The Order are a congregation of sorcerers and are sworn to defend their world from magical threats, either from their own or interdimensional travellers. For the most part, they keep themselves conspicuous. They do not usually deal with superpowered threats.
Sorcerers are controlled by a committee, with mainly a handful of sorcerers responsible for making decisions that affect the whole order. Usually the Order is split into overarching parts with one sorcerer as the Head in charge of each one and will make decisions with the other Heads:
Inquiry: responsible for looking over, anticipating and researching threats. They work closely with Defense.
Defence: responsible for researching powerful offensive and defensive spells, as well as handling defence for the Order. These sorcerers are usually dispatched to handle threats indicated by the Inquiry branch
Teaching: responsible for teaching and maintaining knowledge to newer sorcerers and novices. They are in charge of training the newer generation as well as watching them very carefully.
Artifice: responsible for creating other spells, general sorcery-craft; upkeep of robes, gems, weapons, metals; procuring gold water, general upkeep, securing magical items, and healing. They may also assist Defense and Inquiry as they please.
The ranks are, in descending order:
Heads: The Heads of the Order govern each sector and are responsible for every major decision within the Order and are very likely to have Masters that regularly assist them. There are no specific titles for these masters that assist Heads but they generally specialise to one sector or another
Masters and Archsorcerers: Masters are the trainers and experienced operatives within the Order and are well respected. These sorcerers have spent countless years in practice and service to the Order. They are relegated to the more pressing tasks. Some masters directly serve the Head of a sector/s, others are trainers for adepts and novices, and others are jack-of-all-trades, doing whatever is required of them.
Adept: Adepts are usually responsible for the most menial busy work. They are clearly loyal to the Order and have enough experience and knowledge in sorcery. These adepts are in service to the masters and often accompany them on whatever duty needs to be fulfilled. They may be granted higher duties if trusted, but generally they still have a while until they can be considered a master.
Novice: Novices are the lowest in the Order. They are the newest, fresh-eyed sorcerers that can encompass individuals of all ages and identities. They are usually trained by adepts and masters, and are able to freely explore whatever Order path may suit them. They will spend years studying and practising sorcery, and will be observed for subservience and loyalty. Reckless, power hungry or lazy novices are dropped from the Order as soon as possible, but those who show promising traits are more than likely to ascend to adept ranks.
At first, individuals may be drawn to the Order without realising it. They may encounter a sorcerer, a place of magic, a promise of power or be involved in a magical stake-out without knowing to be followed up later. The more proactive and curious individuals may find themselves in the interest of a sorcerer and the Order, if they decide to want to step into the realm of the unknown.
An individual may approach a sorcerer that might introduce them to The Order, or approach Order grounds. They will have to give general information about themselves and where they live, and may be approached later by a Teaching or Artifice sorcerer about initiation, or allowed into the grounds to see for themselves.
The next step is a gradual introduction to the Order - just simple facts, like they use sorcery and protect the world. The individual will move into a room meant for novices on Order grounds, where they will be a novice for a number of years. During these years, the novice will be taught mainly common magic, history of the Order, rankings and procedures, general habits and guidelines. The novice would be discouraged from seeing outside family and friends, due to the required secrecy of the Order but they may be allowed out of the Order if they’re deemed trustworthy.
More often than not, novices may be kicked out for a variety of reasons, from being arrogant, lusting for power, or being unable to follow rules.
Once the novice has proved themself enough in terms of obedience and sorcery, they may become an adept. At this point, they are trusted enough to have responsibilities. They have a choice of what sector they’d be interested in - or if they have no preference, they will be allowed to explore their options and work in the sectors. Adepts will have a solid grasp of common magic and some spells from the other branches, but they aren’t necessary. They will have shown themselves to be trustworthy and reliable, and will accompany master sorcerers on tasks. They will remain an adept for at least 5 years or less if they are a prodigy.
Once an adept has proved themselves further, exhuming compliance and reliability for the name of the Order, they may ascend to mastery. These master sorcerers have put their lives on the line many, many times or have saved lives. They are trusted and in turn, trust the Order to have their back no matter what, as long as they keep following the rules. They will work with their fellow masters as equals and will always work to better the Order.
Once every few decades or when there’s an unfortunate opening, a master may become a Head and wield ultimate power and responsibility over the Order. These Heads are chosen by the remaining Heads, or by majority of masters. There’s never any guarantee to become a head in a sorcerer’s lifetime. It is an honour to become one.
All novices and adepts will learn the fundamentals of sorcery, the history of The Order and creatures and entities. They will also learn self-defense hand-to-hand combat, martial arts, and how to integrate sorcery into physical action.
Self-defense is mandatory to learn, no matter the sector the sorcerer wishes to join.
Once a sorcerer has reached adept rank, they may choose to venture into a sector.
The Order hosts many different subjects for Novices to learn with a dedicated teacher and guest teachers from the other sectors very frequently teach small lessons in tandem with the usual curriculum.
Core Classes include:
Magical based subjects:
Introduction and Fundamentals of Sorcery, taught by: Navita Sermon (NPC)
Spellcasting and crafting, taught by: Hui Moff (PC), Kyugo Kamo (PC)
Magical Beasts, taught by: Silas Riley (PC)
Entities, taught by: ...
Magical History and Theories, taught by: Victoria Sterling (PC), Lucius Desrosiers (PC), Sybil Hawthorne (PC), Hui Moff (PC)
Non-magical subjects:
Self defense, taught by: Navita Sermon (NPC), Marianne Sterling (NPC)
Social Engineering, taught by: Malakai Luma (NPC)
Generally The Order does not like allowing non-adults into The Order. They prefer recruits to have maturity in order to handle the training and procedures. However it is possible for the children of sorcerers to learn at an early age.
Children under age 12 are strictly prohibited to non-lethal spells and may learn non-combative procedures. They can still learn history and other related knowledge. They are also required to spend time in a non-sorcery school during their child and teenage years, usually a private school and paid attendance by The Order.
If the child grows into their teenhoods and shows an aptitude for sorcery then they may become a novice and learn like any other novice sorcerer.
Sorcerers that grow up this way are able to achieve mastery early on, such as Thyia Arx who achieved mastery in her mid twenties.
The Order has a strict hierarchy concerning their top sorcerers and how these sorcerers gain their rank of Master Sorcerer. There is no firm rule for when Adepts are ready to take up the prestigious mantle as all sorcerers and their circumstances are different, but there are some general rules for sorcerers attaining Master Sorcery in their lifetime.
The following is generally considered when the Order makes a decision to ascend a sorcery to the rank of Mastery. Sorcerers can be categorised by their Order-borne affiliation, whether they are a recognised Prodigy (see Sorcerer Gifts), or if they are found as a Rogue Sorcerer.
Sorcerers born in the Order are expected to excel at sorcery no matter their heritage, so they may gain Mastery at a young age, around mid-twenties at the earliest. Rogue sorcerers, even those found as early as young teens, will still take longer to gain the trust of the Order and the sense of duty that is required of them. Recognised Prodigies can gain mastery even faster than normal due to their excellence at sorcery studies and shifting to adept work quickly.
Regardless of sorcery ability, Master Sorcerers must be at least 21+ if they are a prodigy, and at least 25+ if they are a non-prodigy. If you create a sorcerer character that is younger than this that achieves mastery mechanically, they will still need to wait until they are of age to rank up within the organization itself and be recognized as that rank in its entirety.
Please consider the following numbers for those wishing to attain Master Sorcery; these years include time spent as a novice:
Prodigies:
Prodigy Order born sorcerers can gain mastery at 6-8 years of service. They must be at least 21 in age.
Prodigy non-Order born sorcerers can gain mastery at 7-9 years of service. They must be at least 21 in age.
Prodigy and former rogues can gain mastery at 9-11 years of service. They must be at least 21 in age.
Non-Prodigies:
Non-Prodigy Order born sorcerers can gain mastery between 10-20 years of service, with 10 years being extremely rare. 12 years is the norm. They must be at least 25 in age.
Non-Prodigy and non-Order borne sorcerers can gain mastery between 13-20 years of service. They must be at least 25 in age.
Non-Prodigy and former rogues can gain mastery at 15-23 years of service. They must be at least 25 in age.
These numbers are not concrete and assumes perfect dedication to the Order. The exact years can shift based on behaviour and outlook, for example, a volatile former rogue might spend twice as long as an Adept before being recognised and trusted as a Master Sorcerer.
Rules are not generally set in stone, however it’s assumed that sorcerers will learn how to cooperate and be decent to each other. Provoking or assaulting fellow sorcerers are generally forbidden. Sorcerers are not expected to always get along, but they are encouraged to remain level-headed.
Property is not to be damaged unless it's for demonstration or training purposes but it is understandable if something is damaged due to a bad spell.
Novice and adept sorcerers are expected to listen and follow directions of master sorcerers. The Heads are always obeyed; they can be questioned on their decisions but don’t be disrespectful towards them or you might find yourself facing worse than a scowl…
Non-Order members are not to be harmed unless provoked. Sorcerers are generally always stronger and more powerful than any ‘normal’ person, so that must be kept in mind. But if a sorcerer is provoked, they may defend themselves by any means necessary, just don’t go overboard if it's unneeded.
Intelligence regarding magic should be brought to The Order and to any Inquiry or Defense sorcerer immediately. However, if something magical is found in public and may place the public in immediate danger, sorcerers are expected to carefully investigate and/or defend the public if necessary, and report back to superiors.
Sparring is a healthy tradition amongst The Order. It is essential for teaching novices the basics of healthy competition and adaptability, and it is important for higher sorcerers to show good sportsmanship and keep them in shape, no matter what sector they work in. Of course, Defense and Inquiry sorcerers tend to be sparring the most, given their duty and need to stay sharp.
Rules are plain:
Do not assault with intent to do grievous bodily harm or death
Use only common magic spells
Physical weapons may be used but no bigger than a quarterstaff
Hand-to-hand combat is encouraged
Respect the Yield from the opponent
Smaller items like common-magic gem bombs are allowed
Opponents will use whatever common magic spell they wish or otherwise until the opponent has yielded, either verbally or physically lifting their hands above their head. Further harm is forbidden once an opponent has yielded. The spar may also stop once it is obvious that an opponent is unstable, from spell stress, injury or otherwise. Try not to bleed all over the ground, the Artifice sorcerers clean enough blood as it is.
To initiate sparring, all opponents (or teams, if 2v2 or more) will face each other and half bow, showing their hands open and palms forward (close to a T-pose lmao). Most opponents will look each other in the eye, however opponents may completely bow their head. A head bow is a show of strength, as though they don’t need to see their opponent’s moves to defeat them. This is bluffing, of course, plenty of sorcerers have been humbled by their own yield after bowing their head at the start of the match.
After sparring has been initiated, sorcerers will place their arms at their sides and straighten up. Whoever makes the first move, either by making a step, casting a spell or producing their weapon will officially start the spar and the opponents will fight until the opponent/s yield.
Standing out from the crowd, sorcerers typically don robes, scarves, shawls, hoods, bandoliers and everything in between. Their choices of clothing usually stems from traditionalism, for the remnants of The Order seldom change their ways if they don’t need to.
Though, robes aren’t purely aesthetic. Wearing combinations of robes and shawls can help reduce spell stress to a degree, for an overloaded system can transfer to the robes, searing it alongside the sorcerer to a lesser extent. Thicker clothing will accomplish this better but this may be undesirable in warmer regions. Otherwise, sorcerers may hide plenty of small blades amongst their person; perfect for speed-rearing defense sorcerers.
Robes will also help the sorcerer in distinguishing themselves for other members of the Order. It’s good to be able to spot your friends fast.
Robes can be made of any fabric, from wool to cotton, to hemp, and adorned with stitches, patterns, to bits of metal or gems. Artificers are usually the ones to create robes for The Order and come in a vast array of colours and combinations. Only master sorcerers are allowed personalised robes.
Otherwise, members of The Order are free to wear more casual clothes at any time. This may not be obvious however, as subtle pressure to conform makes even the most foolhardy sorcerer fit in amongst their peers. Or they may see the robes as a symbol of loyalty and their power over sorcery, and who can argue with that?
Robes given to novices and adepts are generally more boring, less colourful and less detailed than their master counterparts. Master sorcerers can have as much detail to their robes as they want, without being too impractical.
In the last couple of centuries of humanity, the governments and ruling bodies of old, fashioned a pact that would allow The Order to do as they wished with little consequence of boundaries or international jurisdiction, as long as they only worked for the protection of the world. Not all countries and provinces were privy to the knowledge of this pact or agreed with it, especially modern countries that had nothing to do with the rulers of old.
Still, The Order uses this pact to their advantage, trampling wherever they need to go for whatever reason. The enigmatic Order uses the fear of their power and the unknown to keep modern governments off their case, for now. Most governments do know of the Order, but not a lot, and details of their operations are scarce.
Though, there are talks of revisiting the Pact, for better or worse. Some would like The Order to follow the direction of The Guild in terms of transparency and oversight, but it’s not like The Order would be happy to comply.
Of course, revisiting the Pact may bring the attention of The Order with them, and not to The Order’s favour. They like the clandestine but altering or destroying the Pact will bring them out of the shadows and into the public’s consciousness. It might not be the best idea to tell the whole world that magic exists.
Sanctuaries are small communities consisting of sorcerers and sorcery esoterica. There are two main Sanctuaries that serve as hub areas. These are found in Cahigh, Moasao and Bermel, Weldoon, respectively. There are minor Sanctuaries scattered amongst the world, usually led by a trusted master sorcerer and generally smaller in scale in terms of operations and serve like watchtowers to feed information to the main sanctuaries or to serve as a base of operations to any encroaching threats outside the radius of the main Sanctuaries.
The main Sanctuaries are surrounded by old walls of stone and the buildings within can range from old to modern in appearance. The sanctuaries are complete with plumbing and clean water, electricity and internet access.
The Main sanctuaries consists of:
Training areas
A MAP room
Healing wards
Dorms and permanent rooms
Libraries
Amphitheatres
Gyms and pools
Small farms
Cafeterias
Prisons/dungeons
Training areas are usually the main area for sorcerers to practise their spells and hone their skills against other sorcerers. The areas are quite large and enclosed by stone or wood. There are training dummies, targets and the like.
Healing wards are small hospitals that specialise in healing sorcerers, either from mortal wounds and spell stress.
Novice and adept sorcerers generally have their own small dorm rooms on Order grounds to themselves, usually around 3mx3m with a bed, wardrobe, table, access to charging ports, internet. They may have more furniture if they wish. Master sorcerers may move around Sanctuaries and choose where to live but they generally stay in one place to fulfill duties. They have access to bigger rooms ranging from 5mx5m. Heads of the Order have their own private spacious rooms. It’s assumed that sorcerers keep their own spaces clean and tidy.
The main Sanctuaries have large libraries, consisting of everything between sorcerer biographies, magical literature and non-fiction books. The librarians generally take care of the place and check out books to sorcerers, often keeping track of who may borrow what book. A sorcerer may be prohibited from certain books until they are trusted or possess a certain level of understanding and ability.
The amphitheatre can showcase magical performances, entertainment and sports. After all, the sorcerers aren’t always all work and no play. Like the rest of society, they need down time to keep morale.
More detail to be added on sports and magical recreation.
Each main Sanctuary has a gym complete with equipment and a heated pool.
There are small farms for cultivating magical plants.
Gold tulip for making gold water tonics
More to be added
There is a main cafeteria for sorcerers to eat at any point of the day. There are rotating menus and only Master sorcerers can make special requests. Usually adept and master artifice sorcerers are responsible for cooking.
Underneath the sanctums are the dungeons. The Order isn’t known for keeping prisoners alive for long and bodies are usually dropped into a deep pit. The dungeons are equipped with shackles and chains and torture equipment. It’s best not to be on the bad side of The Order.
The Magical Article Projector, or MAP for short, is a magical construction within major sanctuaries that are used to detect magical anomalies in particular regions, usually spanning several countries. It will project a 3D surface view of the area. The MAP can detect particularly powerful sources of magic and anything considered greater than an expert spell can show up as a glowing dot for as long as the spell or source exists.
The MAP has a sensitivity range. Usually the closer the source of magic is to the MAP, the clearer and more precise the dot.
The MAP is made from a large solid bronze base with a glass hemisphere on top lined with gems. Magic is projected upwards.
There is at least one master Inquiry sorcerer supervising the MAP at all times. The MAP allows sorcerers to act on magical disturbances quickly.
Sorcerers in The Order are generally always on-the-clock and their work depends on their sector.
Artifice sorcerers are always working to keep the Sanctuaries hygienic and maintained, as well as keeping their fellow sorcerers fed, healthy and clean. They also assist the other sectors and regularly supplement their ranks if needed.
Inquiry sorcerers are always working, just like their artifice siblings. They monitor potential threats, conduct interviews and keep tabs on persons of interest, such as sorcerers that have left The Order. They work closely with Defense and may take part in Defense missions.
Teaching sorcerers are in classes or in the training grounds teaching the newest generation of sorcerers just like teachers in a regular school. Classes tend to rotate on a schedule but modifications are made when newer sorcerers join since recruiting is all year round! Teachers will usually teach 2-3 classes every week with practical demonstrations, history, and magical concepts. But teachers aren’t limited to working those days. Much like normal school teachers, they will spend every other day scheduling classes and examinations, providing private lessons and evaluating students.
Defense sorcerers are the most varied in terms of workload and work hours. Defense sorcerers are expected to be ready at a moment's notice, including in the middle of the night (As the Head of Defense, Shadow is always woken up if a major threat arises while he is sleeping). Otherwise they are working if sent on an active mission or cooperating with Inquiry sorcerers.
Defense and Inquiry sorcerers usually have interchangeable work.
All sorcerers are allowed to take breaks at their leisure, given they aren’t in the middle of teaching a class or currently in the middle of a mission. Consistently slacking off for long periods of time is not permitted.
Sorcerers are well-cared for for their work. Novice and adept sorcerers are generally given a small allowance to spend as they please. Master sorcerers generally have a salary but it isn’t a lot approx. $50k. Salaries and allowances can be given via cash or via bank transfers.
It’s best not to ask where The Order gets its money from…
Sorcerers are given moderate health care on Order grounds. For more specific healthcare needs like dentistry or surgery, The Order will send patients to ‘normal’ practices and hospitals, and The Order will generally cover the expenses.
Sorcerers are allowed several weeks leave (parental leave or loss of family etc). Master sorcerers are allowed longer leave.
The Order has been around for a long time and hearing related damage is a common injury or occurrence in the line of duty. Many ears have been blasted out by the use of violent magic.
So the Order has adapted sign language to encompass terms of sorcery, everything from names for magical beasts, to dimensions of sorcery, to magical theories have been translated into sign for sorcerers to learn. Even sorcerers that aren't hard of hearing might endeavour to learn these signs to communicate without speaking. And why not? Sorcerers already create gestures and learn symbols to cast spells, so for many learning sign is not a stretch.
Sorcerer characters may freely add sign language to their training and specialisations.
There is no equivalent for B.C. and A.D. in this world (yet). It is used to denote years as normal (no Jesus/Christ equivalent in this universe).
Primitive sorcery became known to humanity in ancient Toi (Modern Tarneiia). The kindling spell was used very often but other magic was generally unknown.
Primitive sorcery was still relatively unknown, however a small group in Toi became fascinated by the knowledge of magic. Half the group kept the information to themselves, the other half happily went off to educate their fellow humans in the craft.
As humanity spread across the continents, knowledge of sorcery became obsolete for the most part. The Bronze Age came and went, solidifying man’s intelligence and supremacy in the physical. Metal and stones can be known and analysed by every mind, and thus it trumped over counterparts that relied on sorcery.
The Order first formed in Toi, creating their first sanctuary - a place to study sorcery and magic. Their advancing of magic opened them to the wider universes, sparking a change in the world that would be felt for millenia to come.
The world would become sparsely populated with magical creatures, portals would open in the sky calling forth beasts from nightmares, and the worst of humanity would use their spells for worse.
The ancient sorcerers knew there was power in their sorcery, and even more power in their secrecy. They couldn’t let magic be used against the world so freely…Thus, The Order became official. Sorcerers would train to destroy magical threats and their own internal threats. They started to catalogue beasts and craft spells.
The Order became knowledgeable with the wider universes - including learning about variants…
Hierarchy formed within The Order, separating Novice and Master sorcerers, and then later Novics, Adepts and Masters. The Order would start to divy themselves up into 2 sectors, Defense and Knowledge. 4 Master sorcerers were chosen to lead each sector, and were later called the “Heads”, making The Order into an Oligarchy.
The Order took interest in Moasao and decided to build a Main Sanctuary in the region.
The Order aligned themselves with the Moa Collective to form The Old World Pact - a Pact that allows them free movement across the Moa Collective to excise sorcery and their protective duties without permission or consequence. A main sanctuary formed in Moasao, strengthening the alliance between the major power and The Order.
The Order slowly persuaded and intimidated their way into the other regions. More regions agreed to The World Old Pact, allowing The Order a mostly legitimate claim of free movement and authority across the old world.
Sorcerers advised certain developing governments and central powers.
Minor sanctuaries formed as soon as a MAP prototype was created, allowing The Order to seek threats much easier.
Nations of old started to dispute sorcerers and became negligent to their advice. After all, sorcerers were mostly a specialised military force. Advisor sorcerers slowly phased out and rejoined their Order counterparts. The Order slowly became alienated from the general world. History does remember this time period well and most of written history waves off true sorcerers as superstitious manipulators, using fear of the unknown to gain power and influence.
Rogue sorcerers started to become prominent as the number of sorcerers grew and overwatch was lax compared to modern times.
The Dreamweaver entity was summoned for the first time by rogue sorcerers, and then subsequently defeated. It fled into another universe.
Numerous other entities would appear throughout the centuries as the sorcerers became uniquely aware of interdimensional presences. The teleportation spell wasn’t stabilised until modern times, hence why strange events kept happening…
The Teleportation spell stabilised, at the cost of sorcery ability and stress, and allowed for sorcerers to reliably get around without accidentally summoning interdimensional creatures.
A main sanctuary was built in the Weldoon. Many minor sanctuaries were built around the world (Refer to the Maps folder for base locations).
Navita Sermon became the Head of Teaching in 1972, succeeding the previous Head.
Melanie Cross became the Head of Artifice in 1978, succeeding the previous Head.
Kaiden Omen became the Head of Defense in 1984, succeeding the previous Head.
Imogen Hexfelt became the Head of Inquiry in 1993, succeeding Alexander Augur who stepped down from age.
Violet Diablerie became Head of Defense in 2001, succeeding Kaiden Omen who passed away from injury.
Malakai Luma became the Head of Inquiry in 2007, succeeding Imogen Hexfelt who stepped down from injury.
Rohan Arx became the Head of Artifice in 2009, succeeding Melanie Cross who stepped down from age.
Shirin Withers became the Head of Defense in 2016, succeeding Violet Diablerie who stepped down from age.
Stephen Shadow became the Head of Defense in 2021, succeeding Shirin Withers who was murdered by sorcerer turned rogue, Edina.
In June 2023, there was an odd invasion of dark figures, aptly named “Figures”. They were tall, lanky humanoids with white eyes, big clawed hands, and their body was made out of a substance that looked like the night sky. Though notably one of the Figures that attacked Shadow was smaller, more-human like and could fly. The source of these Figures is still unknown and why they invaded and attacked sanctuaries for a brief time remains unclear.
The two factions tend to work together when needed, otherwise they will keep to themselves. Members of The Order tend to look down on The Guild.
The Order have been around for at least a millenia. They have solid traditions, rules and procedures in place, whereas the Guild has only been around for only over a decade and are yet to prove themselves worthy in the eyes of The Order. That being said, they tolerate The Guild’s presence well since they deal with issues that The Order doesn’t want to deal with themselves.
The Order has a higher sense of importance and ego in comparison to the much younger Guild.
The Order always has priority over The Guild.
The Order seldom takes prisoners unless they need information from an uncooperative individual. Coercion and torture are the most common techniques, from using crude weapons or violent spells to force what they need, sorcerers are generally cruel to prisoners. They do not let prisoners eat or drink, unless they need the prisoner alive for long periods, and they aren’t given a cell to stay in. They are simply restrained to the dungeon floor or wall if kept.
Prisoners do not see the light of day again.
For ‘normal’ prisoners, they may only be superficially restrained.
For magically inclined individuals like other sorcerers, they are generally restrained in something akin to a straitjacket to keep them from using their hands or feet. Sorcery can’t be ‘stopped’ in a traditional sense. There’s no easy way to stop a person from accessing magic, other than to restrict movement of their exit nodes.
Hands are often restrained to the prisoner’s body with their palms facing toward them, and the soles of the feet are tied flat to each other. Thus, if the prisoner tries and succeeds to cast a spell, their spell will be directed at themselves, no matter if the spell is common, violent or otherwise.