wizards/witches will find they have a "natural pull" to one class over the others.
Wizards and witches have a wide range of magical capabilities that are categorized into six separate classes. It is highly recommended to pick one class to specialize in. Generally, when one attempts to learn various abilities of differing classes it is not only more difficult but causes one to be less likely to perfect those abilities. Classes are a set of abilities that support the same idea or goal, and to have an expertise in one area of study is to concentrate solely on it. Most wizards/witches will find they have a "natural pull" to one class over the others.
Thaumaturgy Towers
Centuries ago, magic was a source of pure turmoil and destruction. It was discovered that without global laws magic users, while capable of bringing great stability to the world, had the potential to eradicate the planet. Leaders around the world had to find a way to contain and control wizards and witches, for the survival of the world. Massive towers were built all across the globe, known as Thaumaturgy Towers.
There was this idea of housing magic users, primarily wizards and witches, in these Towers that focused around education to train the population to safely wield magic, all the while keeping the rest of the public safe from harm. The idea came from Ursa Blackwood, a powerful witch who held great influence across Askeron. She not only proposed the plan but funded almost all of it. She had 12 Towers built and with a team of 19 other wizards and witches wrote out the laws that would later be presented to the world leaders.
The original 12 Towers were: Magix (Odonata), Paxinn (Odonata), Westview (Buldar), Edgewater (Highend), Braves (Endensaw), Pinarts (Zethea), Trepidayus (Coredor), Sandcastle (Ordana), Hogweed (Fuwei), Elderberry (Valhan), Samwort's (Algar), & Foxroot (Hideaway).
Today, there are now 28 Towers across Askeron.
Thaumaturgy Towers are frequently referenced as both schools AND residential housing for magic users. Laws today now vary country by country, however the vast majority of them force wizards/witches to reside within the Towers, with little or no time spent outside until "graduation" (also called Proofing Ceremony). Proofing Ceremonies are typically determined by passing a series of skills and knowledge based tests which grade the individual on their ability to control and understand their magic. Proofing Ceremonies do not correlate with any specific age or maturity level.
At the end of the Proofing Ceremony, those that pass then move on to the Induction Ceremony, which consist of implanting a marbled crystal sphere into the palm of their hand. These embedded spheres are referred to as one's emblem, the mix of colors representing the individual's personality and magic leadership.
Some, even after completing their Proofing Ceremony, continue to reside within the Tower for years to come. While some wizards/witches are actually born in the Tower, those who are not must move in at the age of 10. Parents who do not live in the Tower can choose to move in with their child or must send their child away on their 10th birthday. However, they can not attend just any Tower of their choosing, but must submit an application which consists of their ancestral history, a knowledge-based test, and intentions of study.
Students can transfer from one Tower to another but must go through an application process and often require a teacher or graduate, alongside a government officer, to escort their travels.
While wizards/witches are forced, by law, to live in Thaumaturgy Towers, other magic users CAN opt in to attend magic school there OR pay to live there as well. However, no other magic users are required to do so.
Any wizard or witch that does not go to live in one of the 28 Towers is considered a fugitive.
Centuries ago, magic was a source of pure turmoil and destruction. It was discovered that without global laws magic users, while capable of bringing great stability to the world, had the potential to eradicate the planet. Leaders around the world had to find a way to contain and control wizards and witches, for the survival of the world. Massive towers were built all across the globe, known as Thaumaturgy Towers.
There was this idea of housing magic users, primarily wizards and witches, in these Towers that focused around education to train the population to safely wield magic, all the while keeping the rest of the public safe from harm. The idea came from Ursa Blackwood, a powerful witch who held great influence across Askeron. She not only proposed the plan but funded almost all of it. She had 12 Towers built and with a team of 19 other wizards and witches wrote out the laws that would later be presented to the world leaders.
The original 12 Towers were: Magix (Odonata), Paxinn (Odonata), Westview (Buldar), Edgewater (Highend), Braves (Endensaw), Pinarts (Zethea), Trepidayus (Coredor), Sandcastle (Ordana), Hogweed (Fuwei), Elderberry (Valhan), Samwort's (Algar), & Foxroot (Hideaway).
Today, there are now 28 Towers across Askeron.
Thaumaturgy Towers are frequently referenced as both schools AND residential housing for magic users. Laws today now vary country by country, however the vast majority of them force wizards/witches to reside within the Towers, with little or no time spent outside until "graduation" (also called Proofing Ceremony). Proofing Ceremonies are typically determined by passing a series of skills and knowledge based tests which grade the individual on their ability to control and understand their magic. Proofing Ceremonies do not correlate with any specific age or maturity level.
At the end of the Proofing Ceremony, those that pass then move on to the Induction Ceremony, which consist of implanting a marbled crystal sphere into the palm of their hand. These embedded spheres are referred to as one's emblem, the mix of colors representing the individual's personality and magic leadership.
Some, even after completing their Proofing Ceremony, continue to reside within the Tower for years to come. While some wizards/witches are actually born in the Tower, those who are not must move in at the age of 10. Parents who do not live in the Tower can choose to move in with their child or must send their child away on their 10th birthday. However, they can not attend just any Tower of their choosing, but must submit an application which consists of their ancestral history, a knowledge-based test, and intentions of study.
Students can transfer from one Tower to another but must go through an application process and often require a teacher or graduate, alongside a government officer, to escort their travels.
While wizards/witches are forced, by law, to live in Thaumaturgy Towers, other magic users CAN opt in to attend magic school there OR pay to live there as well. However, no other magic users are required to do so.
Any wizard or witch that does not go to live in one of the 28 Towers is considered a fugitive.